Civ4GoodyInfo: Difference between revisions

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===Boolean===
 
All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
!bTech
|If 1, gives the player a free eligible technology (here, eligible means that some advanced technologies are not receivable).
|-
!bBad
|If 1, this means that the result is unfavorable to the player.
|}
 


==Example==
==Example==

Latest revision as of 02:41, 3 October 2011

The Civ4GoodyInfo file controls the potential results for exploring a goody hut. Possibilities include spawning barbarians, receiving a free technology, or gaining an extra warrior.

All tags must be opened and closed; the first is the "open", the second the "close" tag. If nothing goes inside a "list tag", then it should just be the opening tag with a "/" before the closing bracket. The following tables contain all available tags, as well as their purpose and accepted values.

This page is missing information. Do not remove this notice until it is complete.


Tags

Headers

These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.

Tag Name Description
GoodyInfos This tag begins and ends the entire file.
GoodyInfo This begins and ends the information for each goody hut option type. All of the attributes for each goody hut result are contained within.


Text

Tag Name Description
Type The name of the goody hut result type used internally by the game.
Description A reference to an entry in the Civ4GameTextInfos text file which contains the text displayed on-screen when this result is achieved (e.g. "The villagers are hostile!").
Sound This is a reference to an entry in the Audio2DScripts file which declares the sound played when this goody hut result is received.
UnitClass Gives a free unit of the specified unit class. For example, UNITCLASS_SETTLER or UNITCLASS_WARRIOR.
BarbarianClass Defines the class of barbarian units spawned. Default is UNITCLASS_WARRIOR.


Integers

All of these tags have a numerical value. Though it sometimes can be negative, it usually is not.

Tag Name Description
iGold Unknown. The default is 20, for both GOODY_LOW_GOLD and GOODY_HIGH_GOLD. Affects the grant of free gold.
iGoldRand1 Unknown. GOODY_LOW_GOLD has a value of 21, and GOODY_HIGH_GOLD has a value of 51. Used to determine the exact amount of free gold.
iGoldRand2 Unknown. GOODY_LOW_GOLD has a value of 21, and GOODY_HIGH_GOLD has a value of 51. Used to determine the exact amount of free gold.
iMapOffset Unknown exactly. Presumably affects the center tile of the region that is revealed (e.g. the map is not always directly located on top of the goody hut).
iMapRange The distance within which tiles may become visible.
iMapProb The percentage chance that each tile in the specified region of the fog of war will become visible. Default is 80.
iExperience The amount of free experience points given to the unit.
iHealing Assumed to be the percentage of a unit's damage that is healed by the goody hut.
iDamagePrereq Assumed to be the amount that a unit must be damaged to possibly attain the iHealing bonus, expressed as a percent. For example, the default value of 60 for the healing option presumably means that a unit must be at 40 HP or lower to receive this result.
iBarbarianUnitProb The probability percentage that each of the 8 surrounding tiles will generate a barbarian unit.
iMinBarbarians The minimum number of barbarians that will be spawned for this option. This prevents the unlikely scenario of no tiles generating a barbarian unit as per the iBarbarianUnitProb tag.


Boolean

All of these can either be 1 (on, or true) or 0 (off, or false). Be careful, as you can wind up with a double-negative, which the game will interpret as "True".

Tag Name Description
bTech If 1, gives the player a free eligible technology (here, eligible means that some advanced technologies are not receivable).
bBad If 1, this means that the result is unfavorable to the player.


Example

In the following example of code, please note that there is a specific order of all of the tags. You must list the tags in this order for the game to properly interpret your file.

<GoodyInfos>
 <GoodyInfo>
  <Type>GOODY_LOW_GOLD</Type>
  <Description>TXT_KEY_GOODY_GOLD</Description>
  <Sound>AS2D_GOODY_GOLD</Sound>
  <iGold>20</iGold>
  <iGoldRand1>21</iGoldRand1>
  <iGoldRand2>21</iGoldRand2>
  <iMapOffset>0</iMapOffset>
  <iMapRange>0</iMapRange>
  <iMapProb>0</iMapProb>
  <iExperience>0</iExperience>
  <iHealing>0</iHealing>
  <iDamagePrereq>0</iDamagePrereq>
  <bTech>0</bTech>
  <bBad>0</bBad>
  <UnitClass>NONE</UnitClass>
  <BarbarianClass>NONE</BarbarianClass>
  <iBarbarianUnitProb>0</iBarbarianUnitProb>
  <iMinBarbarians>0</iMinBarbarians>
 </GoodyInfo>
</GoodyInfos>


