Changes between Initial Version and Version 1 of TechModifications


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Timestamp:
Oct 4, 2012, 1:22:27 AM (12 years ago)
Author:
historic_bruno
Comment:

Initial draft

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  • TechModifications

    v1 v1  
     1== Technology Modifications ==
     2
     3Technologies can modify the stats and properties of game [wiki:Entity entities], using the `modifications` list of a given [wiki:Technology_Templates technology template]. The modifications have unique names of the form "!Component/Element/Subelement", where "Component" is the exact name of a simulation component and "!Element/Subelement" come from that component's [http://svn.wildfiregames.com/entity-docs/ entity schema].
     4
     5For example to modify a unit's melee hack attack, you would use "!Attack/Melee/Hack" as the modification value. '''Note: In order for this to work, the component scripts must be updated to support each possible value. The following table lists the planned and currently supported modifications.'''
     6
     7== Planned Modifications ==
     8
     9||= Tech Modification =||= Status =||= Notes =||
     10||!Armour/All|| ||Add this value to all Armour types||
     11{{{#!tr style="background: LightGreen"
     12||!Armour/Hack||  Done  || ||
     13}}}
     14{{{#!tr style="background: LightGreen"
     15||!Armour/Pierce||  Done  || ||
     16}}}
     17{{{#!tr style="background: LightGreen"
     18||!Armour/Crush||  Done  || ||
     19}}}
     20||Attack/(!Melee/Ranged/Charge)/All|| ||Add this value to all Attack types||
     21{{{#!tr style="background: LightGreen"
     22||Attack/(M/R/C)/Hack||  Done  || ||
     23}}}
     24{{{#!tr style="background: LightGreen"
     25||Attack/(M/R/C)/Pierce||  Done  || ||
     26}}}
     27{{{#!tr style="background: LightGreen"
     28||Attack/(M/R/C)/Crush||  Done  || ||
     29}}}
     30||!Attack/Melee/Bonuses|| ||Add a new or Alter an existing bonus to the melee attack of the entity.||
     31||!Attack/Charge/Bonuses|| || ||
     32||!Attack/Ranged/Bonuses|| || ||
     33{{{#!tr style="background: LightGreen"
     34||Attack/(M/R/C)/!MaxRange||  Done  || ||
     35}}}
     36{{{#!tr style="background: LightGreen"
     37||Attack/(M/R/C)/!MinRange||  Done  || ||
     38}}}
     39{{{#!tr style="background: LightGreen"
     40||Attack/(M/R/C)/!PrepareTime||  Done  || ||
     41}}}
     42{{{#!tr style="background: LightGreen"
     43||Attack/(M/R/C)/!RepeatTime||  Done  || ||
     44}}}
     45||Barter/CONSTANT_DIFFERENCE|| ||These barter effects come from the Barter.js component.||
     46||Barter/DIFFERENCE_PER_DEAL|| || ||
     47||Barter/DIFFERENCE_RESTORE|| || ||
     48||Barter/RESTORE_TIMER_INTERVAL|| || ||
     49{{{#!tr style="background: LightGreen"
     50||!Builder/Rate||  Done  || ||
     51}}}
     52{{{#!tr style="background: LightGreen"
     53||BuildingAI/DefaultArrowCount||  Done  ||Increase the number of default arrows fired by this structure.||
     54}}}
     55{{{#!tr style="background: LightGreen"
     56||BuildingAI/GarrisonArrowMultiplier||  Done  ||Increase the number of arrows per garrisoned soldier.||
     57}}}
     58||!Cost/PopulationBonus|| ||Increase the pop cap bonus this building gives.||
     59{{{#!tr style="background: LightGreen"
     60||!Cost/BuildTime||  Done  || ||
     61}}}
     62{{{#!tr style="background: LightGreen"
     63||!Cost/Resources/food||  Done  || ||
     64}}}
     65{{{#!tr style="background: LightGreen"
     66||!Cost/Resources/wood||  Done  || ||
     67}}}
     68{{{#!tr style="background: LightGreen"
     69||!Cost/Resources/stone||  Done  || ||
     70}}}
     71{{{#!tr style="background: LightGreen"
     72||!Cost/Resources/metal||  Done  || ||
     73}}}
     74||Formations/tokens|| ||Add formations for these units. May need a formation system overhaul, because right now the formations aren't really controlled in the entity templates.||
