5e3426967e
[*] Updated copyright year
595 lines
24 KiB
HTML
595 lines
24 KiB
HTML
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN">
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<html><head>
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<!--
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---- (c) Copyright 2002-2011 by Lutz Sammer, Russell Smith
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---- This program is free software; you can redistribute it and/or modify
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---- it under the terms of the GNU General Public License as published by
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---- the Free Software Foundation; only version 2 of the License.
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----
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---- This program is distributed in the hope that it will be useful,
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---- but WITHOUT ANY WARRANTY; without even the implied warranty of
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---- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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---- GNU General Public License for more details.
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----
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---- You should have received a copy of the GNU General Public License
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---- along with this program; if not, write to the Free Software
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---- Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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---- 02111-1307, USA.
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-->
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<title>Stratagus Configuration Language Description: Magic</title>
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<meta name="Author" content="cleonard@go.ro">
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<meta name="Keyword" content="script,magic,spells">
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<meta name="Description" content="">
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</head>
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<body>
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<pre width=80>
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_________ __ __
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/ _____// |_____________ _/ |______ ____ __ __ ______
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\_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/
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/ \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \
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/_______ /|__| |__| (____ /__| (____ /\___ /|____//____ >
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\/ \/ \//_____/ \/
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______________________ ______________________
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T H E W A R B E G I N S
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Stratagus - A free fantasy real time strategy game engine
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</pre>
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<hr>
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<h1>Stratagus Configuration Language Description: Magic</h1>
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<hr>
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<a href="../index.html">Stratagus</a>
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<a href="../faq.html">FAQ</a>
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<a href="game.html">PREV</a>
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<a href="mappresentation.html">NEXT</a>
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<a href="index.html">LUA Index</a>
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<hr>
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<a href="#DefineMissileType">DefineMissileType</a>
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<a href="#DefineSpell">DefineSpell</a>
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<!-- <a href="#missile">missile</a> -->
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<hr>
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<h2>Intro - Introduction to spells and missiles.</h2>
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This containts everything around spells and missiles. Though it might not be
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obvious at start missiles are also suited for complex behaviour and included here.
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<h2>Functions</h2>
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<a name="DefineMissileType"></a>
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<h3>DefineMissileType( "missile-name", { tag = value, ...} )</h3>
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This is the function to define a missile type.
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<dl>
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<dt>missile-name</dt>
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<dd>This is the unique identifier of the missile.
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</dd>
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</dl>
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Possible tags:
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<dl>
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<dt>File = "file-path"</dt>
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<dd>This is followed by the path of the file with the missile graphics.
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</dd>
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<dt>Size = {x, y}</dt>
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<dd>This if followed by a list of X and Y sizes of the missile sprite.
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F.E. 'size '(32 32)
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</dd>
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<dt>Frames = number</dt>
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<dd>This is the number of frames in the file. Missiles lack complicated
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animation scripts and just have a bunch of frames with equal duration.
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</dd>
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<dt>NumDirections = number</dt>
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<dd>The number of directions in the file for the missile. Should be 8 (or 5 for flipped missiles).
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</dd>
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<dt>DrawLevel = Number</dt>
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<dd>The draw level of the missile. Missiles and units are sorted by this
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value to determine the draw order.
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</dd>
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<dt>FiredSound = "Sound-file"</dt>
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<dd>Name of the sound played when the missile is fired.
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</dd>
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<dt>ImpactSound = "Sound-file"</dt>
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<dd>Name of the sound played when the missile hits it's target.
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</dd>
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<dt>Class = "class-type"</dt>
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<dd>Various missiles can have wierd behaviours. This tag is followed by an
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identifier that specifies some of that behaviour. Here is a list of currently
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supported missile classes:
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<dl>
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<dt>"missile-class-none"</dt>
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<dd>Missile does nothing. Shouldn't really be used.
