Eufloria > Eufloria Classic Mods
XML level design info
kilroy:
I know this has already been posted once before but its outdated and i thought i would add too it, this is for people who what to edit the game a little themselves or w.e this file is the default XML file in the resources folder but i havent found out all of these yet so help me out if u know any or if one of mine is wrong thxx
AGENTS = your seedlings
MAXIMUMSPEED = max speed
MINIMUMSPEED = min speed
SPEEDPOWERRULE =?
CHECKFORENEMIESTIMER =?
ATTACKREPEATTIME = time between attacks i believe
MINIMUMAGENTDAMAGE = min damage
MAXIMUMAGENTDAMAGE = max damage
AGENTDAMAGEPOWERRULE =?
MINIMUMDESIREDALTITUDE = controls how close to an asteroid seedlings will orbit? (out of combat)
MAXIMUMDESIREDALTITUDE = controls how close to an asteroid seedlings will orbit? (out of combat)
ATTACKAGENTDISTANCE = range of a seedlings attack
ATTACKSOUNDVOLUME = attack volume
MINIMUMHEALTH = min health
MAXIMUMHEALTH = max health
ENERGYHEALTHPOWERRULE =?
REGENERATE = Health recovered per tick?
NOSELENGTHMIN =?
NOSELENGTHMAX =?
TURNRATE = Controls how fast the seedlings can turn
ASTEROIDS
VOLUME = Volume of the sound effects when no battle is occuring on an asteroid.
CONQUERVOLUME = volume when it becomes your planet
MAXTREES = maximum number of trees per asteroid
MINRADIUS = determines asteroid size somehow
MAXRADIUS = determines asteroid size somehow
RADIUSPOWERRULE =The larger (positive) this is the smaller asteroids get, the smaller (negative) this is the larger they get (up to a maximum). I'm not sure of the ratio of Asteroid Power to Asteroid Size though.
SIZEFROMENERGY = determines asteroid size somehow
SIZEFROMSTRENGTH = determines asteroid size somehow
SIZEFROMSPEED = determines asteroid size somehow
ATTRIBUTEMINIMUM = The lowest possible level of Speed, Power and Energy from 0 to 1. (If you go over 1 the buttons to build trees may glitch out.)
ATTRIBUTEDIVISIONS = Changes the the Speed, Power and Energy intervals. For example 0 makes it so there is only 1 possible level (the minimum). 1 causes a crash (dunno why). 2 makes 2 possible levels. (the minimum or 1... I assume it's 1.) Basically the higher you put this number, the more different kinds of asteroids will be born.
SENDVOLUME =?
ASTEROIDSELECTRADIUS =?
MINSENDDISTANCE = minimum range for seedling sending from an asteroid
MAXSENDDISTANCE = maximum range for seedling sending from an asteroid
SENDPOWERRULE =?
AI
MINTICK = Minimum time between AI moves?
MAXTICK = Maximum time between AI moves?
GRACE = Time before AI can move (in seconds)
STRUCTURES = trees that make the seedlings
COST = Cost (in seedlings) per tree
MINHEALTH = min health of tree
MAXHEALTH = max health of tree
HEALTHPOWERRULE = regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid (thanks Vanger )
FULLAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a full grown tree?
ZEROAGEDAMAGEMULTIPLIER = Damage reduction (or increase) for being a newborn tree?
REGENRATE = HP regenerated per tick i guess
LEVELDURATION1 = Seconds before becoming a level 1 tree
LEVELDURATION2 = Seconds before becoming a level 2 tree
LEVELDURATION3 = Seconds before becoming a level 3 tree
LEVELDURATION4 = Seconds before becoming a level 4 tree
SPAWNTIME1 = Seconds it takes a seedling to spawn for a level 1 tree
SPAWNTIME2 = Seconds it takes a seedling to spawn for a level 2 tree
SPAWNTIME3 = Seconds it takes a seedling to spawn for a level 3 tree
SPAWNTIME4 = Seconds it takes a seedling to spawn for a level 4 tree
SOUNDVOLUME =?
MINSOUNDTIME =?
MAXSOUNDTIME =?
STRUCTURESDEFENSE = Defensive trees
COST = cost in seedlings per tree
MINHEALTH = min health of tree
MAXHEALTH = max health of tree
HEALTHPOWERRULE = regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid
FULLAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a full grown tree?
ZEROAGEDAMAGEMULTIPLIER = Damage reduction(or increase) for being a newborn tree?
DAMAGEREDUCTIONPOWER =?
