Commit 2f7fba9b authored by brabox's avatar brabox

Added .inc files for common .ini files (!420)

parent b82cdc7b
......@@ -43,6 +43,7 @@
;
;
#include "mod\armor.inc"
;//////////////////////SYSTEM ARMORS///////////////////////////////////////////
......
......@@ -57,6 +57,7 @@
// FX = FX_Name
// use this to make a particle FX or tint for the attribute modifier
#include "mod\attributemodifier.inc"
//This is the games standard debuff
ModifierList StandardDebuff
......
......@@ -6,6 +6,8 @@
;------------------------------------------------------------------------------
#include "mod\commandbutton.inc"
; Beacon placement (Multiplayer only) Command ---------------------------------
CommandButton Command_PlaceBeacon
Command = PLACE_BEACON
......
......@@ -33,6 +33,9 @@
//|02|04|06|08|10|12| +--+
//+--+--+--+--+--+--+ |15|
// +--+
#include "mod\commandset.inc"
//------------------------------------------------------------------------------
// Many things just want these three buttons.
CommandSet GenericCommandSet
......
......@@ -43,6 +43,8 @@
;---------------------------------------------------- ;;,;;
#include "mod\experiencelevels.inc"
ExperienceScalarTable DefaultExperienceScalarTable
Scalars = 1.0 0.1 0.01 0.001 0.00001
END
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;FILE: mod/armor.inc //////////////////////////////////////////////////////////////////////////////
;/////////////////////////////////////////////////////////////////////////////////////////////////////////
;Just so you know the choices available, here is part of Damage.h
;
;
; "FORCE",
; "CRUSH",
; "SLASH",
; "PIERCE",
; "SIEGE",
; "STRUCTURAL",
;
; "FLAME",
; "FROST"
; "HEALING",
; "UNRESISTABLE",
; "WATER",
; "PENALTY",
; "FALLING",
; "TOPPLING",
; "REFLECTED",
; "PASSENGER",
; "MAGIC",
; "CHOP",
; "HERO",
; "SPECIALIST",
; "URUK",
; "HERO_RANGED",
; "FLY_INTO",
;
; "UNDEFINED",
; "LOGICAL_FIRE",
; "CAVALRY",
; "CAVALRY_RANGED",
; "POISON",
;
; "SLASH", - Fighter Dmg
; "CAVALRY" - Cavalry Dmg
; "PIERCE", - Archer Dmg
; "SPECIALIST", - Pikeman Dmg
;
;
;
;//////////////////////MOD ARMORS///////////////////////////////////////////
// mod/attributemodifier.inc
//
// A ModifierList is a set of bonuses that can be given as a package. You can't ever be given the same list
// twice at the same time, but you can have two different lists that have the same effect.
//
// Category =
// LEADERSHIP,
// FORMATION,
// SPELL,
// WEAPON,
// STRUCTURE,
// LEVEL,
// BUFF,
// DEBUFF,
// STUN,
// INNATE_ARMOR, // Used for the Create-a-Hero's permanent armor attribute.
// INNATE_DAMAGEMULT // Used for the Create-a-Hero's permanent damage multiplier attribute.
// INNATE_VISION // Used for the Create-a-Hero's permanent vision range attribute.
// INNATE_AUTOHEAL // Used for the Create-a-Hero's permanent auto-heal attribute.
// INNATE_HEALTH // Used for the Create-a-Hero's permanent health attribute.
// The reason you have this bonus. So things can affect all Leadership bonuses or dispel all spell effects
//
// In general, Additive bonuses should be things like 20% to give a bonus, and Multiplicitive bonuses should be things like 120%.
// Modifier =
// ARMOR, // Additive. The armor coefficients in Armor.ini go first to multiply the damage. Then all of these are added together, capped at GameData's AttributeModifierArmorMaxBonus protection, and then the damage is multiplied by it again.
// DAMAGE_ADD, // Additive. 'Base' damage gets increased by this before hitting the DamageMult.
// DAMAGE_MULT, // Multiplicitive. Then after DamageAdd, the damage is multiplied by all of these.
