Unit design - Stat changer techs/effects
Posted: Sun Sep 24, 2017 7:52 am
There are techs or effects that changes stats of a given unit (eg. Archer upgrades incrreases unit range, also there are spells (eg. clear vision) that also changes stats of spec units)
These changes are defined in the same format as the units itself (so any numerical value can be given (plus or minus sign) to change thevalue.
some samples:
Elf armor adds +1 armor to all elves
Veteraning power is used by Zurgo to increase power and armor on every attack:
Special cases
Apart from changing the numerical values you can change:
- The specUnitActions array (you can add new item)
- The weaponeffects - you can influence the weapon to eg. poisoneing/flaming.
These changes are defined in the same format as the units itself (so any numerical value can be given (plus or minus sign) to change thevalue.
some samples:
Elf armor adds +1 armor to all elves
Code: Select all
{
"unitTypeName":"TECH_ELF_ARMORS_1",
"unitType":2042,
"uiDefinition":{
"visuals":[
{
"imgName":"tech_elf_armors_1.png",
"type":"DEFAULT",
"shiftIndicatorsDown":0,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
},
"unitStatSheet":{
"unit":{
"trnRaces":["RACE_ELF"],
"isTechnology":true,
"costTurn":4,
"grantorShopItems":[296],
"trnCategories":["M_ELVEN_BUFFS"],
"trnRevokerTechs":{"unitTypes":["TECH_ELF_ARMORS_2"]},
"armorNormal":1,
"trnBuilders":{"unitTypes":["UNIT_ELF_BUILDING_CRAFTSMAN"]}
}
}
}
Veteraning power is used by Zurgo to increase power and armor on every attack:
Code: Select all
{
"unitTypeName":"EFFECT_VETERANING_POWER",
"unitType":10022,
"uiDefinition":{
"visuals":[
]
},
"unitStatSheet":{
"unit":{
"isTechnology":true,
"costTurn":0,
"grantorShopItems":null,
"hpMax":2,
"hp":0,
"power":1,
"rangeAttack":0,
"armorPierce":1,
"armorNormal":1,
"sight":0,
"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,
"rangeWalk":0,
"convertRange":0,
"convertResistance":0.0,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":0.0,
"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,
"maxActionCount":0,
"canOccupyBuilding":true,
"canKillForest":false,
"canFlyAsteroid":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,
"trnWeaponEffects":null,
"trnCategories":["M_FLESH_AND_BLOOD_MODS"],
"trnBonusList":[]
}
}
}Apart from changing the numerical values you can change:
- The specUnitActions array (you can add new item)
- The weaponeffects - you can influence the weapon to eg. poisoneing/flaming.