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The [[unit]] [[XML]] is the main body of a mod, defining everything about each unit. Every unit has this XML, which is named the same as their unit folder, and defines their stats and abilities, as well as various other bits of information on the unit. | The [[unit]] [[XML]] is the main body of a mod, defining everything about each unit. Every unit has this XML, which is named the same as their unit folder, and defines their stats and abilities, as well as various other bits of information on the unit. | ||
+ | {{TOC limit|2}} | ||
==XML== | ==XML== | ||
+ | {{XML_definition_header}} | ||
<syntaxhighlight lang="xml"> | <syntaxhighlight lang="xml"> | ||
<?xml version="1.0" standalone="no" ?> | <?xml version="1.0" standalone="no" ?> | ||
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<size value="2" /> | <size value="2" /> | ||
<height value="2" /> | <height value="2" /> | ||
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<max-hp value="800" regeneration="2" /> | <max-hp value="800" regeneration="2" /> | ||
<max-ep value="100" regeneration="5" /> | <max-ep value="100" regeneration="5" /> | ||
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<time value="100" /> | <time value="100" /> | ||
<multi-selection value="false" /> | <multi-selection value="false" /> | ||
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<cellmap value="true" allowEmpty="false"> | <cellmap value="true" allowEmpty="false"> | ||
<row value="10" /> | <row value="10" /> | ||
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<levels> | <levels> | ||
<level name="level_name" kills="3" /> | <level name="level_name" kills="3" /> | ||
+ | <!-- Start GAE Only --> | ||
+ | <level name="level_name" kills="7" default="false"> | ||
+ | <static-modifiers> | ||
+ | <max-hp value="0" /> | ||
+ | <max-ep value="0" /> | ||
+ | <hp-regeneration value="0" /> | ||
+ | <ep-regeneration value="0" /> | ||
+ | <sight value="0" /> | ||
+ | <armor value="0" /> | ||
+ | <attack-strength value="0" /> | ||
+ | <effect-strength value="0" /> | ||
+ | <attack-percent-stolen value="0" /> | ||
+ | <attack-range value="0" /> | ||
+ | <move-speed value="0" /> | ||
+ | <attack-speed value="0" /> | ||
+ | <production-speed value="0" /> | ||
+ | <repair-speed value="0" /> | ||
+ | <harvest-speed value="0" /> | ||
+ | </static-modifiers> | ||
+ | <multipliers> | ||
+ | <max-hp value="1" /> | ||
+ | <max-ep value="1" /> | ||
+ | <hp-regeneration value="1" /> | ||
+ | <ep-regeneration value="1" /> | ||
+ | <sight value="1" /> | ||
+ | <armor value="1" /> | ||
+ | <attack-strength value="1" /> | ||
+ | <effect-strength value="1" /> | ||
+ | <attack-percent-stolen value="1" /> | ||
+ | <attack-range value="1" /> | ||
+ | <move-speed value="1" /> | ||
+ | <attack-speed value="1" /> | ||
+ | <production-speed value="1" /> | ||
+ | <repair-speed value="1" /> | ||
+ | <harvest-speed value="1" /> | ||
+ | </multipliers> | ||
+ | </level> | ||
+ | <!-- End GAE Only --> | ||
</levels> | </levels> | ||
<fields> | <fields> | ||
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<properties> | <properties> | ||
<property value="burnable" /> | <property value="burnable" /> | ||
+ | <!-- Start GAE Only --> | ||
+ | <property value="wall" /> | ||
+ | <property value="multi-build" /> | ||
+ | <property value="multi-select" /> | ||
+ | <!-- End GAE Only --> | ||
+ | <!-- Start MG Only --> | ||
<property value="rotated_climb" /> | <property value="rotated_climb" /> | ||
+ | <!-- End MG Only --> | ||
</properties> | </properties> | ||
+ | <!-- Start MG Only --> | ||
<rotationAllowed value="false" /> | <rotationAllowed value="false" /> | ||
<max-unit-count value="10" /> | <max-unit-count value="10" /> | ||
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<count-kill-for-unit-upgrade value="true" /> | <count-kill-for-unit-upgrade value="true" /> | ||
<count-in-victory-conditions value="true"/> | <count-in-victory-conditions value="true"/> | ||
+ | <!-- End MG Only --> | ||
<light enabled="true" red="0.1" green="0.1" blue="0.3" /> | <light enabled="true" red="0.1" green="0.1" blue="0.3" /> | ||
<unit-requirements> | <unit-requirements> | ||
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<sound path="sound/command_sound.wav" /> | <sound path="sound/command_sound.wav" /> | ||
</command-sounds> | </command-sounds> | ||
+ | <!-- Start GAE Only --> | ||
<tags> | <tags> | ||
<tag value="tag_name"/> | <tag value="tag_name"/> | ||
</tags> | </tags> | ||
− | + | <emanations> | |
− | + | ||
− | + | <!-- See section: emanations --> | |
− | + | ||
− | + | </emanations> | |
+ | <subfaction-restrictions> | ||
+ | <subfaction name="subfaction_name" /> | ||
+ | </subfaction-restrictions> | ||
+ | <!-- End GAE Only --> | ||
</parameters> | </parameters> | ||
<skills> | <skills> | ||
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<commands> | <commands> | ||
− | <!-- See section: | + | <!-- See section: commands --> |
</commands> | </commands> | ||
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===height=== | ===height=== | ||
The height of the unit is used for check for collision of projectile attacks, as well as for determining the placement of particles such as flames. Most standard humanoids are 2-3 units tall. | The height of the unit is used for check for collision of projectile attacks, as well as for determining the placement of particles such as flames. Most standard humanoids are 2-3 units tall. | ||
