116 | | |
117 | | Market |
118 | | Requirements: Town Centre. |
119 | | Footprint: 4x4. |
120 | | LOS: 1. |
121 | | Housing: +10. |
122 | | Garrison: 10 (Traders). No prop points. |
123 | | Train: Trader. |
124 | | Special: |
125 | | => 1 per Province. |
126 | | => Traders use them as waypoints in trade route. |
127 | | => Has special market interface to barter resources. |
128 | | |
129 | | |
130 | | |
131 | | Barracks |
132 | | Requirements: Town Centre. |
133 | | Footprint: 4x4. |
134 | | LOS: 1. |
135 | | Train: |
136 | | => Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger. |
137 | | => Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer. |
138 | | => Onager, Ballista, Ram. |
139 | | Special: |
140 | | => 2 per Province by default (adjustable at Session Creation). |
141 | | |
142 | | |
143 | | |
144 | | Temple |
145 | | Requirements: Town Centre. |
146 | | Footprint: 3x3. |
147 | | LOS: 1. |
148 | | Housing: +5. |
149 | | Train: => Healer. |
150 | | Special: |
151 | | => "Heal" Aura regenerates health of nearby damaged organic units. |
152 | | |
153 | | |
154 | | CITY PHASE |
155 | | |
156 | | |
157 | | Fortress |
158 | | Requirements: City Centre. |
159 | | Footprint: 5x5. |
160 | | LOS: 1. |
161 | | Housing: +20. |
162 | | Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. |
163 | | Train: |
164 | | => Super Infantry Unit, Super Cavalry/Siege Unit. |
165 | | => Hero1, Hero2, Hero3. |
166 | | CODE |
167 | | |
168 | | <Entity Tag="Name of Entity." Parent="Entity's Parent." |
169 | | // It uses this Actor. |
170 | | <Actor |
171 | | primary="Primary Actor name." |
172 | | ></Actor> |
173 | | <Actions> |
174 | | // It can train/research these units and techs. |
175 | | <Create |
176 | | entitylist="List of entity tags it can train." |
177 | | techlist="List of tech tags it can research." |
178 | | construct="Modifier to the default rate of construction, if needed." |
179 | | ></Create> |
180 | | // This gives the Market a resource-trading interface. |
181 | | <Barter |
182 | | foodratio="1 (1:1 ratio for Food.)" |
183 | | woodratio="2 (2:1 ratio for Wood.)" |
184 | | stoneratio="2 2:1 ratio for Stone.)" |
185 | | oreratio="4 (4:1 ratio for Ore.)" |
186 | | ></Barter> |
187 | | // Gates have a Lock ability to lock the Gate open or closed. |
188 | | <Lock></Lock> |
189 | | </Actions> |
190 | | <Traits> |
191 | | <Id |
192 | | specific="Specific name of structure (civ version)." |
193 | | generic="Generic name of structure (class version)." |
194 | | civ="List of civilisations that can create this structure." |
195 | | civ_code="4-character codes of civilisations that can create this structure." |
196 | | class1="Primary class: structure." |
197 | | class2="Secondary class: eg norm." |
198 | | class3="Tertiary class: eg military." |
199 | | icon="Icon name for structure's portrait." |
200 | | rollover="Localised rollover text for GUI description." |
201 | | history="History paragraph for GUI description." |
202 | | type="Additional descriptor categories for structure." |
203 | | version="Version number." |
204 | | internal_only="false" |
205 | | type.structure="true" |
206 | | type ... etc |
207 | | (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions) |
208 | | </Id> |
209 | | // It has this ability to resist damage. |
210 | | <Armour |
211 | | value="Armour value." |
212 | | crush="Crush percentage." |
213 | | hack="Hack percentage." |
214 | | pierce="Pierce percentage." |
215 | | ></Armour> |
216 | | // A couple of structures use Auras eg Mills create a Gather area, Temples heal. |
217 | | <Aura |
218 | | name="Name of the Aura (localised)." |
219 | | affects="List of entity tags or groups affected by this Aura." |
220 | | allegiance="List of player groups affected by this Aura." |
221 | | radius="Size of Aura range." |
222 | | time="Time target must stay in Aura before effect occurs." |
223 | | cooldown="Time to wait before starting the timer for another target." |
224 | | hitpoints="Target can't have more than this percentage of its hitpoints." |
225 | | duration="How long the effect will remain on the target once applied." |
226 | | ></Aura> |
227 | | // Specify the logic of the Aura effect under the condition that it occurs. |
