Changes between Version 8 and Version 9 of List:_Entities:_Player:_Structures


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Timestamp:
Feb 12, 2012, 8:31:45 PM (12 years ago)
Author:
michael
Comment:

--

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  • List:_Entities:_Player:_Structures

    v8 v9  
    88== STARTING STRUCTURE ==
    99=== Civic Centre (Village Centre=>Town Centre=>City Centre) ===
    10  * '''Requirements:''' 180 meters Distance from nearest other Civic Centre. Own or Neutral Territory.
    1110 * '''Territory Radius:''' 180 meters. Is a Root structure.
    1211 * '''Footprint:''' 30x30 meters.
     
    198197
    199198=== Civic Centre ===
     199 * '''Requirements:''' 180 meters Distance from nearest other Civic Centre. Own or Neutral Territory.
    200200
    201201== CITY PHASE  ==
     
    213213   * Hero1, Hero2, Hero3.
    214214   * Onager, Ballista, Ram, Siege Tower.
    215 
    216 {{{
    217 <Entity Tag="Name of Entity." Parent="Entity's Parent."
    218    // It uses this Actor.
    219    <Actor
    220        primary="Primary Actor name."
    221    ></Actor>
    222    <Actions>
    223        // It can train/research these units and techs.
    224        <Create
    225            entitylist="List of entity tags it can train."
    226            techlist="List of tech tags it can research."
    227            construct="Modifier to the default rate of construction, if needed."
    228        ></Create>
    229        // This gives the Market a resource-trading interface.
    230        <Barter
    231            foodratio="1 (1:1 ratio for Food.)"
    232            woodratio="2 (2:1 ratio for Wood.)"
    233            stoneratio="2 2:1 ratio for Stone.)"
    234            oreratio="4 (4:1 ratio for Ore.)"
    235        ></Barter>
    236        // Gates have a Lock ability to lock the Gate open or closed.
    237        <Lock></Lock>
    238        </Actions>
    239    <Traits>
    240        <Id
    241            specific="Specific name of structure (civ version)."
    242            generic="Generic name of structure (class version)."
    243            civ="List of civilisations that can create this structure."
    244            civ_code="4-character codes of civilisations that can create this structure."
    245            class1="Primary class: structure."
    246            class2="Secondary class: eg norm."
    247            class3="Tertiary class: eg military."
    248            icon="Icon name for structure's portrait."
    249            rollover="Localised rollover text for GUI description."
    250            history="History paragraph for GUI description."
    251            type="Additional descriptor categories for structure."
    252            version="Version number."
    253            internal_only="false"
    254            type.structure="true"
    255            type ... etc
    256            (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
    257        </Id>
    258        // It has this ability to resist damage.
    259        <Armour
    260            value="Armour value."
    261            crush="Crush percentage."
    262            hack="Hack percentage."
    263            pierce="Pierce percentage."
    264        ></Armour>
    265        // A couple of structures use Auras eg Mills create a Gather area, Temples heal.
    266        <Aura
    267            name="Name of the Aura (localised)."
    268            affects="List of entity tags or groups affected by this Aura."
    269            allegiance="List of player groups affected by this Aura."
    270            radius="Size of Aura range."
    271            time="Time target must stay in Aura before effect occurs."
    272            cooldown="Time to wait before starting the timer for another target."
    273            hitpoints="Target can't have more than this percentage of its hitpoints."
    274            duration="How long the effect will remain on the target once applied."
    275        ></Aura>
    276        // Specify the logic of the Aura effect under the condition that it occurs.
    277        <event on="AuraTime" ![CDATA[
    278            // Scripting goes here.
    279        ]]></event>
    280        // These are the constraints under which the structure can be built.
    281        <Creation
    282            costfood="How much Food it will cost to build."
    283            costore="How much Wood it will cost to build."
    284            coststone="How much Stone it will cost to build."
    285            costwood="How much Wood it will cost to build."
    286            phase="The player must upgrade to this phase before he can build it."
    287            req="List of other entities that must be created before he can build it."
    288            time="Time it takes to build it."
    289            distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
    290            limit="Player cannot have more than this number of this structure per Civ Centre."
