Version 3 (modified by Erik Johansson, 15 years ago) ( diff )

began formatting

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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