That is a list of commands on a PER UNIT basis. The
module designer can specify which of the #ed commands they want
any particular unit type to be able to do.
There are also MANY features that can be given to units but,
they will not be discussed at this time.
Some of these commands can be issued to all units within
hearing distance who hear you.
Hopefully, that is enough to wet your appetite and see why we
are so excited about this project.
MORE INFO ON THE RTSA SCRIPTING PACKAGE:
UNIT ADVANTAGES/DISADVANTAGES/and PRODUCTIONS:
PRE
|
TYPE
|
DESCRIPTION
|
DEF
|
DEFAULTS
|
Add
defaults from RTS_UNIT_DEFAULTS to this units definition.
|
NB
|
No
Build
|
This
is used to keep the unit from appearing on the BUILD menu
this unit is an UPGRADE only.
|
I#
|
Taxes
in per hour
|
|
O#
|
Taxes
out per hour
|
|
R#_#
|
Resource
# cost #
|
building
cost
|
P#_#
|
Produce
Resource #
|
Produce
Resource # amount # per hour
|
U#_#
|
Use
Resource #
|
Use
Resource # amount # per hour
|
RV
|
Revolution
|
If
not paid resources and taxes will revolt and turn to
HOSTILE faction
|
LS#
|
Light
Sensitive
|
Sunlight
sensitivity
|
M#
|
Mana
at spawn in
|
Has
a max of # personal mana
|
LF#
|
Light
Fatal
|
Sunlight
is fatal to this creature
#d4 damage per 2 seconds
|
A1_res
|
Animate
Dead advantage
|
can
spend 1 personal mana to create a skeleton from the death
of something nearby.
this resref is for a placeable that will be
designed to look eerie and eventually create the unit.
|
A2
|
Feast
on Corpse
|
Can
feast on corpses to heal self
|
A3_res
|
Create
creature from death
|
Can
create a new unit 25% chance for each death near –
resref is for a placeable that will do a timed creation of
the unit
|
A4
|
Blinking
|
|
A5
|
Cocoon
Death
|
Cocoons
victims on death
|
A6
|
Gore
Death
|
Victims
killed by this creature die a gory body part exploding
death
|
A7_res
|
On
death alter
|
On
death change to this creature…
|
A8_#
|
Spell
effect #
|
Apply
spell effect # at location on death
|
A9_#
|
Can
swallow
|
Swallow
creature whole max
size #
|
A10
|
Heal
in Sunlight
|
Heals
in sunlight at rate of 1+CON bonus HP per hour
|
A11#_#
|
Create
Resource #
|
Create
resource # or amount # when this creature kills something
|
A12tag/#
|
Heal
when near
|
Heal
1 HP per 10 seconds when within # meters of object with
TAG
|
A13script
|
Special
death script
|
This
unit has a special death script to run when it dies
|
A14script
|
Special
kill script
|
This
unit has a special script that should be run when it kills
something.
|
A15script
|
Special
damaged script
|
This
unit has a special script it should run whenever it is
damaged
|
A16script
|
Special
spell script
|
This
unit has a special script it should run whenever a spell
is cast at them
|
A17script
|
Special
heartbeat script
|
This
unit has a special heartbeat script it should run
|
A18
|
Use
Appear spawn in
|
Creature
come from out of the sky when created
|
IT_tag/#
|
Item
required
|
Item
required to create
#, 0=not consumed
1=consumed
[can
apply to upgrades as well]
|
CO_var/#
|
To
exist requires
|
To
exist the team must have # of items controlled for this
creature
[
DOES NOT APPLY TO UPGRADES ]
|
MX#
|
Maximum
# of this unit type allowed
|
|
UR_tag
|
Unit
required in team
|
This
unit must be controlled by this team before this unit can
be created
|
UP_res
|
Upgradeable
to
|
(this
assumes UP for you also)
|
TU#_res
|
Timed
Upgrade
|
it
grows or changes over time
|
D#_#
|
On
Death resource drop
|
When
dies it drops Resource # in the amount #
|
PV_#
|
Point
value #
|
used
for scoring at the end of the game
|
C#_res
|
Craft
# res
|
Craftable
item
|
B#_res
|
Buildable
# res
|
Buildable
placeable
|
PL_tag
|
Placeable
required in lair
|
The
lair of the team must have a placeable with specific TAG
for this unit to be constructed.
|
PF#
|
Persistent
Effect
|
One
persistent effect may be applied to creatures of this
type.
|
OD_res
|
On
Death drop item
|
On
death drop item with resref
|
MSD
|
Must
sleep during day
|
Must
sleep during the day
|
MSN
|
Must
sleep at night
|
Must
sleep at night
|
SPtag/var/#
|
Must
have special item to create
|
Variable
on the item VAR must be equal to or greater than #. The item is consumed on unit creation.
