Unit Design - unit property sheet
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Re: Unit Design - unit property sheet
yes
(OFF: you have an AOF multiplyer game waiting for you )
(OFF: you have an AOF multiplyer game waiting for you )
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Re: Unit Design - unit property sheet
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)
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
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.
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
new specunitaction:
implemented.IS_FACTORY_NOT_COUNTED, //if a factory is not counted as normal or mega factory either.
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Re: Unit Design - unit property sheet
new setting:
"trnEmulatesTerrains":["TERRAINS_PLAINSWALKABLE"], // use this instead of isCarrierRemovesTerrainDrawbacks, give here what terrain it emulates as a carrier.
"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
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)
NO_MEND_HEAL_FROM_UNITS, // means worker and healer builtin logic will not affect it only if carried in a building (temple/shipyard)
- General Brave
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Re: Unit Design - unit property sheet
The emulation sounds pretty good for making roads.
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- Maxbirykov2004
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Re: Unit Design - unit property sheet
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
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)
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
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
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
Re: Unit Design - unit property sheet
Can the terrain modifer apply to attack or armor as well as speed?
It would be very usefull if it can...
It would be very usefull if it can...
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Re: Unit Design - unit property sheet
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
that is not, but all terrainAffinity setting can apply any effect onto units,
read here: viewtopic.php?f=215&t=4307
Re: Unit Design - unit property sheet
Thanks!
Also, i was looking for spell ressistance but i cluldnt find it even on this topic...
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
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.
Re: Unit Design - unit property sheet
It includes all spells right? Not only conversion...
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Re: Unit Design - unit property sheet
excuse me, i have been looking for but i could find whereto write the flavouring text...
Re: Unit Design - unit property sheet
There should be a strings.xml file in the other folder in the assets.
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Re: Unit Design - unit property sheet
ohhh, thanks!
Re: Unit Design - unit property sheet
is it possible to modify "abilitypower" with techs or auras?
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Re: Unit Design - unit property sheet
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
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.
1 unit that transform can be upgraded into one who can not: sure.
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Re: Unit Design - unit property sheet
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
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
Re: Unit Design - unit property sheet
is it possible to make a negative effect to reduce hp max?
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Re: Unit Design - unit property sheet
yes
negative hpMax in a tech of effect will make it
negative hpMax in a tech of effect will make it
Re: Unit Design - unit property sheet
great! thnx
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Re: Unit Design - unit property sheet
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
and also can be template-referenced like other lists
like this:
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"]}}
],
...
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"}
],
...
- makazuwr32
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Re: Unit Design - unit property sheet
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.
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.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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