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- -- copied from A.G.E.
- -- by hand
- -- xthomas is not very smart
- -- so I put this in a lua file to get an idea of what it would take to copy aoe2's units
- -- holy crap is there a lot
- UNIT_TABLE_EXAMPLE = {
- TYPE = 70,
- CLASS = 6,
- INTERNAL_NAME = "LEGION",
- ID = 1,
- COPY_ID = 1,
- BASE_ID = 1,
- STATISTICS = {
- HIT_POINTS = 0, -- -1 INSTANTLY DYING UNIT
- MAX_HIT_POINTS = 0,
- SPEED = 0,
- ROTATION_SPEED = 0, -- MAKES IT SLOWER
- LINE_OF_SIGHT = 0, -- MAXIMUM (EFFECTIVE) VALUE IS 20
- SEARCH_RADIUS = 0,
- MAX_RANGE = 0,
- MIN_RANGE = 0,
- SHOWN_RANGE = 0,
- ATTACKS = {
- {AMOUNT = 10,
- TYPE = 4}, -- ARMOR CLASS THAT THIS UNIT CAN DAMAGE
- {AMOUNT = 0,
- TYPE = 15},
- {AMOUNT = 0,
- TYPE = 11},
- {AMOUNT = 0,
- TYPE = 21}
- },
- SHOWN_ATTACK = 0,
- FRAME_DELAY = 0, -- GRAPHICAL DELAY IN FRAMES BEFORE PROJECTILE IS SHOT
- ACCURACY_PERCENT = 0,
- ATTACK_DISPERSION = 0, -- ARC MULTIPLIER OF THE SECTOR WHERE PROJECTILES MAY HIT.
- -- HIGHER VALUES WILL MAKE MISSED HITS DISPERSE MORE.
- RELOAD_TIME = 0,
- SHOWN_RELOAD_TIME = 0,
- BLAST_WIDTH = 0, -- IF OBJECT HAS 0 BLAST WIDTH
- -- AND DOES NOT HIT THE UNIT IT HAD TARGETED
- -- ALWAYS DOES HALF DAMAGE.
- BLAST_ATTACK_LEVEL = 0, -- BLASTS DAMAGE UNITS THAT HAVE HIGHER OR SAME BLAST ARMOR LEVEL
- -- 0 DAMAGES RESOURCES ALSO
- -- 1 DAMAGES TREES ALSO
- -- 2 DAMAGES NEARBY UNITS
- -- 3 DAMAGES ONLY TARGETED UNIT
- ARMORS = {
- {AMOUNT = 2,
- TYPE = 4}, -- ATTACK CLASS FROM WHICH THIS UNIT CAN TAKE DAMAGE
- {AMOUNT = 0,
- TYPE = 8},
- {AMOUNT = 2,
- TYPE = 3}
- },
- BLAST_DEFENSE_LEVEL = 0, -- RECIEVE DAMAGE FROM UNITS THAT HAVE LOWER OR SAME BLAST ATTACK LEVEL
- BASE_ARMOR = 1000, -- THIS ARMOR IS USED FOR ATTACK TYPES THAT HAVE NO CORRESPONDING ARMOR TYPE
- -- CAN BE NEGATIVE ONLY IN THE CONQUERORS AND LATER GAMES
- TERRAIN_DEFENSE_BONUS = -1, -- TERRAIN TABLE ID
- -- RECEIVE DAMAGE BASED ON WHICH TERRAIN THIS UNIT STANDS ON.
- -- EFFECT ATTRIBUTE 18 CHANGES THIS
- -- THE DAMAGE RECEIVED BY THIS UNIT IS MULTIPLIED
- -- BY THE ACCESSIBLE VALUES ON THE SPECIFIED TERRAIN TABLE.
- SHOWN_MELEE_ARMOR = 0,
- SHOWN_PIERCE_ARMOR = 0,
- RESOURCE_CAPACITY = 25,
- RESOURCE_DECAY = 25, -- CAN ALTER DECAY TIME FOR CORPSES
- -- SET TO -1 FOR NEVER DECAYING
- WORK_RATE = 1,
- GARRISON_CAPACITY = 0,
- GARRISON_TYPE = 0, -- YOU CAN GARRISON ANY TYPE
- -- IF YOU ADD THE GARRISON ACTION TARGETING THIS CLASS/UNIT
- -- BUT YOU MAY NEED TO HOLD THE ALT KEY WHILE CHOOSING TO GARRISON
- -- (IT SEEMS TO BE STORED AS AN 8 BIT BITMASK)
- --IS THIS LITTLE ENDIAN OR BIG ENDIAN? WELL, NETWORK PROTOCOLS USE BIG ENDIAN..
