There 2 text required for one unit
1. the property sheet (JSON), includes
- "unitTypeName": a unique(!) TEXTUAL_ID of the unit so you can use then in other jsons eg: "UNIT_RU_PLANE_YAK9U",
- "unitType":a unique(!) unit ID, ID-s must be between 0..2 147 482 , bigger ID will cause crashes.
- visual definition (icon /animation/constructions stages of the unit)
- stats (all properties of unit)
- sound definitions
- "arrow" sprites (arrow, javelin, rock, cannonball, laserbeam ...)
- weapon effects (like firearcher, or spells)
-
2. validating property sheet (JSON validating)
3. the unit texting
Property sheets
here are some samples to show you how the settings work
- fire archer (with some Uncle Sam weaponeffects)
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{
"unitTypeName":"UNIT_FIRE_ARCHER",
"unitType":98,
"uiDefinition":{
"visuals":[
{
"imgName":"32_unit_fire_archer.png",
"type":"DEFAULT",
"shiftIndicatorsDown":0,
"typeExtra":0.0,
"imgColumns":8,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":256},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
},
"unitStatSheet":{
"unit":{
"isTechnology":false,
"costTurn":3,
"grantorShopItems":[244],
"hpMax":11,
"power":5,
"rangeAttack":5,
"armorPierce":0,
"armorNormal":0,
"sight":7,
"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":true,
"rangeWalk":3,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1},
{"terrainType":"TERRAINS_SAILABLE", "modifier":0.6}
],
"convertRange":0,
"convertResistance":0.0,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":1.0,
"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,
"maxActionCount":1,
"canOccupyBuilding":true,
"canKillForest":false,
"canFlyAsteroid":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,
"trnWeaponEffects":[
{
"weaponSlot":"WEAPON_EFFECT_SLOT_WP_1",
"effDefault":"EFFECT_FIRE_ARROWS",
"effOptions":null
},
{
"weaponSlot":"WEAPON_EFFECT_SLOT_SPELLCAST",
"effDefault":"EFFECT_US_SNIPER_ROCKET",
"effOptions":["EFFECT_US_SNIPER_ROCKET", "EFFECT_US_FIRE_ROCKET", "EFFECT_US_STINK_BOMB"]
}
],
"trnCategories":["U_ARCHERS"],
"trnModifiers":{"unitTypes":["EFFECT_POISONED_ARROWS", "TECH_ARCHERY", "TECH_ARCHERY_LV2", "TECH_ARMOR_ARCHER_LV1", "TECH_ARMOR_ARCHER_LV2"]},
"trnBuilders":{"unitTypes":["UNIT_TC","UNIT_BUILDING_ARCHERY"]},
"trnBonusList":[
{
"modifier":0.5,
"unitList":{
"categories":["U_CHEAP_MELEE","U_BURNABLE", "U_BUILDING_SIZED_UNITS"],
"unitTypes":["UNIT_ORNITHOPTER"]
}
},
{
"modifier":6,
"unitList":{"categories":["U_MEGA_BUILDINGS"]}
},
{
"modifier":2,
"unitList":{"categories":["U_SHIPS"]}
}
],
"trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
"trnBestAgainstMeGround":{"categories":["U_ANTI_ARCHER"]}
}
},
"soundDefinition":{
"soundPacks":[
{"soundEvent":"UNIT_SELECTED","packName":"SOUND_PACK_UNIT_SELECT_LAND_UNIT"},
{"soundEvent":"UNIT_AFFIRM_MOVE","packName":"SOUND_PACK_UNIT_AFFIRM_LAND_UNIT"},
{"soundEvent":"UNIT_ATTACK","packName":"SOUND_PACK_UNIT_ATTACK_ARROW"},
{"soundEvent":"UNIT_DAMAGE","packName":"SOUND_PACK_UNIT_DAMAGED_HUMAN"}
]
},
"arrowSpriteDefinition":{
"arrowSprites":[
{"arrowType":"ATTACK_ARROW","spriteName":"SPRITE_ARROW_FIRE"}
]
}
}
- heavy horse archer upgrade tech
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{
"unitTypeName":"TECH_UPGRADE_UNIT_HEAVY_HORSE_ARCHER",
"unitType":3014,
"uiDefinition":{
"visuals":[
{
"imgName":"32_tech_heavy_horse_archer.png",
"type":"DEFAULT",
"shiftIndicatorsDown":0,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
},
"unitStatSheet":{
"unit":{
"isTechnology":true,
"costTurn":6,
"grantorShopItems":[257],
"trnCategories":[],
"trnRequires":null,
"trnBuilders":{"unitTypes":["UNIT_BUILDING_ARCHERY"]},
"trnEquivalents":{"unitTypes":["TECH_ELF_SOME_TECH1", "TECH_DWARF_SOME_TECH2"]}
}
}
}
help on understanding the fields:
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costTurn = 1;
sight = 0; //visiblity range
rangeAttack = 1; //attack range (what maximal range it can attack) (1 means only nearby unit)
rangeAttackMin = 0; //if set than the minimal range it can attacks (eg. a catapult can not attack to adjacent units)
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
armorPierce = 0; //how big the armor against arrows
armorNormal = 0; //how big the armor against normal attack
power = 0; // power of its attack
powerBase = 1; // the minimal damage it inflicts (to flying also)
powerRange = 0; // can cause damage near the the attacked unit - this is the range of the effect
powerRangePenaltyPercent = 0; // percentage eg. 80 means 80%: on which % of damage level the decresing of damage starts, decrease with powerRangePowerDrop
powerRangePowerDrop = 0; // float 0.2 means 20%: every step of 1..powerRange the damage will decrease by this percent starting from powerRangePenaltyPercent
maxActionCount = 1;
rangeWalk = 0; // how far it can walk
remainingMovement //in this turn how many movements left (use only in EFFECT_AFFECT jsons! no in TECH or UNIT jsons).
