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> |
| 139 | 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> |