    291            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."
    292            zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
    293            paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
    294            buildclear="If true, clears all entities in the footprint when entity is placed."
    295            flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
    296            placeanywhere="If true, ignores collision boundaries and can be built on anything."
    297        ></Creation>
    298        // Units can be garrisoned and propped.
    299        <Garrison
    300            list="List of entity types that can garrison."
    301            capacity="Number of entities that can garrison."
    302            ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
    303            proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
    304            proplist="List of entities that can appear at prop points."
    305            autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
    306        ></Garrison>
    307        // Specify the effects applied to garrisoned units.
    308        <event on="GarrisonEnter" ![CDATA[
    309               // Regeneration rate is increased +1.
    310               ev.target.health.regen++;
    311        ]]></event>
    312        <event on="SocketEnter" ![CDATA[
    313            // If garrisoned unit is at a prop point,
    314               // His LOS and attack range is +1.
    315               ev.target.traits.vision.los++;
    316               ev.target.traits.attack.range++;
    317               // His armour is +2.
    318               ev.target.traits.armour.value = ev.target.traits.armour.value+2;
    319        ]]></event>
    320        // Occurs when structure is ungarrisoned.
    321        <event on="GarrisonEmpty" ![CDATA[
    322               // Reduce current hitpoints until structure is regarrisoned or destroyed.
    323               ev.entity.traits.health.hpcurr--;
    324        ]]></event>
    325        // Structure can take this much damage.
    326        <Health
    327            curr="Structure's current hitpoints."
    328            hitpoints="Structure's maximum hitpoints."
    329            decay="Rate of hitpoint decay."
    330            vacant="Hitpoints decay if left unattended for this time."
    331            nohpbar="If true, no hitpoint bar."
    332        ></Health>
    333        // Quantity of resources received in plunder when destroying this structure.
    334        <Loot
    335            food="Resources received in plunder."
    336            wood="Resources received in plunder."
    337            stone="Resources received in plunder."
    338            ore="Resources received in plunder."
    339            up="Number of upgrade points to give when destroyed."
    340        ></Loot>
    341        // How is this structure represented on the Mini-Map?
    342        <MiniMap
    343            red="Minimap RGB red value."
    344            green="Minimap RGB green value."
    345            blue="Minimap RGB blue value."
    346            class="Minimap class (typically Structure)."
    347        ></MiniMap>
    348        // How much housing the structure adds to population limit.
    349        <Population
    350            add="Number of housing points to add to Population Limit."
    351        ></Population>
    352        // Quantity of contained resources for eg Fields.
    353        <Supply
    354            curr="Current supply."
    355            supply="Maximum quantity of Supply."
    356            initial="Initial supply when first created (if doesn't start at max)."
    357            regen="Rate of supply regeneration."
    358            type="Supply resource."
    359            subtype="Subtype of supply resource, if appropriate."
    360            decay="Rate of supply decay."
    361            vacant="Supply decays if left unattended for this time."
    362            lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
    363        ></Supply>
    364        // Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
    365        <Transform
    366            newentity="Entity name of other structure to become."
    367            food="Amount of Food to upgrade to new entity."
    368            wood="Amount of Wood to upgrade to new entity."
    369            stone="Amount of Stone to upgrade to new entity."
    370            ore="Amount of Ore to upgrade to new entity."
    371            time="Amount of Time to upgrade to new entity."
    372            req="List of required entities to upgrade to new entity."
    373            phase="Phase required to upgrade to new entity."
    374        ></Transform>
    375        // The structure's visibility.
    376        <Vision
    377            LOS="1"
    378        ></Vision>
    379    </Traits>
    380 ></Entity>
    381 }}}