mendRate = 0; // how many HP mended by turn (by this mending unit)
rangeHeal = 0; //healrange (what maximal range it can heal) (1 means only nearby unit)
healRate = 0; // how many HP healed by turn (by this healing unit)
canOccupyBuilding = true;
carryCapacity = 0; //it can carry more units, tells you how many
canBeCarried = true;
bonusHealing = 1; // if this unit have bonus when it is healed by an other unit. 1,1 means 10% bonus.
bonusMending = 0; // if it is 0 than it cannot be healed, if 0,7 then 30 penalty on healing.
convertRange = 0;
convertPossibility = 0f; // !!! IMPORTANT if unit has any kind of spell/ability button, it needs to have >0 value for this! (read this property as "abilityPossibility") - in AOS: priest property: 0.3 = 30% priest have 30% to convert an other.
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.
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
haveBonusAgainst = null;
haveBonusAgainstMapped = null;
bestAgainstMeGround = null;
bestAgainstMeWater = null;
urlImage; // generally a wikipedia image link if given than CDATA type html display for unit statsheet to show image. (optionally set only on base unit, all tranformations and upgrades will get it automatically)
urlDoc; // generally a wikipedia webpage link if set then wikipedia link is attached (optionally set only on base unit, all tranformations and upgrades will get it automatically)
modifiers = null;
builders = null;
this unit, it is automatically referenced - so use only if you want to more than one shopitems to require for this unit to build.
isNeedMapGrant=true // true = this unit/tech appears in the game only if it is explicitely granted for the map by triggers
trnCanNotCarryMe = null; // DEPRECATED! use trnCanCarryThese and trnCanNotCarryThese
trnCanCarryThese; // this unit can carry these units (do not set trnCanNotCarryThese if you use this) - you can set two fields - "unitTypes": list of unit "type"-s and/or "categories": list of categories
trnCanNotCarryThese; // this unit can NOT carry these units (do not set trnCanCarryThese if you use this) - you can set two fields - "unitTypes": list of unit "type"-s and/or "categories": list of categories
//(requires & requiresShopItem are in OR connection: any of these is owned -> the unit is granted to build)
trnRequires; (!!!!OBSOLETE!!!! USE use the new file unit_relations.txt) //"type"-s that is required (eg. other techonolgies) to have/build this one (if muktiple set than ALL is required)
trnRevokerTechs; (!!!!OBSOLETE!!!! USE use the new file unit_relations.txt) //"type"-s that revokes this as a buildable unit/tech (eg. a crossbowman upgrade revokes archer from the palette) if multiple revokers set than ALL revokers needs to be owned to the revoking take effect
upgradeAncestor; // (!!!!OBSOLETE!!!! USE use the new file unit_relations.txt) YOU MUST USE IT WHEN a techs upgrades more than one unit type! (eg. orc_axe throwers and orc warriors upgraded by same techs) if >0 than it is the ancestor unit(archer) of this upgraded unit (crossbowman)
trnTransformTo1; // primary target type to transform to: use for normal transform abilities/buttons
trnTransformTo2; // [!!!!OBSOLETE!!!! use trnTransformToGroups] secondary target type to transform to: do not use for normal transform abilities, only for effect based transforms like "turn to this type of zombie"
public String[] trnTransformToGroups; //Format: "<transform_group_name>:<real_transform_name>" "TRNZOMBIES:TO_ZOMBIE_ARCHER" only SYSTEM_SPECIAL_EFFECT_TRANSFORM_BY_GROUP will use it.
grantorShopItems; (!!!!OBSOLETE!!!! USE use the unitTypes list in shopitems.json) //"shop item"-s that is required to have/build this one
trnInValidTargets; //(this is higher prior than validTargets setting) 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) AND in case of IS_EFFECT_AFFECT or TECH_IS_PROP_CHANGER definition the non-targeted units by the effects (that sets modifier rel on all other "non-technology" units)
trnValidTargets; //if set than these units can be targeted by this unit's normal attack AND in case of IS_EFFECT_AFFECT or TECH_IS_PROP_CHANGER the targeted units by the effects (that sets modifier rel on them)
trnDetectedStealthUnits; //if set than only these units can be seen by this stealth seeing unit
trnBuilders; //is it built in a TC? or in an archery range? or a worker builds it? (if null: in TC nowhere else)
trnModifiers; //DEPRECATED(use trnValidTargets and trnInValidTargets on tech instead) - "type"-s (TECH) that modifies its properties
String[] trnRelated; //Techs case: the list of other techs to be invented with this tech (as a bundle)
isTechnology = false; //if true then a TECH or an EFFECT
races; //these races can build the unit/technology if null/empty than every race can build it or the no_race race can build it
isFunModeBuildable = false; (!!!!OBSOLETE!!!! USE use specUnitAction IS_FUN_UNIT instead)
isCarriedUnitSurvivesIfIDie = false; // if true than the unit inside is placed in the place of the dying unit (only 1 unit can be carried then?)