- -- 1 VILLAGER/WORKER
- -- 2 INFANTRY
- -- 4 CAVALRY/MOUNTED
- -- 8 MONK/JEDI
- -- 16 SW: LIVESTOCK
- -- 32 (AGE does not list)
- -- 64 (makes undeletable units?)
- -- 128 (AGE does not list)
- GARRISON_HEAL_RATE = 0, -- HEALING SPEED FACTOR OF UNITS GARRISONED IN BUILDING
- PROJECTILES = {
- PROJECTILE_UNIT = 0,
- SECONDAY_PROJECTILE_UNIT = 0, -- USES ITS OWN ATTACK VALUES!
- TOTAL_PROJECTILES = 1, -- TOTAL MISSILES INCLUDING BOTH NORMAL AND DUPLICATED PROJECTILES
- MAX_TOTAL_PROJECTILES = 5 -- TOTAL MISSILES WHEN GARRISON CAPACITY IS FULL
- },
- GRAPHIC_DISPLACEMENT_XYZ = {0, -- LEFT/RIGHT DISTANCE
- 0, -- SPAWNING DISTANCE FROM THE UNIT
- 0}, -- HEIGHT
- PROJECTILE_SPAWNING_AREA = {
- 1, -- SPAWNING AREA'S WIDTH
- 1, -- SPAWNING AREA'S LENGTH
- 1 -- SPAWNING POINT'S RANDOMNESS INSIDE THE SPAWNING AREA
- -- 0 FROM A SINGLE SPOT
- -- 1 TOTALLY RANDOMLY INSIDE THE SPAWNING AREA
- -- 1+ LESS RANDOMLY
- },
- PROJECTILE_STUFF = {
- PROJECTILE_TYPE = 0, -- 0 STRAIGHT
- -- 1 HOMING?, PROJECTILE FALLS VERTICALLY TO THE BOTTOM OF THE MAP
- SMART_MODE = 0, -- EFFECT ATTRIBUTE 19 CHANGES THIS
- -- 0 SHOOT WHERE THE TARGET IS NOW
- -- 1 SHOOT WHERE THE TARGET IS GOING TO BE
- HIT_MODE = 0, -- 0 CONTINUE AFTER HITTING AN OBSTACLE
- -- 1 DISAPPEAR ONCE AN OBSTACLE IS HIT
- -- 2 HIT ALL. DAMAGES TARGET AND RESTING POSITION?
- VANISH_MODE = 0, -- ONLY AFFECTS GRAPHICS OF THE PROJECTILE
- -- 0 STOPS GRAPHICS AT TARGET
- -- 1 GRAPHICS PASS THROUGH THE TARGET INSTEAD OF STOPPING
- AREA_EFFECTS = 0, -- 0 NORMAL
- -- 1 RANDOM (BULLETS)
- -- 2 RANDOM EXPLOSIONS
- PROJECTILE_ARC = 0.05
- },
- ATTRIBUTES = {
- AVAILABLE = 0, -- 0 REQUIRES A TECHNOLOGY TO BE AVAILABLE
- -- 1 AVAILABLE WITHOUT A TECHNOLOGY
- CAN_BE_BUILT_ON = 0, -- 0 DEFAULT
- -- 1 GRAPHIC STAYS AT HIGHEST ELEVATION UNTIL DESTINATION IS REACHED
- -- 2+ GRAPHIC IS NOT AFFECTED BY ELEVATION
- RECYCLABLE = 0, -- UNDETECTABLE
- -- NOT SCANNED BUT SET TO 1 FOR CLASS 11
- -- CAN CHANGE DURING GAMEPLAY
- -- tommy: what does undetectable mean?
