Age of War - Unit Data Lay-outs - by Taichi San: |
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This file will
give examples of Unit Data lay-outs, remember this is in beta stage and alot
things can be changed. |
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The purpose of
this style is to run the game with classic constants meaning Data Type +
Value's. |
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Unit Data: |
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Data Function: |
Data: |
Type: |
Points To: |
Explanation |
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UNIT_ID |
[Value] |
Short |
Client |
Unit ID |
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INT_NAME_LENGTH |
[Value] |
Short |
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Internal Game Name length |
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INT_NAME |
[Text] |
Text |
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Internal Game Name |
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CREATION_STRING |
[Text] |
Text |
Game Texts File |
Unit Creation Info |
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TOOLTIP_ID |
[Text] |
Text |
Game Texts File |
Tooltip Info |
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GAME_NAME_LENGTH |
[Value] |
Short |
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Game Name Length |
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GAME_NAME |
[Text] |
Text |
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Unit Name, displayed in the game |
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UNIT_CLASS |
[Value] |
Short |
Unit Classes File |
Unit's Game Class, See Unit Classes.txt in the
future for all classes |
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UNIT_ATTRIBUTE |
[Value] |
Short |
Unit Attributes File |
In-Game Unit Attribute, yet to be thought out |
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EXTRA_COMMANDS_AMOUNT |
[Header] |
Byte |
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Number of Extra unit commands, this special
feature is to add extra game function buttons to units outside of a unit
class |
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COMMAND |
[Value] |
Short |
Game Button Data |
ID of the extra game function button, example,
ID 1 Means Stop Button, ID 7 could be Open/Close Gate Button |
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UNIT_COMMAND_ID |
[Value] |
Short |
Unit Command Slot ID |
Unit Command Slot ID, Working with ID's makes
it nolonger nessesary to be required to link each unit to a slot |
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GRAPHIC_STAND |
[Value] |
Short |
Graphic Slot ID |
Unit Standing Graphic ID |
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GRAPHIC_MOVE |
[Value] |
Short |
Graphic Slot ID |
Unit Movement Graphic ID |
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GRAPHIC_RUN |
[Value] |
Short |
Graphic Slot ID |
Unit Running Graphic ID |
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GRAPHIC_DIE |
[Value] |
Short |
Graphic Slot ID |
Unit Dying Graphic ID |
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GRAPHIC_DAMAGE_25% |
[Value] |
Short |
Graphic Slot ID |
Unit Damage Graphic ID 25% Damage |
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GRAPHIC_DAMAGE_50% |
[Value] |
Short |
Graphic Slot ID |
Unit Damage Graphic ID 50% Damage |
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GRAPHIC_DAMAGE_75% |
[Value] |
Short |
Graphic Slot ID |
Unit Damage Graphic ID 75% Damage |
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GRAPHIC_GARRISON |
[Value] |
Short |
Graphic Slot ID |
Garrison Graphic ID slot, example: a flag |
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SOUND_TRAINED |
[Value] |
Short |
Sound Slot ID |
Sound when unit is trained |
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SOUND_ATTACKED |
[Value] |
Short |
Sound Slot ID |
Sound when unit gets attacked |
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SOUND_SELECT |
[Value] |
Short |
Sound Slot ID |
Sound when unit gets selected |
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SOUND_DIE |
[Value] |
Short |
Sound Slot ID |
Unit Death Sound |
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SOUND_MOVE |
[Value] |
Short |
Sound Slot ID |
Move command sound |
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SOUND_STOP |
[Value] |
Short |
Sound Slot ID |
Stop Button command sound |
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UNIT_SIZE_HEIGHT |
[Value] |
32-Bit |
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Unit Size Height |
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UNIT_SIZE_WIDTH |
[Value] |
32-Bit |
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Unit Size Width |
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EDITOR_SIZE_HEIGHT |
[Value] |
32-Bit |
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Editor Size Height |
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EDITOR_SIZE_WIDTH |
[Value] |
32-Bit |
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Editor Size Width |
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SELECTION_SHAPE_USED |
[Value] |
Byte |
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0=No, 1=Yes |
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SELECTION_SHAPE_HEIGHT |
[Value] |
32-Bit |
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Selection Shape Height |
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SELECTION_SHAPE_WIDTH |
[Value] |
32-Bit |
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Selection Shape Width |
