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<move-skill value="move_skill" />
 
<move-skill value="move_skill" />
 
<attack-skill value="attack_skill" />
 
<attack-skill value="attack_skill" />
    <unit value="unit_toSpawn" amount="0" spawnAtTarget="false">
 
 
</command>
 
</command>
 
</syntaxhighlight>
 
</syntaxhighlight>
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===attack-skill===
 
===attack-skill===
 
The name of the attack skill to use.
 
The name of the attack skill to use.
 +
 +
==build-self==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="build-self" />
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<name value="build_self" tip="tip_name" />
 +
<image path="images/image.bmp" />
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<unit-requirements>
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<unit name="my_unit" />
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</unit-requirements>
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<upgrade-requirements>
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<upgrade name="my_upgrade" />
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</upgrade-requirements>
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<build-self-skill value="build_self_skill" />
 +
<display value="false" />
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</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Build self is a way of finishing a building by itself, without any other units repairing or building it. Note that the skill is "build_self" while the command is "build-self".
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===type===
 +
The type of the command, in this case, build-self. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
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 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
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 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
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 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===build-self-skill===
 +
The name of the build_self skill to use.
 +
 +
===display===
 +
If true, a button is shown and must be clicked in order to perform the self building. If false, it's done automatically.
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 +
==Load==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="load" />
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<name value="load" tip="tip_name" />
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<image path="images/image.bmp" />
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<unit-requirements>
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<unit name="my_unit" />
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</unit-requirements>
 +
<upgrade-requirements>
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<upgrade name="my_upgrade" />
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</upgrade-requirements>
 +
<load-skill value="load_skill"/>
 +
<move-skill value="move_skill"/>
 +
<units-carried>
 +
<unit value="unit_name"/>
 +
</units-carried>
 +
<load-capacity value="3" />
 +
<allow-projectiles value="true">
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<horizontal-offset value="2.0" />
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<vertical-offset value="1.5" />
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</allow-projectiles>
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Load is one of the skills needed, along with unload, to make a transport or garrisoning building. It allows a unit to be loaded or "carried".
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 +
===type===
 +
The type of the command, in this case, load. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===load-skill===
 +
The name of the load skill to use.
 +
 +
===move-skill===
 +
The name of the move skill to use.
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 +
===units-carries===
 +
A list of the units that are able to be loaded.
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===load-capacity===
 +
The maximum number of units that the unit can hold.
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 +
===allow-projectiles===
 +
If true, units can fire out of the loader. The horizontal and vertical offset is the offset to where the particles would start.
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 +
==Unload==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="unload" />
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<name value="unload" tip="tip_name" />
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<image path="images/image.bmp" />
 +
<unit-requirements>
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<unit name="my_unit" />
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</unit-requirements>
 +
<upgrade-requirements>
 +
<upgrade name="my_upgrade" />
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</upgrade-requirements>
 +
<unload-skill value="move_skill" />
 +
</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
The opposite of load, unload will remove the previously loaded units, one by one.
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 +
===type===
 +
The type of the command, in this case, unload. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===move-skill===
 +
The name of the move skill to use.
 +
 +
 +
==Transform==
 +
<syntaxhighlight lang="xml">
 +
<!-- Start GAE Only -->
 +
<command>
 +
<type value="transform"/>
 +
<name value="transform" tip="tip_name" />
 +
<image path="images/image.bmp" />
 +
<unit-requirements>
 +
<unit name="my_unit" />
 +
</unit-requirements>
 +
<upgrade-requirements>
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<upgrade name="my_upgrade" />
 +
</upgrade-requirements>
 +
<morph-skill value="morph_skill"/>
 +
<move-skill value="move_skill"/>
 +
<position x="0" y="0"/>
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<rotation value="0" />
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<morph-units>
 +
<morph-unit name="farm" />
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</morph-units>
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<hp-policy value="maintain" />
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</command>
 +
<!-- End GAE Only -->
 +
</syntaxhighlight>
 +
 +
Transform works like morph, but instead of morphing into a similar mobile unit, it can be used for morphing into buildings.
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 +
===type===
 +
The type of the command, in this case, build-self. The <tt>tip</tt> attribute is an optional GAE-only value that will reference the keyword used as a tooltip.
 +
 +
===name===
 +
The name of the command, as seen ingame. GAE can translate these with separate language files as well.
 +
 +
===image===
 +
Path to the image which will be used as an icon to initiate the command.
 +
 +
===unit-requirements===
 +
A list of units that must exist before this command can be used. For example, you might have to construct a testing lab before you can start throwing grenades.
 +
 +
===upgrade-requirements===
 +
A list of upgrades that must exist before this command can be used. For example, you might have to perform a training field upgrade before you could use a more advanced skill.
 +
 +
===morph-skill===
 +
Name of the morph skill.
 +
 +
===move-skill===
 +
Name of the move skill.
 +
 +
===position===
 +
Allows the position of where the building will be placed relative to the unit to be tweaked.
 +
 +
===rotation===
 +
Allows the rotation of building, in degrees, to be tweaked. 0 is facing north.
 +
 +
===morph-units===
 +
A list of the units that can be morphed into.
 +
 +
===hp-policy===
 +
Either <tt>set-to-one</tt> (the new building will have 1 HP), <tt>reset</tt> (use the default behaviour, the new building will have 5% of max HP), or <tt>maintain</tt> (keep the original unit's HP, clamped to the new unit's max HP).
  
 
==See also==
 
==See also==

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