- ADJACENT_MODE = 0, -- 0 DEFAULT
- -- 1 ADJACENT BUILDINGS CAN CHANGE GRAPHICS OF THIS UNIT
- -- THIS CHANGES THE GRAPHIC ANGLE
- DISABLED = 0, -- NOT SCANNED BUT SET TO 0
- -- CAN CHANGE DURING GAMEPLAY
- -- MOSTLY FOR DIFFERENT GAME MODES AND DISABLES DEFINED IN SCENARIOS
- -- 0 DEFAULT
- -- 1 PREVENTS ENABLING/DISABLING WITH A TECH
- HIDE_IN_EDITOR = 0, -- POSSIBLE VALUES: 0,1 AND AS BOOLEAN
- CAN_BE_GATHERED = 0, -- TRACK AS RESOURCE
- -- ALLOWS AUTOMATIC GATHERING AND HANDLES FOG VISIBILITY
- ["BUILT:_VANISHES"] = 0, -- USEFUL FOR STACK UNIT PLACEMENT
- -- 0 DEFAULT
- -- 1 MAKES THE BUILDING DISAPPEAR WHEN BUILT
- UNDEAD_MODE = 0, -- AFTER 1ST DYING GRAPHIC
- -- 0 TRANSFORM INTO DEAD UNIT
- -- 1 SHOW UNDEAD GRAPHIC
- FLY_MODE = 0, -- CONTROLS GRAPHIC ALTITUDE WHEN TELEPORTING
- -- 0 STAY ON GROUND
- -- 1 GRAPHICS APPEAR HIGHER THAN THE SHADOW
- HERO_MODE = 0
- }
- SORT_NUMBER = 0, -- UNITS WITH LOW SORT NUMBERS ARE DRAWN LAST
- -- 0 CAN BE PLACED ON TOP OF OTHER UNITS IN SCENARIO EDITOR
- -- 5 CANNOT BE PLACED ON TOP OF OTHER UNITS IN SCENARIO EDITOR
- HILL_MODE = 0, -- 0 NO RESTRICTION
- -- 1 CANNOT PLACE ON HILLS
- -- 2 CAN ONLY PLACE ON FLAT LAND
- -- 3 ALLOWS ONE ELEVATION DIFFERENCE
- FOG_VISIBILITY = 0, -- 0 NOT VISIBLE
- -- 1 ALWAYS VISIBLE
- -- 2 VISIBLE IF ALIVE
- -- 3 INVERTED VISIBILITY
- -- 4 CHECK DOPPELGANGER
- INTERACTION_MODE = 0, -- SELECT LEVEL
- -- 0 NONE. NO INTERACTION.
- -- 1 OBJECT. CAN PICK.
- -- 2 RESOURCE. CAN SELECT, UNABLE TO ATTACK OR MOVE
- -- 3 BUILDING. CAN SELECT AND ATTACK, UNABLE TO MOVE.
- -- 4 UNIT. CAN SELECT, ATTACK AND MOVE.
- COMBAT_LEVEL = 0, -- MAINLY USED IN TRIGGER CONDITIONS
- -- 0 NONE
- -- 1 BASE
- -- 2 BUILDING
- -- 3 CIVILIAN
- -- 4 SOLDIER
- -- 5 PRIEST
- MINIMAP_MODE = 0, -- DRAW LEVEL
- -- 0 NONE. NO DOT ON MINIMAP.
- -- 1 UNIT. SQUARE DOT TURNING WHITE WHEN SELECTED.
- -- 2 BUILDING. DIAMOND DOT TURNING WHITE WHEN SELECTED.
- -- 3 TERRAIN. DIAMOND DOT KEEPING COLOR.
- -- 4 TERRAIN. LARGER SPOT, NOT FOLLOWING THE UNIT, NO BLINKING WHEN ATTACKED, EVERYONE CAN SEE IT.
- MINIMAP_COLOR = 0, -- MINIMAP MODES 3 AND 4 ALLOW THIS TO WORK
- DOPPELGANGER = 0, -- CREATE DOPPELGANGER ON DEATH.