isCarrierRemovesTerrainDrawbacks = false; // if true than a ship can go in (into carrier) if it on a land, a non-forestwalk can go if it(the carrier) is on a forest
"trnEmulatesTerrains":["TERRAINS_PLAINSWALKABLE"], // use this instead of isCarrierRemovesTerrainDrawbacks, give here what terrain it emulates.
isCarrierHidesCarriedUnits = true; // if true than units in carrier are hidden while carried (the bridge is not hiding anybody)
isCarrierCanCarryUnderConstruction = false; // if true than unit cancarry other units while under construction
isCarrierLetCarriedUnitsToShoot = false; // if true than carried units can shoot out from this carrier
//if multiple tile unit than the BASE tile is the bottom left one!
unitSizeRow = 1;
unitSizeCol = 1;
attackTypeArrow = false; //if arrow than some units have defense against that
attackTypeBurningRock = false; //if burning rock than some units have defense against that
isOccupiableBuilding = false; (!!!!OBSOLETE!!!! USE use specUnitAction IS_TC or IS_OCCUPIABLE instead) //the TC-s are not attackable, they are occupiable if empty.
powerAccuracyPenalty = 0; // percent (0.1 means 10%) to decrease accuracy with each target movementrange if ATTACK_ACCURACY_DECR_BY_SPEED is set (bonus removes this penalty) calc: probability = 1 - attackingUnit.powerAccuracyPenalty * target.movementRange (ifATTACK_ACCURACY_DECR_BY_SPEED is set)
rangeMend = 0; //mendrange (what maximal range it can mend) (1 means only nearby unit) (if 0 then mends only carried units (all))
canOccupyBuilding = false;
carryCapacity = 0; //it can carry more units, tells you how many
canBeCarried = false;
isCarriedUnitSurvivesIfIDie = false; // if true than the unit inside is placed in the place of the dying unit (only 1 unit can be carried then?)
isWalkableThrough = true; // if no than no unit can walk tru this (even allies, and own player)
isFactory = false; // is this unit a factory unit, meaning that you can build in here (a TC)
isFactoryThatNotAffectsFactoryLimits = false; (!!!!OBSOLETE!!!! USE use specUnitAction IS_FACTORY_NOT_COUNTED) // a factory that is counted separately but also limited to factory limits (with 3 TC you can have 3 stable AND 3 great castle too but max 3)
canBuild = false; //if unit can build other units (wall, tower) than true
bonusHealing = 0; // if this unit have bonus when it is healed by an other unit. 1,1 means 10% bonus.
bonusMending = 0; // if it is 0 than it cannot be healed, if 0,7 then 30 penalty on healing.
bonusMendingWhenConstructing = 0; // if it is 0 than it is constructed with the mending rate, if 0,7 then 30 penalty on constructing compared to the mending.
convertRange = 0;
convertPossibility = 0; // priest property: 0.3 = 30% priest have 30% to convert an other.
convertResistance = 0; // victim property: 0.2 = 20% -> if priest has 30% than 30 - 30*0,2 => priest has 24% to convert.
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
currentlyBuilding = null;
isCarriedButRevealed = false; // if true than the unit is shown over the eg. TC
isStealthUnit = false; // (!!!!OBSOLETE!!!! USE use specUnitAction STEALTH_UNIT or STEALTH_ONLY_UNIT) not visible to enemy (with restrictions)
canSeeStealthUnits = false; //sees stealth units normally
isUnderConstruction = false; // if true than at least 2X mending speed.
carriedUnits = null; //carried units
specUnitActions = null; //special actions like: production speeder
weaponEffects = null; //list of effect related to the different weapons (ACTIVE EFFECT!)
"rndProd":{ // !!! OBSOLETE!!!! use the file_relations.json file !!! this will let you make unit groups, and among the group random spawning: eg. if we want to have 2 similar orc riders, but with different images, you can set this to have it random.
