Unit Design - unit property sheet

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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

yes
(OFF: you have an AOF multiplyer game waiting for you :))
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new specunitaction:
CAN_NOT_LOAD_UNLOAD, //unit that has carry ability but still can not load unload units (eg. when submarine carrier is under water)
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

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)


bold is new option.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new specunitaction:
IS_FACTORY_NOT_COUNTED, //if a factory is not counted as normal or mega factory either.
implemented.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new setting:

"trnEmulatesTerrains":["TERRAINS_PLAINSWALKABLE"], // use this instead of isCarrierRemovesTerrainDrawbacks, give here what terrain it emulates as a carrier.
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new specunitaction:
NO_MEND_HEAL_FROM_UNITS, // means worker and healer builtin logic will not affect it only if carried in a building (temple/shipyard)
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General Brave
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Re: Unit Design - unit property sheet

Post by General Brave »

The emulation sounds pretty good for making roads.
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Re: Unit Design - unit property sheet

Post by Maxbirykov2004 »

Guys i need help, could you help me with this units, i need know what wrong with them
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

please dont make json changes until you can use the game in modded version
reason: if u have the modded version that will tell you what is the problem with the jsons (will write out where is the problem)
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new property:

abilityPower = 0; //this value can be used to multiply the value of each spells, use new spell "specs" (CHG_POWER_BY_ABILITY_MULTIPLY, CHG_POWER_BY_ABILITY_ADD) and so on
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Re: Unit Design - unit property sheet

Post by L4cus »

Can the terrain modifer apply to attack or armor as well as speed?
It would be very usefull if it can...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

you mean the "trnWalkTerrain" setting? (read more here about this: viewtopic.php?f=216&t=8405)
that is not, but all terrainAffinity setting can apply any effect onto units,
read here: viewtopic.php?f=215&t=4307
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Re: Unit Design - unit property sheet

Post by L4cus »

Thanks!
Also, i was looking for spell ressistance but i cluldnt find it even on this topic...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

for historical reasons it is called convertResistance

Code: Select all

convertResistance = 0f; // victim property: 0.2 = 20% -> if priest (or caster) has 30% than 30 - 30*0,2 => priest has 26% to convert/cast the spell on unit. 
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Re: Unit Design - unit property sheet

Post by L4cus »

It includes all spells right? Not only conversion...
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

yes
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Re: Unit Design - unit property sheet

Post by L4cus »

excuse me, i have been looking for but i could find whereto write the flavouring text...
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Re: Unit Design - unit property sheet

Post by Midonik »

There should be a strings.xml file in the other folder in the assets.
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Re: Unit Design - unit property sheet

Post by L4cus »

ohhh, thanks!
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Re: Unit Design - unit property sheet

Post by L4cus »

is it possible to modify "abilitypower" with techs or auras?
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

sure.
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Re: Unit Design - unit property sheet

Post by L4cus »

can 2 units be replaced by one? i mean 1 unit that transform can be upgraded into one who can not
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

can 2 units be replaced by one? this part i dont understand.
1 unit that transform can be upgraded into one who can not: sure.
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Re: Unit Design - unit property sheet

Post by L4cus »

thanks
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

change:
hpMax = 1; //health points, in prop changers it is a fixed hpMax addition so eg 20 means +20 hp
hpMaxPercent = 0; //used only on property changing effects to set how to alter by % of the original hpMAX, 0 mean no change, 0.8 means -20%, 1.2 mean +20% of original
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Re: Unit Design - unit property sheet

Post by L4cus »

is it possible to make a negative effect to reduce hp max? :?:
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

yes
negative hpMax in a tech of effect will make it
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Re: Unit Design - unit property sheet

Post by L4cus »

great! thnx
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Re: Unit Design - unit property sheet

Post by Stratego (dev) »

new option to set:
trnInValidTargets; //if set than these units can not be targeted by this unit's normal attack (eg. bombers can not hit buildings with default attacks - they will have ability for that)

in json - i placed it above bonuslist

Code: Select all

...
         "trnBuilders":{"unitTypes":["UNIT_TC","UNIT_US_BLD_AIRPORT"]},
         "trnInValidTargets":{ "categories":["U_GROUND_BUILDINGS"]},
         "trnBonusList":[
            {"modifier":1,"unitList":{"categories":["U_PLANES_BOMBER", "U_PLANES_NONCOMBAT"]}}
         ],
 ...

and also can be template-referenced like other lists
like this:

Code: Select all

...
         "trnBuilders":{"unitTypes":["UNIT_TC","UNIT_JP_BLD_AIRPORT"]},
         "trnInValidTargets":{"copyFromUnit":"UNIT_US_PLANE_B17"},
         "trnBonusList":[
            {"copyFromUnitBonus":"UNIT_US_PLANE_B17"}
         ],
...
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Re: Unit Design - unit property sheet

Post by makazuwr32 »

Good addition.
With this and when we'll update all categories we can make some units unable to attack and deal any damage to others.

But firstly we need to make proper categories for all units and bonuses.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
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