     75{{{#!tr style="background: LightGreen"
     76||!GarrisonHolder/Max||  Done  || ||
     77}}}
     78{{{#!tr style="background: LightGreen"
     79||!GarrisonHolder/BuffHeal||  Done  ||Increase or decrease the garrisoned healing rate of a structure.
     80}}}
     81||!GarrisonHolder/List/tokens|| ||Add or remove classes of units capable of garrisoning in this structure/||
     82{{{#!tr style="background: LightGreen"
     83||Heal/HP||  Done  || ||
     84}}}
     85{{{#!tr style="background: LightGreen"
     86||!Heal/Range||  Done  || ||
     87}}}
     88{{{#!tr style="background: LightGreen"
     89||!Heal/Rate||  Done  || ||
     90}}}
     91{{{#!tr style="background: LightGreen"
     92||!Health/Max||  Done  || ||
     93}}}
     94||!Health/RegenRate|| ||Needs to be implemented in Health.js first||
     95{{{#!tr style="background: LightGreen"
     96||!Promotion/RequiredXp||  Done  ||Make units easier or harder to promote||
     97}}}
     98||!ResourceGatherer/BaseSpeed|| ||Affects all gathering rates within one value. Default is 1.0||
     99{{{#!tr style="background: LightGreen"
     100||!ResourceGatherer/Rates/food/fish||  Done  || ||
     101}}}
     102{{{#!tr style="background: LightGreen"
     103||!ResourceGatherer/Rates/food/fruit||  Done  || ||
     104}}}
     105{{{#!tr style="background: LightGreen"
     106||!ResourceGatherer/Rates/food/grain||  Done  || ||
     107}}}
     108{{{#!tr style="background: LightGreen"
     109||!ResourceGatherer/Rates/food/meat||  Done  || ||
     110}}}
     111{{{#!tr style="background: LightGreen"
     112||!ResourceGatherer/Rates/wood/tree||  Done  || ||
     113}}}
     114{{{#!tr style="background: LightGreen"
     115||!ResourceGatherer/Rates/wood/ruins||  Done  || ||
     116}}}
     117{{{#!tr style="background: LightGreen"
     118||!ResourceGatherer/Rates/stone/rock||  Done  || ||
     119}}}
     120{{{#!tr style="background: LightGreen"
     121||!ResourceGatherer/Rates/stone/ruins||  Done  || ||
     122}}}
     123{{{#!tr style="background: LightGreen"
     124||!ResourceGatherer/Rates/metal/ore||  Done  || ||
     125}}}
     126{{{#!tr style="background: LightGreen"
     127||!ResourceGatherer/Capacities/food||  Done  || ||
     128}}}
     129{{{#!tr style="background: LightGreen"
     130||!ResourceGatherer/Capacities/wood||  Done  || ||
     131}}}
     132{{{#!tr style="background: LightGreen"
     133||!ResourceGatherer/Capacities/stone||  Done  || ||
     134}}}
     135{{{#!tr style="background: LightGreen"
     136||!ResourceGatherer/Capacities/metal||  Done  || ||
     137}}}
     138||!ResourceSupply/Amount|| ||Change the supply of a resource, like farms or mines. Imagine a mining tech that "gives new life" to "exhausted" mines by increasing their amount of Metal or Stone.||
     139||!Stamina/Max|| ||Stamina not implemented yet||
     140{{{#!tr style="background: LightGreen"
     141||!TerritoryDecay/HealthDecayRate||  Done  ||Reduce or Increase building decay. Can turn it off with disable=""||
     142}}}
     143||!TerritoryInfluence/Root|| ||True or False.||
     144{{{#!tr style="background: LightGreen"
     145||!TerritoryInfluence/Radius||  Done  ||Increase the territory effect of this class of structure.||
     146}}}
     147||!Trader/GainMultiplier|| ||Increase the profitability of a trading mission.||
     148||!UnitMotion/Walk/Speed|| || ||
     149||!UnitMotion/Run/Speed|| || ||
     150||!UnitMotion/Charge/Speed|| ||I would like to have different values and states for "running" and "charging" Running usually 2x !WalkSpeed, Charging usually 3x !WalkSpeed||
     151{{{#!tr style="background: LightGreen"
     152||!Vision/Range||  Done  || ||
     153}}}
     154||!VisualActor/Actor|| ||Could change the look of an object as a side effects of a technology.||