[
DOES NOT APPLY TO UPGRADES ]
|
VF#
|
Visual
Summon Effect #
|
Use
this visual effect when summoning.
If not specified the default is used.
These effects are supported:
1=Summon
Monster 1 [default], 2=Summon Monster 2,
3=Summon
Monster 3, 4=Summon Undead, 5=Summon Celestial,
6=Summon
Gate, 7=Smoke Puff, 8=Lightning Strike, 9=Sun Strike,
10=No Visual Effect
|
The advantages and disadvantages are provided to further
enhance and make your units unique. They can dramatically
enhance the way the game plays. The DEF advantage is
provided so, if you are going to have some common traits that
every unit in the game shares you can just define them using the
DEF settings and not have to keep retyping them for each
unit. This speeds things up substantially. It also
provides a way to make quick global changes to all the units in
the module.
RESOURCES AND HOW THEY ARE HANDLED:
Currently, resource support is provided for the following
types of resource gathering. More can be added by anyone
willing to script them.
ONE TIME USAGE: A placeable setup as this type of
resource is USABLE a single time. At that point it can
create an item in the users inventory, and/or provide x amount
of resource y to the team the user comes from. The
placeable will then vanish. This is how Mana worked
in Harvest of Souls. We setup similar mana pools in
ALOE that work identical to how they worked in HoS.
HARVEST MULTI-USAGE: Works the same as the ONE TIME
USAGE but, an amount of uses can be assigned. There must
be a pause between uses.
HARVEST BY DAMAGE: You can make a resource placeable
(like a log) that can be physically attacked. For each
point of damage a resource is provided or a resource item.
This means things capable of damaging it more can harvest the
material quickly. We were going to make it only work with
specific types of damage but, the GetDamageDealtByType()
function is not currently very usable.
DOMINATION: A domination placeable is
unique in that it can give X amount of a VARIABLE as either a
fixed amount or as a cummulative amount over time. This
works good because, some units can require a variable
setup. Only one domination type resource per team is
currently allowed. In ALOE the Sylvan team will dominate
trees known as Wyrdwood Trees. The trees grow over time in
size. The Sylvan team will only be able to build
units based on how many trees they have in place. A
second aspect of the DOMINATION type resource is that if
destroyed they can be directed to transform into a different
placeable. In ALOE other teams will be chopping down a
wyrdwood tree to change them into logs that they can harvest
wyrdwood from. You can already see the contention
possible. The Sylvan's need the trees standing and
dominated. Many of the other teams will be encouraged to
chop them down to get Wyrdwood. Also, supported by
the domination type resource are the ability to specify a
default (on game start) controller, and the ability to trigger a
custom conversation on usage.
Those are the resource methods we have implemented and tested
at this time. The next part we call RESOURCE
PROCESSORS. It is where you place your
resources. It is how the harvesters get them back to team.
INSTANT: It is possible for a resource to instantly be
transferred to your stores but, that eliminates a lot of the fun
of being able to attempt to loot resources from other player's
bases.
PROXIMITY: If you setup a proximity resource then once
per hour it will check to see if any resource items are within X
distance of it and will give the resource amount of that item to
the stores for the team. This is how the Mana Vaults
worked in Harvest of Souls.
INSIDE: You can setup containers with RTSA that work
identical to the proximity type above but, instead look at their
own contents once per hour.
EAT RESOURCE: This item when used will check the users
inventory and EAT (destroying) and resource items corresponding
to this resource processor and will transfer the corresponding
amounts to the the teams storage. This is how the Soul Receptacle
was setup in HoS.
CONTAINER CONTENTS CONSTANT: This will store the amount
of resources inside that correspond to the amount of resources
the team has. This will be great for lumber piles,
ore storage bins, etc. It does NOT update
hourly. It only updates when opened or closed.
|