Difference between revisions of "XML/Unit"
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*** <time value="###" /> Time required to build unit. | *** <time value="###" /> Time required to build unit. | ||
*** <multi-selection value="false" /> Is double-click on unit multi-select other unit of same type | *** <multi-selection value="false" /> Is double-click on unit multi-select other unit of same type | ||
− | *** <cellmap value="true"> For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of digits in a line must match the size given above! | + | *** < cellmap value="true"> For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of digits in a line must match the size given above! |
**** <row value="1011"/> | **** <row value="1011"/> | ||
**** <row value="1011"/> | **** <row value="1011"/> |
Revision as of 11:26, 21 June 2007
<?xml version="1.0" standalone="no" ?>
- <unit>
- <parameters>
- <size value="#" /> How many units per side a building uses
- <height value="#" /> The height of a unit
- <max-hp value="###" regeneration="#"/> Maximum hit points and rate of regeneration
- <max-ep value="###" regeneration="#"/> Maximum energy points and rate of regeneration
- <armor value="#" /> Armor value of unit
- <armor-type value="wood"/> Type of armor - some weapons are more effective against some armor types; Editable in the tech_name.xml file
- <sight value="#" /> Range of sight to react to other units
- <multi-selection value="false" /> Is double-click on unit multi-select other unit of same type
- < cellmap value="true"> For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of digits in a line must match the size given above!
- <row value="1011"/>
- <row value="1011"/>
- <row value="0000"/>
- <row value="1011"/>
- </cellmap>
- <levels/> Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%.
- <level name="level_name" kills="###"/> level_name is the designation, kills denotes how many enemies must be destroyed to achieve it
- </levels>
- <fields>Where is it considered to be for purposes of being attacked; land weapons can attack land, etcetera
- <field value="land" />
- <field value="air" />
- </fields>
- <properties>
- <property value="burnable"/> Can a building be burned down (?)
- </properties>
- <light enabled="false" />
- <unit-requirements> Units required to be in use before creating
- <unit name="unit_name" />
- </unit-requirements>
- <upgrade-requirements> Upgrades required to be in use before creating
- <upgrade name="upgrade_name"/>
- </upgrade-requirements>
- <resource-requirements> Resources used for upgrade (if negative resources will be added to player)
- <resource name="resource_name" amount="###" />
- </resource-requirements>
- <resources-stored> Resource that the unit can store for inventory purposes
- <resource name="resource_name" amount="###" />
- </resources-stored>
- <image path="images/aerodrome.bmp"/> Path to Image Icon
- <image-cancel path="../../../../common/tech_cancel.bmp"/> Path to cancellation icon
- <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> Can the unit be used as a meeting point for other units, and the UI icon to be used to initiate.
- <selection-sounds enabled="true"> Audio feedback to note unit selections
- <sound path="../../../../common/tech_click.wav" />
- </selection-sounds>
- <command-sounds enabled="true"> Audio feedback to note unit UI selections
- <sound path="../../../../common/tech_click.wav" />
- </command-sounds>
- </parameters>
- <skills> Skills are what a unit can do.
- <skill>
- <type value="attack"/> Type of skill
- <name value="attack_skill"/> name of this skill (refer to it)
- <ep-cost value="40"/> How many energy points used for each use of skill
- <speed value="60"/> The speed of skill (more=faster)
- <anim-speed value="60"/> Animation speed
- <animation path="models/battlemage_attacking.g3d"/> Animation path
- <sound enabled="true" start-time="0.3"> Is sound enabled. Sound start delayed by this time.
- <sound-file path="sounds/battlemage_attack1.wav"/> path to sound
- </sound>
- <attack-strenght value="140"/> attack strength Note Spelling; Minor bug, not corrected as of 2.0
- <attack-var value="40"/> attack of unit = attack-strenght +- attack-var
- <attack-range value="7"/> attack range
- <attack-type value="magic"/> Type of weapon - some weapons are more effective against some armor types; Editable in the tech_name.xml file
- <attack-fields> Whom can attack; land weapons can attack land, air - air.
- <field value="land"/>
- </attack-fields>
- <attack-start-time value="0.6"/> (???)
- <projectile value="true"> Use projectile (true for shooting,false for melee)
- <particle value="true" path="particle_proj.xml"/> Path to projectile fail
- <sound enabled="true"> path to sound file
- <sound-file path="sounds/battlemage_hit1.wav"/>
- </sound>
- </projectile>
- <splash value="true"> Will projectile explode
- <radius value="0"/> radius of explosion
- <damage-all value="true"/> Will it damage all units (enemy & ally)
- <particle value="true" path="particle_splash.xml"/> Path to exploison file
- </splash>
- </skill>
- ...
- <skill>
- </skills>
- <commands> Commands create the specific UI for accessing skills
- <command>
- <type value="morph"/> Type of command
- <name value="promote_to_archmage"/> In game description
- <image path="../archmage/images/archmage.bmp"/> Path to icon image
- <unit-requirements/> See above
- <upgrade-requirements/> See above
- <morph-skill value="morph_skill"/> reference to which skill to use
- <morph-unit name= "archmage"/> Morphing to unit
- <discount value="0"/> discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of morphing you get resources back.
- </command>
- ...
- <command>
- </commands>
- <parameters>
- </unit>