Civ4PromotionInfos: Difference between revisions

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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)
The '''Civ4PromotionInfos''' defines the characteristics of each of the game's promotions, or bonuses that units receive as they acquire experience points.


{| class="wikitable" border="1" style="text-align:left" cellpadding="5"
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.
 
<font color=red>This page is missing information.
Do not remove this notice until it is complete.</font>
 
 
==Tags==
===Headers===
 
These tags typically bracket other tags, sometimes the entire file, and are generally used to specify more than one piece of data.
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! Tag !! Usage
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
|-
! PromotionInfos
! PromotionInfos
Line 10: Line 22:
! PromotionInfo
! PromotionInfo
| Encloses the entry for each promotion
| Encloses the entry for each promotion
|}
===Text===
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
|-
! Type
! Type
Line 38: Line 59:
| Can be NONE; the State Religion needed to get this promotion
| Can be NONE; the State Religion needed to get this promotion
|-
|-
! bLeader
! Button
| The promotion gives the unit a Warlord
|
|}
 
 
===Integers===
 
All of these tags have a numerical value.  Though it sometimes can be negative, it usually is not.
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
|-
! bBlitz
! style="background:#efefef;" | Tag Name
| The promotion lets the unit attack multiple times per turn
! style="background:#efefef;" | Description
|-
! 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
! iVisibilityChange
Line 100: Line 111:
! iEnemyHealChange
! iEnemyHealChange
| The amount by which the rate of healing in enemy lands increases.
| The amount by which the rate of healing in enemy lands increases.
|-
!iNeutralHealChange
|
|-
!iFriendlyHealChange
|
|-
!iSameTileHealChange
|
|-
!iAdjacentTileHealChange
|
|-
!iCombatPercent
|
|-
!iCityAttack
|
|-
!iCityDefense
|
|-
!iHillsAttack
|
|-
!iHillsDefense
|
|-
!iKamikazePercent
|
|-
!iRevoltProtection
|
|-
!iCollateralDamageProtection
|
|-
!iPillageChange
|
|-
!iUpgradeDiscount
|
|-
!iExperiencePercent
|
|-
!iHotKeyPriority
|
|-
|-
|}
|}
<iNeutralHealChange>0</iNeutralHealChange>
 
<iFriendlyHealChange>0</iFriendlyHealChange>
 
<iSameTileHealChange>0</iSameTileHealChange>
===Boolean===
<iAdjacentTileHealChange>0</iAdjacentTileHealChange>
 
<iCombatPercent>10</iCombatPercent>
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".
<iCityAttack>0</iCityAttack>
 
<iCityDefense>0</iCityDefense>
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
<iHillsAttack>0</iHillsAttack>
|-
<iHillsDefense>0</iHillsDefense>
! style="background:#efefef;" | Tag Name
<iKamikazePercent>0</iKamikazePercent>
! style="background:#efefef;" | Description
<iRevoltProtection>0</iRevoltProtection>
|-
<iCollateralDamageProtection>0</iCollateralDamageProtection>
! bLeader
<iPillageChange>0</iPillageChange>
| The promotion gives the unit a Warlord
<iUpgradeDiscount>0</iUpgradeDiscount>
|-
<iExperiencePercent>0</iExperiencePercent>
! bBlitz
<TerrainAttacks/>
| The promotion lets the unit attack multiple times per turn
<TerrainDefenses/>
|-
<FeatureAttacks/>
! bAmphib
<FeatureDefenses/>
| The promotion lets the unit cross rivers and attack out of a transport without penalties
<UnitCombatMods/>
|-
<DomainMods/>
! bRiver
<TerrainDoubleMoves/>
| The promotion lets the unit ignore rivers
<FeatureDoubleMoves/>
|-
<UnitCombats>
! bEnemyRoute
<HotKey/>
| The promotion lets the unit use enemy roads
<bAltDown>0</bAltDown>
|-
<bShiftDown>0</bShiftDown>
! bAlwaysHeal
<bCtrlDown>0</bCtrlDown>
| The promotion lets the unit heal while moving
<iHotKeyPriority>0</iHotKeyPriority>
|-
<Button>,Art/Interface/Buttons/Promotions/Combat1.dds,Art/Interface/Buttons/Promotions_Atlas.dds,8,2</Button>
! 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
|-
!bAltDown
|
|-
!bShiftDown
|
|-
!bCtrlDown
|
|}
 
 
===Lists (Multi-line)===
 
All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).
 
{| border="1" style="text-align:left" cellpadding="3" cellspacing="0"
|-
! style="background:#efefef;" | Tag Name
! style="background:#efefef;" | Description
|-
!TerrainAttacks
|
|-
!TerrainDefenses
|
|-
!FeatureAttacks
|
|-
!FeatureDefenses
|
|-
!UnitCombatMods
|
|-
!DomainMods
|
|-
!TerrainDoubleMoves
|
|-
!FeatureDoubleMoves
|
|-
!UnitCombats
|
|-
!HotKey
|
|}
 
==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.
 