// RESIST_FEAR, // Additive. Sum of these is a saving throw against fear (FEAR, DOOM, UNCONTROLLABLE_FEAR)
// RESIST_TERROR, // Additive. Sum of these is a saving throw against terror (TERROR)
// EXPERIENCE, // Multiplicitive. Experience gained multiplied by this, will compound in multiple bonuses
// RANGE, // Additive. Sum of these added to max range. 20% and 10% makes range 130% normal. (You probably want a vision range boost for targeting too.)
// SPEED, // Multiplicitive. Multiply your speed by each of these numbers in turn.
// CRUSH_DECELERATE, // Multiplicitive. The percentage you slow down when crushing gets multiplied by each of these.
// RESIST_KNOCKBACK, // Additive. Sum of these is saving through against knockback.
// SPELL_DAMAGE, // Multiplicitive. Just like DamageMult bonus, but only applies if damage type is Magic. REPLACES DamageMult bonus.
// RECHARGE_TIME, // Multiplicitive. Recharge time for all special powers multiplied by these. Time is figured at the moment power is used, so this has no effect if gained or lost while power is recharging.
// PRODUCTION, // Multiplicitive. Production speed for units and money amount produced by supply centers or money generators multiplied by these. Again, time is computed at moment production starts.
// HEALTH, // Additive. The moment you get this upgrade, this many hitpoints are added to both your max and current hitpoint scores.
// HEALTH_MULT, // Multiplicitive. Multiply your hitpoints by this value.
// VISION, // Additive. Sum of these is added to vision range, which is used for targeting.
// BOUNTY_PERCENTAGE // Multiplicitive. Multiply your (kill) bounty by this value.
// MIN_CRUSH_VELOCITY_PERCENTAGE //
// AUTO_HEAL, // Additive. Sum of these is added to the AutoHeal value.
// SHROUD_CLEARING, // Additive. Sum of these is the % bonus to the range at which you clear fog and shroud
// RATE_OF_FIRE, // Multiplicitive.
// DAMAGE_STRUCTURE_BOUNTY_ADD // Additive. Sum of these is added to your treasury per damage event done to a structure
// COMMAND_POINT_BONUS // Additive. Operates on the command point bonus.
// CRUSHABLE_LEVEL // Additive. Adds the specified crushable level
// CRUSHED_DECELERATE // Multiplicitive. The percentage that things crushing you slow
// INVULNERABLE // Currently, value does nothing (but one is required), the list of damage types after the value indicates what unit is invulnerable to
//
// What is actually affected
//
// Duration = 1000
// If self expiring effect, msec it lasts for
// FX = FX_Name
// use this to make a particle FX or tint for the attribute modifier
;------------------------------------------------------------------------------
; mod/commandbutton.inc
;
;Command buttons are buttons that we place on the in game UI to create the
;context sensitive command sets
;------------------------------------------------------------------------------
//------------------------------------------------------------------------------
// mod/commandSet.inc
//
// See what was for Generals below. For LotR things have changed since we no longer have
// the same UI.
// If the Command in CommandButton.ini has a field Radial=Yes, then that command
// will show up in a radial menu above the object in the game world.
//
// If a command button has InPalantir=Yes then it will be displayed in the
// palantir when it's in a command set for the selected object.
//
// Locations for the Skill button in clockwise fashion. The top right button
// being button 1.
// If these actions are not taken, the commands will only show
// up if you pass in -OldGui to the game (but they are not usable right now)
// ------------------------------------------------------------------------------
//Command sets are groups of command buttons that will be displayed in the
//context sensitive user interface for a selected object showing what you
//can do with that object
//
//LHS numbers are the physical GUI buttons. You can assign a command
//to any of the physical buttons, they do *NOT* need to appear in
//continuous order ... you may have gaps if you desire
//
//RHS strings are CommandButton.ini command names
//
//Buttons for a regular command context are ordered as:
// +--+
//+--+--+--+--+--+--+ |13|
//|01|03|05|07|09|11| +--+
//+--+--+--+--+--+--+ |14| <-- Smaller buttons 3 fit within 11 & 12 in height.