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SELECTION_SHAPE_TYPE |
[Value] |
Byte |
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0=Rectangle, 1=Circle (There can be more ofc
like triangle) |
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SELECTION_SHAPE_COLOR |
[Value] |
Byte |
Palette Color Index ID |
Palette entry ID is used as color |
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HP_BAR_HEIGHT |
[Value] |
32-Bit |
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Height of the Hit Points Bar |
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HP_BAR_VISIBLE |
[Value] |
Byte |
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0=Hidden, 1= Visible |
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UNIT_SELECTION |
[Value] |
Byte |
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0=Disabled, 1=Enabled info: Makes it possible
to select an object or not |
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UNIT_MOVEMENT |
[Value] |
Byte |
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0=Disabled, 1=Enabled info: Allows you to give
a movement command or not |
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MOVEMENT_SPEED |
[Value] |
32-Bit |
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Movement speed = game tiles per second |
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LIFE |
[Value] |
Long |
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Life points amount |
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VISION |
[Value] |
32-Bit |
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Line of Sight |
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VISION_NIGHT |
[Value] |
32-Bit |
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Line of Sight in night mode |
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VISIBLE_ON_EXPLORED_AREA |
[Value] |
Byte |
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0=No, 1=Yes Example: Trees are visible on
explored area but units are not |
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DEATH_MODE |
[Value] |
Byte |
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0=normal, 1=like trees |
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GARRISON_CAPACITY |
[Value] |
Short |
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Maximum garrison capacity amount |
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GARRISON_HEAL_RATE |
[Value] |
32-Bit |
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Regenerated HP per game second when garrisoned |
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GARRISON_SPEED_BONUS_% |
[Value] |
32-Bit |
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Speed Bonus Gained in % per garrisoned unit
(Like Rams), you can use negative values to slow down instead |
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ROTATION_DELAY |
[Value] |
32-Bit |
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Delay time for each rotation, example,
Trebuchets have clearly a rotation delay |
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ICON_ID |
[Value] |
Short |
Icon Graphics File |
Unit Icon Graphic ID |
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HIDE_IN_PUBLIC_EDITOR |
[Value] |
Byte |
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0=No, 1=Yes This is to disable certain objects
from being used by non developers |
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HIDE_ON_MINIMAP |
[Value] |
Byte |
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0=No, 1=Yes This will hide the dot on the
minimap or not |
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MINIMAP_COLOR |
[Value] |
Byte |
Palette Color Index ID |
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TERRAIN_RESTRICTION_TYPE |
[Value] |
Byte |
Terrain Restriction ID |
What terrain access restrictions to use |
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DEATH_UNIT_ID |
[Value] |
Short |
Unit ID |
Death Unit ID |
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INDESTRUCTABLE |
[Value] |
Byte |
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0=No, 1=Yes Example: Relics are indestructable |
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AIR_MODE |
[Value] |
Byte |
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0=No, 1=Yes |
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AIR_HEIGHT |
[Value] |
32-Bit |
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How high the object will float in the air from
the ground |
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BYPASS_TECHAGE |
[Value] |
Byte |
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0=No, 1=Yes This will make it possible to make
a object available without needing techs |
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BUTTON_SLOT_ID |
[Value] |
Byte |
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Button slot ID where to train, build the object |
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CREATION_LOCATION_ID |
[Value] |
Short |
Unit ID |
Location where you can train the object like
villagers in town center |
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DISPLAYED_ATTACK_STRENGTH |
[Value] |
Short |
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Displayed Attack strength points |
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DEFAULT_ATTACK_STRENGHT |
[Value] |
Short |
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Default Attack Strength (always applies if you
set no attack types) |
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ATTACK_BONUSSES_AMOUNT |
[Header] |
Short |
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Amount of attack strengths |