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</dd>
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<dt>"missile-class-point-to-point" </dt>
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<dd>Missile flies straight to destination animating on the way
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</dd>
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<dt>"missile-class-point-to-point-with-hit" </dt>
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<dd>Missile flies straight to destination keeping the first frame and
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the finishes the animation when hitting
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</dd>
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<dt>"missile-class-point-to-point-cycle-once" </dt>
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<dd>Missile flies straight to destination and animates ONCE from first
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to last and back again. To be used for catapult and the like to make a
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projectile bigger mid-way to the target
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</dd>
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<dt>"missile-class-point-to-point-bounce"</dt>
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<dd>Missile flies straight to destination, and the "bounces" by hitting
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every other tile on the path onward. This will also add one aditional flag:
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<dl><dt>num-bounces</dt>
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<dd>This if folowed by an integer, representing the number of bounces(hits)</dd>
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</dl></dd>
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<dt>"missile-class-stay"</dt>
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<dd>Missile will just go through it's animation once and vanish. booooring.
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</dd>
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<dt>"missile-class-cycle-once" </dt>
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<dd>Missile will just go through it's animation from start to and and back
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again, then vanish.
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</dd>
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<dt>"missile-class-fire" </dt>
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<dd>Missile is used for fire. More documentation?
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</dd>
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<dt>"missile-class-parabolic"</dt>
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<dd>Missile flies to destination with a parabolic path. It used the same
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animation as cycle-once
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</dd>
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<dt>"missile-class-land-mine"</dt>
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<dd>Missile is a landmine, it will sit quietly and wait for someone to step
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on it. You can use time-to-live as a timeout.<b>FIXME more configurable</b>
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</dd>
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<dt>"missile-class-whirlwind" </dt>
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<dd>Missile for the whirlwind effect <b>FIXME more configurable</b>
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</dd>
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<dt>"missile-class-flame-shield" </dt>
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<dd>Missile rotates around target unit and damages everything it touches
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<b>FIXME more configurable</b>
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</dd>
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<dt>"missile-class-death-coil"</dt>
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<dd>Missile is death coil, will drain health from target or enemy units
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in the area and feed it to the caster.<b>FIXME more configurable</b>
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</dd>
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</dl>
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</dd>
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<dt>Delay = number</dt>
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<dd>Delay in game cycles after the missile generation, until the missile
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animation and effects starts. Delay denotes the number of display cycles to
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skip before drawing the first sprite frame and only happens once at start.
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</dd>
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<dt>Sleep = number</dt>
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<dd>This are the number of game cycles to wait for the next animation or the
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sleeping between the animation steps. All animations steps use the same delay.
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0 is the fastest and 255 the slowest animation. Perhaps we should later we
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will use animation scripts for more complex animations.
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</dd>
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<dt>Speed = number</dt>
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<dd>The speed how fast the missile moves. 0 the missile didn't move, 1 is the
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slowest speed and 32 s the fastest supported speed. This is how many pixels
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the missiles moves with each animation step. The real use of this member
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depends on the missile class. This is currently only used by the point-to-point
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missiles.
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</dd>
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<dt>Range = number</dt>
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<dd>Determines the range in which a projectile will deal its damage. A range of
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0 will mean that the damage will be limited to the targetted unit only. So if
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you shot a missile at a unit, it would only damage that unit. A value of 1 only
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affects the field where the missile hits. A value of 2 would mean that the
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damage for that particular missile would be dealt for a range of 1 around the
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impact spot. All fields that aren't the center get only 1/SpashFactor of the damage.
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Fields 2 away get 1/(SplashFactor*2), and following...
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</dd>
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<dt>SplashFactor = number</dt>
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<dd>The Splash divisor for damage done with range
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</dd>
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<dt>ImpactMissile = "missile-type"</dt>
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<dd>You can use this to spawn another missile on impact. F.E. ImpactMissile = "missile-explosion"
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</dd>
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<dt>SmokeMissile = "missile-type"</dt>
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<dd>The name of the next (other) missile to generate a trailing smoke. So it
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can be used to generate a chain of missiles.