"scope":"SUMMON", //can be: PRODUCTION, SUMMON, ALL meaning the randomness will effect only production or only summoning or both
"prodGroup":"AUX", // group name
"prodWeight":20 // summing up the weights in group and getting the random based on weight (eg. you have unitA(w10) unitB(w25) unitC(w15) than unitA=20%, unitB=50%, unitC = 30% chance)
},
trnEquivalents; //use this to set other techs to be equivalents to this when stealing (eg. elves armor1 is equivalent to human armor 1) so human can steal elves armor1 in the form of human armor1
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{
"unitTypeName":"UNIT_UND_BUILDING_TOWER_GOLEM",
"unitType":220,
"uiDefinition":{
"visuals":[
{
"imgName":"64_unit_undead_building_tower_golem.png",
"type":"DEFAULT",
"shiftIndicatorsDown":10,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top":0, "left":0,"bottom":32,"right":32},
"layer":"OVERLAPS",
"shiftCol":0,
"shiftRow":-1,
"clickable":false
},
{
"cropToRect":{"top":32,"left":0,"bottom":64,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
}
,
"unitStatSheet":{
"unit":{
"isTechnology":false,
"costTurn":10,
"grantorShopItems":null,
"hpMax":65,
"power":12,
"rangeAttack":1,
"armorPierce":2,
"armorNormal":0,
"sight":7,
"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,
"rangeWalk":2,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1}
],
"convertRange":0,
"convertResistance":0.0,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":1.0,
"carryCapacity":0,
"canBeCarried":false,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,
"maxActionCount":1,
"canOccupyBuilding":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,
"trnWeaponEffects":null,
"trnCategories":["U_WAR_UNITS", "U_SKELETONS", "M_BURNING"],
"trnEffectAffectTurnsLeft":["3:EFFECT_ENCHANT_VANISHING"],
"trnModifiers":null,
"trnRequires":null,
"trnBuilders":null,
"trnBonusList":null,
"trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
"trnBestAgainstMeGround":{"categories":["U_MOUNTED"]}
}
},
"soundDefinition":{
"soundPacks":[
{"soundEvent":"UNIT_SELECTED","packName":"SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT"},
{"soundEvent":"UNIT_AFFIRM_MOVE","packName":"SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT"},
{"soundEvent":"UNIT_ATTACK","packName":"SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT"},
{"soundEvent":"UNIT_DAMAGE","packName":"SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT"}
]
}
}
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{
"unitTypeName":"UNIT_NEUTRAL_ANIMAL_HEN",
"unitType":421,
"uiDefinition":{
"visuals":[
{
"imgName":"unit_neutral_animal_hen.png",
"type":"DEFAULT",
"shiftIndicatorsDown":10,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top":0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
},
"unitStatSheet":{
"unit":{
"isTechnology":false,
"costTurn":5,
"grantorShopItems":null,
"hpMax":2,
"power":0,
"rangeAttack":1,
"armorPierce":0,
"armorNormal":0,
"sight":3,
"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,
"rangeWalk":3,
"trnWalkTerrain":[
{"terrainType":"TERRAINS_FORESTWALKABLE", "modifier":1}
],
"convertRange":0,
"convertResistance":1,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":1.0,
"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,
"maxActionCount":1,
"canOccupyBuilding":true,
"canKillForest":false,
"canFlyAsteroid":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,
"trnWeaponEffects":null,
"trnRaces":["RACE_ELF"],
"trnCategories":["U_ANIMALS_PLANTS", "U_FLESH_AND_BLOOD"],
"trnModifiers":null,
"trnBuilders":{},
"trnBonusList":[],
"trnBestAgainstMeWater":{"categories":["U_SHIP_ATTACK"]},
"trnBestAgainstMeGround":{"categories":["U_ANTI_INFANTRY"]},
"trnSpecUnitActions":["IS_TERRAIN_ENTITY", "IS_GAIA_AI_ANIMAL_PEACEFUL", "IS_GAIA_ANIMAL"]
}
}
}
Validating property sheets
Copy your JSON and place it into this website:
https://jsonformatter.curiousconcept.com/
it will tell you if u have a bad JSON format.
Texting
also we will need some texting for the unit that is required in this form:
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<string name="UNIT_CANNON_SHIP">Cannon ship</string>
<string name="SHOP_CANNON_SHIP">Lets you build: Cannon ship</string>
<string name="unit_txt_cannon_ship">
The Cannon ship is a more modern way of naval warfare, use it for coast bombarding, very effevtive against buildings and slow moving units. It gets inaccurate on faster units.
</string>
<string name="UNIT_HORSE_ARCHER">Horse archer</string>
<string name="SHOP_HORSE_ARCHER">Lets you build: A fast, ranged unit, a mixture of Knight and Archer</string>
<string name="UNIT_TXT_HORSE_ARCHER">
Horse archers are the combination of archer and knight. They are fast and can attack from a range. You can buy horse archer in the upgrades section for gems.