- -- 0 NONE
- -- 1 AFTER DEATH
- -- 2 WHEN DYING
- GATHER_GROUP = 0, -- VISIBLE RESOURCE GROUP
- -- NEEDS TO BE GATHERABLE
- -- 0 TREE
- -- 1 BERRY
- -- 2 FISH
- -- 3 STONE/ORE
- -- 4 GOLD/NOVA
- TASK_SWAP_GROUP = 0, -- WHEN TASKING THE UNIT, IT WILL TRANSFORM INTO ANOTHER UNIT,
- -- IF THE ACTION IS NOT FOUND IN THIS UNIT, BUT EXISTS ON ANOTHER UNIT,
- -- THAT USES THE SAME TASK SWAP GROUP
- -- CHANGES ACCORDING TO TASK
- -- 1 MALE VILLAGER
- -- 2 FEMALE VILLAGER
- -- 3+ FREE SLOTS
- SPECIAL_ABILITY = 0, -- 0 NONE
- -- THESE ONLY WORK WHEN FACING THE HIT ANGLE.
- -- 1 BLOCK
- -- ACTIVATES SPECIAL GRAPHIC WHEN RECEIVING DAMAGE AND-- NOT PURSUING THE ATTACKER.
- -- WHILE IDLE, BLOCKING DECREASES DAMAGE TAKEN BY 1/3.
- -- 2 COUNTER CHARGE
- -- ACTIVATES SPECIAL GRAPHIC WHEN IDLE AND ENEMY IS NEAR.
- -- WHILE IDLE, ATTACKS BACK ONCE ON FIRST RECEIVED HIT.
- -- ENEMY MUST BE UNIT TYPE 70 AND HAVE LESS THAN 0.2 MAX RANGE.
- -- 3 CHARGE
- -- ACTIVATES SPECIAL GRAPHIC WHEN CLOSER THAN TWO TILES TO THE TARGET.
- -- DEALS 2X DAMAGE ON 1ST HIT.
- -- PLANNED BUT NEVER IMPLEMENTED SHIP SPECIAL ATTACKS:
- -- READ THE DESIGN DOCUMENT OF AGE OF EMPIRES II.
- -- THESE WERE SUPPOSED TO BE MUTUALLY EXCLUSIVE TECHNOLOGIES.
- -- 4 RAM
- -- CHARGE AGAINST ANOTHER SHIP, LOSING SOME HIT POINTS YOURSELF.
- -- 5 GREEK FIRE
- -- FRY UNITS ON SHIPS PASSING THROUGH YOUR SEA OF FIRE.
- -- 6 BOARD
- -- ATTACH TO ANOTHER SHIP, RESULTING IN TAKEOVER OR SINKING.
- UNIT_TRAIT = 0, -- THIS IS A BYTE OF EIGHT BOOLEANS
- -- YOU CAN COMBINE THESE ATTRIBUTES
- -- GARRISON UNIT
- -- SHIP UNIT
- -- SW: STEALTH UNIT
- -- SW: DETECTOR UNIT
- -- SW: MECHANICAL UNIT
- -- SW: BIOLOGICAL UNIT
- -- SW: SELF SHIELDING UNIT (in aoe2 64 makes units undeletable in aoe2, i think)
- -- SW: INVISIBLE UNIT
- CIVILIZATION = 0,
- TRAIT_PIECE = 0, -- THIS IS ACTUALLY LEFTOVER FROM ATTRIBUTE+CIV VARIABLE
- -- PROBABLY USELESS
- DEAD_UNIT = 0,
- PLACEMENT_TERRAIN_1 = 0,
- PLACEMENT_TERRAIN_2 = 0,
- PLACEMENT_SIDE_TERRAIN_1 = 0, -- REQUIRED TERRAIN ON SOME SIDE
- PLACEMENT_SIDE_TERRAIN_2 = 0,
- TERRAIN_TABLE = 0, -- MUST USE VALID INDEX HERE (NOT -1)
- FOUNDATION_TERRAIN = 0, -- TERRAIN PRODUCED UNDER A BUILDING WHEN COMPLETED
- INITIATES_TECHNOLOGY = 0, -- CAUSES THAT TECHNOLOGY TO BE RESEARCHED WHEN THAT BUILDING IS CREATED
- DEFAULT_TASK = -1, -- UNIT TASK ID EXECUTED WHEN IDLE
- -- TO GET THE UNIT AUTO-CONVERTED TO ENEMY,
- -- USE UNIT COMMAND 107, WHICH SHEEP AND MONUMENT HAVE
- DROP_SITE_1 = -1, -- GIVING TO A VILLAGER DROP SITE TO CART-LIKE UNIT
- DROP_SITE_2 = -1, -- CAN ALLOW YOU TO HAVE MOBILE RESOURCE-GATHERERS
- -- SIMILAR TO THOSE IN AGE OF MYTHOLOGY
- COLLISION_SIZE_X = 0,
- COLLISION_SIZE_Y = 0,
- COLLISION_SIZE_Z = 0, -- SETTING "CAN BE BUILT ON" TO 1 AND THIS TO 0 CAUSES
- -- FARMS TO BE WALKABLE IN AoE/RoR.