228 | | <event on="AuraTime" ![CDATA[ |
229 | | // Scripting goes here. |
230 | | ]]></event> |
231 | | // These are the constraints under which the structure can be built. |
232 | | <Creation |
233 | | costfood="How much Food it will cost to build." |
234 | | costore="How much Wood it will cost to build." |
235 | | coststone="How much Stone it will cost to build." |
236 | | costwood="How much Wood it will cost to build." |
237 | | phase="The player must upgrade to this phase before he can build it." |
238 | | req="List of other entities that must be created before he can build it." |
239 | | time="Time it takes to build it." |
240 | | distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)." |
241 | | limit="Player cannot have more than this number of this structure per Civ Centre." |
242 | | location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size." |
243 | | zvariance="Degree of terrain height variance permissible for the structure to be built at this location." |
244 | | paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence." |
245 | | buildclear="If true, clears all entities in the footprint when entity is placed." |
246 | | flattensterrain="If true, when placed, this entity flattens the terrain it sits on." |
247 | | placeanywhere="If true, ignores collision boundaries and can be built on anything." |
248 | | ></Creation> |
249 | | // Units can be garrisoned and propped. |
250 | | <Garrison |
251 | | list="List of entity types that can garrison." |
252 | | capacity="Number of entities that can garrison." |
253 | | ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage." |
254 | | proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned." |
255 | | proplist="List of entities that can appear at prop points." |
256 | | autogarrison="List of entity types that will garrison in this entity when Town Bell is rung." |
257 | | ></Garrison> |
258 | | // Specify the effects applied to garrisoned units. |
259 | | <event on="GarrisonEnter" ![CDATA[ |
260 | | // Regeneration rate is increased +1. |
261 | | ev.target.health.regen++; |
262 | | ]]></event> |
263 | | <event on="SocketEnter" ![CDATA[ |
264 | | // If garrisoned unit is at a prop point, |
265 | | // His LOS and attack range is +1. |
266 | | ev.target.traits.vision.los++; |
267 | | ev.target.traits.attack.range++; |
268 | | // His armour is +2. |
269 | | ev.target.traits.armour.value = ev.target.traits.armour.value+2; |
270 | | ]]></event> |
271 | | // Occurs when structure is ungarrisoned. |
272 | | <event on="GarrisonEmpty" ![CDATA[ |
273 | | // Reduce current hitpoints until structure is regarrisoned or destroyed. |
274 | | ev.entity.traits.health.hpcurr--; |
275 | | ]]></event> |
276 | | // Structure can take this much damage. |
277 | | <Health |
278 | | curr="Structure's current hitpoints." |
279 | | hitpoints="Structure's maximum hitpoints." |
280 | | decay="Rate of hitpoint decay." |
281 | | vacant="Hitpoints decay if left unattended for this time." |
282 | | nohpbar="If true, no hitpoint bar." |
283 | | ></Health> |
284 | | // Quantity of resources received in plunder when destroying this structure. |
285 | | <Loot |
286 | | food="Resources received in plunder." |
287 | | wood="Resources received in plunder." |
288 | | stone="Resources received in plunder." |
289 | | ore="Resources received in plunder." |
290 | | up="Number of upgrade points to give when destroyed." |
291 | | ></Loot> |
292 | | // How is this structure represented on the Mini-Map? |
293 | | <MiniMap |
294 | | red="Minimap RGB red value." |
295 | | green="Minimap RGB green value." |
296 | | blue="Minimap RGB blue value." |
297 | | class="Minimap class (typically Structure)." |
298 | | ></MiniMap> |
299 | | // How much housing the structure adds to population limit. |
300 | | <Population |
301 | | add="Number of housing points to add to Population Limit." |
302 | | ></Population> |
303 | | // Quantity of contained resources for eg Fields. |
304 | | <Supply |
305 | | curr="Current supply." |
306 | | supply="Maximum quantity of Supply." |
307 | | initial="Initial supply when first created (if doesn't start at max)." |
308 | | regen="Rate of supply regeneration." |
309 | | type="Supply resource." |