//|02|04|06|08|10|12| +--+
//+--+--+--+--+--+--+ |15|
// +--+
//------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
;FILE: mod/objectcreationlist.inc (SYSTEM) ////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
; FILE: mod/specialpower.inc //////////////////////////////////////////////////////
; This file contains all the special power definitions and the common data
; to all special powers. Special powers are things like the super
; weapons that are available after a certain time is up and the player
; meets all the prereqs. The don't have to be weapons tho, some special powers
; heal units, or steal units from other players
; Please note that the Enum must one-for-one correspond with the power within a unit. Too many
; places in the code have accidentally crossed the distinction of instance and type, such
; that units can't handle having two powers of the same type.
; /////////////////////////////////////////////////////////////////////////////
//------------------------------------------------------------------------------
// Upgrade definitions
//------------------------------------------------------------------------------
;//////////////////////////////////////////////////////////////////////////////
;FILE: mod/weapon.inc ////////////////////////////////////////////////////
;//////////////////////////////////////////////////////////////////////////////
#define INFINITE_CLIP_SIZE 0
;------------------------------------------------------------------------------
;------------------------------------------------------------------------------
; Weapons now work with Nuggets (like ObjectCreationLists) where each type of nugget
; does one thing, instead of Weapon doing all things itself. So here are the Nuggets,
; and their syntax.
; DamageFieldNugget ; A Nugget that lays down an area of damage that persists independantly
; WeaponTemplateName = SmallFireFieldWeapon
; Duration = 3000
; End
; DamageNugget ; A basic Nugget that just does damage
; Damage = 1 ;Damage for a normal hit
; Radius = 0.0 ;Radius of damage
; DelayTime = 0 ;How long from hit till the damage is applied
; DamageType = SLASH ;Used to cross reference with victim's armor to determine if hurt
; DamageFXType = SWORD_SLASH ;used to cross with their DamageFX listing to determine what effect to play
; DeathType = NORMAL ;Used as index to their Death Modules to determine which one to play
; End
; MetaImpactNugget ; A Nugget that throws things back with force
; HeroResist = .75 ;only knocks heroes down 75% of the time
; ShockWaveAmount = 50.0
; ShockWaveRadius = 10.0
; ShockWaveArc = 90 ; in degrees to each side 180 is full circle
; ShockWaveTaperOff = 1.0
; ShockWaveSpeed = 0.0
; ShockWaveZMult = 1.0
; InvertShockWave = Yes ; Pull instead of push
; End
; ProjectileNugget ; A Nugget that creates an Object and sends it to the target with a Warhead
; ProjectileTemplateName = GimliAxeProjectile
; WarheadTemplateName = RohanGimliAxeThrownWarhead
; End
; WeaponOCLNugget ; A Nugget that should only be used for the rarest of super special weapons. I better not catch a Fire Field in here.
; WeaponOCLName = OCL_SuperComplicatedFivePartMovingDeathBlossom
; End
; AttributeModifierNugget
; AttributeModifier = WitchKingMorgulBladeEffect
; DamageFXType = SWORD_SLASH ;used to cross with their DamageFX listing to determine what effect to play
; End
; StealMoneyNugget
; AmountStolenPerAttack = 3.14
; End
\ No newline at end of file
......@@ -3,6 +3,7 @@
;//////////////////////////////////////////////////////////////////////////////
#include "mod\objectcreationlist.inc"
; ---------------------------------------------------------------------------------------
; The Bits that are thrown off from the damaged buildings
......
......@@ -10,6 +10,9 @@
; that units can't handle having two powers of the same type.
; /////////////////////////////////////////////////////////////////////////////
#include "mod\specialpower.inc"
;------------------------------------------------------------------------------
SpecialPower SpecialAbilityGothmogIronHand
Enum = SPECIAL_GENERAL_TARGETLESS
......
......@@ -5,6 +5,9 @@
//-----------------------------------
// Test Base Upgrade ...
//-----------------------------------
#include "mod\upgrade.inc"
Upgrade Upgrade_TestBuilding
DisplayName = UPGRADE:TestBaseUpgrade
Type = OBJECT
......
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