- CLEARANCE_SIZE_X = 0,
- CLEARANCE_SIZE_Y = 0,
- SELECTION_OUTLINE_SIZE_X = 0,
- SELECTION_OUTLINE_SIZE_Y = 0,
- SELECTION_OUTLINE_SIZE_Z = 0, -- DETERMINE HP BAR LOCATION
- -- VERTICAL HALF TILE (ELEVATION HEIGHT?) DISTANCE FROM THE TOP CORNER?
- OCCLUSION_MODE = 0, -- COMBINABLE BIT FIELD
- -- 0 NO OUTLINE
- -- 1 OUTLINE DISPLAYED THROUGH OCCLUSION
- -- 2 OCCLUDED OTHERS
- -- 4 OUTLINE DISPLAYED WHILE CONSTRUCTING
- OBSTRUCTION_TYPE = 0, -- 0, 1 SQUARE OUTLINE, AND PASSABLE
- -- 2 SOLID SQUARE OUTLINE, AND HAS COLLISION BOX
- -- 3 SQUARE OUTLINE, AND HAS COLLISION BOX
- -- 4 IS PASSABLE, BUT HAS NO OUTLINE
- -- 5 ROUND OUTLINE, AND HAS COLLISION BOX
- -- 10 LIKE 2, DESIGNED FOR MOUNTAINS
- BLOCKAGE_CLASS = 0, -- 0 FORCES DEFAULT OBSTRUCTION TYPE
- -- 1 RESOURCE
- -- 2 UNIT
- -- 3 BUILDING
- -- 4 WALL
- -- 5 GATE, ALLOWS TRESPASSING
- -- 6 CLIFF, BLOCKS WALLING
- SELECTION_EFFECT = 0, -- 0 HAS HIT POINT BAR
- -- 1 HAS HIT POINT BAR AND OUTLINE
- -- 2 NO HIT POINT BAR OR OUTLINE
- -- 3 NO HIT POINT BAR, BUT HAS OUTLINE
- EDITOR_SELECT_COLOR = 52,
- TRAILING_UNIT = -1,
- TRAIL_MODE = 0, -- 0 NOT USED
- -- 1 APPEARS WHILE MOVING AND AT THE START OF THE GAME
- -- 2 APPEARS WHILE MOVING, BASED ON DENSITY
- TRAIL_DENSITY = 0, -- ONLY WITH TRAIL MODE 2
- ROTATION_FACTORS = {
- --[[ ROTATION FACTORS * (0^ max^ max^ 0^ max^)
- note I used ^ but I actually mean the little circle for degrees]]
- TURN_RADIUS = 0,
- TURN_RADIUS_SPEED = 'max',
- MAX_YPS_MOVING = 'max', -- 360 DEGREES WHEN MULTIPLYING WITH 4TH BOX RADIAN VALUE
- YAW_ROUND_TIME = 0, -- USED TO GET 3RD AND 5TH BOX TO 360 DEGREES
- MAX_YPS_STATIONARY = 'max', -- 360 DEGREES WHEN MULTIPLYING WITH 4TH BOX RADIAN VALUE
- INTERFACE_KIND = 0, -- UNIT LEVEL
- -- CLASS AND THIS SETS THE INTERFACE FOR THIS UNIT
- -- 0 NONE
- -- 1 RESOURCE
- -- 2 BUILDING (BUILD PAGE 1)
- -- 3 CIVILIAN
- -- 4 SOLDIER
- -- 5 TRADE UNIT
- -- 6 PRIEST
- -- 7 TRANSPORT SHIP
- -- 8 RELIC / PRIEST WITH RELIC
- -- 9 FISHING BOAT
- -- 10 (A=2&8) MILITARY BUILDING (BUILD PAGE 8)
- -- 11 SHIELD BUILDING (BUILD PAGE 3)
- TRAIN_TIME = 0,
- TRAIN_LOCATION = -1,
- TRAIN_BUTTON = 0 -- FIRST BUTTON (ALSO SECOND IN TC) 1-15
- -- SECOND (DOCK) PAGE 21-35
- -- THIRD PAGE SAME AS FIRST (STAR WARS)
- -- FIRST PAGE IN AoE/RoR 1-10
- -- SECOND PAGE IN AoE/RoR 11-20
- },
- RESOURCE_STORAGES = {
- {TYPE = -1,
- AMOUNT = 0,
- STORE_MODE = 0}, -- ATTRIBUTE FLAG
- -- 0 KEEP. DECAYABLE RESOURCE
- -- 1 GIVE. STORED AFTER DEATH ALSO.
