Civ4PromotionInfos: Difference between revisions
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! iChanceFirstStrikesChange | ! iChanceFirstStrikesChange | ||
| The amount by which the number of First Strike Chances that the unit has increases. | | The amount by which the number of First Strike Chances that the unit has increases. | ||
|- | |||
! iEnemyHealChange | |||
| The amount by which the rate of healing in enemy lands increases. | |||
|- | |- | ||
|} | |} | ||
<iNeutralHealChange>0</iNeutralHealChange> | <iNeutralHealChange>0</iNeutralHealChange> | ||
<iFriendlyHealChange>0</iFriendlyHealChange> | <iFriendlyHealChange>0</iFriendlyHealChange> | ||
| Line 124: | Line 126: | ||
<FeatureDoubleMoves/> | <FeatureDoubleMoves/> | ||
<UnitCombats> | <UnitCombats> | ||
<HotKey/> | <HotKey/> | ||
<bAltDown>0</bAltDown> | <bAltDown>0</bAltDown> | ||
Revision as of 19:30, 10 May 2009
Tags are either text tags (no prefix; they should contain letters), boolean (prefixed by a b, can be 1 [on] or 0 [off]) or integer (prefixed by i, containing numbers)
| Tag | Usage |
|---|---|
| PromotionInfos | This begins and ends the file. Everything must go in between these two, or it will not work. |
| PromotionInfo | Encloses the entry for each promotion |
| Type | The name of the promotion; which must be unique |
| Description | The name given to the promotion in the game. |
| Sound | In the game, always AS2D_IF_LEVELUP; the sound played when the promotion is given to a unit. |
| LayerAnimationPath | Not sure what this does |
| PromotionPrereq | Any unit needs this promotion to take the promotion. It can be NONE. |
| PromotionPrereqOr1 | If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion. |
| PromotionPrereqOr2 | If the unit has this and the Promotion defined in PromotionPrereq, it can take this promotion. |
| TechPrereq | Can be NONE; the technology needed to get this promotion |
| StateReligionPrereq | Can be NONE; the State Religion needed to get this promotion |
| bLeader | The promotion gives the unit a Warlord |
| bBlitz | The promotion lets the unit attack multiple times per turn |
| bAmphib | The promotion lets the unit cross rivers and attack out of a transport without penalties |
| bRiver | The promotion lets the unit ignore rivers |
| bEnemyRoute | The promotion lets the unit use enemy roads |
| bAlwaysHeal | The promotion lets the unit heal while moving |
| bHillsDoubleMove | The promotion lets the unit move twice as fast in Hills |
| bImmuneToFirstStrikes | The promotion means that the unit cannot be affected by enemy Fierst Strikes |
| iVisibilityChange | The number of tiles that the unit's Line of Sight increases by |
| iMovesChange | The number of extra moves that the promotion gives a unit |
| iMoveDiscountChange | Lowers the cost of moving into difficult terrain |
| iAirRangeChange | The amount by which the unit's Air Range increases |
| iInterceptChange | The amount by which the unit's interception chance increases, in %. |
| iEvasionChange | The amount by which the unit's evasion chance increases, in %. |
| iWithdrawalChange | The amount by which the unit's withdrawal chance increases, in %. |
| iCargoChange | The amount by which the unit's cargo capacity increases. |
| iCollateralDamageChange | The amount by which the collateral damage inflicted by the unit increases. |
| iBombardRateChange | The amount by which the damage which the unit does to fortifications increases. |
| iFirstStrikesChange | The amount by which the number of First Strikes that the unit has increases. |
| iChanceFirstStrikesChange | The amount by which the number of First Strike Chances that the unit has increases. |
| iEnemyHealChange | The amount by which the rate of healing in enemy lands increases. |
<iNeutralHealChange>0</iNeutralHealChange> <iFriendlyHealChange>0</iFriendlyHealChange> <iSameTileHealChange>0</iSameTileHealChange> <iAdjacentTileHealChange>0</iAdjacentTileHealChange> <iCombatPercent>10</iCombatPercent> <iCityAttack>0</iCityAttack> <iCityDefense>0</iCityDefense> <iHillsAttack>0</iHillsAttack> <iHillsDefense>0</iHillsDefense> <iKamikazePercent>0</iKamikazePercent> <iRevoltProtection>0</iRevoltProtection> <iCollateralDamageProtection>0</iCollateralDamageProtection> <iPillageChange>0</iPillageChange> <iUpgradeDiscount>0</iUpgradeDiscount> <iExperiencePercent>0</iExperiencePercent> <TerrainAttacks/> <TerrainDefenses/> <FeatureAttacks/> <FeatureDefenses/> <UnitCombatMods/> <DomainMods/> <TerrainDoubleMoves/> <FeatureDoubleMoves/> <UnitCombats> <HotKey/> <bAltDown>0</bAltDown> <bShiftDown>0</bShiftDown> <bCtrlDown>0</bCtrlDown> <iHotKeyPriority>0</iHotKeyPriority> <Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button>