</string>
Usable units-types, tech-types, effect-types for referencing in JSON
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UNIT_TC,
UNIT_ARCHER,
UNIT_SWORDMAN,
UNIT_PRIEST,
UNIT_HIGH_PRIEST,
UNIT_WAGON,
UNIT_CATAPULT,
UNIT_KNIGHT,
UNIT_SCOUT,
UNIT_BIRD,
UNIT_WORKER,
UNIT_TRANSPORTSHIP,
UNIT_WARSHIP,
UNIT_ADV_WARSHIP,
UNIT_FIRESHIP,
UNIT_CANNON_SHIP,
UNIT_WALL,
UNIT_GATE,
UNIT_TOWER,
UNIT_BRIDGE,
UNIT_ORNITHOPTER,
UNIT_TROJAN_HORSE,
UNIT_JEANNE_D_ARC,
UNIT_HOPLITE,
UNIT_VIKING,
UNIT_WILLIAM_WALLACE,
UNIT_LONGBOWMAN,
UNIT_HORSE_ARCHER,
UNIT_SW_SPACESHIP,
UNIT_FORTRESS,
UNIT_BUILDING_CANNON_TOWER,
UNIT_CATAPULT_SHIP,
UNIT_BUILDING_ARCHERY,
UNIT_SKIRMISHER,
UNIT_MISSIONARY,
UNIT_BUILDING_SIEGE,
UNIT_MONEYMAN,
UNIT_BUILDING_BARRACKS,
UNIT_ASSASSIN,
UNIT_TEMPLAR,
UNIT_OUTPOST,
UNIT_PIKEMAN,
UNIT_WAR_ELEPHANT,
UNIT_BATTERING_RAM,
UNIT_BUILDING_STABLE,
UNIT_BUILDING_CHURCH,
UNIT_BUILDING_DOCK,
UNIT_BUILDING_ADVANCEMENTS,
UNIT_BUILDING_GREAT_CASTLE,
UNIT_BUILDING_BLACKSMITH,
UNIT_GREAT_TRANSPORT,
UNIT_BRIDGE_STONE,
UNIT_SAMURAI,
UNIT_TREBUCHET,
UNIT_LORD,
UNIT_LORD_HUNTRESS,
UNIT_LORD_PALADIN,
UNIT_LORD_CHAMPION,
UNIT_KNIGHT_HERO,
UNIT_ELEPHANT_ARCHER,
UNIT_ARCHER_POISON,
UNIT_AXE_THROWER,
UNIT_SHIELDER,
UNIT_BALLISTA,
UNIT_SLINGER,
UNIT_HUSSAR,
UNIT_LANCER,
UNIT_MAN_AT_ARMS,
UNIT_TOWER_GATLING,
UNIT_TOWER_BARRAGE,
UNIT_TOWER_FLAME,
UNIT_MEGA_BUILDING_CASTLE,
UNIT_CHARIOT,
UNIT_CHARIOT_ARCHER,
UNIT_CROSSBOWMAN,
UNIT_ELITE_SKIRMISHER,
UNIT_HALBERDIER,
UNIT_BROAD_SWORDMAN,
UNIT_HEAVY_KNIGHT,
UNIT_LIGHT_CAVALRY,
UNIT_HUN_HUSSAR,
UNIT_HEAVY_CATAPULT,
UNIT_HEAVY_LANCER,
UNIT_FIRE_ARCHER,
UNIT_ROMAN_LEGION,
UNIT_MUSLIM_WARRIOR,
UNIT_MUSLIM_PIKER,
UNIT_MUSLIM_RIDER,
UNIT_MUSLIM_ARCHER,
UNIT_CRUSADER_ARCHER,
UNIT_CRUSADER,
UNIT_VETERAN_CRUSADER,
UNIT_CRUSADER_HORSEMAN,
UNIT_VETERAN_CRUSADER_HORSEMAN,
UNIT_CRUSADER_LORD,
UNIT_TEMPLAR_KNIGHT,
UNIT_LORD_PRIESTESS,
UNIT_YARI_ASHIGARU,
UNIT_TANEGASHIMA_ASHIGARU,
UNIT_CANNONEER,
UNIT_ST_STEPHEN,
UNIT_CENTURION,
UNIT_TRAINEE000,
UNIT_TRAINEE001,
UNIT_TRAINEE002,
UNIT_TRAINEE011,
UNIT_TRAINEE012,
UNIT_TRAINEE021,
UNIT_TRAINEE022,
UNIT_TRAINEE111,
UNIT_TRAINEE112,
UNIT_TRAINEE121,
UNIT_TRAINEE122,
UNIT_TRAINEE211,
UNIT_TRAINEE212,
UNIT_TRAINEE221,
UNIT_TRAINEE222,
UNIT_BOSS1,
UNIT_BOSS2,
UNIT_BOSS3,
UNIT_SANTA,
UNIT_US,
UNIT_TDS_WORKER,
UNIT_TDS_TOWER1,
UNIT_TDS_TOWER2,
UNIT_TDS_TOWER3,
UNIT_TDS_TOWER4,
UNIT_TDS_TOWER5,
UNIT_TDS_TOWER6,
UNIT_TDS_TOWER7,
UNIT_TDS_TOWER8,
UNIT_BRITISH_FIREWORKSHIP,
UNIT_ALASTAR000,
UNIT_ROCKS,
UNIT_NEUTRAL_WALL,
UNIT_COOKIE,
UNIT_SCHOOL_SIGN,
UNIT_BUNNY,
UNIT_NEUTRAL_FIRE,
UNIT_NEUTRAL_STONES_LEFT,
UNIT_NEUTRAL_STONES_RIGHT,
UNIT_NEUTRAL_STONES_LIGHT,
UNIT_NEUTRAL_STONES_DARK,
UNIT_NEUTRAL_STONES_STATUE,