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ATTACK_BONUS_VS_CLASS_ID |
[Value] |
Short |
Unit Classes File |
Target Unit Class ID for the attack Bonus |
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ATTACK_BONUS_VALUE |
[Value] |
Short |
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Amount of Attack bonus, 1 means +1 attack vs
that class, -1 could be -1 attack vs that class |
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DISPLAYED_DEFENSE_STRENGTH |
[Value] |
Short |
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Displayed Defense strength points |
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DEFAULT_DEFENSE_STRENGHT |
[Value] |
Short |
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Default Defense Strength vs all attacks, set
types if you want bonusses or weaknesses |
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DEFENSE_BONUSSES_AMOUNT |
[Header] |
Short |
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Amount of Defense bonus, 1 means +1Defense vs
that class, -1 could be -1 Defense vs that class |
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DEFENSE_BONUS_VS_CLASS_ID |
[Value] |
Short |
Unit Classes File |
Target Unit Class ID for the defense Bonus |
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DEFENSE_BONUS_VALUE |
[Value] |
Short |
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Defense Bonus +1 means 1 extra armor, -1 means
a vulnerability to a kind of attack |
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ATTACK_ACCURACY_% |
[Value] |
Byte |
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The accuracy of a units attack |
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INTELLIGENT_ACCURACY |
[Value] |
Byte |
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0=No, 1=Yes: This means if its turned on a unit
will fire a projectile that it will 100% hit if the unit doesnt make a change
in movement |
HIT_PROBABILITY_% |
[Value] |
Byte |
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Amount of chance a attack will hit the opponent
(can also be set on non ranged objects) |
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RELOAD_TIME_1 |
[Value] |
32-Bit |
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Attack Delay in game seconds #1 |
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RELOAD_TIME_2 |
[Value] |
32-Bit |
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Attack Delay in game seconds #2 |
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MISSILE_UNIT_ID |
[Value] |
Short |
Unit ID |
Missile Unit ID |
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MISSILE_PIERCE_DAMAGE |
[Value] |
Byte |
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0=No, 1=Yes If Yes the projectile will cause
hit damage on flight path |
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MISSILE_DUPLICATION_AMOUNT |
[Value] |
Byte |
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Amount of Duplicate projectiles |
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MISSILE_FLIGHT_HEIGHT |
[Value] |
32-Bit |
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Flight Height of Missile |
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MISSILE_FLIGHT_RAINBOW |
[Value] |
32-Bit |
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How high the bow must be for missile flight, 0
= straight flight |
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DUPLICATION_MISSILE_ID |
[Value] |
Short |
Unit ID |
Duplicate Missile Unit ID |
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DUPLICATION_MISSILE_RADIUS_START |
[Value] |
32-Bit |
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In what radius the missiles will stay together,
a bigger value makes it more loose |
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DUPLICATION_MISSILE_RADIUS_END |
[Value] |
32-Bit |
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In what radius the missiles will stay together,
a bigger value makes it more loose |
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DUPLICATION_MISSILE_PAUSE |
[Value] |
32-Bit |
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Launch Delay for each duplicate projectile, 0
means all launched together |
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DUPLICATION_MISSILE_PIERCE_DAMAGE |
[Value] |
Byte |
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0=No, 1=Yes If Yes the duplicate projectile(s)
will cause hit damage on flight path |
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DUPLICATION_MISSILE_FLIGHT_RAINBOW |
[Value] |
32-Bit |
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How high the bow must be for missile flight, 0
= straight flight |
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MAX_ATTACK_RANGE |
[Value] |
32-Bit |
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Maximum Attack range |
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MIN_ATTACK_RANGE |
[Value] |
32-Bit |
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Minimum Attack Range |
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PROJECTILE_DESTRUCTION_RANGE |
[Value] |
32-Bit |
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How far a project can go when it's fired on a
way that it will exceed max attack range |
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ATTACK_RADIUS |
[Value] |
32-Bit |
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Size of Area Damage |
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RADIUS_DAMAGE_% |
[Value] |
Byte |
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% Of Attack Damage Caused in Damage Radius Area |
