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descr_walls.txt
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;
; Gates: model plus left and right gate models, offsets and sizes.
; Assumed the gates face outward along Z.
; NO double gates, please.
; Using none anywhere here means the items are simply ignored.
;
; Gate types: wooden; reinforced; iron.
; Short gate - wooden only
; Medium gate - all three
; Huge gate - all three
;
; Valid sounds are: none, knife, sword, spear, axe, mace, club, arrow_tower and ballista_tower
;
gates
{
gate short_wooden
{
full_health 600
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_wooden
{
full_health 700
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_wooden
{
full_health 800
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_reinforced
{
full_health 750
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_reinforced
{
full_health 900
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate medium_iron
{
full_health 900
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
gate huge_iron
{
full_health 1050
height 10.0 ; TODO -
pursuit_lockout_radius 80.0
blocked_lockout_radius 70.0
}
}
; SHORT WOODEN WALLS
wall
{
level 0
siege_tower_size too_small
wall
{
full_health 300
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 10
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
short_wooden ; Just one type allowed!
}
tower
{
full_health 120
control_area_radius 30
manned 1
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 7, 0, arrow, 100, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 120
; unit size reload_ms flaming_reload_ms
fire_rate small 900 850
fire_rate normal 750 850
fire_rate large 750 850
fire_rate huge 750 850
}
}
}
; TALL WOODEN WALLS
wall
{
level 1
siege_tower_size small
wall
{
full_health 500
battle_stats flammability_medium impact_damage_high
localised_name wall
}
gateway
{
full_health 10
battle_stats flammability_medium impact_damage_high
localised_name gateway
projectile_impacts_all_hit_gate
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 100
control_area_radius 30
manned 1
battle_stats flammability_medium impact_damage_high
localised_name tower
; as in descr_unit.txt
level
{
stat 7, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 120
; unit size reload_ms flaming_reload_ms
fire_rate small 1000 1000
fire_rate normal 1000 1000
fire_rate large 1000 1000
fire_rate huge 1000 1000
}
}
}
; SMALL STONE/TOWN WALLS
wall
{
level 2
siege_tower_size small
wall
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 500
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 600
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 7, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 120
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1250
fire_rate normal 1250 1250
fire_rate large 1250 1250
fire_rate huge 1250 1250
}
}
gatehouse
{
full_health 800
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1250
}
}
}
wall
{
level 3
siege_tower_size medium
wall
{
full_health 2000
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 1500
battle_stats flammability_none impact_damage_high
localised_name gateway
medium_wooden
medium_reinforced
medium_iron
}
tower
{
full_health 800
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 7, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
fire_angle 120
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1250
}
missile_level
{
stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr no
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 4500 6500
fire_rate normal 3000 5500
fire_rate large 2000 4500
fire_rate huge 1500 3000
}
missile_level
{
stat 40, 0, bombard_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
stat_attr no
shot_sfx CANNON_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 20000 16000
fire_rate normal 16000 16000
fire_rate large 14000 16000
fire_rate huge 12000 16000
}
}
gatehouse
{
full_health 1200
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1250
fire_rate large 1250 1250
fire_rate huge 1250 1250
}
}
}
wall
{
level 4
siege_tower_size large
wall
{
full_health 3000
battle_stats flammability_none impact_damage_high
localised_name wall
}
gateway
{
full_health 2000
battle_stats flammability_none impact_damage_high
localised_name gateway
huge_wooden
huge_reinforced
huge_iron
}
tower
{
full_health 1000
control_area_radius 30
manned 1
battle_stats flammability_none impact_damage_high
localised_name tower
; as in descr_unit.txt
missile_level
{
stat 7, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 120
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1250
}
missile_level
{
stat 40, 0, tower_ballista, 150, 10, siege_missile, artillery_mechanical, piercing, ballista_tower, 350, 1
stat_attr no
shot_sfx TOWER_BALLISTA_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 4500 6500
fire_rate normal 3000 5500
fire_rate large 2000 4500
fire_rate huge 1500 3000
}
missile_level
{
stat 40, 0, bombard_tower_shot, 290, 10, siege_missile, artillery_gunpowder, piercing, cannon_tower, 80, 1
stat_attr no
shot_sfx CANNON_FIRING
fire_angle 45
; unit size reload_ms flaming_reload_ms
fire_rate small 20000 16000
fire_rate normal 16000 16000
fire_rate large 14000 16000
fire_rate huge 12000 16000
}
}
gatehouse
{
full_health 1500
control_area_radius 10
manned 1
battle_stats flammability_none impact_damage_high
localised_name gatehouse
missile_level
{
stat 12, 0, arrow, 120, 10, missile, missile_mechanical, piercing, arrow_tower, 10, 1
stat_attr no
shot_sfx TOWER_ARROW_FIRING
shot_gfx
fire_angle 90
; unit size reload_ms flaming_reload_ms
fire_rate small 1500 1500
fire_rate normal 1250 1500
fire_rate large 1250 1500
fire_rate huge 1250 1250
}
}
}