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</dd>
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<dt>CanHitOwner = boolean</dt>
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<dd>Determines if the missile will affect the caster or not.
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</dd>
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<dt>FriendlyFire = boolean</dt>
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<dd>Determines if the missile will damage
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units belonging to the same player of the caster or to an ally.
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</dd>
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</dl>
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<h4>Example</h4>
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<pre>
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DefineMissileType("missile-fireball",
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{ File = "missiles/fireball.png", Size = {32, 32}, Frames = 5, NumDirections = 5,
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ImpactSound = "fireball hit",
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DrawLevel = 50, Class = "missile-class-point-to-point-bounce", NumBounces = 5,
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Sleep = 1, Speed = 16, Range = 1,
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ImpactMissile = "missile-explosion" } )
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</pre>
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<a name="DefineSpell"></a>
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<h3>DefineSpell( "spell-ident", tag, value, ... )</h3>
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This is the function to define a spell, including it's effects and targetting
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conditions. Be very carefull, defining random flags will probably make the game crash.
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<dl>
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<dt>"showname", "name"</dt>
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<dd>A neatly formatted string to be shown by the engine on the screen.
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</dd>
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<dt>"manacost", number</dt>
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<dd>The mana cost of the spell. But some actions (AdjustVitals, Summon, Polymorph) use it
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for their own mana calculation and so. If spell use at least of these actions, mana is computed
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by these action (which use manacost also),else it was substract from caster mana.
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</dd>
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<dt>"repeat-cast" </dt>
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<dd>If specified, the caster will cast it again. To be used with spells like
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area-bombardment to cast it again (area-bombardment is stackable)
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</dd>
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<dt>"range", number or "infinite"</dt>
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<dd>The casting range of the spell, do not confuse this with area effect range.
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It's normally an integer value, but you can specify a special value "infinite" to
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let the spell be casted on the entire map.
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</dd>
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<dt>"target", "self" or "position" or "unit"</dt>
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<dd>Target type information. The following values are acceptable:
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<ul>
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<li>"self": The spell will only affect the caster or the area around him, no targetting at all.
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<li>"position": The unit will target a position.
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<li>"unit": The unit will target an unit. The spell will be aborted if the target dies.
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</ul>
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You can still use position spells on units, it will target the unit's position.
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If the unit dies however the caster will stop. (Some spells get casted until
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there is no more mana left).
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</dd>
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<dt>"conditions", {flag, value, ...}</dt>
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<dd>This is the condition for being able to cast the spell. Think of it as a
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function that takes an unit as a parameter and return either yes or no depending
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on the unit properties. Here is how a condition looks like:
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<pre>"condition", {
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"building", "false"
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"max-slow-ticks", 10}</pre>
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Here are the supported parameters:
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<dl>
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<dt>"alliance", "true" or "false" or "only"</dt>
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<dd>This is one of the bool parameters (can't think of a better name). It is
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followed by "true", "false" or "only". Imagine this as a question, is the target in
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alliance? The answer is yes/no. A "true" parameter makes it always pass(and
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it's the default.), "false" parameter passes when the answer is NO, and "only"
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passes only when the answer is yes.<br>
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It doesn't really makes sense to ever say true, since you might just as well
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ommit it. "alliance false" means the spell won't work on allied units. "alliance
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only" will make a spell that works only on allied units (can't think of any though).
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Your own units are considered allied too.
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</dd>
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<dt>"opponent", "true" or "false" or "only"</dt>
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<dd>This is a bool parameter too, just like alliance. I specifies the behaviour
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for opponent units. Neutral units are neither allied unit nor opponent units.
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</dd>
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<dt>"self", "true" or "false" or "only"</dt>
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<dd>This is a bool parameter too, just like alliance. I it a bit more special,
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since it specifies the behaviour for casting on yourself. <b>A LOT</b> of
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spells specify "self false", to disallow casting on yourself.