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===max-hp=== | ===max-hp=== | ||
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===multi-selection=== | ===multi-selection=== | ||
− | If true | + | If true, all units of the same type can be mass selected by double clicking one of them. As well, this must be on for the unit to be selectable by clicking and dragging a selection box (otherwise the selection box ignores that type of unit). This should generally be off for buildings and on for regular units, unless there is any reason you don't want them to be easily mass selected. |
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===cellmap=== | ===cellmap=== | ||
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===levels=== | ===levels=== | ||
− | Levels are increases in stats and a name change that occur after the unit reaches a certain number of kills. For [[MegaGlest]], only the name and level can be changed. When the unit reaches that number of kills, the name is prefixed to the unit and they are given a +50% max HP, +50% max EP, +50% armor, and +20% sight boost, which stacks with each level. | + | Levels are increases in stats and a name change that occur after the unit reaches a certain number of kills. For [[Glest]] and [[MegaGlest]], only the name and level can be changed. When the unit reaches that number of kills, the name is prefixed to the unit and they are given a +50% max HP, +50% max EP, +50% armor, and +20% sight boost, which stacks with each level. |
+ | |||
+ | In [[GAE]], [[GAE/Custom_levels|customizing the levels]] can be done by specifying specific boosts as either static modifiers or multipliers. A static modifier increases stats by an absolute amount, and a multiplier multipliers the stats by a number. GAE also has a <tt>defaults</tt> attribute which, if false, will prevent the default boost from stacking with the specified custom boost. | ||
+ | |||
+ | ====Table of Level Attributes (GAE Only)==== | ||
+ | {| class="wikitable" | ||
+ | !Value | ||
+ | !Description | ||
+ | |- | ||
+ | |<max-hp> | ||
+ | |Modifies the maximum HP. | ||
+ | |- | ||
+ | |<hp-regen> | ||
+ | |Modifies the HP regeneration rate. | ||
+ | |- | ||
+ | |<max-ep> | ||
+ | |Modifies the maximum EP. | ||
+ | |- | ||
+ | |<ep-regen> | ||
+ | |Modifies the EP regeneration rate. | ||
+ | |- | ||
+ | |<sight> | ||
+ | |Modifies the unit's sight. | ||
+ | |- | ||
+ | |<armor> | ||
+ | |Modifies the unit's armor strength. | ||
+ | |- | ||
+ | |<attack-strength> | ||
+ | |Modifies the unit's attack strength. | ||
+ | |- | ||
+ | |<attack-range> | ||
+ | |Modifies the unit's attack ragen. | ||
+ | |- | ||
+ | |<attack-speed> | ||
+ | |Modifies the unit's attack speed. | ||
+ | |- | ||
+ | |<move-speed> | ||
+ | |Modifies the speed the unit moves at. | ||
+ | |- | ||
+ | |<production-speed> | ||
+ | |Modifies the production speed (speed of creating units or morphing). | ||
+ | |- | ||
+ | |<repair-speed> | ||
+ | |Modifies the speed of the repair skill. | ||
+ | |- | ||
+ | |<harvest-speed> | ||
+ | |Modifies the speed of the harvest skill. | ||
+ | |- | ||
+ | |<effect-strength> | ||
+ | |Modifies the strength of effects. | ||
+ | |} | ||
===fields=== | ===fields=== | ||
− | Fields are the area that units can traverse. | + | Fields are the area that units can traverse. In Glest and MegaGlest, this is limited to <tt>land</tt> and <tt>air</tt>. Land units can only walk on walkable parts of the land and shallow water, while air units can fly and traverse everywhere. In GAE, the additional fields of <tt>any_water</tt> (deep or shallow water), <tt>deep_water</tt> (only the deep areas that land units cannot enter), or <tt>amphibious</tt> (the unit can traverse both land and water (of any depth) but are still limited by unwalkable terrain). |
===properties=== | ===properties=== | ||
Properties are additional flags which take no parameters, but can define the unit. | Properties are additional flags which take no parameters, but can define the unit. | ||
*<tt>burnable</tt> - When the unit drops to under 50% HP (only after being attacked for the first time, to prevent the occurance when building), a flame particle effect starts and persists until the unit's HP is back above 50%. | *<tt>burnable</tt> - When the unit drops to under 50% HP (only after being attacked for the first time, to prevent the occurance when building), a flame particle effect starts and persists until the unit's HP is back above 50%. | ||
+ | *<tt>wall</tt> - GAE Only, will eventually tell the [[AI]] to treat the building like a wall, but currently such a function does not exist, so it just tells the AI not to construct the building. | ||
+ | *<tt>multi-build</tt> - GAE Only, tells the engine you can build multiple of this building at once by dragging and dropping the mouse after selecting a build location. Used mainly for walls. | ||
+ | *<tt>multi-select</tt> - GAE Only, an alternative way of telling the engine that this unit can have multi-selected (see multi-selection above). | ||
