1
0
forked from 0ad/0ad

Tweaking some pop costs.

This was SVN commit r11450.
This commit is contained in:
Michael D. Hafer 2012-04-08 07:27:56 +00:00
parent b253cbbee6
commit fda1d07794
31 changed files with 519 additions and 49 deletions

View File

@ -14,14 +14,15 @@
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_straw.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/thrac_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/thracian_cap_01.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/jav_ammo.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav_loaded.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
<prop actor="props/units/shields/thracian_oval.xml" attachpoint="shield"/>
</props>
<texture>skeletal/mace_bronzeshield_2.png</texture>
<texture>skeletal/thrace_blackcloak_a.dds</texture>
</variant>
</group>
<group>

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@ -13,14 +13,24 @@
</animations>
<mesh>skeletal/m_tunic_a.pmd</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_straw.xml" attachpoint="helmet"/>
<prop actor="props/units/heads/thrac_a.xml" attachpoint="head"/>
<prop actor="props/units/weapons/jav_ammo.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav_loaded.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
<prop actor="props/units/cape_m_med.xml" attachpoint="shoulders"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
<prop actor="props/units/shields/thracian_oval.xml" attachpoint="shield"/>
</props>
<texture>skeletal/hele_cjv_b_1.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="tunic 1">
<texture>skeletal/hele_ijv_a.dds</texture>
</variant>
<variant frequency="1" name="tunic 2">
<texture>skeletal/hele_ijv_a_2.dds</texture>
</variant>
<variant frequency="1" name="tunic 3">
<texture>skeletal/hele_ijv_a_3.dds</texture>
</variant>
</group>
<group>

View File

@ -13,14 +13,27 @@
</animations>
<mesh>skeletal/m_tunic_a.pmd</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_cav_a.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/jav_ammo.xml" attachpoint="l_hand"/>
<prop actor="props/units/weapons/jav_loaded.xml" attachpoint="loaded-r_hand"/>
<prop actor="props/units/weapons/jav_projectile.xml" attachpoint="projectile"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
<prop actor="props/units/shields/thracian_oval.xml" attachpoint="shield"/>
</props>
<texture>skeletal/hele_linothorax_scale.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="helmet-face guard">
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_mace_frontranker.xml" attachpoint="helmet"/>
</props>
</variant>
<variant frequency="2" name="helmet-open">
<props>
<prop actor="props/units/heads/thrac_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_su3.xml" attachpoint="helmet"/>
</props>
<texture>skeletal/spart_phalangite_officer.dds</texture>
</variant>
</group>
<group>

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@ -0,0 +1,84 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="800"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="350"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="600"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="666"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="333"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="222"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="250"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="carry_meat" speed="120"/>
<animation file="quadraped/horse_attack_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_attack_b.psa" name="Idle" speed="300"/>
<animation file="quadraped/horse_gallop.psa" name="Run" speed="40"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="100"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="202"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="215"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/macedonians/cavalry_spearman_a_r.xml" attachpoint="rider"/>
<prop actor="props/units/horse/horse_chest_colorband.xml" attachpoint="chest"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="hyppikon-horse-texture-plain">
<texture>skeletal/horse_hele_a_1.dds</texture>
</variant>
<variant frequency="1" name="hyppikon-horse-texture-stripe">
<texture>skeletal/horse_hele_a_2.dds</texture>
</variant>
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>228 107 27</colour>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
</variant>
<variant frequency="1" name="horse-color-gray">
<colour>210 210 210</colour>
</variant>
<variant frequency="1" name="horse-color-beige">
<colour>209 203 131</colour>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>81 81 85</colour>
</variant>
<variant frequency="1" name="horse-color-chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="1" name="horse-color-chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="1" name="horse-color-roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="1" name="horse-color-liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="1" name="horse-color-brown">
<colour>255 148 89</colour>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Run">
<props>
<prop actor="particle/dust_cav.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

