Unit Design - Unit Propery sheet - Spec unit actions

Post Reply
Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Fri Dec 06, 2019 6:21 pm

Usable specActions in datasheet

Code: Select all

		
      //WHO am i
        TECH_IS_PROP_CHANGER, //if this tech is a property changer tech
        TECH_AGE, // if this tech is an AGE tech
        TECH_LEVEL_UP, // if this tech is a level up tech (alternative setting to the obsolete buildableSubType=TECH_LEVEL_UP)
        IS_TOJAS, // is this unit is an easter egg: appears differently in shopitems, will not appear in helpfile, will not be usable in mapeditor unless shopitem is owned
        IS_LEGENDARY, //on the game area only one can exists, the second will not be produced (stops production)
        IS_UNIQUE, //for the player only one can exists, the second will not be produced (stops production)
        IS_ALL_TECH_MEMBER, //if a tech that needs to be in "all techs" section - meaning the it is a DEFAULT tech (despite it is in upgrades section)
        IS_NOT_ALL_TECH_MEMBER, //if a tech that needs NOT to be in "all techs" section - meaning the it is not a DEFAULT tech (despite it is NOT in upgrades section)
        IS_REANIMATABLE, //is it a corpse to be reanimated
        IS_TERRAIN_ENTITY, //considered as terrain entity (if the map has only these units than it is still only a terrain (random) map
        IS_TC, //is it a TC itself
        PROD_SPEEDUP, // if unit is in a TC than it will be used for any other unit production  (!gives round(costTurn/2) turns to production)
        IS_PASSIVE_UNIT,  // if set, this unit is not required to be destroyed on a map game over check.

        //my properties
        CAN_BE_FLOWN_TRU, // if this unit is so low on ground and has no armament to reach - so flyers van fly over it (like caltrops in AOW)
        CAN_BE_PASSED_BY_ENEMY, //if a unit can not "block" enemy ever (like a plane should not block ground units and other planes in movement.
        NO_WALKABLE_TROUGH, // same as "isWalkableThrough" that is obsolete, if set than the unit is not walkable tru even with allies (like a wall), default is taht all unit is walkable tru
        IS_OCCUPIABLE, // - occupiable like the TC but means only occupiable and means internal units make damaged(nothing else that isoccupiablebuilding means like no pop limit, visible on exp?lored terrain and so on)
        IS_CARRIED_DAMAGABLE, //if the carried units are receiving damage or not (like on TC-s) - combine lthis with IS_INATTACKABLE to work like a TC
        NO_CONSTRUCT, //if a mending unit can not construct under construction units/buildings (like mending ship should not)
        NO_MEND_HIMSELF, //if a mending unit can not mend himself, only garrisoned units (eg. airport)
        NO_MEND_HEAL_FROM_UNITS, // means worker and healer builtin logic will not affect it only if carried in a building (temple/shipyard)
        CAN_MEND_IT_CAN_CONSTRUCT,    // it ca only mend things that he was able to construct in the first place.
        CAN_FLY, //in the new terrain era we lost the info that a unit can fly or not, so this spec action will indicate flying.
        CAN_FLY_HIGH, //in the new terrain era we lost the info that a unit can fly or not, so this spec action will indicate flying high fly: flies tru enemies too.
        CAN_HIT_FLYING, // if set the unit can attack and hit flying as it were "arrowed" in AOS/AOF, if not set it can hit only 1 hit.
        CAN_NOT_LOAD_UNLOAD, //unit that has carry ability but still can not load unload units (eg. when submarine carrier is under water)
        CAN_NOT_COUNTERATTACK, //the unit can not counterattack
        NO_PLAYER_CONTROLLED, // such unit is not controllable by the player, only AI will control it in the name of the player.
        IS_BUILD_IMMEDIATE, //this case the building (eg. palisade) will not have an 1hp construction site and you can build further, but it builds immediately to the hp where the builder can build it.
        IS_EFFECT_NOT_FOR_UNDERCONSTR, // if the prop changetr or tech is not for under constuction things.
        CAN_GO_TRU_ENEMY_OBJECTS, //a shade that can go tru even on enemy objects.
        IS_STEPPABLE, //anyone can step on it (like it was terrain) but immediately vanishes
        IS_INATTACKABLE, //can be targeted or not (not used yet)
        IS_MIRROR_UNIT, //enemy sees it like it would be a normal unit, but allies sees it as a mirror unit (something changed on image...), if attacked than vanishes.
        IS_INCONVERTIBLE, //can not be converted, ever.
        IS_FACTORY_NOT_COUNTED,  //if a factory is not counted as normal or mega factory either.
        IS_FACTORY_COUNTED_AS_MEGA, //increases the mega building counter (even if it is not a factory!)
        IS_FACTORY_COUNTED_AS_NORMAL, //increases the normal building counter (even if it is not a factory!)
        IS_DIE_HARD,                  // its HP can not go under 1hp, unless it has 1hp, than it can die.