- -- 2 GIVE AND TAKE. RESETS ON DYING, ENABLES INSTANTLY.
- -- 4 BUILDING. RESETS ON DYING, ENABLES ON COMPLETION
- -- UP: 8 STORED ON COMPLETION AND STAYS AFTER DEATH
- {TYPE = -1,
- AMOUNT = 0,
- STORE_MODE = 0},
- {TYPE = -1,
- AMOUNT = 0,
- STORE_MODE = 0}
- },
- COSTS = {
- {TYPE = -1,
- AMOUNT = 0,
- DEDUCT = 0, -- IF SET TO 0 AND THERE IS AN AMOUNT, THE AMOUNT IS REQUIRED BUT NOT PAID
- PAID = FALSE},
- {TYPE = -1,
- AMOUNT = 0,
- DEDUCT = 0,
- PAID = FALSE},
- {TYPE = -1,
- AMOUNT = 0,
- DEDUCT = 0,
- PAID = FALSE},
- }
- STACK_UNIT = -1, -- SECOND BUILDING TO BE PLACED DIRECTLY ON TOP OF THIS BUILDING
- -- ADDITIONAL BUILDING GETS ADDED EVERY TIME YOU LOAD THE SCENARIO
- HEAD_UNIT = -1, -- THE BUILDING THAT AN ANNEX BUILDING IS ATTACHED TO
- TRANSFORM_UNIT = -1, -- DETERMINES WHAT THE UNIT CHANGES INTO WHEN GIVEN THE ORDER TO UNPACK
- PILE_UNIT = -1, -- APPEARS WHEN THE BUILDING DIES
- -- DOES NOT APPEAR WITH DELETE COMMAND
- ANNEX_UNITS = {-1,-1,-1,-1},
- ANNEX_UNITS_MISPLACEMENT =
- {0, 0, 0, 0,
- 0, 0, 0, 0},
- LOOTING_TABLE = {
- 0, -- STONE LOOT SWITCH
- 0, -- WOOD LOOT SWITCH
- 0, -- ORE LOOT SWITCH
- 0, -- GOLD LOOT SWITCH
- 0, -- FOOD LOOT SWITCH
- 0 -- GOODS LOOT SWITCH
- },
- SOUNDS = { --[[THAT ONLY YOU HEAR]]
- SELECTION_SOUND = -1,
- DYING_SOUND = -1,
- TRAIN_SOUND = -1,
- DAMAGE_SOUND = -1,
- ATTACK_SOUND = -1,
- MOVE_SOUND = -1,
- CONSTRUCTION_SOUND = -1,
- TRANSFORM_SOUND = -1, -- UNUSED
- -- DEVELOPERS FORGOT TO IMPLEMENT THIS?
- },
- OBSOLETE_VARIABLES = {
- PORTRAIT = -1, -- WAS PROBABLY USED SIMILARILY TO UNIT ICON
- ATTRIBUTE_MODE = 0, -- 1 ON MORE OR LESS LIVING THINGS
- ATTACK_REACTION = 0, -- 0 NONE
- -- 1 RUN
- -- 2 RUN WORK
- -- 3 FIGHT
- -- 4 FIGHT WORK
- -- 5 FIGHT RUN
- -- 6 FIGHT RUN WORK
- CONVERT_TERRAIN = 0, -- SOME ALPHA FEATURE THAT LET UNITS CHANGE TERRAIN UNDER THEM.
