Changes between Version 1 and Version 2 of XML.Entity.Actions.Move


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Timestamp:
Feb 16, 2011, 9:33:51 PM (13 years ago)
Author:
Jason
Comment:

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  • XML.Entity.Actions.Move

    v1 v2  
    2323                </Move>
    2424}}}
    25 
    2625= Speed =
    2726''BRIEF DESCRIPTION ::'' Value of movement rate when created.
     
    3534
    3635= Run =
    37 
    38 Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range.
     36Melee infantry, cavalry, military ships, and some animals are able to automatically "run" if their target is within a certain min (to stop them from running at someone too close) and max (to stop them from covering great distances) range.
    3937
    4038This includes any form of movement, including both specific commands to move to a location, and when movement is required to reach another target (an opponent to attack, for example).
     
    4644Units without the ability to run (eg ranged infantry, Female Citizens) simply function as normal, always moving at normal speed.
    4745
    48 If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack. 
     46If a unit attacks another unit while running, and has to stop moving in order to do so (for example, halt to strike an adjacent opponent with a sword), he will drop out of charge mode, but the momentum of his charge will give him a double damage bonus on his first attack.
    4947
    5048== Speed ==
     
    8583
    8684And some pictures:
    87  * [[[Image(http://wildfiregames.com/~philip/bfme/bfme001.jpg)]]]battalions at rest
    88  * [[[Image(http://wildfiregames.com/~philip/bfme/bfme002.jpg)]]]battalions moving through each other (they're travelling in straight lines and passing through anything in their way).
    89  * [[[Image(http://wildfiregames.com/~philip/bfme/bfme003.jpg)]]]And then the nasty Rohirrim attacked
    90  * [[[Image(http://wildfiregames.com/~philip/bfme/bfme004.jpg)]]]and I attacked back, with the horses/wargs on top of the infantry, but it's difficult to see exactly what's going on.![/quote]
     85
     86 * [[[Image(http://wildfiregames.com/users/philip/bfme/bfme001.jpg)]]]battalions at rest
     87 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme002.jpg)]]]battalions moving through each other (they're travelling in straight lines and passing through anything in their way).
     88 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme003.jpg)]]]And then the nasty Rohirrim attacked
     89 * [[[Image(!http://wildfiregames.com/users/philip/bfme/bfme004.jpg)]]]and I attacked back, with the horses/wargs on top of the infantry, but it's difficult to see exactly what's going on.![/quote]
    9190
    9291Units without the trample trait (melee infantry) simply come out of charge mode and use their normal attack and normal damage when they reach their target. It's mostly just used to close ranks and look cool. :) However, as mentioned, if the unit attacks immediately after coming out of a run, his first attack does double damage.
     
    9594''BRIEF DESCRIPTION ::'' Amount of damage passively inflicted on opponents in trample.range while charging (As for Actions.Attack.Damage).
    9695
    97 '''Not yet implemented.''' 
     96'''Not yet implemented.'''
    9897
    9998=== Crush ===
    10099''BRIEF DESCRIPTION ::'' Degree of damage type (as for Actions.Attack percentages).
    101100
    102 '''Not yet implemented.''' 
     101'''Not yet implemented.'''
    103102
    104103=== Hack ===
     
    110109''BRIEF DESCRIPTION ::'' Degree of damage type (as for Actions.Attack percentages).
    111110
    112 '''Not yet implemented.''' 
     111'''Not yet implemented.'''
    113112
    114113= !ForestHide =
    115114''BRIEF DESCRIPTION ::'' Boolean; the entity is able to walk between trees and through forests, when forests would otherwise be inaccessible.
    116115
    117 '''Not yet implemented.''' 
     116'''Not yet implemented.'''
    118117
    119118While standing idle in a forest, he cannot be automatically spotted and attacked by the AI (unless made visible by an entity with the ''Vision.Detector'' Boolean). The entity also is not visible on the mini-map of an enemy.