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</dd>
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<dt>bool-flags, "true" or "false" or "only"</dt>
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<dd>There is no parameter called bool-flags. You can however use flags defined
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by <a href="unittype.html#DefineBoolFlags">DefineBoolFlags()</a> just like a
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bool parameter. For instance "organic", "only" will make a spell work only on
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units marked with the "organic" flag.
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</dd>
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<dt>variable, {flag = value}</dt>
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<dd>There is no parameter called variable. You can however use variables defined
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by <a href="unittype.html#DefineVariables">DefineVariables()</a>
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<dl>
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<dt>Enable = "true" or "false" or "only"</dt>
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<dd>variable is enable ?</dd>
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<dt>MinValue = number </dt>
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<dd>minimal value allowed.</dd>
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<dt>MaxValue = number </dt>
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<dd>maximal value allowed.</dd>
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<dt>MinMax = number</dt>
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<dd>minimal maximum-value (the field Max of the variable) allowed.</dd>
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<dt>MinValuePercent = number</dt>
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<dd>minimal value allowed in percent with Max value.</dd>
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<dt>MaxValuePercent = number</dt>
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<dd>maximal value allowed in percent with Max value.</dd>
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<dt>ConditionApplyOnCaster = boolean</dt>
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<dd>if true, check caster instead of target.</dd>
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</dl></dd>
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</dl>
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</dd>
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<dt>"autocast", {flag, value}</dt>
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<dd>Autocast works very closely with conditions.
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It functions by selecting every unit in range and trying to check of they fit the
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condition. If they do, the spell is casted. Of course, this is a very primitive
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mechanism, but it works for simple spells like heal. As you might have noticed, some
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of the finer restrictions in conditions are designed for autocast (like not casting
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buffs on cowards). Autocasting position target spells is not supported, sorry.
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Here is a formal list of parameters:
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<dl>
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<dt>"range", number</dt>
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<dd>The range in which autocast runs. I think it's square?
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</dd>
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<dt>"combat", "only" or "true" or "false"</dt>
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<dd>This is a bool parameter, like in condition. It's autocast-specific and NOT
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part of conditions due to technical considerations. Combat is not unit-specific,
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it only depends on caster location. combat mode is when there are non-coward
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enemy units in range. most offensive spells obviousely only should be used in
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combat. (can you say offensive buffs?)
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</dd>
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<dt>"condition", {flag, value}</dt>
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<dd>This is followed by a list exactly like in "condition". As it was said
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before, this is evaluated for each and every unit in range, and if a unit
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passes, the spell gets casted.
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</dd>
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</dl>
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</dd>
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<dt>"ai-cast", {flag, value}</dt>
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<dd>This is identical to autocast in syntax. It's used by the AI (computer controller
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player) rather then by a human players units. In general this should be a little better
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than autocast (and make human players think some more). There no reason to repeat the
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syntax of autocast here.
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</dd>
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<dt>"action", {{"operation-name", flag, value, ...} , ...}</dt>
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<dd>The effect of the spells. You can add multiple actions.
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Here are the supported operations, their paramenters, and what they do.
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<dl>
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<dt>"area-bombardment"</dt>
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<dd>This will a number of missiles to be thrown in a square area. Here are
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the available tags:
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<dl><dt>"fields", number</dt>
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<dd>The size of the affected square. This will get centered on the target
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It should really be an odd number, or it will look wierd (not centered.)
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</dd>
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<dt>"shards", number</dt>
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<dd>The amount of missiles to throw at random in the square.
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</dd>
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<dt>"damage", number</dt>
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<dd>The damage of each individual missile.
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</dd>
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<dt>"start-offset-x", number</dt>
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<dt>"start-offset-y", number</dt>
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<dd>A missile hitting x,y will start at x + start-offset-x, y + start-offset-y.
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This value is in pixels, for better precision.