*<tt>rotated-climb</tt> - MG Only, this will make units rotate when moving on sloped surfaces so that they are parallel to the surface. Meant for units such as tanks, which look unnatural if they do not slope with the ground. Units such as humanoids would generally not use this, as they would stand upright even on slopes. | *<tt>rotated-climb</tt> - MG Only, this will make units rotate when moving on sloped surfaces so that they are parallel to the surface. Meant for units such as tanks, which look unnatural if they do not slope with the ground. Units such as humanoids would generally not use this, as they would stand upright even on slopes. | ||
===rotationAllowed=== | ===rotationAllowed=== | ||
− | A [[MegaGlest]] only element which toggles whether or not the building can be rotated. | + | A [[MegaGlest]] only element which toggles whether or not the building can be rotated. In GAE, buildings can always be rotated. Unit particle effects will be rotated with the building. |
===max-unit-count=== | ===max-unit-count=== | ||
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===resources-stored=== | ===resources-stored=== | ||
Using the same syntax as resource-requirements above, resources stored is the number of resources that can be stored in this unit. This expands the total maximum storage as shown at the top of the [[HUD]], and also performs the more valuable function of letting units head to it after harvesting that resource. | Using the same syntax as resource-requirements above, resources stored is the number of resources that can be stored in this unit. This expands the total maximum storage as shown at the top of the [[HUD]], and also performs the more valuable function of letting units head to it after harvesting that resource. | ||
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===image=== | ===image=== | ||
− | Path to the unit's icon, which will be displayed on the HUD. In MegaGlest they can be BMP, TGA, JPG, or PNG. | + | Path to the unit's icon, which will be displayed on the HUD. In Glest, images can be either BMP or TGA. In MegaGlest and GAE, they can be BMP, TGA, JPG, or PNG. |
===image-cancel=== | ===image-cancel=== | ||
− | Path to the cancel icon that will be used by the image, which will be displayed at the bottom of the unit box on the HUD, for canceling their current action (upgrades specify their own cancel icon in the [[Upgrade XML]]). | + | Path to the cancel icon that will be used by the image, which will be displayed at the bottom of the unit box on the HUD, for canceling their current action (upgrades specify their own cancel icon in the [[Upgrade XML]]). In Glest, images can be either BMP or TGA. In MegaGlest and GAE, they can be BMP, TGA, JPG, or PNG. |
===meeting-point=== | ===meeting-point=== | ||
− | If true, a meeting point will be used, which is a selectable location that produced units will be sent to. Generally only given to buildings because otherwise the right click "hotkey" is used for move. The path is the icon that can be used to choose the meeting point location. | + | If true, a meeting point will be used, which is a selectable location that produced units will be sent to. Generally only given to buildings because otherwise the right click "hotkey" is used for move. The path is the icon that can be used to choose the meeting point location. In Glest, images can be either BMP or TGA. In MegaGlest and GAE, they can be BMP, TGA, JPG, or PNG. |
===selection-sounds=== | ===selection-sounds=== | ||
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===tags=== | ===tags=== | ||
− | Tags are a implementation which allows units to be assigned to a "group". You could then use those to perform affects only to units with that specific tag. For example, it's possible to have an [[ | + | Tags are a GAE only implementation which allows units to be assigned to a "group". You could then use those to perform affects only to units with that specific tag. For example, it's possible to have an [[GAE/Upgrades|upgrade]] affect only units with that specific tag. As well, [[GAE/Effects|effects]] and [[GAE/Emanations|emanations]] can be set to apply only to specific tagged units. |
As a result, you could tag all melee units with a tag named "melee", and have an effect that boosts only the attack strength of melee units. Or you could tag a unit as a "building" to have an effect that only affects buildings. | As a result, you could tag all melee units with a tag named "melee", and have an effect that boosts only the attack strength of melee units. Or you could tag a unit as a "building" to have an effect that only affects buildings. | ||
− | + | ===emanations=== | |
+ | {{See|GAE/Emanations}} | ||
+ | Emanations are special effects that "emit" from the unit, such as a healing aura which may heal nearby allied units, or an intimidation emanation, which might reduce the stats of nearby enemies. | ||
+ | |||
+ | ===subfaction-restrictions=== | ||
+ | {{See|GAE/Subfactions}} | ||
+ | Limits the unit to the listed [[GAE/Subfactions|subfactions]], which must have been declared in the [[Faction XML]], with the exception of <tt>base</tt>, which refers to the faction when there is no subfactions. | ||
===skills=== | ===skills=== | ||
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==See also== | ==See also== | ||
*[[XMLs]] | *[[XMLs]] | ||
− | + | <!-- Place links to skills and commands here, once they are created --> | |
[[Category:XMLs]] | [[Category:XMLs]] |