Civ4UnitInfos

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Version vom 22. Mai 2009, 10:00 Uhr von Magic (Diskussion) (Die Seite wurde neu angelegt: == Aufgabe == Hier werden die Eigenschaften der Einheiten definiert. == Variablen == === Text-Tags === === Boolean-Tags === === Integer-Tags === === Multiline-Ta...)

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Aufgabe

Hier werden die Eigenschaften der Einheiten definiert.


Variablen

Text-Tags

Boolean-Tags

Integer-Tags

Multiline-Tags

Beispiel

Krieger:

<UnitInfo>
 <Class>UNITCLASS_WARRIOR</Class>
 <Type>UNIT_WARRIOR</Type>
 <UniqueNames/>
 <Special>NONE</Special>
 <Capture>NONE</Capture>
 <Combat>UNITCOMBAT_MELEE</Combat>
 <Domain>DOMAIN_LAND</Domain>
 <DefaultUnitAI>UNITAI_ATTACK</DefaultUnitAI>
 <Invisible>NONE</Invisible>
 <SeeInvisible>NONE</SeeInvisible>
 <Description>TXT_KEY_UNIT_WARRIOR</Description>
 <Civilopedia>TXT_KEY_UNIT_WARRIOR_PEDIA</Civilopedia>
 <Strategy>TXT_KEY_UNIT_WARRIOR_STRATEGY</Strategy>
 <Advisor>ADVISOR_MILITARY</Advisor>
 <bAnimal>0</bAnimal>
 <bFood>0</bFood>
 <bNoBadGoodies>0</bNoBadGoodies>
 <bOnlyDefensive>0</bOnlyDefensive>
 <bNoCapture>0</bNoCapture>
 <bQuickCombat>0</bQuickCombat>
 <bRivalTerritory>0</bRivalTerritory>
 <bMilitaryHappiness>1</bMilitaryHappiness>
 <bMilitarySupport>1</bMilitarySupport>
 <bMilitaryProduction>1</bMilitaryProduction>
 <bPillage>1</bPillage>
 <bSpy>0</bSpy>
 <bSabotage>0</bSabotage>
 <bDestroy>0</bDestroy>
 <bStealPlans>0</bStealPlans>
 <bInvestigate>0</bInvestigate>
 <bCounterSpy>0</bCounterSpy>
 <bFound>0</bFound>
 <bGoldenAge>0</bGoldenAge>
 <bInvisible>0</bInvisible>
 <bFirstStrikeImmune>0</bFirstStrikeImmune>
 <bNoDefensiveBonus>0</bNoDefensiveBonus>
 <bIgnoreBuildingDefense>0</bIgnoreBuildingDefense>
 <bCanMoveImpassable>0</bCanMoveImpassable>
 <bCanMoveAllTerrain>0</bCanMoveAllTerrain>
 <bFlatMovementCost>0</bFlatMovementCost>
 <bIgnoreTerrainCost>0</bIgnoreTerrainCost>
 <bNukeImmune>0</bNukeImmune>
 <bPrereqBonuses>0</bPrereqBonuses>
 <bPrereqReligion>0</bPrereqReligion>
 <bMechanized>0</bMechanized>
 <bSuicide>0</bSuicide>
 <bHiddenNationality>0</bHiddenNationality>
 <bAlwaysHostile>0</bAlwaysHostile>
 <UnitClassUpgrades>
  <UnitClassUpgrade>
   <UnitClassUpgradeType>UNITCLASS_AXEMAN</UnitClassUpgradeType>
   <bUnitClassUpgrade>1</bUnitClassUpgrade>
  </UnitClassUpgrade>
  <UnitClassUpgrade>
   <UnitClassUpgradeType>UNITCLASS_SPEARMAN</UnitClassUpgradeType>
   <bUnitClassUpgrade>1</bUnitClassUpgrade>
  </UnitClassUpgrade>
 </UnitClassUpgrades>
 <UnitClassTargets/>
 <UnitCombatTargets/>
 <UnitClassDefenders/>
 <UnitCombatDefenders/>
 <FlankingStrikes/>
 <UnitAIs>
  <UnitAI>
   <UnitAIType>UNITAI_ATTACK</UnitAIType>
   <bUnitAI>1</bUnitAI>
  </UnitAI>
 </UnitAIs>
 <NotUnitAIs>
  <UnitAI>
   <UnitAIType>UNITAI_CITY_DEFENSE</UnitAIType>
   <bUnitAI>1</bUnitAI>
  </UnitAI>
 </NotUnitAIs>
 <Builds/>
 <ReligionSpreads/>
 <CorporationSpreads/>
 <GreatPeoples/>
 <Buildings/>
 <ForceBuildings/>
 <HolyCity>NONE</HolyCity>