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</dd>
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</dl></dd>
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<dt>"adjust-variable", {VariableName = {tag = value, ...} or number, ...}</dt>
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<dd>This will adjust variable "VariableName" of the unit
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(defined by <a href="unittype.html#DefineVariables">DefineVariables().</a>)<br>
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Using number n is equivalent to {Value = n, Max = n, Enable = (n == 0)}
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<dl>
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<dt>Enable = boolean</dt>
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<dd>Set Enable value.</dd>
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<dt>Value = number</dt>
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<dd>Set Value value.</dd>
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<dt>Max = number</dt>
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<dd>Set Max value.</dd>
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<dt>Increase = number</dt>
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<dd>Set Increase value.</dd>
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<dt>InvertEnable = boolean</dt>
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<dd>Invert Enable value.</dd>
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<dt>AddValue = number</dt>
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<dd>Add to Value value.</dd>
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<dt>AddMax = number</dt>
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<dd>Add to Max value.</dd>
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<dt>AddIncrease = number</dt>
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<dd>Add to Increase value.</dd>
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<dt>IncreaseTime = number</dt>
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<dd>add number time Increase to the value.</dd>
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<dt>TargetIsCaster = "target" or "caster"</dt>
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<dd>Apply to target or caster.</dd>
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</dl></dd>
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<dt>"adjust-vitals", tag, ...</dt>
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<dd>This will adjust vitals of the unit. Vitals are health, mana, and on a sunny
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day maybe even shield. mana of caster is modified like this :
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newmana = oldmana - manacost * castcount.
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Where castcount is the number of time vitals are inc/decreased.
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Possible tags:
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<dl><dt>"hit-points", number</dt>
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<dd>Unit hit-point gain, or loss if negative.
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</dd>
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<dt>"mana", number</dt>
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<dd>Unit mana gain, or loss if negative.
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</dd>
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<dt>"max-multi-cast", number</dt>
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<dd>This spell usually has some very small limits (like heal 2 hit-points
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for 1 caster mana), and will get casted multiple times at once, until the
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hp/mana limit for the unit is reached. You can set this to a reasonable
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value so the spell can only get casted so many times at once. Like heal
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2 hit-points for 1 caster mana up to 20 hit-points/10 mana per cast
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</dd>
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</dl></dd>
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<dt>"demolish", tag, ...</dt>
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<dd>This will remove any trees/rocks/walls in and inflict a fixed damage
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to a fixed area. Possible tags:
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<dl><dt>"damage", number</dt>
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<dd>Each and every unit in range will receive that damage. FIXME: no
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support for dampening damage.
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</dd>
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<dt>"range", number</dt>
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<dd>The range of the terrain and unit damage.
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</dd>
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</dl></dd>
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<dt>"summon", tag, ...</dt>
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<dd>This will summon a new unit.
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Manacost is substracted if action success (failed when no corpse or no place).
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Possible tags:
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<dl><dt>"unit-type", "unit-type-name"</dt>
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<dd>Type of the unit to summon. Must be already defined.</dd>
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<dt>"ttl", number</dt>
|
|
<dd>Time to live. The unit will only survive for that time, afterward it
|
|
will receive 1 damage every game cycle, ending it's life. If this is 0
|
|
or ommited then the summoned unit is permanent
|
|
</dd>
|
|
<dt>"require-corpse"</dt>
|
|
<dd>This flag does not take a value. When specified, the caster will
|
|
summon an unit from a corpse, and consume the corpse in the process.
|
|
You should make sure the summoned unit dies without a corpse.
|
|
</dd></dl>
|
|
How to do a reveal-map spell: define a special unit, give it the
|
|
revealer flag, and set the spell's range to "infinite". Please see
|
|
<a href="unittype.html#DefineUnitType">DefineUnitType()</a>
|
|
</dd>
|
|
<dt>"polymorph", tag, ...</dt>
|
|
<dd>This will tranform the unit, giving it a new unit type. Before you
|
|
ask, temporary polymorphing is not supported, but it would be a nice
|
|
feature to add in the future. Mana is substracted if action sucess (fail if no place for the new unit)
|
|
There is only one tag:
|
|
<dl><dt>"new-form", "unit-type-name"</dt>
|
|
<dd>Type of the unit to transform to. Must be already defined. This spell
|
|
can be used as an instant-kill spell by polymorphing into a harmless unit,
|
|
like a chicken.