        //stealt/spy ptoperties
        STEALTH_UNIT, //this is the new definition for stealth units (instead of isStealthUnit)
        STEALTH_ONLY_UNIT, //this is a indicator of a unit that is not an ASSASSIN but onlya stealth/invisible unit.
        STEALTH_EXPLODES_ON_STEP, //ise this to make damaging units, that damages on step (like a trap, or landmine)
        STEALTH_FORCES_STEP_ON, // unit can not go tru it, it will stop on it, destroying stealth unit (for land/sea mines)
        STEALTH_FORCES_STEP_BLOCKED, // unit can not go tru it, it will stop right before it, not destroying stealth unit (for submarines)
        STEALTH_CAN_SEE_STEALTH, //this is the new definition for stealth units (instead of canSeeStealthUnits)
        CAN_STEAL_TECH_FROM_TC, //this is a indicator of a unit that is not an ASSASSIN but only a stealth/invisible unit.
        CAN_SPY_ENEMY_CARRIER, //can see the internals of enemy carriers

        //Attack
        BYPASS_ARMOR, //if the unit damage is reduced by the armor
        BYPASS_PARMOR, //if the unit damage is reduced by the parmor
        IS_EFFECT_REDUCED_BY_ARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by NORMAL armor
        IS_EFFECT_REDUCED_BY_PARMOR, // if the prop changer effect (that is HP changing one!) will be reduced by PIERCE armor
        // counter attack
        ATTACK_FIRST_STRIKE, // damaging unit  deals counter attack first before attacker can damage, only if attacker has no first strike too.
        ATTACK_FULL_COUNTER, // means the unit has a counter damage without penalty (without halving it)
        ATTACK_FULL_COUNTER_IF_BONUS, //defender having it deals full damage on counter only if he has bonus against attacker.
        ATTACK_COUNTER_DOUBLE, //if unit gets attacked it can double counter damage on attacker (defensive units like a ww2 bomber can counter well its attacking fighters)
        ATTACK_COUNTER_QUARTERED, //unit counterattack has halved damage comparing to normal counterattack - meaning 1/4 of damage - it's perfect for some units previosly having no counter - flailman)
        ATTACK_COUNTER_NO_BONUS_VS_BONUS, //e.g. Knight has this specAction and is attacked by Vouglier - Knight counter is without bonus (and that is halved). But when knight attacks, vouglier deals damage with bonus (and that is halved).
        ATTACK_NO_COUNTER_BONUS_AGAINST_ME, //E.g. Celt has this specAction and attacks Hoplite - hoplite deals counter damage without bonus (and that is halved). When celt is attacked by Hoplite he would (if he somehow survived) deal counter damage with bonus (and that is halved).
        ATTACK_COUNTER_NO_BONUS, //No bonuses counter ( unit doesn't deal any bonus damage in counters - it's bonuses work only offensively - one of the options for various offensive oriented units)

        // AI/internal logics
        ATTACK_NOT_RANGED, //eg. pierce melee weapons: if set than the attacktypearrow|attacktypeburningrock units will be considered close combat units that piercing or normal armor deflected.
        NO_LOOK_FOR_HEAL, //means will not stop attacking when injured/damaged to look for heal/mend possiblity (like suicide units like demolition ship or petardier)
        AI_FACTORY_SINGLE, //AI information: means only one factory must be built for an AI player from this in one game (eg. blacksmith)
        IS_GAIA_ANIMAL, //the unit is a gaia animal (at least it was on game start)
        IS_GAIA_AI_ANIMAL_PEACEFUL, //the unit is a gaia animal and its ai is peaceful like a deer
        IS_GAIA_AI_ANIMAL_HOSTILE, //the unit is a gaia animal and its ai is hostile, attacks if you make in its sight range
        IS_GAIA_AI_ANIMAL_HOSTILE_IF_WOUNDED, //the unit is a gaia animal and its ai is hostile, attacks if it is wounded and you make in its sight range
        TRANSPORTING_VEIN, // if unit basic task is a transporter (not an attacker) than this is set.
        SPAWNPOINT_2_PLAYER, //the 1st and 2nd player spawnpoints, will be replaced by a TC
        SPAWNPOINT_4_PLAYER, //the 3rd and 4th player spawnpoints, will be replaced by a TC
        SPAWNPOINT_6_PLAYER, //the 5th and 6th player spawnpoints, will be replaced by a TC