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WORK_RATE |
[Value] |
32-Bit |
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Work/Gather Speed |
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SEARCH_ENEMY_RADIUS |
[Value] |
32-Bit |
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In what radius to automatically charge hostile
units |
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SEARCH_WORK_RADIUS |
[Value] |
32-Bit |
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In what radius to search for work like finding
trees to cut down |
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VILLAGER_MODE |
[Value] |
Byte |
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0=No, 1=Yes |
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BUILDING_MODE |
[Value] |
Byte |
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0=No, 1=Yes |
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RESOURCE_DROP_SITE_AMOUNT |
[Header] |
Short |
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Amount of places where a unit can drop
resources |
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RESOURCE_DROP_SITE |
[Value] |
Short |
Unit ID |
Resource Drop Site ID Slot |
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RESOURCE_STORAGE_TYPES_AMOUNT |
[Header] |
Short |
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Amount of Different stored resource types |
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RESOURCE_STORAGE_TYPE |
[Value] |
Short |
Resource Type File |
Type of the resource to store |
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RESOURCE_STORAGE_TYPE_AMOUNT |
[Value] |
Long |
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Amount of the resource to store |
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RESOURCE_STORAGE_TYPE_DECAY |
[Value] |
32-Bit |
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How fast a resource will rot in game seconds
(going away like food from a dead animal) 0 = No decay speed |
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RESOURCE_STORAGE_TYPE_MODE |
[Value] |
Byte |
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0=In Object, 1=In Game: examples: In object is
800 gold in goldmine, In game is population support from houses |
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GATHER_CAPICITY |
[Value] |
32-Bit |
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How much of a resource can be gathered, max. |
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COST_TYPES_AMOUNT |
[Header] |
Byte |
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Amount of Cost types for a object |
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COST_TYPE |
[Value] |
Short |
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Cost type, like 0=food, 1=wood, 4=population,
etc |
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COST_TYPE_QUANTITY |
[Value] |
32-Bit |
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Amount |
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HERO_MODE |
[Value] |
Byte |
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Hero Mode 0=No, 1=Yes |
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SHEEP_CONVERSION |
[Value] |
Byte |
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Converts when not guarded when a opponents unit
comes in conversion range |
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CONVERSION_RANGE |
[Value] |
32-Bit |
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Area of which another player's unit must pass
to change ownership |
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MUTINY_NO_FOOD |
[Value] |
Byte |
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Unit will nolonger belong to you if you run out
of Food |
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MUTINY_NO_GOLD |
[Value] |
Byte |
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Unit will nolonger belong to you if you run out
of Gold |
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BUILDING_TERRAIN_ID |
[Value] |
Short |
Terrain ID |
What terrain type should be below an object |
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BUILDING_TERRAIN_RADIUS |
[Value] |
32-Bit |
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Radius of the terrain below an object |
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Required Game Files: |
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Game Texts File |
This is a file with text strings for the game |
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Game Palette |
To Read Color Indexes from |
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Icon Graphic Files |
Files that have Icon graphics stored |
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Terrain Restriction File |
File with definitions on all terrain
restrictions |
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Unit Classes File |
File with definitions about unit classes |
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Sounds List |
A file with all sound slots |
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Commands List |
A file with all unit command slots |
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Terrain List |
A file with all terrain definitions |
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Resource Type List |
A List With all Resource Types |
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Graphics List |
A file with all graphics data |
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Nation File |
A file where all unit and civilization data is
stored |
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