Code: Select all
AI_NOT_OCCUPIES, //this building is (probably) occupiable, but AI will not run to occupy (AOMW decorative buildings), so with very low priority this will be handled to occupy (but only !if they are NEUTRAL!).Code: Select all
AI_NOT_OCCUPIES, //this building is (probably) occupiable, but AI will not run to occupy (AOMW decorative buildings), so with very low priority this will be handled to occupy (but only !if they are NEUTRAL!).Code: Select all
"animationDefs":[
"case:die,t:foot",
"case:atktype,a:flame"
],Code: Select all
"trnEffectDefIDsOnCaster[]"; ----------------- list of effects: these effects will get attached to the caster when it gets castedCode: Select all
- ON_ABILITY_USE, "single" type : when unit (having this active effect) uses and ability / spell / effect castCode: Select all
ATTACK_ACCURACY_DECR_BY_DIST, //The powerAccuracyPenalty will be multiplied with distance of TARGET unit (up to the 50% attack range the unit will be most accurate with the defined value, all other tiles doubles the penalty percent)Code: Select all
ONLY_IF_OWNS_ITS_FACTORY, // the unit types/techs will be filtered out where the AI does not own a factory where the unit/tech can be trainedCode: Select all
CAN_MOVE_MULTI, // it can move multiple times until movement points all consumed.Code: Select all
"trnAddedAbilityButtons":["EFFECTX", "EFFEXTY"] //enchantments can use it - in this list there are effects that are (extra ability buttons for the enchanted unit)Code: Select all
GFX_ALTER_DEFAULT_ATTACK_VISUALS //if set and used as "weapon modifier" effect, than the visuals and sounds will be altered to the ones set on effectCode: Select all
HAS_INVENTORY, // hero units can have inventory, or chests
NO_PLAYER_SKINNABLE, //Player will not be able to manually skin this unit (eg. hero units in RPG maps)
Code: Select all
"trnRevokers":[],-----------------------------------------------------------------------tech "type"-s that if all invented than revokes the ability buttonCode: Select all
HIDE_BUTTON_IF_REQUIREMENTS_MISSING, //if set the button will not appear when the requires techs not yet inventedCode: Select all
IS_UNIQUE_PRODUCING, // Units/Techs of this type can not be invented in parallel, so if a IS_UNIQUE_PRODUCING is in progress than another IS_UNIQUE_PRODUCING type can not start
Code: Select all
IS_EFFECT_HEAL, //this is kinda replacement of the usage of SYSTEM_EFFECT_SPECIAL_HEAL and SYSTEM_EFFECT_SPECIAL_MEND. Now it does only use the heal/mendBonus of target unit to calculate with.
IS_EFFECT_MEND, //(same as above)