UNIT_NEUTRAL_ANIMAL_DEER,
UNIT_NEUTRAL_ANIMAL_BEAR,
UNIT_NEUTRAL_ANIMAL_DOLPHIN,
TECH_WRITING,
TECH_BALLISTICS,
TECH_FLIGHT,
TECH_TOWN_PATROL,
TECH_MASONRY,
TECH_AMBIDEXTRIA,
TECH_AREA_DAMAGE,
TECH_PERSUASION,
TECH_STEAL,
TECH_MASSIVE_WALLS,
TECH_ARCHERY,
TECH_LOYALTY,
TECH_MACHINERY,
TECH_UPGRADE_UNIT_CROSSBOWMAN,
TECH_UPGRADE_UNIT_ELITE_SKIRMISHER,
TECH_UPGRADE_UNIT_HALBERDIER,
TECH_UPGRADE_UNIT_BROAD_SWORDSMAN,
TECH_UPGRADE_UNIT_HEAVY_KNIGHT,
TECH_UPGRADE_UNIT_MAN_AT_ARMS,
TECH_UPGRADE_UNIT_HEAVY_CATAPULT,
TECH_UPGRADE_UNIT_HEAVY_LANCER,
TECH_UPGRADE_UNIT_ADV_WARSHIP,
TECH_UPGRADE_UNIT_HIGH_PRIEST,
TECH_ARCHERY_LV2 ,
TECH_ARMOR_ARCHER_LV1 ,
TECH_ARMOR_ARCHER_LV2 ,
TECH_ARMOR_CAVALRY_LV1 ,
TECH_ARMOR_CAVALRY_LV2 ,
TECH_ARMOR_INFANTRY_LV1 ,
TECH_ARMOR_INFANTRY_LV2 ,
TECH_SWORD_LV1 ,
TECH_SWORD_LV2 ,
TECH_GUNPOWDER,
EFFECT_POISONED_ARROWS,
EFFECT_HIGH_MORALE,
EFFECT_LEGION,
EFFECT_FIRE_ARROWS,
EFFECT_KILL,
EFFECT_MINUS_65_HP,
Code: Select all
TERRAIN_WATER,
TERRAIN_DEEP_WATER,
TERRAIN_WOOD,
TERRAIN_CLEARGROUND,
TERRAIN_HILL,
TERRAIN_OBSTACLE,
TERRAIN_ROCK,
TERRAIN_DESERT,
TERRAIN_SNOW,
TERRAIN_ROAD,
TERRAIN_BRIDGE,
TERRAINS_PLAINSWALKABLE, {TERRAIN_CLEARGROUND, TERRAIN_DESERT, TERRAIN_SNOW, TERRAIN_ROAD, TERRAIN_BRIDGE}
TERRAINS_FORESTWALKABLE,{TERRAIN_CLEARGROUND, TERRAIN_DESERT, TERRAIN_SNOW, TERRAIN_ROAD, TERRAIN_BRIDGE, TERRAIN_WOOD}
TERRAINS_SAILABLE, {TERRAIN_WATER, TERRAIN_DEEP_WATER, TERRAIN_BRIDGE}
TERRAINS_FLYABLE, {TERRAIN_WATER, TERRAIN_DEEP_WATER, TERRAIN_CLEARGROUND, TERRAIN_DESERT, TERRAIN_SNOW, TERRAIN_ROAD, TERRAIN_BRIDGE, TERRAIN_HILL, TERRAIN_OBSTACLE, TERRAIN_ROCK, TERRAIN_WOOD}
see http://www.ageofstrategy.net/viewtopic.php?f=216&t=7627
Usable sound packs and event
events:
Code: Select all
UNIT_SELECTED,
UNIT_AFFIRM_MOVE,
UNIT_ATTACK,
UNIT_MEND_BUILD,
UNIT_HEAL,
UNIT_CONVERT,
UNIT_DAMAGE,
GLOBAL_TC_OCCUPY,
GLOBAL_HUD_BUTTON_PRESS,
GLOBAL_HUD_BUTTON_SHOP_PRESS,
GLOBAL_WAYPOINT_SET,
Code: Select all
SOUND_PACK_UNIT_SELECT_LAND_UNIT
SOUND_PACK_UNIT_SELECT_WATER_UNIT
SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT
SOUND_PACK_UNIT_SELECT_LAND_CATAPULT
SOUND_PACK_UNIT_SELECT_LAND_SCOUT
SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE
SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT
SOUND_PACK_UNIT_SELECT_AIR_HAWK
SOUND_PACK_UNIT_SELECT_BUILDING
SOUND_PACK_UNIT_SELECT_LAND_PRIEST
SOUND_PACK_UNIT_SELECT_TIE
SOUND_PACK_UNIT_SELECT_US
SOUND_PACK_UNIT_AFFIRM_LAND_UNIT
SOUND_PACK_UNIT_AFFIRM_WATER_UNIT
SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT
SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT
SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT
SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE
SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT
