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- # U_TMPL2.INI
- #
- # Copyright 2001 Edgies
- # All Rights Reserved
- # Warning! This file is computer generated, any comments added
- # will be overwritten.
-
- # This field defines the properties of the object.
- # More than one of the following entries can be specified.
- #
- # OBJTYPE_STATIC_OBJECT
- # Means that this object does not move. This generally means
- # that the object has a block layout which is placed on the map.
- # OBJTYPE_3D_OBJECT
- # Means that this object is rendered in 3D as opposed to a
- # sprite (unused).
- # OBJTYPE_SCENERY
- # Means that this object is not a house and is not mineable.
- # Only purpose is aesthetic.
- # OBJTYPE_HOUSE
- # Means that this object is a house and can be owned by a team
- # and taken into account in techtrees etc.
- # OBJTYPE_MINEABLE
- # Means that this object can be mined for resources.
- # OBJTYPE_NO_PLACE_CHECK
- # Means that this item can be placed on the map without
- # checking the walkable status of the tiles underneath.
- # OBJTYPE_RESEARCH
- # Means that this INI file describes a research item.
- # IE +5 to speed.
- # OBJTYPE_JETTY
- # Means that this object is a jetty and can be accessed from
- # land and water. Current Unused.
- # OBJTYPE_FLYING_UNIT
- # Means that this unit flys instead of walks.
- # (Cannot coexist with OBJTYPE_STATIC_OBJECT)
- # OBJTYPE_MAP_FEATURE
- # Means that this INI file describes a map feature which is
- # placed like a house and has specific processing when a
- # person walks over it.
- # OBJTYPE_PICKUP
- # Means that this INI file describes a pickup. A pickup can
- # be placed at any pixel position and can be picked up by units.
- # OBJTYPE_CLOAKING
- # This is a special flags that causes this unit to darken down
- # the cloak instead of lighting it up.
- # OBJTYPE_LEADER
- # This flags when used on a unit, causes the unit to influence
- # the statistics of other.
- # OBJTYPE_RADAR_CLOAK
- # This flag indicates a special from of cloak that sweeps
- # around the unit lighting like 'a radar'.
- # OBJTYPE_FIRE_WALKING
- # This flag is used by the LBACK and means that the unit can
- # fire while it walks and fights.
- # OBJTYPE_METALLIC
- # This flag is used to differentiate metal units and flesh units.
- # metal units leak oil when destroyed.
- # OBJTYPE_PSYCHIC_UNIT
- # This flag causes the unit to 'point' in the direction of
- # enemy units.
- # OBJTYPE_PERSON_DESTRUCTABLE
- # This flags means that the unit can self-destruct causing
- # area of effect damage.
- # OBJTYPE_MINEABLE_BY_MINE
- # This flag means that this mineable can be mined by the mineral
- # extractor or any other flagged mine object.
- # OBJTYPE_HOVERING_UNIT
- # Hovering units are essentially walking units that can
- # walk across water.
-
- object_type = OBJTYPE_RESEARCH;
-
- # This is the 5 letter prefix that defines the object.
- # It is used to load the button, the 3d model,
- # the animations etc.
- panel_button_filename = tmpl2;
-
- # This is the height of the object where 100 is 1 block
- max_height = 0;
-
- # The speed at which the building builds up. This is a value
- # which is "roughly" the number of frames that this item takes
- # to build. If you specify 120 then the object should build in about
- # 4 seconds.
- build_up_speed = 300;
-
- # Object Message Indeces.
- # Use the LOCALISE program to edit/create these messages.
- # These are the tags given to the messages in LOCALISE, and
- # are references to the actual messages held in the message.ini file
- object_use_description = MSG_U_TEMP_DESCRIPTION;
- object_short_description = MSG_SHORT_U_TEMP;
- object_enemy_description = MSG_ERROR_WITH_MESSAGE;
-
- # These are the cost in resources to build this entity.
- food_to_build = 0;
- wood_to_build = 400;
- stone_to_build = 400;
- minerals_to_build = 0;
- faith_to_build = 0;
-
- # List of units that actions are added to with this
- # research upgrade.
- add_actions_to = ;
-
- # List of spells changed by this research upgrade.
- spell_list = ;
-
- # List of units that are upgraded with this
- # research upgrade.
- research_sobj_list = ;
-
- # Research object modifications
- # modifications to spells: range, cost and speed of casting
- spell_range_mod = 100;
- spell_cost_mod = 100;
- spell_conjure_mod = 100;
-
- # modifications to the mining speed for different resource types
- food_mining_speed_mod = 100;
- wood_mining_speed_mod = 100;
- stone_mining_speed_mod = 100;
- minerals_mining_speed_mod = 100;
- faith_mining_speed_mod = 100;
-
- # modifications to combat abilities of units/objects
- combat_armour_mod = 100;
- combat_attack_strength_mod = 100;
- initial_combat_experience_mod = 100;
- initial_hitpoints_mod = 100;
-
- # modifies the population limit of objects/units
- population_limit_mod = 100;
-
- # modifies mobile unit abilities
- walking_speed_mod = 100;
- turning_speed_mod = 100;
- carrying_capacity_mod = 100;
-
- # modifies the range an archer can fire
- archer_min_distance_mod = 100;
- archer_max_distance_mod = 100;
-
- # modifies the radius that an object lights the map
- map_lit_radius_mod = 100;
-
- # modifies the capacity of transports and the weight of its
- # passengers.
- transport_capacity_mod = 100;
- transport_weight_mod = 100;
-
- # modifies the percentage of souls that gets collected on death
- soul_percentage_mod = 100;
-
- # modifies the range where resource collectors search for resources
- resource_search_range_mod = 100;
-
- # modifies the build up speed of the list of objects named
- build_up_speed_mod = 100;
-
- # Will be unit specific depending on what the custom ability
- # for a specific object. Refer to the ini file for that object.
- custom_ability_value_1_mod = 100;
- custom_ability_value_2_mod = 100;
- custom_ability_value_3_mod = 100;
-
- # Modifications to the resource amounts it takes to build objects
- # , units and research items.
- food_to_build_mod = 100;
- wood_to_build_mod = 100;
- stone_to_build_mod = 100;
- minerals_to_build_mod = 100;
- faith_to_build_mod = 100;
-
- # Used when an object upgrades to a different type of object
- # This value specifies the SOBJECT type we should upgrade to.
- upgrade_to_sobj = SOBJ_SORIN_TMPL2;
-