40 | | '''Field''' |
41 | | |
42 | | * Requirements: Farmstead. |
43 | | * Footprint: 3x6/6x3. |
44 | | * LOS: 0. |
45 | | * Garrison: 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. |
46 | | * Production: |
47 | | * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food.[[BR]]=> Decays if left unattended (ungarrisoned) for a while. |
48 | | |
49 | | '''Corral''' |
50 | | |
51 | | * Requirements: Farmstead. |
52 | | * Footprint: 3x6/6x3. |
53 | | * LOS: 0. |
54 | | * Garrison: 6 (Herdable animals). All propped and perform idle/graze animation. |
55 | | * Production: |
56 | | * Special: [[BR]]=> Must be built on Vacant Lot. [[BR]]=> Infinite supply. [[BR]]=> Garrisoned units "gather" to generate Food. [[BR]]=> Garrisoned animals do not fatten. |
57 | | |
58 | | [[BR]]'''Mill''' |
59 | | |
60 | | * Requirements: Village Centre. |
61 | | * Footprint: 3x3. |
62 | | * LOS: 1. |
63 | | * Special: [[BR]]=> "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time. |
64 | | |
65 | | [[BR]]'''Outpost''' |
66 | | |
67 | | * Requirements: Village Centre. |
68 | | * Footprint: 1x1. |
69 | | * LOS: 2. |
70 | | * Garrison: 3 (Ranged Infantry). All propped and attack opponents in range. |
71 | | |
72 | | '''Wall''' |
73 | | |
74 | | * Requirements: Village Centre. |
75 | | * Footprint: 1x1. |
76 | | * LOS: 1. |
77 | | * Special:[[BR]]=> Can be built in shallows. |
78 | | |
79 | | '''Tower''' |
80 | | |
81 | | * Requirements: Unbroken wall of specified length. |
82 | | * Footprint: 1x1. |
83 | | * LOS: 1. |
84 | | * Garrison: 5 (Ranged Infantry). All propped and attack opponents in range. |
85 | | * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. |
86 | | |
87 | | '''Gate''' (Upgrade) |
88 | | |
89 | | * Requirements: Unbroken wall of specified length. |
90 | | * Footprint: 1x2. |
91 | | * LOS: 1. |
92 | | * Special:[[BR]]=> Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments.[[BR]]=> Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). |
93 | | |
94 | | '''TOWN PHASE''' [[BR]][[BR]][[BR]]'''Dock''' |
95 | | |
96 | | * Requirements: Town Centre. |
97 | | * Footprint: 4x4. |
98 | | * LOS: 1. |
99 | | * Housing: +15. |
100 | | * Train: Merchantman, Bireme, Trireme, Quinquereme. |
101 | | * Special: [[BR]]=> 1 per Province. [[BR]]=> Must be built on shoreline. [[BR]]=> Merchantmen use them as waypoints in trade route. |
102 | | |
103 | | [[BR]][[BR]][[BR]]'''Market''' |
104 | | |
105 | | * Requirements: Town Centre. |
106 | | * Footprint: 4x4. |
107 | | * LOS: 1. |
108 | | * Housing: +10. |
109 | | * Garrison: 10 (Traders). No prop points. |
110 | | * Train: Trader. |
111 | | * Special: [[BR]]=> 1 per Province. [[BR]]=> Traders use them as waypoints in trade route. [[BR]]=> Has special market interface to barter resources. |
112 | | |
113 | | [[BR]][[BR]][[BR]]'''Barracks''' |
114 | | |
115 | | * Requirements: Town Centre. |
116 | | * Footprint: 4x4. |
117 | | * LOS: 1. |
118 | | * Train:[[BR]]=> Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger.[[BR]]=> Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer.[[BR]]=> Onager, Ballista, Ram. |
119 | | * Special: [[BR]]=> 2 per Province by default (adjustable at Session Creation). |
120 | | |
121 | | [[BR]][[BR]][[BR]]'''Temple''' |
122 | | |
123 | | * Requirements: Town Centre. |
124 | | * Footprint: 3x3. |
125 | | * LOS: 1. |
