1
0
forked from mirrors/0ad
Files
0ad/binaries/data/mods/public/simulation/templates/template_structure.xml
T

138 lines
4.0 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_entity_full">
<Armour>
<Hack>1</Hack>
<Pierce>1</Pierce>
<Crush>1</Crush>
<Foundation>
<Hack>1</Hack>
<Pierce>1</Pierce>
<Crush>1</Crush>
</Foundation>
</Armour>
<BuildingAI>
<DefaultArrowCount>0</DefaultArrowCount>
<GarrisonArrowMultiplier>0</GarrisonArrowMultiplier>
<GarrisonArrowClasses>Ranged Infantry</GarrisonArrowClasses>
</BuildingAI>
<BuildRestrictions>
<PlacementType>land</PlacementType>
<Territory>own</Territory>
</BuildRestrictions>
<Capturable>
<CapturePoints>500</CapturePoints>
<RegenRate>0.5</RegenRate>
<GarrisonRegenRate>5.0</GarrisonRegenRate>
</Capturable>
<Cost>
<Population>0</Population>
<PopulationBonus>0</PopulationBonus>
<BuildTime>10</BuildTime>
<Resources>
<food>0</food>
<wood>0</wood>
<stone>0</stone>
<metal>0</metal>
</Resources>
</Cost>
<Decay>
<Active>false</Active>
<SinkingAnim>false</SinkingAnim>
<DelayTime>0.0</DelayTime>
<SinkRate>3.0</SinkRate>
<SinkAccel>9.8</SinkAccel>
</Decay>
<Fogging/>
<Guard/>
<Health>
<DeathType>corpse</DeathType>
<RegenRate>0</RegenRate>
<IdleRegenRate>0</IdleRegenRate>
<Undeletable>false</Undeletable>
<Unhealable>true</Unhealable>
</Health>
<Identity>
<GenericName>Structure</GenericName>
<Classes datatype="tokens">Structure ConquestCritical</Classes>
</Identity>
<Minimap>
<Type>structure</Type>
</Minimap>
<Obstruction>
<Active>true</Active>
<BlockMovement>true</BlockMovement>
<BlockPathfinding>true</BlockPathfinding>
<BlockFoundation>true</BlockFoundation>
<BlockConstruction>true</BlockConstruction>
<DisableBlockMovement>false</DisableBlockMovement>
<DisableBlockPathfinding>false</DisableBlockPathfinding>
</Obstruction>
<OverlayRenderer/>
<ProductionQueue>
<TechCostMultiplier>
<food>1.0</food>
<wood>1.0</wood>
<stone>1.0</stone>
<metal>1.0</metal>
<time>1.0</time>
</TechCostMultiplier>
</ProductionQueue>
<RallyPoint/>
<RallyPointRenderer>
<MarkerTemplate>special/rallypoint</MarkerTemplate>
<LineTexture>art/textures/misc/rallypoint_line.png</LineTexture>
<LineTextureMask>art/textures/misc/rallypoint_line_mask.png</LineTextureMask>
<LineThickness>0.2</LineThickness>
<LineColor r="35" g="86" b="188"/>
<LineDashColor r="158" g="11" b="15"/>
<LineStartCap>square</LineStartCap>
<LineEndCap>round</LineEndCap>
<LinePassabilityClass>default</LinePassabilityClass>
</RallyPointRenderer>
<Repairable>
<RepairTimeRatio>2.0</RepairTimeRatio>
</Repairable>
<Selectable>
<Overlay>
<Outline>
<LineTexture>outline_border.png</LineTexture>
<LineTextureMask>outline_border_mask.png</LineTextureMask>
<LineThickness>0.4</LineThickness>
</Outline>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<select>interface/select/building/sel_universal.xml</select>
<constructed>interface/complete/building/complete_universal.xml</constructed>
<death>attack/destruction/building_collapse_large.xml</death>
<attacked>interface/alarm/alarm_attackplayer.xml</attacked>
<attack>attack/weapon/arrowfly.xml</attack>
<attack_impact>attack/impact/arrow_metal.xml</attack_impact>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.6</BarHeight>
<HeightOffset>12.0</HeightOffset>
</StatusBars>
<TerritoryDecay>
<DecayRate>20</DecayRate>
</TerritoryDecay>
<Visibility>
<RetainInFog>true</RetainInFog>
<AlwaysVisible>false</AlwaysVisible>
<Corpse>false</Corpse>
<Preview>false</Preview>
</Visibility>
<Vision>
<Range>40</Range>
</Vision>
<VisualActor>
<ConstructionPreview/>
<SilhouetteDisplay>false</SilhouetteDisplay>
<SilhouetteOccluder>true</SilhouetteOccluder>
<VisibleInAtlasOnly>false</VisibleInAtlasOnly>
</VisualActor>
</Entity>