|
|
</dd>
|
|
</dl></dd>
|
|
<dt>"spawn-missile", tag, ...</dt>
|
|
<dd>This will spawn a missile in the game. It's one of the most versatile
|
|
spell variants. Here are the paramenters:
|
|
<dl><dt>"ttl", number</dt>
|
|
<dd>Time to live for the missile. Usually means that the missile is
|
|
gone after this time, but for some missile classes it means something else.
|
|
</dd>
|
|
<dt>"damage", number</dt>
|
|
<dd>This is the damage for this missile, overriding the standard damage
|
|
defined for the missile.
|
|
</dd>
|
|
<dt>"delay", number</dt>
|
|
<dd>This is the delay for the missile. it means the missile will only
|
|
appear after this many ticks.
|
|
</dd>
|
|
<dt>"start-point", {flag, value, ...}</dt>
|
|
<dt>"end-point", {flag, value, ...}</dt>
|
|
<dd>Point to point-ish missiles need a start and an end point for the
|
|
trajectory.
|
|
<dl><dt>"base", "caster" or "target"</dt>
|
|
<dd>The base for the location calculation. Can be either caster or target.
|
|
</dd>
|
|
<dt>"add-x", number</dt>
|
|
<dt>"add-y", number</dt>
|
|
<dd>How much to add to the x or y coordinate, in pixels
|
|
</dd>
|
|
<dt>"add-rand-x", number</dt>
|
|
<dt>"add-rand-y", number</dt>
|
|
<dd>Add a random from 0 to number to the x or y coordinate, in pixels
|
|
</dd>
|
|
</dl></dd>
|
|
</dl></dd>
|
|
<dt>"capture", tag, ...</dt>
|
|
<dd>This will convert the target unit to the casters side.
|
|
Very useful for capturing enemy buildings and controling enemy units.
|
|
None of these tags need to be specified.
|
|
<dl><dt>"damage", number</dt>
|
|
<dd>The amount of damage the unit takes before it is converted.
|
|
Usually used with percent below</dd>
|
|
<dt>"percent", number</dt>
|
|
<dd>The precent of the target's total HP it has to be reduced below before
|
|
it will be converted.</dd>
|
|
<dt>"sacrifice"</dt>
|
|
<dd>If this tag is given the caster will die after casting the spell.</dd></dl></dd>
|
|
</dl>
|
|
</dd>
|
|
<dt>"depend-upgrade", "upgrade-name"</dt>
|
|
<dd>The dependency of the spell. Spell is available only once the upgrade is searched.
|
|
Upgrade must be already declare.</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
<pre>
|
|
DefineSpell("spell-healing",
|
|
"showname", "Healing",
|
|
"manacost", 6,
|
|
"range", 6,
|
|
"target", "unit",
|
|
"action", {{"adjust-vitals", "hit-points", 1},
|
|
{"spawn-missile", "missile", "missile-heal-effect",
|
|
"start-point", {"base", "target"}}},
|
|
"condition", {
|
|
"organic", "only", -- it is a defined-flag
|
|
"Building", "false",
|
|
"HitPoints", {MaxValuePercent = 100}
|
|
},
|
|
"depend-upgrade", "upgrade-healing",
|
|
"sound-when-cast", "healing",
|
|
"autocast", {"range", 6, "condition", {"alliance", "only", "HitPoints", {MaxValuePercent = 90}}}
|
|
)
|
|
</pre>
|
|
|
|
<!-- Useful to explain save format ?