126 | | * Housing: +5. |
127 | | * Train: => Healer. |
128 | | * Special: [[BR]]=> "Heal" Aura regenerates health of nearby damaged organic units. |
129 | | |
130 | | [[BR]][[BR]]'''CITY PHASE''' [[BR]][[BR]] [[BR]]'''Fortress''' |
131 | | |
132 | | * Requirements: City Centre. |
133 | | * Footprint: 5x5. |
134 | | * LOS: 1. |
135 | | * Housing: +20. |
136 | | * Garrison: 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. |
137 | | * Train:[[BR]]=> Super Infantry Unit, Super Cavalry/Siege Unit.[[BR]]=> Hero1, Hero2, Hero3. |
138 | | |
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> |
| 39 | === Field === |
| 40 | * '''Requirements:''' Farmstead. |
| 41 | * '''Footprint:''' 3x6/6x3. |
| 42 | * '''LOS:''' 0. |
| 43 | * '''Garrison:''' 1 (Infantry Citizen Soldier, Female Citizen). All propped and perform gather animation. |
| 44 | * '''Production:''' |
| 45 | * '''Special:''' |
| 46 | * Must be built on Vacant Lot. |
| 47 | * Infinite supply. |
| 48 | * Garrisoned units "gather" to generate Food. |
| 49 | * Decays if left unattended (ungarrisoned) for a while. |
| 50 | |
| 51 | === Corral === |
| 52 | * '''Requirements:''' Farmstead. |
| 53 | * '''Footprint:''' 3x6/6x3. |
| 54 | * '''LOS:''' 0. |
| 55 | * '''Garrison:''' 6 (Herdable animals). All propped and perform idle/graze animation. |
| 56 | * '''Production:''' |
| 57 | * '''Special: ''' |
| 58 | * Must be built on Vacant Lot. |
| 59 | * Infinite supply. |
| 60 | * Garrisoned units "gather" to generate Food. |
| 61 | * Garrisoned animals do not fatten. |
| 62 | |
| 63 | === Mill === |
| 64 | * '''Requirements: '''Village Centre. |
| 65 | * '''Footprint:''' 3x3. |
| 66 | * '''LOS:''' 1. |
| 67 | * '''Special: ''' |
| 68 | * "Gather" Aura: Infantry Citizen Soldiers can only gather Wood, Stone and Ore from objects that are in range of this Aura. Aura covers 9 tile radius, and affects a maximum of 8 Infantry Citizen Soldiers at a time. |
| 69 | |
| 70 | === Outpost === |
| 71 | * '''Requirements:''' Village Centre. |
| 72 | * '''Footprint:''' 1x1. |
| 73 | * '''LOS:''' 2. |
| 74 | * '''Garrison:''' 3 (Ranged Infantry). All propped and attack opponents in range. |
| 75 | |
| 76 | === Wall === |
| 77 | * '''Requirements: '''Village Centre. |
| 78 | * '''Footprint:''' 1x1. |
| 79 | * '''LOS:''' 1. |
| 80 | * '''Special:''' |
| 81 | * Can be built in shallows. |
| 82 | |
| 83 | === Tower === |
| 84 | * '''Requirements: '''Unbroken wall of specified length. |
| 85 | * '''Footprint:''' 1x1. |
| 86 | * '''LOS: '''1. |
| 87 | * '''Garrison: '''5 (Ranged Infantry). All propped and attack opponents in range. |
| 88 | * '''Special:''' |
| 89 | * Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 7 segments. |
| 90 | |
| 91 | === Gate (Upgrade) === |
| 92 | * '''Requirements:''' Unbroken wall of specified length. |
| 93 | * '''Footprint:''' 1x2. |
| 94 | * '''LOS: '''1. |
| 95 | * '''Special:''' |
| 96 | * Cannot be built. Automatically inserted at end-points of walls, and centre position of Wall longer than 5 segments. |
| 97 | * Gate opens to allow passage of player and allied units. Has Lock ability (to lock the Gate open or closed). |
| 98 | |
| 99 | == TOWN PHASE == |
| 100 | === Dock === |
| 101 | * '''Requirements:''' Town Centre. |
| 102 | * '''Footprint:''' 4x4. |
| 103 | * '''LOS:''' 1. |
| 104 | * '''Housing:''' +15. |