GlobalDefinesGlobalDefinesAltGlobalTypesPythonCallbackDefines

Art:

Civ4ArtDefines_BonusCiv4ArtDefines_BuildingCiv4ArtDefines_CivilizationCiv4ArtDefines_FeatureCiv4ArtDefines_ImprovementCiv4ArtDefines_InterfaceCiv4ArtDefines_LeaderheadCiv4ArtDefines_MiscCiv4ArtDefines_MovieCiv4ArtDefines_TerrainCiv4ArtDefines_UnitCiv4MainMenusCiv4RiverModelInfosCiv4RouteModelInfos

Audio; Buildings:

Audio2DScriptsAudio3DScriptsAudioDefinesAudioSoundscapeScriptsCiv4BuildingClassInfosCiv4BuildingInfosCiv4CityLSystemCiv4PlotLSystemCiv4SpecialBuildingInfos

BasicInfos:

Civ4AttitudeInfosCiv4BasicInfosCiv4CalendarInfosCiv4CityTabInfosCiv4DenialInfosCiv4DomainInfosCiv4InvisibleInfosCiv4MemoryInfosCiv4MonthInfosCiv4NewConceptInfosCiv4SeasonInfosCiv4UnitAIInfosCiv4UnitCombatInfos

Civilizations; Events:

Civ4CivilizationInfosCiv4LeaderHeadInfosCiv4TraitInfosCiv4UnitArtStyleTypeInfosCiv4EventInfosCiv4EventTriggerInfos

GameInfo:

Civ4CivicInfosCiv4CivicOptionInfosCiv4ClimateInfoCiv4CommerceInfoCiv4CorporationInfoCiv4CultureLevelInfoCiv4CursorInfoCiv4DiplomacyInfosCiv4EmphasizeInfosCiv4EspionageMissionInfoCiv4EraInfosCiv4ForceControlInfosCiv4GameOptionInfosCiv4GameSpeedInfoCiv4GoodyInfoCiv4GraphicOptionInfosCiv4HandicapInfoCiv4HintsCiv4MPOptionInfosCiv4PlayerOptionInfosCiv4ProcessInfoCiv4ReligionInfoCiv4SeaLevelInfoCiv4SpecialistInfosCiv4TurnTimerInfoCiv4UpKeepInfoCiv4VictoryInfoCiv4VoteInfoCiv4VoteSourceInfosCiv4WorldInfo

Interface:

Civ4AdvisorInfosCiv4CameraInfosCiv4ColorValsCiv4InterfaceModeInfosCiv4PlayerColorInfosCiv4SlideShowInfosCiv4SlideShowRandomInfosCiv4SpaceShipInfosCiv4ThroneRoomeInfosCiv4ThroneRoomCameraInfosCiv4ThroneRoomStyleInfosCiv4WorldPickerInfos

Misc:

Civ4AttachableInfosCiv4CameraOverlayInfosCiv4DetailManagerCiv4EffectInfosCiv4QuestInfosCiv4RiverInfosCiv4RouteInfosCiv4TerrainPlainInfosCiv4TutorialInfosCiv4WaterPlaneInfos

Technologies:

Civ4TechInfos

Terrain:

Civ4BonusClassInfosCiv4BonusInfosCiv4FeatureInfosCiv4ImprovementInfosCiv4SymbolMeshPathsCiv4TerrainInfosCiv4TerrainSettingsCiv4YieldInfos

Units:

Civ4AnimationInfosCiv4AnimationPathInfosCiv4AutomateInfosCiv4BuildInfosCiv4CommandInfosCiv4ControlInfosCiv4EntityEventInfosCiv4FormationInfosCiv4MissionInfosCiv4PromotionInfosCiv4SpecialUnitInfosCiv4UnitClassInfosCiv4UnitInfos

Schemas:

Civ4GlobalDefinesSchemaCiv4GlobalTypesSchemaCiv4ArtDefinesSchemaAudioDefinesSchemaAudioScriptSchemaCiv4BasicInfoSchemaCiv4BuildingSchemaCiv4LSystemSchemaCiv4CivilizationSchemaCiv4EventSchemaCiv4GameInfoSchemaCiv4InterfaceSchemaCiv4MiscSchemaCiv4TutorialSchemaCiv4DetailManagerSchemaCiv4TechnologiesSchemaCiv4TerrainSchemaCiv4FormationSchemaCiv4UnitSchema

Italics: Beyond the Sword only