|
|
|
|
<a name="missile"></a>
|
|
<h3>(missile tag 'value ... )</h3>
|
|
This function will define a mid-game missile, and it is mostly used in savegames.
|
|
<dl>
|
|
<dt>type</dt>
|
|
<dd>The type of the missile. Declared with
|
|
<a href=#define-missile-type>(define-missile-type)</a>
|
|
</dd>
|
|
<dt>pos</dt>
|
|
<dd>The current position of the missile. It's list of and y values. Coordinates are
|
|
in pixels, not tiles. F.E 'pos (4500 3450)
|
|
</dd>
|
|
<dt>origin-pos</dt>
|
|
<dd>The starting position of the missile. It's list of and y values. Coordinates are
|
|
in pixels, not tiles. F.E 'pos (4505 3455)
|
|
</dd>
|
|
<dt>goal</dt>
|
|
<dd>The position of the missile's destination. It's list of and y values. Coordinates are
|
|
in pixels, not tiles. F.E 'gold (4510 3460)
|
|
</dd>
|
|
<dt>local</dt>
|
|
<dd>This unit is marked as local, and it's visible only to the player. This
|
|
is used for instance for cursor marks on the map. Either local or global must be specified.
|
|
</dd>
|
|
<dt>global</dt>
|
|
<dd>This unit is marked as global, and it's visible to all players. Either
|
|
local or global must be specified.
|
|
</dd>
|
|
<dt>frame</dt>
|
|
<dd>Current sprite frame of the missile. The range is from 0 to the
|
|
<a href="#FRAMES-Define-missile-type">type:frames</a>-1
|
|
The topmost bit (128) is used as flag to mirror the sprites in the X direction.
|
|
</dd>
|
|
<dt>state</dt>
|
|
<dd>Current state of the missile. Used for a simple state machine, dependand on
|
|
the missile class.
|
|
</dd>
|
|
<dt>wait</dt>
|
|
<dd>Wait this number of game cycles until the next state or animation of this
|
|
missile is handled. This counts down from type:sleep to 0.
|
|
</dd>
|
|
<dt>delay</dt>
|
|
<dd>Number of game cycles left until the missile is first shown on the map.
|
|
Please see <a href="#delay-define-missile-type">delay in (define-missile-type)</a>
|
|
</dd>
|
|
<dt>source<dt>
|
|
<dd>Number of the owner of the missile. Normally the one who fired the missile.
|
|
Used to check units, to prevent hitting the owner. Also used for kill and
|
|
experience points, and for giving the owning player score.
|
|
</dd>
|
|
<dt>target<dt>
|
|
<dd>Number of the missile's target. Normally the unit which should be
|
|
hit by the missile.
|
|
</dd>
|
|
<dt>damage<dt>
|
|
<dd>Damage done by missile. Units next to it can receive some reduced splash
|
|
damage, this is the full damage.
|
|
</dd>
|
|
<dt>ttl</dt>
|
|
<dd>Time to live in game cycles of the missile, if it reaches zero
|
|
the missile is automatically removed from the map. If -1 the
|
|
missile lives for ever and the lifetime is handled by other means.
|
|
</dd>
|
|
<dt>hidden</dt>
|
|
<dd>This marks the unit as hidden, until the unit is shown again in the
|
|
controlling function. No parameters.
|
|
</dd>
|
|
</dl>
|
|
|
|
<h4>Example</h4>
|
|
|
|
<pre>
|
|
(missile 'type-fireball 'pos '(10 10) 'goal '(10 50)
|
|
'global 'state 0 'wait 5 'damage 5000 'source 45 'ttl -1)
|
|
</pre>
|
|
|
|
-->
|
|
|
|
<hr>
|
|
(C) Copyright 2002-2015 by The <a href="https://launchpad.net/stratagus">Stratagus</a> Project under the <a href="../gpl.html">GNU General Public License</a>.<br>
|
|
All trademarks and copyrights on this page are owned by their respective owners.<br>
|
|
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|
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