SOUND_PACK_UNIT_AFFIRM_AIR_HAWK
SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST
SOUND_PACK_UNIT_AFFIRM_TIE
SOUND_PACK_UNIT_ATTACK_SWING
SOUND_PACK_UNIT_ATTACK_ARROW
SOUND_PACK_UNIT_ATTACK_CATAPULT
SOUND_PACK_UNIT_ATTACK_RAM
SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT
SOUND_PACK_UNIT_ATTACK_TIE
SOUND_PACK_UNIT_ATTACK_ROCKET
SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET
SOUND_PACK_UNIT_ATTACK_SNIPER_ROCKET_EXPLOSION
SOUND_PACK_UNIT_ATTACK_STINK_BOMB_EXPLOSION
SOUND_PACK_UNIT_ATTACK_FIRE_ROCKET_EXPLOSION
SOUND_PACK_UNIT_ATTACK_ELEPHANT
SOUND_PACK_UNIT_ATTACK_CANNON
SOUND_PACK_UNIT_HEAL
SOUND_PACK_UNIT_CONVERT
SOUND_PACK_UNIT_MEND_BUILD
SOUND_PACK_UNIT_DAMAGED_HUMAN
SOUND_PACK_UNIT_DAMAGED_BUILDING
SOUND_PACK_UNIT_DAMAGED_VEHICLE
SOUND_PACK_UNIT_DAMAGED_SCOUT
SOUND_PACK_UNIT_DAMAGED_HAWK
SOUND_PACK_UNIT_DAMAGED_ELEPHANT
SOUND_PACK_GLOBAL_TC_OCCUPY
SOUND_PACK_GLOBAL_BUTTON_HUD
SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP
SOUND_PACK_GLOBAL_WAYPOINT_SET
Code: Select all
SOUND_PACK_UNIT_SELECT_LAND_UNIT
SOUND_PACK_UNIT_SELECT_WATER_UNIT
SOUND_PACK_UNIT_SELECT_LAND_NON_WAR_UNIT
SOUND_PACK_UNIT_SELECT_LAND_WIZARD
SOUND_PACK_UNIT_SELECT_LAND_CATAPULT
SOUND_PACK_UNIT_SELECT_LAND_SCOUT
SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_HORSE
SOUND_PACK_UNIT_SELECT_LAND_MOUNTED_ELEPHANT
SOUND_PACK_UNIT_SELECT_AIR_HAWK
SOUND_PACK_UNIT_SELECT_BUILDING
SOUND_PACK_UNIT_SELECT_LAND_PRIEST
SOUND_PACK_UNIT_SELECT_TIE
SOUND_PACK_UNIT_SELECT_UND_LAND_UNIT
SOUND_PACK_UNIT_SELECT_ORC_LAND_UNIT
SOUND_PACK_UNIT_SELECT_DRAGON
SOUND_PACK_UNIT_SELECT_UND_MAGES
SOUND_PACK_UNIT_AFFIRM_LAND_UNIT
SOUND_PACK_UNIT_AFFIRM_WATER_UNIT
SOUND_PACK_UNIT_AFFIRM_LAND_NON_WAR_UNIT
SOUND_PACK_UNIT_AFFIRM_LAND_CATAPULT
SOUND_PACK_UNIT_AFFIRM_LAND_SCOUT
SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_HORSE
SOUND_PACK_UNIT_AFFIRM_LAND_MOUNTED_ELEPHANT
SOUND_PACK_UNIT_AFFIRM_AIR_HAWK
SOUND_PACK_UNIT_AFFIRM_LAND_PRIEST
SOUND_PACK_UNIT_AFFIRM_TIE
SOUND_PACK_UNIT_AFFIRM_DRAGON
SOUND_PACK_UNIT_ATTACK_SWING
SOUND_PACK_UNIT_ATTACK_ARROW
SOUND_PACK_UNIT_ATTACK_CATAPULT
SOUND_PACK_UNIT_ATTACK_RAM
SOUND_PACK_UNIT_ATTACK_NON_WAR_UNIT
SOUND_PACK_UNIT_ATTACK_TIE
SOUND_PACK_UNIT_ATTACK_ELEPHANT
SOUND_PACK_UNIT_ATTACK_DRAGON_BREATH
SOUND_PACK_UNIT_HEAL
SOUND_PACK_UNIT_CONVERT
SOUND_PACK_UNIT_MEND_BUILD
SOUND_PACK_UNIT_DAMAGED_HUMAN
SOUND_PACK_UNIT_DAMAGED_BUILDING
SOUND_PACK_UNIT_DAMAGED_VEHICLE
SOUND_PACK_UNIT_DAMAGED_SCOUT
SOUND_PACK_UNIT_DAMAGED_HAWK
SOUND_PACK_UNIT_DAMAGED_ELEPHANT
SOUND_PACK_UNIT_DAMAGED_WIZARD
SOUND_PACK_UNIT_DAMAGED_ORC
SOUND_PACK_UNIT_DAMAGED_DRAGON
SOUND_PACK_SPELL_ANIM_FIREBALL_EXPLOSION
SOUND_PACK_SPELL_ANIM_THUNDER_STORM
SOUND_PACK_GLOBAL_TC_OCCUPY