| 105 | * '''Train: '''Merchantman, Bireme, Trireme, Quinquereme. |
| 106 | * '''Special:''' |
| 107 | * 1 per Province. |
| 108 | * Must be built on shoreline. |
| 109 | * Merchantmen use them as waypoints in trade route. |
| 110 | |
| 111 | [[BR]][[BR]][[BR]] |
| 112 | === Market === |
| 113 | |
| 114 | |
| 115 | * '''Requirements: '''Town Centre. |
| 116 | * '''Footprint:''' 4x4. |
| 117 | * '''LOS: '''1. |
| 118 | * '''Housing: '''+10. |
| 119 | * '''Garrison:''' 10 (Traders). No prop points. |
| 120 | * '''Train:''' Trader. |
| 121 | * '''Special:''' |
| 122 | * 1 per Province. |
| 123 | * Traders use them as waypoints in trade route. |
| 124 | * Has special market interface to barter resources. |
| 125 | |
| 126 | === Barracks === |
| 127 | * '''Requirements:''' Town Centre. |
| 128 | * '''Footprint:''' 4x4. |
| 129 | * '''LOS:''' 1. |
| 130 | * '''Train:''' |
| 131 | * Infantry Swordsman, Infantry Spearman, Infantry Javelinist, Infantry Archer, Infantry Slinger. |
| 132 | * Cavalry Swordsman, Cavalry Spearman, Cavalry Javelinist, Cavalry Archer. |
| 133 | * Onager, Ballista, Ram. |
| 134 | * '''Special: 2 per Province by default (adjustable at Session Creation).''' |
| 135 | |
| 136 | === Temple === |
| 137 | * '''Requirements:''' Town Centre. |
| 138 | * '''Footprint:''' 3x3. |
| 139 | * '''LOS:''' 1. |
| 140 | * '''Housing:''' +5. |
| 141 | * '''Train: '''Healer. |
| 142 | * '''Special: '''"Heal" Aura regenerates health of nearby damaged organic units. |
| 143 | |
| 144 | == CITY PHASE == |
| 145 | |
| 146 | === Fortress === |
| 147 | |
| 148 | |
| 149 | * '''Requirements: '''City Centre. |
| 150 | * '''Footprint:''' 5x5. |
| 151 | * '''LOS: '''1. |
| 152 | * '''Housing:''' +20. |
| 153 | * '''Garrison:''' 30 (Foot, Mounted, Support). 10 (Ranged Infantry) and attack opponents in range. |
| 154 | * '''Train:''' |
| 155 | * Super Infantry Unit, Super Cavalry/Siege Unit. |
| 156 | * Hero1, Hero2, Hero3. |
| 157 | |
| 158 | {{{ |
| 159 | <Entity Tag="Name of Entity." Parent="Entity's Parent." |
| 160 | // It uses this Actor. |
| 161 | <Actor |
| 162 | primary="Primary Actor name." |
| 163 | ></Actor> |
| 164 | <Actions> |
| 165 | // It can train/research these units and techs. |
| 166 | <Create |
| 167 | entitylist="List of entity tags it can train." |
| 168 | techlist="List of tech tags it can research." |
| 169 | construct="Modifier to the default rate of construction, if needed." |
| 170 | ></Create> |
| 171 | // This gives the Market a resource-trading interface. |
| 172 | <Barter |
| 173 | foodratio="1 (1:1 ratio for Food.)" |
| 174 | woodratio="2 (2:1 ratio for Wood.)" |
| 175 | stoneratio="2 2:1 ratio for Stone.)" |
| 176 | oreratio="4 (4:1 ratio for Ore.)" |
| 177 | ></Barter> |
| 178 | // Gates have a Lock ability to lock the Gate open or closed. |
| 179 | <Lock></Lock> |
| 180 | </Actions> |
| 181 | <Traits> |
| 182 | <Id |
| 183 | specific="Specific name of structure (civ version)." |
| 184 | generic="Generic name of structure (class version)." |
| 185 | civ="List of civilisations that can create this structure." |
| 186 | civ_code="4-character codes of civilisations that can create this structure." |
| 187 | class1="Primary class: structure." |
| 188 | class2="Secondary class: eg norm." |
| 189 | class3="Tertiary class: eg military." |
| 190 | icon="Icon name for structure's portrait." |