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@ -0,0 +1,47 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="40"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="405"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="395"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="gather_meat" speed="400"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="gather_meat" speed="400"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_straw.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/mace_bronzeshield_2.png</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="melee">
<props>
<prop attachpoint="r_hand"/>
</props>
</variant>
<variant name="gather_meat">
<props>
<prop actor="props/units/weapons/spartan_sword.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

View File

@ -0,0 +1,57 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="800"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="350"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="600"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="666"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="333"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="222"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="250"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="carry_meat" speed="120"/>
<animation file="quadraped/horse_attack_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_attack_b.psa" name="Idle" speed="300"/>
<animation file="quadraped/horse_gallop.psa" name="Run" speed="40"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="100"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="202"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="215"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/macedonians/cavalry_spearman_b_r.xml" attachpoint="rider"/>
</props>
</variant>
</group>
<group>
<variant frequency="3" name="horse texture black">
<texture>skeletal/horse_black_a.dds</texture>
</variant>
<variant frequency="2" name="horse texture brown">
<texture>skeletal/horse_brown_a.dds</texture>
</variant>
<variant frequency="4" name="horse texture chestnut">
<texture>skeletal/horse_chestnut_a.dds</texture>
</variant>
<variant frequency="3" name="horse texture dun">
<texture>skeletal/horse_dun_a.dds</texture>
</variant>
<variant frequency="1" name="horse texture white">
<texture>skeletal/horse_white_a.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Run">
<props>
<prop actor="particle/dust_cav.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

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@ -0,0 +1,41 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="40"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="405"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="395"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="gather_meat" speed="400"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="gather_meat" speed="400"/>
</animations>
<mesh>skeletal/m_tunic_short.dae</mesh>
<props>
<prop actor="props/units/heads/head_hele_b.xml" attachpoint="head"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/hele_tunic.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="gather_meat">
<props>
<prop actor="props/units/weapons/spartan_sword.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>default.xml</material>
</actor>

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@ -0,0 +1,87 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="1" name="Base">
<animations>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="800"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="350"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="600"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="666"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="333"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="222"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="250"/>
<animation file="quadraped/horse_idle_a.psa" name="Idle" speed="50"/>
<animation file="quadraped/horse_walk.psa" name="carry_meat" speed="120"/>
<animation file="quadraped/horse_attack_a.psa" name="Idle" speed="400"/>
<animation file="quadraped/horse_attack_b.psa" name="Idle" speed="300"/>
<animation file="quadraped/horse_gallop.psa" name="Run" speed="40"/>
<animation file="quadraped/horse_walk.psa" name="Walk" speed="100"/>
<animation file="quadraped/horse_attack_a.psa" name="melee" speed="202"/>
<animation file="quadraped/horse_attack_b.psa" name="melee" speed="215"/>
<animation file="quadraped/horse_death.psa" name="death" speed="230"/>
</animations>
<mesh>skeletal/horse.pmd</mesh>
<props>
<prop actor="units/macedonians/cavalry_spearman_e_r.xml" attachpoint="rider"/>
<prop actor="props/units/horse/horse_chest_colorband.xml" attachpoint="chest"/>
</props>
</variant>
</group>
<group>
<variant frequency="1" name="hyppikon-horse-texture-plain">
<texture>skeletal/horse_hele_csw_e_1.dds</texture>
</variant>
<variant frequency="1" name="hyppikon-horse-texture-plain2">
<texture>skeletal/horse_hele_csw_e_2.png</texture>
</variant>
<variant frequency="1" name="hyppikon-horse-texture-blaze">
<texture>skeletal/horse_hele_csw_e_3.png</texture>
</variant>
</group>
<group>
<variant frequency="1" name="horse-color-bay">
<colour>228 107 27</colour>
</variant>
<variant frequency="1" name="horse-color-red-chestnut">
<colour>207 132 109</colour>
</variant>
<variant frequency="1" name="horse-color-black-chestnut">
<colour>164 87 68</colour>
</variant>
<variant frequency="5" name="horse-color-gray">
<colour>255 255 255</colour>
</variant>
<variant frequency="2" name="horse-color-beige">
<colour>251 254 146</colour>
</variant>
<variant frequency="1" name="horse-color-black">
<colour>81 81 85</colour>
</variant>
<variant frequency="1" name="horse-color-chocolate">
<colour>98 68 58</colour>
</variant>
<variant frequency="1" name="horse-color-chestnut">
<colour>248 132 86</colour>
</variant>
<variant frequency="1" name="horse-color-roan">
<colour>242 219 164</colour>
</variant>
<variant frequency="1" name="horse-color-liver">
<colour>172 95 68</colour>
</variant>
<variant frequency="1" name="horse-color-brown">
<colour>255 148 89</colour>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="Run">
<props>
<prop actor="particle/dust_cav.xml" attachpoint="root"/>
</props>
</variant>
</group>
<material>objectcolor.xml</material>
</actor>

