Version 2 (modified by Erik Johansson, 15 years ago) ( diff )

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Table of Contents

    VILLAGE PHASE 


    Civic Centre (Village Centre=>Town Centre=>City Centre)




    House



    Farmstead

    Field

    Corral


    Mill


    Outpost

    Wall

    Tower

    Gate (Upgrade)

    TOWN PHASE 


    Dock




    Market




    Barracks




    Temple



    CITY PHASE 

     
    Fortress

    CODE
    <Entity Tag="Name of Entity." Parent="Entity's Parent."
        It uses this Actor.
       <Actor
           primary="Primary Actor name."
       ></Actor>
       <Actions>
           
    It can train/research these units and techs.
           <Create
               entitylist="List of entity tags it can train."
               techlist="List of tech tags it can research."
               construct="Modifier to the default rate of construction, if needed."
           ></Create>
            This gives the Market a resource-trading interface.
           <Barter
               foodratio="1 (!1:1 ratio for Food.)"
               woodratio="2 (!2:1 ratio for Wood.)"
               stoneratio="2 !2:1 ratio for Stone.)"
               oreratio="4 (!4:1 ratio for Ore.)"
           ></Barter>
           
    Gates have a Lock ability to lock the Gate open or closed.
           <Lock></Lock>
           </Actions>
       <Traits>
           <Id
               specific="Specific name of structure (civ version)."
               generic="Generic name of structure (class version)."
               civ="List of civilisations that can create this structure."
               civ_code="4-character codes of civilisations that can create this structure."
               class1="Primary class: structure."
               class2="Secondary class: eg norm."
               class3="Tertiary class: eg military."
               icon="Icon name for structure's portrait."
               rollover="Localised rollover text for GUI description."
               history="History paragraph for GUI description."
               type="Additional descriptor categories for structure."
               version="Version number."
               internal_only="false"
               type.structure="true"
               type ... etc
               (ranked, personal, personal1, and personal2 are presumably not used for structures, since they don't have random names or gain promotions)
           </Id>
            It has this ability to resist damage.
           <Armour
               value="Armour value."
               crush="Crush percentage."
               hack="Hack percentage."
               pierce="Pierce percentage."
           ></Armour>
           
    A couple of structures use Auras eg Mills create a Gather area, Temples heal.
           <Aura
               name="Name of the Aura (localised)."
               affects="List of entity tags or groups affected by this Aura."
               allegiance="List of player groups affected by this Aura."
               radius="Size of Aura range."
               time="Time target must stay in Aura before effect occurs."
               cooldown="Time to wait before starting the timer for another target."
               hitpoints="Target can't have more than this percentage of its hitpoints."
               duration="How long the effect will remain on the target once applied."
           ></Aura>
            Specify the logic of the Aura effect under the condition that it occurs.
           <event on="AuraTime" ![CDATA[ 
               
    Scripting goes here.
           ]]></event>
            These are the constraints under which the structure can be built.
           <Creation
               costfood="How much Food it will cost to build."
               costore="How much Wood it will cost to build."
               coststone="How much Stone it will cost to build."
               costwood="How much Wood it will cost to build."
               phase="The player must upgrade to this phase before he can build it."
               req="List of other entities that must be created before he can build it."
               time="Time it takes to build it."
               distance="Structure cannot be built further than this distance from another player structure (used in certain game modes)."
               limit="Player cannot have more than this number of this structure per Civ Centre."
               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."
               zvariance="Degree of terrain height variance permissible for the structure to be built at this location."
               paintplacement="If true, a placement footprint cursor appears and a valid location must be selected before creation can commence."
               buildclear="If true, clears all entities in the footprint when entity is placed."
               flattensterrain="If true, when placed, this entity flattens the terrain it sits on."
               placeanywhere="If true, ignores collision boundaries and can be built on anything."
           ></Creation>
           
    Units can be garrisoned and propped.
           <Garrison
               list="List of entity types that can garrison."
               capacity="Number of entities that can garrison."
               ejecthealth="All entities ungarrisoned and no more can be garrisoned until repaired if the structure is damaged to this percentage."
               proppoints="List of prop nodes in the model that entities can occupy to be visible when garrisoned."
               proplist="List of entities that can appear at prop points."
               autogarrison="List of entity types that will garrison in this entity when Town Bell is rung."
           ></Garrison>
            Specify the effects applied to garrisoned units.
           <event on="GarrisonEnter" ![CDATA[ 
                 
    Regeneration rate is increased +1.
                  ev.target.health.regen++;
           ]]></event>
           <event on="SocketEnter" ![CDATA[ 
                If garrisoned unit is at a prop point,
                 
    His LOS and attack range is +1.
                  ev.target.traits.vision.los++;
                  ev.target.traits.attack.range++;
                  His armour is +2.
                  ev.target.traits.armour.value = ev.target.traits.armour.value+2;
           ]]></event>
           
    Occurs when structure is ungarrisoned.
           <event on="GarrisonEmpty" ![CDATA[BR              Reduce current hitpoints until structure is regarrisoned or destroyed.
                  ev.entity.traits.health.hpcurr--;
           ]]></event>
           
    Structure can take this much damage.
           <Health
               curr="Structure's current hitpoints."
               hitpoints="Structure's maximum hitpoints."
               decay="Rate of hitpoint decay."
               vacant="Hitpoints decay if left unattended for this time."
               nohpbar="If true, no hitpoint bar."
           ></Health>
            Quantity of resources received in plunder when destroying this structure.
           <Loot
               food="Resources received in plunder."
               wood="Resources received in plunder."
               stone="Resources received in plunder."
               ore="Resources received in plunder."
               up="Number of upgrade points to give when destroyed."
           ></Loot>
           
    How is this structure represented on the Mini-Map? 
           <MiniMap
               red="Minimap RGB red value."
               green="Minimap RGB green value."
               blue="Minimap RGB blue value."
               class="Minimap class (typically Structure)."
           ></MiniMap>
            How much housing the structure adds to population limit.
           <Population
               add="Number of housing points to add to Population Limit."
           ></Population>
           
    Quantity of contained resources for eg Fields.
           <Supply
               curr="Current supply."
               supply="Maximum quantity of Supply."
               initial="Initial supply when first created (if doesn't start at max)."
               regen="Rate of supply regeneration."
               type="Supply resource."
               subtype="Subtype of supply resource, if appropriate."
               decay="Rate of supply decay."
               vacant="Supply decays if left unattended for this time."
               lootondeath="Percentage of current supply is added to Resource Pool of destroyer."
           ></Supply>
            Structures don't tend to transform into others, but can earn others upgrade points when destroyed.
           <Transform
               newentity="Entity name of other structure to become."
               food="Amount of Food to upgrade to new entity."
               wood="Amount of Wood to upgrade to new entity."
               stone="Amount of Stone to upgrade to new entity."
               ore="Amount of Ore to upgrade to new entity."
               time="Amount of Time to upgrade to new entity."
               req="List of required entities to upgrade to new entity."
               phase="Phase required to upgrade to new entity."
           ></Transform>
           
    The structure's visibility.
           <Vision
               LOS="1"
           ></Vision>
       </Traits>
    ></Entity>

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