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<title>Stratagus Configuration Language Description: Icon</title>
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<meta name="Keyword" content="ccl,tileset">
<meta name="Description" content="">
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<pre width=80>
_________ __ __
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______________________ ______________________
T H E W A R B E G I N S
Stratagus - A free fantasy real time strategy game engine
</pre>
<hr>
<h1>Stratagus Configuration Language Description: Research</h1>
<hr>
<a href="../index.html">Stratagus</a>
<a href="../faq.html">FAQ</a>
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<a href="savegame.html">NEXT</a>
<a href="index.html">LUA Index</a>
<hr>
<a href="#CheckDependency">CheckDependency</a>
<a href="#DefineAllow">DefineAllow</a>
<a href="#DefineDependency">DefineDependency</a>
<a href="#DefineModifier">DefineModifier</a>
<a href="#GetDependency">GetDependency</a>
<hr>
<h2>Intro - Introduction to research functions and variables</h2>
Everything around researching and upgrades.
<h2>Functions</h2>
<a name="CheckDependency"></a>
<h3>CheckDependency(player, object)</h3>
Checks if dependencies are met. Returns true if the dependencies are met.
<dl>
<dt>player</dt><dd>Player</dd>
<dt>object</dt><dd>The object which we want to check the dependencies of.</dd>
</dl>
<h4>Example</h4>
<pre>
CheckDependency(AiPlayer(), "upgrade-dwarves-level2")
</pre>
<a name="DefineUnitAllow"></a>
<h3>DefineUnitAllow(name, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N, N)</h3>
Define how many units of a given type each player can have.
<dl>
<dt>name</dt>
<dd>Name of an unit-type to be defined.
</dd>
<dt>N</dt>
<dd>
The initial quantity of units per type at level start.
Each player has his quatinty, the first is for player 0 and the last
is for player 15.
</dd>
</dl>
<h4>Example</h4>
<pre>
-- Allow 1 catapult for the 2nd player.
DefineUnitAllow("unit-catapult", 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0)
</pre>
<a name="DefineAllow"></a>
<h3>DefineAllow(name, str16)</h3>
Define what upgrades are enabled for each player during
a level.
<dl>
<dt>name</dt>
<dd>Name of an upgrade to be defined.
</dd>
<dt>str16</dt>
<dd>
The initial allow state for the upgrade at level start:
<ul>
<li>A - Allowed
<li>E - Enabled, allowed by level but currently forbidden
<li>F - Forbidden
<li>R - Researched or acquired
<li>Q - Acquired but currently forbidden (does it make sense?:)
</ul>
Each player has his own character, the first is for player 0 and the last
is for player 15.
</dd>
</dl>
<h4>Example</h4>
<pre>
-- Allow the metal upgrade for all 16 players.
DefineAllow("upgrade-metal", "AAAAAAAAAAAAAAAA")
-- ^- player 0 ^- player 15
</pre>
<a name="DefineDependency"></a>
<h3>DefineDependency( unit-type/upgrade ...)</h3>
Define the dependencies for an unit-type or an upgrade. The dependency
must be full filled before an unit or research can be used.
<p>
<code>DefineDependency unit-type/upgrade '( required-part )
['or '( optional-or-part ) ...] )
</code>
<dl>
<dt>required-part</dt>
<dd><code>unit/upgrade [count]</code><p>
A list of unit-types or upgrades required.
<dl>
<dt>unit/upgrade</dt>
<dd>Unit-type name or upgrade name required.
</dd>
<dt>count</dt>
<dd>Optional count, how many units of the unit-type are required.
</dl>
</dd>
<dt>'or optional-or-part</dt>
<dd><code>unit/upgrade [count]</code><p>
Optional list of or parts. One or list must be complete full filled.<p>
<dl>
<dt>unit/upgrade</dt>
<dd>Unit-type name or upgrade name required.
</dd>
<dt>count</dt>
<dd>Optional count, how many units of the unit-type are required.
</dl>
</dd>
</dl>
<h4>Example</h4>
<pre>
-- The second sword upgrade is only possible, if the first sword upgrade is
-- researched.