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@ -0,0 +1,42 @@
<?xml version="1.0" encoding="utf-8"?>
<actor version="1">
<castshadow/>
<group>
<variant frequency="100" name="Base">
<animations>
<animation file="biped/cavalryidle.psa" name="Idle" speed="50"/>
<animation file="biped/cavalryidle.psa" name="Walk" speed="18"/>
<animation file="biped/rider_gallop.psa" name="Run" speed="40"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="Melee" speed="405"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="Melee" speed="395"/>
<animation file="biped/rider_sword_death_a.psa" name="death" speed="230"/>
<animation file="cavalry/sword/attack/rider_sword_shield_atk_a.psa" name="gather_meat" speed="400"/>
<animation file="cavalry/spear/attack/rider_spear_shield_atk_a.psa" name="gather_meat" speed="400"/>
</animations>
<mesh>skeletal/m_tunic_a.pmd</mesh>
<props>
<prop actor="props/units/heads/head_hele_a.xml" attachpoint="head"/>
<prop actor="props/units/heads/hele_cav_a.xml" attachpoint="helmet"/>
<prop actor="props/units/weapons/spear_lance.xml" attachpoint="r_hand"/>
<prop actor="props/units/cape_hd_cav.xml" attachpoint="shoulders"/>
</props>
<texture>skeletal/spart_phalangite_officer.dds</texture>
</variant>
</group>
<group>
<variant frequency="100" name="Idle"/>
<variant name="gather_meat">
<props>
<prop actor="props/units/weapons/spartan_sword.xml" attachpoint="r_hand"/>
</props>
</variant>
<variant name="carry_meat">
<props>
<prop actor="props/units/shuttle_meat.xml" attachpoint="r_hand"/>
<prop attachpoint="l_hand"/>
<prop attachpoint="shield"/>
</props>
</variant>
</group>
<material>player_trans.xml</material>
</actor>

Binary file not shown.

View File

@ -21,6 +21,7 @@
units/mace_infantry_javelinist_b
units/mace_infantry_archer_b
units/mace_infantry_slinger_b
units/mace_cavalry_spearman_b
units/mace_cavalry_javelinist_b
</Entities>
</TrainingQueue>

View File

@ -15,7 +15,7 @@
<Entities datatype="tokens">
units/mace_infantry_spearman_b
units/mace_infantry_javelinist_b
units/hele_cavalry_javelinist_b
units/mace_cavalry_spearman_b
</Entities>
</TrainingQueue>
<VisualActor>

View File

@ -1,12 +1,19 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_cavalry_ranged_javelinist">
<Cost>
<Resources>
<food>0</food>
<wood>50</wood>
<metal>100</metal>
</Resources>
</Cost>
<Identity>
<Civ>mace</Civ>
<SelectionGroupName>units/mace_cavalry_javelinist_b</SelectionGroupName>
<GenericName>Thessalian Scout</GenericName>
<SpecificName>Pródromos Thessalikos</SpecificName>
<History>Prodromoi were the light scouts of Greek and Macedonian armies.</History>
<Icon>units/hele_cavalry_javelinist.png</Icon>
<GenericName>Odrysian Cavalry</GenericName>
<SpecificName>Hippeus Odrysi</SpecificName>
<History>Thracian cavalry skirmishers were recruited from the Odrysian tribe of central Thrace.</History>
<Icon>units/mace_cavalry_javelinist.png</Icon>
</Identity>
<Promotion>
<Entity>units/mace_cavalry_javelinist_a</Entity>