 <ReligionType>NONE</ReligionType>
 <StateReligion>NONE</StateReligion>
 <PrereqReligion>NONE</PrereqReligion>
 <PrereqCorporation>NONE</PrereqCorporation>
 <PrereqBuilding>NONE</PrereqBuilding>
 <PrereqTech>NONE</PrereqTech>
 <TechTypes/>
 <BonusType>NONE</BonusType>
 <PrereqBonuses/>
 <ProductionTraits/>
 <Flavors/>
 <iAIWeight>0</iAIWeight>
 <iCost>15</iCost>
 <iHurryCostModifier>0</iHurryCostModifier>
 <iAdvancedStartCost>100</iAdvancedStartCost>
 <iAdvancedStartCostIncrease>0</iAdvancedStartCostIncrease>
 <iMinAreaSize>-1</iMinAreaSize>
 <iMoves>1</iMoves>
 <bNoRevealMap>0</bNoRevealMap>
 <iAirRange>0</iAirRange>
 <iAirUnitCap>0</iAirUnitCap>
 <iDropRange>0</iDropRange>
 <iNukeRange>-1</iNukeRange>
 <iWorkRate>0</iWorkRate>
 <iBaseDiscover>0</iBaseDiscover>
 <iDiscoverMultiplier>0</iDiscoverMultiplier>
 <iBaseHurry>0</iBaseHurry>
 <iHurryMultiplier>0</iHurryMultiplier>
 <iBaseTrade>0</iBaseTrade>
 <iTradeMultiplier>0</iTradeMultiplier>
 <iGreatWorkCulture>0</iGreatWorkCulture>
 <iEspionagePoints>0</iEspionagePoints>
 <TerrainImpassables/>
 <FeatureImpassables/>
 <TerrainPassableTechs/>
 <FeaturePassableTechs/>
 <iCombat>2</iCombat>
 <iCombatLimit>100</iCombatLimit>
 <iAirCombat>0</iAirCombat>
 <iAirCombatLimit>0</iAirCombatLimit>
 <iXPValueAttack>4</iXPValueAttack>
 <iXPValueDefense>2</iXPValueDefense>
 <iFirstStrikes>0</iFirstStrikes>
 <iChanceFirstStrikes>0</iChanceFirstStrikes>
 <iInterceptionProbability>0</iInterceptionProbability>
 <iEvasionProbability>0</iEvasionProbability>
 <iWithdrawalProb>0</iWithdrawalProb>
 <iCollateralDamage>0</iCollateralDamage>
 <iCollateralDamageLimit>0</iCollateralDamageLimit>
 <iCollateralDamageMaxUnits>0</iCollateralDamageMaxUnits>
 <iCityAttack>0</iCityAttack>
 <iCityDefense>25</iCityDefense>
 <iAnimalCombat>0</iAnimalCombat>
 <iHillsAttack>0</iHillsAttack>
 <iHillsDefense>0</iHillsDefense>
 <TerrainNatives/>
 <FeatureNatives/>
 <TerrainAttacks/>
 <TerrainDefenses/>
 <FeatureAttacks/>
 <FeatureDefenses/>
 <UnitClassAttackMods/>
 <UnitClassDefenseMods/>
 <UnitCombatMods/>
 <UnitCombatCollateralImmunes/>
 <DomainMods/>
 <BonusProductionModifiers/>
 <iBombRate>0</iBombRate>
 <iBombardRate>0</iBombardRate>
 <SpecialCargo>NONE</SpecialCargo>
 <DomainCargo>NONE</DomainCargo>
 <iCargo>0</iCargo>
 <iConscription>1</iConscription>
 <iCultureGarrison>3</iCultureGarrison>
 <iExtraCost>0</iExtraCost>
 <iAsset>1</iAsset>
 <iPower>2</iPower>
 <UnitMeshGroups>
  <iGroupSize>3</iGroupSize>
  <fMaxSpeed>1.75</fMaxSpeed>
  <fPadTime>1</fPadTime>
  <iMeleeWaveSize>3</iMeleeWaveSize>
  <iRangedWaveSize>0</iRangedWaveSize>
  <UnitMeshGroup>
   <iRequired>8</iRequired>
   <EarlyArtDefineTag>ART_DEF_UNIT_WARRIOR</EarlyArtDefineTag>
  </UnitMeshGroup>
 </UnitMeshGroups>
 <FormationType>FORMATION_TYPE_DEFAULT</FormationType>
 <HotKey/>
 <bAltDown>0</bAltDown>
 <bShiftDown>0</bShiftDown>
 <bCtrlDown>0</bCtrlDown>
 <iHotKeyPriority>0</iHotKeyPriority>
 <FreePromotions/>
 <LeaderPromotion>NONE</LeaderPromotion>
 <iLeaderExperience>0</iLeaderExperience>
</UnitInfo>