REGENRATE = HP regenerated per tick i guess
LEVELDURATION1 = Seconds before becoming a level 1 tree
LEVELDURATION2 = Seconds before becoming a level 2 tree
LEVELDURATION3 = Seconds before becoming a level 3 tree
LEVELDURATION4 = Seconds before becoming a level 4 tree
SPAWNTIME1 = Seconds it takes a seedling to spawn for a level 1 tree
SPAWNTIME2 = Seconds it takes a seedling to spawn for a level 2 tree
SPAWNTIME3 = Seconds it takes a seedling to spawn for a level 3 tree
SPAWNTIME4 = Seconds it takes a seedling to spawn for a level 4 tree
MISSILES
AMMOAVAILABLE1 = number of bomb seedlings on the tree at level 1
AMMOAVAILABLE2 = number of bomb seedlings on the tree at level 2
AMMOAVAILABLE3 = number of bomb seedlings on the tree at level 3
AMMOAVAILABLE4 = number of bomb seedlings on the tree at level 4
DAMAGEMIN = min damage of bomb seedlings
DAMAGEMAX = max damage of bomb seedlings
DAMAGEPOWERRULE =?
RADIUSMIN =?
RADIUSMAX =?
RADIUSPOWERRULE =?
MINSPEED = min speed of bomb seelings
MAXSPEED = max speed of bomb seedlings
SPEEDPOWERRULE =?
TRIGGERSTANCE = how far away from the enemy the bomb has to be before it explodes
RELOADMIN =?
RELOADMAX =?
RELOADRULE =?
TURNRATE = how fast the bomb seedlings turn i think
LAUNCHDURATION = maby how long bombs fly around before they have to explode? not shure
CHECKTIMER =?
CAMERA
EXTRAVIEW = Range beyond conquered asteroids you can scroll to see
GAME
ENEMYFACTIONSMIN = minimum number of enemy factions that spawn at start
ENEMYFACTIONSMAX = maximum number of enemy factions that spawn at start
BELTRADIUS = radius from the invisible center star that the asteroid belt will form
BELTWIDTH = width of the belt (make the same as BELTRADIUS for a cloud of asteroids rather than a ring?)
ASTEROIDS = number of asteroids spawned at start (does this include scripted asteroids or are they in addition to this? probably in addition)
MINASTEROIDSEPARATION = minimum distance between asteroids
STARTINGSEEDLINGS = starting seedlings for each of the enemy factions (unless otherwise scripted)
STARTINGSEEDLINGSPLAYER = starting seedlings for the player
MAXASTEROIDNEIGHBOURDIST =maximum distance between asteroids (shouldn’t be higher than MINSENDDISTANCE or you may have unreachable asteroids)
GRAYSPROBABILITY = Percent probability of non-faction owned asteroids having neutral units MIN/MAX: 0(for none)/100(for all)
GRAYSMIN = Minimum number of neutral units on spawned on an asteroid?
GRAYSMAX = Maximum number of neutral units on spawned on an asteroid?
PROGRAM
MUSIC = on (1) or off (0) can be changed in options menu
TOOLTIPTIME = ? time before tooltip shows up (in seconds) can be set in options menu
TOOLTIPTIMEUI =?
AUTOHIDE = on (1) or off (0) can be changed in options menu
FULLSCREEN= on (1) or off (0) can be changed in options menu
SEENHELP =?
FONTSIZE = Size of font for game messages
BACKGROUNDFADE =?
PLAYERCOLOUR = Set player color.
"Oh for mappers, just in case you don't know. Setting MinSendDistance and MaxSendDistance to something REALLY high makes it easier to see your entire map. (30000 or higher is nice.)"-Wyvern
thats itt be shure to make a copy of your default file before you mess around with anything =D
Vanger:
HEALTHPOWERRULE - regulates proportion between core energy and seedling energy. The bigger it is, the more seedlings are needed to capture the asteroid.
kilroy:
thankss for that ill add it
Wyvern:
ASTEROID
Volume = Volume of the sound effects when no battle is occuring on an asteroid.
RadiusPowerRule=The larger (positive) this is the smaller asteroids get, the smaller (negative) this is the larger they get (up to a maximum). I'm not sure of the ratio of Asteroid Power to Asteroid Size though.
AttributeDivisions=Changes the the Speed, Power and Energy intervals. For example 0 makes it so there is only 1 possible level (the minimum). 1 causes a crash (dunno why). 2 makes 2 possible levels. (the minimum or 1... I assume it's 1.) Basically the higher you put this number, the more different kinds of asteroids will be born.
AttributeMinimum=The lowest possible level of Speed, Power and Energy from 0 to 1. (If you go over 1 the buttons to build trees may glitch out.)
^-- It's amusing when you put the above two at 0. ;D
Will post more later. I want to keep working on a random generated map scenario for this game.
EDIT: Oh for mappers, just in case you don't know. Setting MinSendDistance and MaxSendDistance to something REALLY high makes it easier to see your entire map. (30000 or higher is nice.)
Widget:
I've got no skill/ability with coding (in XML or any other language) but despite that, this thrills me to bits, having watched this game (on and off) since the TIGS compo. It's not only this example that excites me, but every game that goes from a TIGS compo to these kind of dizzy heights. Makes me feel vindicated in religiously following the site :)
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