| 191 | rollover="Localised rollover text for GUI description." |
| 192 | history="History paragraph for GUI description." |
| 193 | type="Additional descriptor categories for structure." |
| 194 | version="Version number." |
| 195 | internal_only="false" |
| 196 | type.structure="true" |
| 197 | type ... etc |
| 198 | (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions) |
| 199 | </Id> |
| 200 | // It has this ability to resist damage. |
| 201 | <Armour |
| 202 | value="Armour value." |
| 203 | crush="Crush percentage." |
| 204 | hack="Hack percentage." |
| 205 | pierce="Pierce percentage." |
| 206 | ></Armour> |
| 207 | // A couple of structures use Auras eg Mills create a Gather area, Temples heal. |
| 208 | <Aura |
| 209 | name="Name of the Aura (localised)." |
| 210 | affects="List of entity tags or groups affected by this Aura." |
| 211 | allegiance="List of player groups affected by this Aura." |
| 212 | radius="Size of Aura range." |
| 213 | time="Time target must stay in Aura before effect occurs." |
| 214 | cooldown="Time to wait before starting the timer for another target." |
| 215 | hitpoints="Target can't have more than this percentage of its hitpoints." |
| 216 | duration="How long the effect will remain on the target once applied." |
| 217 | ></Aura> |
| 218 | // Specify the logic of the Aura effect under the condition that it occurs. |
| 219 | <event on="AuraTime" ![CDATA[ |
| 220 | // Scripting goes here. |
| 221 | ]]></event> |
| 222 | // These are the constraints under which the structure can be built. |
| 223 | <Creation |
| 224 | costfood="How much Food it will cost to build." |
| 225 | costore="How much Wood it will cost to build." |
| 226 | coststone="How much Stone it will cost to build." |
| 227 | costwood="How much Wood it will cost to build." |
| 228 | phase="The player must upgrade to this phase before he can build it." |
| 229 | req="List of other entities that must be created before he can build it." |
| 230 | time="Time it takes to build it." |
| 231 | distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)." |
| 232 | limit="Player cannot have more than this number of this structure per Civ Centre." |
| 233 | 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." |
| 234 | zvariance="Degree of terrain height variance permissible for the structure to be built at this location." |
| 235 | paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence." |
| 236 | buildclear="If true, clears all entities in the footprint when entity is placed." |
| 237 | flattensterrain="If true, when placed, this entity flattens the terrain it sits on." |
| 238 | placeanywhere="If true, ignores collision boundaries and can be built on anything." |
| 239 | ></Creation> |
| 240 | // Units can be garrisoned and propped. |
| 241 | <Garrison |
| 242 | list="List of entity types that can garrison." |
| 243 | capacity="Number of entities that can garrison." |
| 244 | ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage." |
| 245 | proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned." |
| 246 | proplist="List of entities that can appear at prop points." |
| 247 | autogarrison="List of entity types that will garrison in this entity when Town Bell is rung." |
| 248 | ></Garrison> |
| 249 | // Specify the effects applied to garrisoned units. |
