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 | | }}} |