310 | | subtype="Subtype of supply resource, if appropriate." |
311 | | decay="Rate of supply decay." |
312 | | vacant="Supply decays if left unattended for this time." |
313 | | lootondeath="Percentage of current supply is added to Resource Pool of destroyer." |
314 | | ></Supply> |
315 | | // Structures don't tend to transform into others, but can earn others upgrade points when destroyed. |
316 | | <Transform |
317 | | newentity="Entity name of other structure to become." |
318 | | food="Amount of Food to upgrade to new entity." |
319 | | wood="Amount of Wood to upgrade to new entity." |
320 | | stone="Amount of Stone to upgrade to new entity." |
321 | | ore="Amount of Ore to upgrade to new entity." |
322 | | time="Amount of Time to upgrade to new entity." |
323 | | req="List of required entities to upgrade to new entity." |
324 | | phase="Phase required to upgrade to new entity." |
325 | | ></Transform> |
326 | | // The structure's visibility. |
327 | | <Vision |
328 | | LOS="1" |
329 | | ></Vision> |
330 | | </Traits> |
331 | | ></Entity> |
| 114 | CODE[[BR]]<Entity Tag="Name of Entity." Parent="Entity's Parent."[[BR]] // It uses this Actor.[[BR]] <Actor[[BR]] primary="Primary Actor name."[[BR]] ></Actor>[[BR]] <Actions>[[BR]] // It can train/research these units and techs.[[BR]] <Create[[BR]] entitylist="List of entity tags it can train."[[BR]] techlist="List of tech tags it can research."[[BR]] construct="Modifier to the default rate of construction, if needed."[[BR]] ></Create>[[BR]] // This gives the Market a resource-trading interface.[[BR]] <Barter[[BR]] foodratio="1 (!1:1 ratio for Food.)"[[BR]] woodratio="2 (!2:1 ratio for Wood.)"[[BR]] stoneratio="2 !2:1 ratio for Stone.)"[[BR]] oreratio="4 (!4:1 ratio for Ore.)"[[BR]] ></Barter>[[BR]] // Gates have a Lock ability to lock the Gate open or closed.[[BR]] <Lock></Lock>[[BR]] </Actions>[[BR]] <Traits>[[BR]] <Id[[BR]] specific="Specific name of structure (civ version)."[[BR]] generic="Generic name of structure (class version)."[[BR]] civ="List of civilisations that can create this structure."[[BR]] civ_code="4-character codes of civilisations that can create this structure."[[BR]] class1="Primary class: structure."[[BR]] class2="Secondary class: eg norm."[[BR]] class3="Tertiary class: eg military."[[BR]] icon="Icon name for structure's portrait."[[BR]] rollover="Localised rollover text for GUI description."[[BR]] history="History paragraph for GUI description."[[BR]] type="Additional descriptor categories for structure."[[BR]] version="Version number."[[BR]] internal_only="false"[[BR]] type.structure="true"[[BR]] type ... etc[[BR]] (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)[[BR]] </Id>[[BR]] // It has this ability to resist damage.[[BR]] <Armour[[BR]] value="Armour value."[[BR]] crush="Crush percentage."[[BR]] hack="Hack percentage."[[BR]] pierce="Pierce percentage."[[BR]] ></Armour>[[BR]] // A couple of structures use Auras eg Mills create a Gather area, Temples heal.[[BR]] <Aura[[BR]] name="Name of the Aura (localised)."[[BR]] affects="List of entity tags or groups affected by this Aura."[[BR]] allegiance="List of player groups affected by this Aura."[[BR]] radius="Size of Aura range."[[BR]] time="Time target must stay in Aura before effect occurs."[[BR]] cooldown="Time to wait before starting the timer for another target."[[BR]] hitpoints="Target can't have more than this percentage of its hitpoints."[[BR]] duration="How long the effect will remain on the target once applied."[[BR]] ></Aura>[[BR]] // Specify the logic of the Aura effect under the condition that it occurs.[[BR]] <event on="!AuraTime" ![CDATA[ [[BR]] // Scripting goes here.[[BR]] ]]></event>[[BR]] // These are the constraints under which the structure can be built.[[BR]] <Creation[[BR]] costfood="How much Food it will cost to build."[[BR]] costore="How much Wood it will cost to build."[[BR]] coststone="How much Stone it will cost to build."[[BR]] costwood="How much Wood it will cost to build."[[BR]] phase="The player must upgrade to this phase before he can build it."[[BR]] req="List of other entities that must be created before he can build it."[[BR]] time="Time it takes to build it."[[BR]] distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."