| 250 | <event on="GarrisonEnter" ![CDATA[ |
| 251 | // Regeneration rate is increased +1. |
| 252 | ev.target.health.regen++; |
| 253 | ]]></event> |
| 254 | <event on="SocketEnter" ![CDATA[ |
| 255 | // If garrisoned unit is at a prop point, |
| 256 | // His LOS and attack range is +1. |
| 257 | ev.target.traits.vision.los++; |
| 258 | ev.target.traits.attack.range++; |
| 259 | // His armour is +2. |
| 260 | ev.target.traits.armour.value = ev.target.traits.armour.value+2; |
| 261 | ]]></event> |
| 262 | // Occurs when structure is ungarrisoned. |
| 263 | <event on="GarrisonEmpty" ![CDATA[ |
| 264 | // Reduce current hitpoints until structure is regarrisoned or destroyed. |
| 265 | ev.entity.traits.health.hpcurr--; |
| 266 | ]]></event> |
| 267 | // Structure can take this much damage. |
| 268 | <Health |
| 269 | curr="Structure's current hitpoints." |
| 270 | hitpoints="Structure's maximum hitpoints." |
| 271 | decay="Rate of hitpoint decay." |
| 272 | vacant="Hitpoints decay if left unattended for this time." |
| 273 | nohpbar="If true, no hitpoint bar." |
| 274 | ></Health> |
| 275 | // Quantity of resources received in plunder when destroying this structure. |
| 276 | <Loot |
| 277 | food="Resources received in plunder." |
| 278 | wood="Resources received in plunder." |
| 279 | stone="Resources received in plunder." |
| 280 | ore="Resources received in plunder." |
| 281 | up="Number of upgrade points to give when destroyed." |
| 282 | ></Loot> |
| 283 | // How is this structure represented on the Mini-Map? |
| 284 | <MiniMap |
| 285 | red="Minimap RGB red value." |
| 286 | green="Minimap RGB green value." |
| 287 | blue="Minimap RGB blue value." |
| 288 | class="Minimap class (typically Structure)." |
| 289 | ></MiniMap> |
| 290 | // How much housing the structure adds to population limit. |
| 291 | <Population |
| 292 | add="Number of housing points to add to Population Limit." |
| 293 | ></Population> |
| 294 | // Quantity of contained resources for eg Fields. |
| 295 | <Supply |
| 296 | curr="Current supply." |
| 297 | supply="Maximum quantity of Supply." |
| 298 | initial="Initial supply when first created (if doesn't start at max)." |
| 299 | regen="Rate of supply regeneration." |
| 300 | type="Supply resource." |
| 301 | subtype="Subtype of supply resource, if appropriate." |
| 302 | decay="Rate of supply decay." |
| 303 | vacant="Supply decays if left unattended for this time." |
| 304 | lootondeath="Percentage of current supply is added to Resource Pool of destroyer." |
| 305 | ></Supply> |
| 306 | // Structures don't tend to transform into others, but can earn others upgrade points when destroyed. |
| 307 | <Transform |
| 308 | newentity="Entity name of other structure to become." |
| 309 | food="Amount of Food to upgrade to new entity." |
| 310 | wood="Amount of Wood to upgrade to new entity." |
| 311 | stone="Amount of Stone to upgrade to new entity." |
| 312 | ore="Amount of Ore to upgrade to new entity." |
| 313 | time="Amount of Time to upgrade to new entity." |
| 314 | req="List of required entities to upgrade to new entity." |
| 315 | phase="Phase required to upgrade to new entity." |
| 316 | ></Transform> |
| 317 | // The structure's visibility. |
| 318 | <Vision |
| 319 | LOS="1" |
| 320 | ></Vision> |
| 321 | </Traits> |
| 322 | ></Entity> |
| 323 | }}} |