SOUND_PACK_GLOBAL_BUTTON_HUD
SOUND_PACK_GLOBAL_BUTTON_HUD_SHOP
SOUND_PACK_GLOBAL_WAYPOINT_SET
Arrow type actions:
Code: Select all
ATTACK_ARROW, - when an attack was shot by isAttacktypeArrow type
ATTACK_FIREBURN, - when an attack was shot by isAttacktypeFireburn type
EXPLOSION, - executes on self explosions where unit is stepped onby an other (landmine, spy and so on)
CONVERT,
MEND,
HEAL
Code: Select all
SPRITE_LASERBEAM_2GREEN
SPRITE_ARROW_JAVELIN
SPRITE_ARROW_BALLISTA
SPRITE_ARROW_HEAL
SPRITE_ARROW_CONVERT
SPRITE_ARROW_MEND
SPRITE_ARROW_STONE
SPRITE_ARROW_CANNON_BALL
SPRITE_ARROW_FIRE
SPRITE_ARROW_AXE
SPRITE_ARROW_SMALL_STONE
SPRITE_ARROW_CONVERT_SANTA
SPRITE_ARROW_FIREWORKS
Code: Select all
SPRITE_ARROW_BAT,
SPRITE_LASERBEAM_2GREEN,
SPRITE_ARROW_JAVELIN,
SPRITE_ARROW_HEAL,
SPRITE_ARROW_CONVERT,
SPRITE_ARROW_MEND,
SPRITE_ARROW_STONE,
SPRITE_ARROW_FIRE,
SPRITE_ARROW_AXE,
weapon "types":
Code: Select all
WEAPON_EFFECT_SLOT_SPELLCAST
WEAPON_EFFECT_SLOT_WP_1
AOS:
Code: Select all
EFFECT_POISONED_ARROWS
EFFECT_DELAYED_CONVERSION
EFFECT_FIRE_ARROWS
EFFECT_US_SNIPER_ROCKET
EFFECT_US_FIRE_ROCKET
EFFECT_US_STINK_BOMB
EFFECT_US_FIRE_ROCKET_EFFECT
EFFECT_FIRE_ARROWS_ON_EVERYONE
EFFECT_US_STINK_BOMB_EFFECT
EFFECT_HIGH_MORALE
EFFECT_AURA_HIGH_MORALE_ULIMITED
EFFECT_AURA_LEGION_ULIMITED
EFFECT_LEGION
Code: Select all
EFFECT_POISONED_ARROWS
EFFECT_IMMEDIATE_CONVERSION
EFFECT_SLOWING
EFFECT_DISARMOR
EFFECT_ENCHANT_STRENGTHEN
EFFECT_INSTANT_HEAL
EFFECT_INSTANT_DISENCHANT
EFFECT_INSTANT_SUMMON_SKELETON
EFFECT_INSTANT_CASTER_AND_TARGET_DIES
EFFECT_INSTANT_PAIN_DAMAGER
EFFECT_INSTANT_DOUBLE_STRIKE
EFFECT_INSTANT_TRAMPLE
EFFECT_SUMMON_GOBLIN
EFFECT_ENCHANT_LIFELINK
EFFECT_CAST_LIFELINK
EFFECT_AURA_STRENGTH_1ATTACK_ULIMITED
EFFECT_STRENGTH_1ATTACK
EFFECT_AURA_LIFELINK
EFFECT_ENCHANT_LIFELINK_UNLIMITED
EFFECT_INSTANT_REGENERATION
EFFECT_CAST_AURA_STRENGTH_1ATTACK
EFFECT_AURA_STRENGTH_1ATTACK
EFFECT_INSTANT_BANSHEE_SCREAM
EFFECT_INSTANT_TROLL_ROT
EFFECT_INSTANT_SACRI_HP_DAMAGE
EFFECT_ENCHANT_VANISHING
EFFECT_INSTANT_SUMMON_WOLF
EFFECT_ENCHANT_FORESTWALK
EFFECT_AURA_HEAL_5_ULIMITED
EFFECT_HEAL_5
EFFECT_INSTANT_SUMMON_ENT
EFFECT_FIRE_ARROWS
EFFECT_ENCHANT_FEAR
EFFECT_ENCHANT_VISION
EFFECT_TRANSFORM1
EFFECT_AURA_VISION_ULIMITED
EFFECT_VISION
EFFECT_ENCHANT_VANISHING_SILENT
EFFECT_ANIMATE_DEAD
EFFECT_INSTANT_FIREBALL_EFFECT
EFFECT_INSTANT_THUNDER_STORM
EFFECT_FIRE_ARROWS_INSTANT
EFFECT_INSTANT_THUNDER_STRIKE
EFFECT_INSTANT_FIREBALL
EFFECT_FIRE_ARROWS_ON_EVERYONE
EFFECT_ENCHANTMENT_CURSED
EFFECT_INSTANT_HEAL_3
EFFECT_CAST_POISON_WEAPON
EFFECT_ENCHANT_POISONED_WEAPON
EFFECT_INSTANT_EAT_CORPSE_TO_HEAL
EFFECT_SUMMON_ORC_DRAGON
EFFECT_SUMMON_UND_DRAGON
EFFECT_INSTANT_DRAGON_FIRE
EFFECT_INSTANT_DRAGON_BREATH