- -- SPECIFICALLY FROM PASSABLE TO IMPASSABLE.
- SIZE_CLASS = 0,
- MOVE_ALGORITHM = 0,
- RUN_PATTERN = 0, -- 0 ESCAPE STRAIGHT
- -- 1 ESCAPE RANDOMLY
- BREAK_OFF_COMBAT = 0,
- OVERLAY = 0, -- ES FORGOT TO REMOVE THIS BEFORE AoE WAS RELEASED.
- -- THIS POINTS TO REMOVED DATA BLOCK
- -- THAT WAS LIKE TERRAIN BORDERS.
- -- YOU COULD BUILD ROADS BACK IN 1996.
- BACKSTAB_BONUS = 0,
- FLANK_BONUS = 0,
- CREATABLE_TYPE = 0, -- 0 NONE
- -- 1 VILLAGER
- -- 2 INFANTRY
- -- 3 CAVALRY
- -- 4 RELIC
- -- 5 ARCHER
- -- 6 MONK
- CAN_BURN = 0,
- GARR_REPAIR_RATE = 0,
- },
- TASKS =
- { --[[SHARED BY ALL CIVILIZATIONS SINCE AGE OF EMPIRES II]]
- -- YOU CAN HAVE MULTIPLE TASKS...
- [1] =
- {
- ACTION_TYPE = 3,
- TASK_TYPE = 1,
- ID = 1,
- IS_DEFAULT = 0, -- BASICALLY USELESS
- -- USED TO SETUP TASK WHEN DISCOVERED
- -- BUT YOU CAN DIRECTLY SET IT IN UNIT DATA ABOVE
- CLASS = 20,
- UNIT = -1,
- TERRAIN = -1,
- RESOURCE_IN = -1, -- RESOURCE GAINED BY GATHERING
- PRODUCTIVITY_RESOURCE = -1, -- RESOURCE THAT MULTIPLIES THE AMOUNT YOU GATHER
- RESOURCE_OUT = -1, -- RESOURCE DEPOSITED ON DROP SITE
- UNUSED_RESOURCE = -1,
- WORK_VALUE_1 = 1, -- WORK RATE MODIFIER, MINIMUM CONVERSION TIME
- WORK_VALUE_2 = 0, -- MAXIMUM CONVERSION TIME
- WORK_RANGE = 0.1,
- MOVING_GRAPHIC = -1, -- USED WHEN WALKING WITH A TOOL, BUT CARRYING NO RESOURCES
- PROCEEDING_GRAPHIC = -1, -- USED WHEN PROCEEDING TO GATHER A RESOURCE OR ATTACK
- WORKING_GRAPHIC = -1, -- USED WHEN ACTUALLY GATHERING A RESOURCE OR ATTACKING/CONVERTING
- CARRYING_GRAPHIC = -1, -- USED WHEN CARRYING A RESOURCE
- RESOURCE_GATHERING_SOUND = -1, -- EXAMPLE: PLAYS WHEN LUMBERJACK STARTS CHOPPING WOOD
- RESOURCE_DEPOSIT_SOUND = -1, -- EXAMPLE: PLAYS WHEN LUMBERJACK DROPS HIS WOOD INTO TC
- AUTO_SOUND = 1, -- IF 1, THEN AUTO-SEARCH FOR TARGETS
- ENABLE_TARGETING = 0, -- AoE ALPHAS: TARGET CHOOSING BASED ON COMBAT LEVEL
- -- 0 NO TARGETING
- -- 1 ALLOWS UNITS TO SELECT THEIR TARGETS
- TARGET_DIPLOMACY = 0, -- OWNER TYPE
- -- DETERMINES WHAT YOU CAN SELECT AS TARGETS
- -- 0, 7+ ALL OBJECTS
- -- 1 YOUR OBJECTS ONLY
- -- 2 NEUTRAL AND ENEMY OBJECTS ONLY
- -- 3 GAIA ONLY
- -- 4 GAIA, YOUR ALLY AND ALLY OBJECTS ONLY
- -- 5 GAIA, NEUTRAL AND ENEMY OBJECTS ONLY
- -- 6 ALL BUT YOUR OBJECTS
- CARRY_CHECK = 0, -- HOLDING ATTRIBUTE
- -- 0 RIGHT-CLICK TARGET IS DEFINED BY THE TARGET DIPLOMACY
- -- 1 PRECEDING THE ABOVE, CHECKS IF TARGET HAS MORE THAN 0 RESOURCE.