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@ -0,0 +1,39 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="units/mace_cavalry_spearman_b">
<Armour>
<Hack>5.0</Hack>
<Pierce>9.0</Pierce>
<Crush>6.0</Crush>
</Armour>
<Attack>
<Melee>
<Hack>6.0</Hack>
<Pierce>16.0</Pierce>
</Melee>
<Charge>
<Hack>18.0</Hack>
<Pierce>48.0</Pierce>
</Charge>
</Attack>
<Health>
<Max>140</Max>
</Health>
<Identity>
<Rank>Advanced</Rank>
</Identity>
<Promotion>
<Entity>units/mace_cavalry_spearman_e</Entity>
</Promotion>
<ResourceGatherer>
<BaseSpeed>0.75</BaseSpeed>
</ResourceGatherer>
<UnitMotion>
<WalkSpeed>9.0</WalkSpeed>
<Run>
<Speed>25.2</Speed>
</Run>
</UnitMotion>
<VisualActor>
<Actor>units/macedonians/cavalry_spearman_a.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,17 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit_cavalry_melee_spearman">
<Identity>
<Civ>mace</Civ>
<SelectionGroupName>units/mace_cavalry_spearman_b</SelectionGroupName>
<GenericName>Thessalian Lancer</GenericName>
<SpecificName>Xystophoros Thessalikos</SpecificName>
<History>The best cavalry in Greece, besides the Macedonian hetairoi..</History>
<Icon>units/mace_cavalry_spearman.png</Icon>
</Identity>
<Promotion>
<Entity>units/cart_cavalry_spearman_a</Entity>
</Promotion>
<VisualActor>
<Actor>units/macedonians/cavalry_spearman_b.xml</Actor>
</VisualActor>
</Entity>

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@ -0,0 +1,37 @@
<?xml version="1.0" encoding="utf-8"?>
<Entity parent="units/mace_cavalry_spearman_a">
<Armour>
<Hack>6.0</Hack>
<Pierce>11.0</Pierce>
<Crush>8.0</Crush>
</Armour>
<Attack>
<Melee>
<Hack>7.0</Hack>
<Pierce>17.0</Pierce>
</Melee>
<Charge>
<Hack>18.0</Hack>
<Pierce>48.0</Pierce>
</Charge>
</Attack>
<Health>
<Max>150</Max>
</Health>
<Identity>
<Rank>Elite</Rank>
</Identity>
<Promotion disable=""/>
<ResourceGatherer>
<BaseSpeed>0.5</BaseSpeed>
</ResourceGatherer>
<UnitMotion>
<WalkSpeed>8.0</WalkSpeed>
<Run>
<Speed>24.0</Speed>
</Run>
</UnitMotion>
<VisualActor>
<Actor>units/macedonians/cavalry_spearman_e.xml</Actor>
</VisualActor>
</Entity>

View File

@ -23,11 +23,6 @@
<Bonus>5</Bonus>
</Fear>
</Auras>
<Cost>
<Resources>
<metal>225</metal>
</Resources>
</Cost>
<Identity>
<Civ>spart</Civ>
<GenericName>Leonidas I</GenericName>

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@ -554,9 +554,6 @@
</object>
</repeat>
</object>
<object name="PerformDealButton" type="button" style="StoneButton" size="2 112 100%-7 142">
<object ghost="true" style="statsText" type="text" size="0 0 100% 100%">Barter</object>
</object>
</object>
<!-- Stance Selection -->

