| 1 | == Technology Modifications == |
| 2 | |
| 3 | Technologies 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 | |
| 5 | For 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.|| |