(define-dependency "upgrade-sword2" '(upgrade-sword1))
-- The ranger upgrade is only available if a keep or castle is available.
(define-dependency 'upgrade-ranger '(unit-keep) 'or '(unit-castle))
</pre>
<a name="DefineModifier"></a>
<h3>DefineModifier("upgrade-name", {effect1, effect1-arg}, {effect2, effect2-arg}, ... )</h3>
Define the effects (modifier) of an upgrade. An upgrade can have multiple
modifiers. It can activate, enable or disable other upgrades and allows
complex reactions.
<dl>
<dt>"upgrade-name"</dt>
<dd>Name of the upgrade, which has this effects. All effects change
all old units and any new unit of a player.
</dd>
<dt>{effectN, effectN-arg}</dt>
<dd>A list of effects of the upgrade. Here are all possible effects:
<dl>
<dt>{"attack-range", N}</dt>
<dd>Increase the attack range of all units of the unit-types given with
'(apply-to ...). Note it can be increased with positive numbers and decreased
with negative numbers.
</dd>
<dt>{"sight-range", N}</dt>
<dd>Increase the sight range of all units of the unit-types given with
'(apply-to ...).
</dd>
<dt>{"basic-damage", N}</dt>
<dd>Increase the basic damage of all units of the unit-types given with
'(apply-to ...).
</dd>
<dt>{"piercing-damage", N}</dt>
<dd>Increase the piercing damage of all units of the unit-types given with
'(apply-to ...).
</dd>
<dt>{"armor", N}</dt>
<dd>Increase the armor of all units of the unit-types given with
'(apply-to ...).
</dd>
<dt>{"hit-points", N}</dt>
<dd>Increase the hit points of all units of the unit-types given with
'(apply-to ...).
</dd>
<dt>{"regeneration-rate", N}</dt>
<dd>Increase the amount of HP a unit gains per seconds</dt>
<dt>{"variable-name", N}</dt>
<dd>Increase the user defined variable of all units of the unit-types given with
'(apply-to ...). Note Variable must be defined with DefineVariables().
</dd>
<dt>{"cost", ("resource-name", N}}</dt>
<dd>Increase the costs for the resource type of all unit-types
or upgrade-ids given with '(apply-to ...).
</dd>
<dt>{"allow-unit", "unit-type", N}</dt>
<dd>
Change the state of an upgrade. N is the maximum quantity
of this unit per player.
</dd>
<dt>{"allow", "upgrade", 'A' or 'E' or 'F' or 'R' or 'Q'}</dt>
<dd>Change the state of an upgrade. state can be
<ul>
<li>A - Allowed
<li>E - Enabled, allowed by level but currently forbidden
<li>F - Forbidden
<li>R - Researched or acquired
<li>Q - Acquired but currently forbidden (does it make sense?:)
</ul>
FIXME: The correct possible changed must be described.
</dd>
<dt>{"apply-to", "unit-type" or "upgrade"}</dt>
<dd>The modifiers are applied to this unit-type or upgrade.</dd>
<dt>{"convert-to", "unit-type"}</dt>
<dd>All units of the unit-types given with '(apply-to ...) are converted
into this unit-type.
</dd>
</dl>
</dd>
</dl>
<h4>Example</h4>
<pre>
-- This is the default effect of the first sword upgrade. The piercing damage
-- of the listed units is increased.
DefineModifier("upgrade-sword1",
{"piercing-damage", 2},
{"apply-to", "unit-footman"}, {"apply-to", "unit-knight"}, {"apply-to", "unit-paladin"},
{"apply-to", "unit-dwarves"}, {"apply-to", "unit-arthor-literios"}, {"apply-to", "unit-wise-man"},
{"apply-to", "unit-man-of-light"}, {"apply-to", "unit-knight-rider"})
</pre>
<a name="GetDependency"></a>
<h3>GetDependency()</h3>
NOT WRITTEN YET.
<h4>Example</h4>
<pre>
GetDependency()
</pre>
<hr>
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