== Technology Modifications == 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]. 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.''' == Planned Modifications == ||= Tech Modification =||= Status =||= Notes =|| ||!Armour/All|| ||Add this value to all Armour types|| {{{#!tr style="background: LightGreen" ||!Armour/Hack|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Armour/Pierce|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Armour/Crush|| Done || || }}} ||Attack/(!Melee/Ranged/Charge)/All|| ||Add this value to all Attack types|| {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/Hack|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/Pierce|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/Crush|| Done || || }}} ||!Attack/Melee/Bonuses|| ||Add a new or Alter an existing bonus to the melee attack of the entity.|| ||!Attack/Charge/Bonuses|| || || ||!Attack/Ranged/Bonuses|| || || {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/!MaxRange|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/!MinRange|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/!PrepareTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||Attack/(M/R/C)/!RepeatTime|| Done || || }}} ||Barter/CONSTANT_DIFFERENCE|| ||These barter effects come from the Barter.js component.|| ||Barter/DIFFERENCE_PER_DEAL|| || || ||Barter/DIFFERENCE_RESTORE|| || || ||Barter/RESTORE_TIMER_INTERVAL|| || || {{{#!tr style="background: LightGreen" ||!Builder/Rate|| Done || || }}} {{{#!tr style="background: LightGreen" ||BuildingAI/DefaultArrowCount|| Done ||Increase the number of default arrows fired by this structure.|| }}} {{{#!tr style="background: LightGreen" ||BuildingAI/GarrisonArrowMultiplier|| Done ||Increase the number of arrows per garrisoned soldier.|| }}} ||!Cost/PopulationBonus|| ||Increase the pop cap bonus this building gives.|| {{{#!tr style="background: LightGreen" ||!Cost/BuildTime|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Cost/Resources/metal|| Done || || }}} ||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.|| {{{#!tr style="background: LightGreen" ||!GarrisonHolder/Max|| Done || || }}} {{{#!tr style="background: LightGreen" ||!GarrisonHolder/BuffHeal|| Done ||Increase or decrease the garrisoned healing rate of a structure. }}} ||!GarrisonHolder/List/tokens|| ||Add or remove classes of units capable of garrisoning in this structure/|| {{{#!tr style="background: LightGreen" ||Heal/HP|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Heal/Range|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Heal/Rate|| Done || || }}} {{{#!tr style="background: LightGreen" ||!Health/Max|| Done || || }}} ||!Health/RegenRate|| ||Needs to be implemented in Health.js first|| {{{#!tr style="background: LightGreen" ||!Promotion/RequiredXp|| Done ||Increase or decrease amount of XP needed to promote to next rank.|| }}} {{{#!tr style="background: LightGreen" ||!Player/MaxPopulation|| Done ||Change the maximum population limit|| }}} ||!ResourceGatherer/BaseSpeed|| ||Affects all gathering rates within one value. Default is 1.0|| {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food/fish|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food/fruit|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food/grain|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/food/meat|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/wood/tree|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/wood/ruins|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/stone/rock|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/stone/ruins|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Rates/metal/ore|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/food|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/wood|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/stone|| Done || || }}} {{{#!tr style="background: LightGreen" ||!ResourceGatherer/Capacities/metal|| Done || || }}} ||!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.|| ||!Stamina/Max|| ||Stamina not implemented yet|| ||!Technology/ResearchTime|| || || ||!Technology/Resources/food|| || || ||!Technology/Resources/wood|| || || ||!Technology/Resources/stone|| || || ||!Technology/Resources/metal|| || || {{{#!tr style="background: LightGreen" ||!TerritoryDecay/HealthDecayRate|| Done ||Reduce or Increase building decay. Can turn it off with disable=""|| }}} ||!TerritoryInfluence/Root|| ||True or False.|| {{{#!tr style="background: LightGreen" ||!TerritoryInfluence/Radius|| Done ||Increase the territory effect of this class of structure.|| }}} ||!Trader/GainMultiplier|| ||Increase the profitability of a trading mission.|| ||!UnitMotion/Walk/Speed|| || || ||!UnitMotion/Run/Speed|| || || ||!UnitMotion/Charge/Speed|| ||I would like to have different values and states for "running" and "charging" Running usually 2x !WalkSpeed, Charging usually 3x !WalkSpeed|| {{{#!tr style="background: LightGreen" ||!Vision/Range|| Done || || }}} ||!VisualActor/Actor|| ||Could change the look of an object as a side effects of a technology.||