[[BR]] limit="Player cannot have more than this number of this structure per Civ Centre."[[BR]] location="The structure can only be built upon an entity of this type (eg Civ Centre on Settlement). They should have the same footprint size."[[BR]] zvariance="Degree of terrain height variance permissible for the structure to be built at this location."[[BR]] paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."[[BR]] buildclear="If true, clears all entities in the footprint when entity is placed."[[BR]] flattensterrain="If true, when placed, this entity flattens the terrain it sits on."[[BR]] placeanywhere="If true, ignores collision boundaries and can be built on anything."[[BR]] ></Creation>[[BR]] // Units can be garrisoned and propped.[[BR]] <Garrison[[BR]] list="List of entity types that can garrison."[[BR]] capacity="Number of entities that can garrison."[[BR]] ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."[[BR]] proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."[[BR]] proplist="List of entities that can appear at prop points."[[BR]] autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."[[BR]] ></Garrison>[[BR]] // Specify the effects applied to garrisoned units.[[BR]] <event on="!GarrisonEnter" ![CDATA[ [[BR]] // Regeneration rate is increased +1.[[BR]] ev.target.health.regen++;[[BR]] ]]></event>[[BR]] <event on="!SocketEnter" ![CDATA[ [[BR]] // If garrisoned unit is at a prop point,[[BR]] // His LOS and attack range is +1.[[BR]] ev.target.traits.vision.los++;[[BR]] ev.target.traits.attack.range++;[[BR]] // His armour is +2.[[BR]] ev.target.traits.armour.value = ev.target.traits.armour.value+2;[[BR]] ]]></event>[[BR]] // Occurs when structure is ungarrisoned.[[BR]] <event on="!GarrisonEmpty" ![CDATA[[[BR]] // Reduce current hitpoints until structure is regarrisoned or destroyed.[[BR]] ev.entity.traits.health.hpcurr--;[[BR]] ]]></event>[[BR]] // Structure can take this much damage.[[BR]] <Health[[BR]] curr="Structure's current hitpoints."[[BR]] hitpoints="Structure's maximum hitpoints."[[BR]] decay="Rate of hitpoint decay."[[BR]] vacant="Hitpoints decay if left unattended for this time."[[BR]] nohpbar="If true, no hitpoint bar."[[BR]] ></Health>[[BR]] // Quantity of resources received in plunder when destroying this structure.[[BR]] <Loot[[BR]] food="Resources received in plunder."[[BR]] wood="Resources received in plunder."[[BR]] stone="Resources received in plunder."[[BR]] ore="Resources received in plunder."[[BR]] up="Number of upgrade points to give when destroyed."[[BR]] ></Loot>[[BR]] // How is this structure represented on the Mini-Map? [[BR]] <!MiniMap[[BR]] red="Minimap RGB red value."[[BR]] green="Minimap RGB green value."[[BR]] blue="Minimap RGB blue value."[[BR]] class="Minimap class (typically Structure)."[[BR]] ></!MiniMap>[[BR]] // How much housing the structure adds to population limit.[[BR]] <Population[[BR]] add="Number of housing points to add to Population Limit."[[BR]] ></Population>[[BR]] // Quantity of contained resources for eg Fields.[[BR]] <Supply[[BR]] curr="Current supply."[[BR]] supply="Maximum quantity of Supply."[[BR]] initial="Initial supply when first created (if doesn't start at max)."[[BR]] regen="Rate of supply regeneration."[[BR]] type="Supply resource."[[BR]] subtype="Subtype of supply resource, if appropriate."[[BR]] decay="Rate of supply decay."[[BR]] vacant="Supply decays if left unattended for this time."[[BR]] lootondeath="Percentage of current supply is added to Resource Pool of destroyer."[[BR]] ></Supply>[[BR]] // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.[[BR]] <Transform[[BR]] newentity="Entity name of other structure to become."[[BR]] food="Amount of Food to upgrade to new entity."[[BR]] wood="Amount of Wood to upgrade to new entity."[[BR]] stone="Amount of Stone to upgrade to new entity."[[BR]] ore="Amount of Ore to upgrade to new entity."[[BR]] time="Amount of Time to upgrade to new entity."[[BR]] req="List of required entities to upgrade to new entity."[[BR]] phase="Phase required to upgrade to new entity."[[BR]] ></Transform>[[BR]] // The structure's visibility.[[BR]] <Vision[[BR]] LOS="1"[[BR]] ></Vision>[[BR]] </Traits>[[BR]]></Entity> |