- BUILDING_PICK = 0, -- 1 CHOOSE THIS TASK IF TARGETING A CONSTRUCTION
- GATHER_TYPE = 0, -- WORK FLAG 1
- -- AoE 1: USED WHEN FARM IS DEAD BUT STILL EXISTS
- -- 0 PLUNDER FROM RESOURCE
- -- 1 PLUNDER FROM PLAYERS
- -- 2 RAIDER THING
- SEARCH_WAIT_TIME = 0, -- UNUSED
- UNUSED_FLAG = 0,
- WORK_FLAG_2 = 0, -- UNUSED
- },
- },
- EXISTS = 1,
- }, -- this bracket ends the statistics table. woot
- LANGUAGE = {
- LANGUAGE_FILE_NAME = 0, -- USUAL UNIT FILE PATTERN FOR THE CONQUERORS
- -- NAME: 5000-5999
- -- CREATION: NAME + 1000
- -- HOTKEY: NAME + 11000
- -- HELP: NAME + 100000, IN FILE NAME + 21000
- -- HOTKEY TEXT: NAME + 150000, IN FILE NAME + 10000
- -- TECH TREE: NAME + 9000
- LANGUAGE_FILE_CREATION = 0,
- HOTKEY = 0, -- 10000 + LANGUAGE FILE CREATION (USUALLY)
- LANGUAGE_FILE_HELP = 0, -- 100000 + LANGUAGE FILE NAME
- -- THIS IS LINED TO THE HELP TEXT BELOW
- HELP_CONVERTER = 0, -- LANGUAGE HELP TEXT IN FILE
- -- HIT ENTER TO GET THE CORRECTION INTO DAT FILE
- LANG_FILE_HOTKEY_TEXT = 0, -- 150000 + LANGUAGE FILE NAME
- -- THIS SEEMS TO BE USED ONLY IN AoE (NOT RoR)
- -- THIS LANGUAGE LINE AHS OTHER PURPOSES IN SWGB AND CC
- HOTKEY_TEXT_CONVERTER = 0, -- LANGUAGE HOTKEY TEXT IN FILE
- -- HIT ENTER TO GET THE CORRECTION INTO DAT FILE
- ["INPUT_TEXT_AREA?"] = "Create <b> Elite Jaguar Warrior<b> (<cost>)
- Aztec unique unit. Stronger than Jaguar Warrior. Attack bonus vs. other infantry. <i> Upgrades: attack, armor (Blacksmith); line of sight, speed (Barracks); creation speed (Castle); more resistant to Monks (Monastery).<i>
- <hp> <attack> <armor> <piercearmor> <range>"
- },
- GRAPHICS = {
- GRAPHICS_STANDING_1 = 0,
- GRAPHICS_STANDING_2 = 0,
- GRAPHICS_DYING_1 = 0,
- GRAPHICS_DYING_2 = 0,
- GRAPHICS_WALKING = 0,
- GRAPHICS_RUNNING = 0,
- GRAPHICS_ATTACKING = 0,
- GRAPHICS_SNOW = 0,
- GRAPHICS_HOUSED = 0,
- GRAPHICS_ICON = 0,
- GRAPHICS_ANGLE = 0,
- GRAPHICS_SPECIAL = 0,
- GRAPHICS_DAMAGE_BUILDING_ONLY = DAMAGE_ARRAY{
- {DAMAGE_PERCENT=25, APPLY_MODE=0, GRAPHIC_ID=0},
- {DAMAGE_PERCENT=25, APPLY_MODE=0, GRAPHIC_ID=0},
- {DAMAGE_PERCENT=25, APPLY_MODE=0, GRAPHIC_ID=0}
- },
- }
- }
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