<PromotionInfos>
  <PromotionInfo>
  <Type>PROMOTION_COMBAT1</Type>
  <Description>TXT_KEY_PROMOTION_COMBAT1</Description>
  <Sound>AS2D_IF_LEVELUP</Sound>
  <LayerAnimationPath>NONE</LayerAnimationPath>
  <PromotionPrereq>NONE</PromotionPrereq>
  <PromotionPrereqOr1>NONE</PromotionPrereqOr1>
  <PromotionPrereqOr2>NONE</PromotionPrereqOr2>
  <TechPrereq>NONE</TechPrereq>
  <StateReligionPrereq>NONE</StateReligionPrereq>
  <bLeader>0</bLeader>
  <bBlitz>0</bBlitz>
  <bAmphib>0</bAmphib>
  <bRiver>0</bRiver>
  <bEnemyRoute>0</bEnemyRoute>
  <bAlwaysHeal>0</bAlwaysHeal>
  <bHillsDoubleMove>0</bHillsDoubleMove>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iVisibilityChange>0</iVisibilityChange>
  <iMovesChange>0</iMovesChange>
  <iMoveDiscountChange>0</iMoveDiscountChange>
  <iAirRangeChange>0</iAirRangeChange>
  <iInterceptChange>0</iInterceptChange>
  <iEvasionChange>0</iEvasionChange>
  <iWithdrawalChange>0</iWithdrawalChange>
  <iCargoChange>0</iCargoChange>
  <iCollateralDamageChange>0</iCollateralDamageChange>
  <iBombardRateChange>0</iBombardRateChange>
  <iFirstStrikesChange>0</iFirstStrikesChange>
  <iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
  <iEnemyHealChange>0</iEnemyHealChange>
  <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>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
    <UnitCombat>
    <UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
    </UnitCombat>
  </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>
  </PromotionInfo>
</PromotionInfos>

Revision as of 15:54, 24 May 2009

The Civ4PromotionInfos defines the characteristics of each of the game's promotions, or bonuses that units receive as they acquire experience points.

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
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


Text

Tag Name Description
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
Button


Integers

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

Tag Name Description
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
iFriendlyHealChange
iSameTileHealChange
iAdjacentTileHealChange
iCombatPercent
iCityAttack
iCityDefense
iHillsAttack
iHillsDefense
iKamikazePercent
iRevoltProtection
iCollateralDamageProtection
iPillageChange
iUpgradeDiscount
iExperiencePercent
iHotKeyPriority


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
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
bAltDown
bShiftDown
bCtrlDown


Lists (Multi-line)

All List tags consist of an opening/closing tag, which is shown here, and then each entry within it is another tag with the same name as the parent tag, minus the "s" (i.e. singular, rather than plural).

Tag Name Description
TerrainAttacks
TerrainDefenses
FeatureAttacks
FeatureDefenses
UnitCombatMods
DomainMods
TerrainDoubleMoves
FeatureDoubleMoves
UnitCombats
HotKey


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.

<PromotionInfos>
 <PromotionInfo>
  <Type>PROMOTION_COMBAT1</Type>
  <Description>TXT_KEY_PROMOTION_COMBAT1</Description>
  <Sound>AS2D_IF_LEVELUP</Sound>
  <LayerAnimationPath>NONE</LayerAnimationPath>
  <PromotionPrereq>NONE</PromotionPrereq>
  <PromotionPrereqOr1>NONE</PromotionPrereqOr1>
  <PromotionPrereqOr2>NONE</PromotionPrereqOr2>
  <TechPrereq>NONE</TechPrereq>
  <StateReligionPrereq>NONE</StateReligionPrereq>
  <bLeader>0</bLeader>
  <bBlitz>0</bBlitz>
  <bAmphib>0</bAmphib>
  <bRiver>0</bRiver>
  <bEnemyRoute>0</bEnemyRoute>
  <bAlwaysHeal>0</bAlwaysHeal>
  <bHillsDoubleMove>0</bHillsDoubleMove>
  <bImmuneToFirstStrikes>0</bImmuneToFirstStrikes>
  <iVisibilityChange>0</iVisibilityChange>
  <iMovesChange>0</iMovesChange>
  <iMoveDiscountChange>0</iMoveDiscountChange>
  <iAirRangeChange>0</iAirRangeChange>
  <iInterceptChange>0</iInterceptChange>
  <iEvasionChange>0</iEvasionChange>
  <iWithdrawalChange>0</iWithdrawalChange>
  <iCargoChange>0</iCargoChange>
  <iCollateralDamageChange>0</iCollateralDamageChange>
  <iBombardRateChange>0</iBombardRateChange>
  <iFirstStrikesChange>0</iFirstStrikesChange>
  <iChanceFirstStrikesChange>0</iChanceFirstStrikesChange>
  <iEnemyHealChange>0</iEnemyHealChange>
  <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>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_RECON</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_ARCHER</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_MOUNTED</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_MELEE</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_GUN</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_ARMOR</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_HELICOPTER</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_NAVAL</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
   <UnitCombat>
    <UnitCombatType>UNITCOMBAT_AIR</UnitCombatType>
    <bUnitCombat>1</bUnitCombat>
   </UnitCombat>
  </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>
 </PromotionInfo>
</PromotionInfos>