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Fri Dec 06, 2019 6:21 pm

new:
IS_FACTORY_COUNTED_AS_MEGA, //increases the mega building counter (even if it is not a factory!)
IS_FACTORY_COUNTED_AS_NORMAL, //increases the normal building counter (even if it is not a factory!)

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Thu Dec 26, 2019 8:15 pm

ATTACK_COUNTER_DOUBLE, //if unit gets attacked it can double counter damage on attacker (defensive units like a ww2 bomber can counter well its attacking fighters)

User avatar
makazuwr32
Posts: 4820
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 » Fri Dec 27, 2019 5:36 am

What the difference between
ATTACK_COUNTER_NO_BONUS_VS_BONUS
And
ATTACK_NO_COUNTER_BONUS_AGAINST_ME ?

Second one disables fully bonuses on defending unit?
And what does first one?

User avatar
godOfKings
Posts: 2355
Joined: Fri Sep 22, 2017 4:50 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by godOfKings » Mon Dec 30, 2019 10:14 am

i guess it disables counter bonus of defending unit if attacking unit also has a bonus
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me

For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools

User avatar
Endru1241
Posts: 728
Joined: Fri Sep 11, 2015 8:43 am
Location: Poland

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Endru1241 » Tue Jan 07, 2020 4:20 pm

ATTACK_COUNTER_NO_BONUS_VS_BONUS on unit makes it deal counterattack damage without %bonus against attacker which also have %bonus vs defender.
When Vougleier attacks Knight (which has this spec) it gets counter damage without +50% bonus.
Basically it's the old engine mode (before recent counter changes).
In AoS most cavalry have that spec.

ATTACK_NO_COUNTER_BONUS_AGAINST_ME works if attacker have it. Counterattack is dealt without % bonuses. In AoS Celtic Warrior have this spec.
It works for attacker like ATTACK_COUNTER_NO_BONUS works for defender (in AoS lancers have this one).
Age of Strategy design leader

User avatar
makazuwr32
Posts: 4820
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 » Wed Jan 08, 2020 6:49 am

Thanks for explanation.

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Tue Feb 04, 2020 9:58 am

new :
IS_DIE_HARD, // its HP can not go under 1hp, unless it has 1hp, than it can die.

User avatar
makazuwr32
Posts: 4820
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 » Tue Feb 04, 2020 2:02 pm

Awesome. That is what i wanted to see.

User avatar
Alexander82
Posts: 7076
Joined: Thu Feb 26, 2015 8:18 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Alexander82 » Tue Feb 04, 2020 11:21 pm

Great!
Age of Fantasy design leader

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Mon Feb 10, 2020 7:36 am

logic change (months ago)
PROD_SPEEDUP, // if unit is in a TC than it will be used for any other unit production (!gives round(costTurn/2) turns to production)

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Thu Mar 05, 2020 2:40 pm

new option:
CAN_MEND_IT_CAN_CONSTRUCT, // it ca only mend things that he was able to construct in the first place.

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Sat May 02, 2020 11:42 am

TECH_LEVEL_UP, // if this tech is a level up tech (alternative setting to the obsolete buildableSubType=TECH_LEVEL_UP)

User avatar
makazuwr32
Posts: 4820
Joined: Tue Oct 17, 2017 9:29 am
Location: Moscow, Russia

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by makazuwr32 » Sat May 02, 2020 2:40 pm

Is this used for techs which leveling up buildings? Like that tech from aos for leveling up churches.

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Sat May 02, 2020 4:48 pm

yes

Stratego (dev)
Site Admin
Posts: 10377
Joined: Fri Apr 25, 2014 9:28 pm

Re: Unit Design - Unit Propery sheet - Spec unit actions

Post by Stratego (dev) » Sat May 23, 2020 8:36 am

new:
IS_PASSIVE_UNIT, // if set, this unit is not required to be destroyed on a map game over check.

Post Reply

Return to “Unit Design”