View File

@ -30,7 +30,6 @@ var g_unitPanels = ["Selection", "Queue", "Formation", "Garrison", "Training", "
// Indexes of resources to sell and buy on barter panel
var g_barterSell = 0;
var g_barterBuy = 1;
// Lay out a row of centered buttons (does not work inside a loop like the other function)
function layoutButtonRowCentered(rowNumber, guiName, startIndex, endIndex, width)
@ -121,16 +120,6 @@ function layoutButtonRow(rowNumber, guiName, buttonSideLength, buttonSpacer, sta
}
}
function selectBarterResourceToSell(resourceIndex)
{
g_barterSell = resourceIndex;
// g_barterBuy should be set to different value in case if it is the same as g_barterSell
// (it is no make sense to exchange resource to the same one).
// We change it cyclic to next value.
if (g_barterBuy == g_barterSell)
g_barterBuy = (g_barterBuy + 1) % BARTER_RESOURCES.length;
}
// Sets up "unit panels" - the panels with rows of icons (Helper function for updateUnitDisplay)
function setupUnitPanel(guiName, usedPanels, unitEntState, items, callback)
{
@ -446,10 +435,9 @@ function setupUnitBarterPanel(unitEntState)
// One pass for 'sell' row and another for 'buy'
for (var j = 0; j < 2; j++)
{
var selectedResourceIndex = [g_barterSell, g_barterBuy][j];
var action = BARTER_ACTIONS[j];
var imageNameSuffix = (i == selectedResourceIndex) ? "selected" : "inactive";
var imageNameSuffix = (j == 0 && i == g_barterSell) ? "selected" : "inactive";
var icon = getGUIObjectByName("unitBarter" + action + "Icon["+i+"]");
var button = getGUIObjectByName("unitBarter" + action + "Button["+i+"]");
@ -475,20 +463,18 @@ function setupUnitBarterPanel(unitEntState)
var amount;
if (j == 0)
{
button.onpress = (function(i){ return function() { selectBarterResourceToSell(i); } })(i);
button.onpress = (function(i){ return function() { g_barterSell = i; } })(i);
amount = (i == g_barterSell) ? "-" + amountToSell : "";
}
else
{
button.onpress = (function(i){ return function() { g_barterBuy = i; } })(i);
var exchangeResourcesParameters = { "sell": BARTER_RESOURCES[g_barterSell], "buy": BARTER_RESOURCES[i], "amount": amountToSell };
button.onpress = (function(exchangeResourcesParameters){ return function() { exchangeResources(exchangeResourcesParameters); } })(exchangeResourcesParameters);
amount = amountToBuy;
}
getGUIObjectByName("unitBarter" + action + "Amount["+i+"]").caption = amount;
}
}
var performDealButton = getGUIObjectByName("PerformDealButton");
var exchangeResourcesParameters = { "sell": BARTER_RESOURCES[g_barterSell], "buy": BARTER_RESOURCES[g_barterBuy], "amount": amountToSell };
performDealButton.onpress = function() { exchangeResources(exchangeResourcesParameters) };
}
// Updates right Unit Commands Panel - runs in the main session loop via updateSelectionDetails()

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@ -6,7 +6,7 @@
<Crush>2.0</Crush>
</Armour>
<Cost>
<Population>2</Population>
<Population>1</Population>
<BuildTime>13</BuildTime>
<Resources>
<food>100</food>

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@ -34,7 +34,7 @@
</Charge>
</Attack>
<Cost>
<Population>2</Population>
<Population>1</Population>
<BuildTime>15</BuildTime>
<Resources>
<food>100</food>

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@ -22,6 +22,7 @@
</Charge>
</Attack>
<Cost>
<Population>2</Population>
<BuildTime>60</BuildTime>
<Resources>
<food>100</food>

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@ -21,7 +21,6 @@
</Charge>
</Attack>
<Cost>
<Population>2</Population>
<BuildTime>50</BuildTime>
<Resources>
<food>100</food>

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@ -22,6 +22,7 @@
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
</BuildingAI>
<Cost>
<Population>2</Population>
<BuildTime>20</BuildTime>
<Resources>
<wood>100</wood>

View File

@ -18,6 +18,7 @@
</Ranged>
</Attack>
<Cost>
<Population>5</Population>
<BuildTime>45</BuildTime>
<Resources>
<wood>250</wood>

View File

@ -22,6 +22,7 @@
<GarrisonArrowMultiplier>1</GarrisonArrowMultiplier>
</BuildingAI>
<Cost>
<Population>3</Population>
<BuildTime>30</BuildTime>
<Resources>
<wood>200</wood>