Tech Tree XML
<?xml version="1.0" standalone="no"?>
<tech-tree>
<description
value="tech tree name goes here"/>
<attack-types>
<attack-type name="ie:slashing"/>
<attack-type
name="ie:piercing"/>
<attack-type name="ie:energy"/>
</attack-types>
<armor-types>
<armor-type name="ie:leather"/>
<armor-type
name="ie:plate"/>
</armor-types>
<damage-multipliers>
<damage-multiplier attack="ie:slashing"
armor="ie:plate" value="number
were 1 is normal damage, 0.5 is half, etc"/>
</damage-multipliers>
</tech-tree>
Faction XML
<?xml version="1.0"
standalone="no"?>
<faction>
<starting-resources>
<resource name="ie:gold" amount="quantity of resources"/>
</starting-resources>
<starting-units>
<unit name="ie:castle" amount="quantity of unit"/>
</starting-units>
< music value="true or false" path="music file
path"/>
</faction>
Resource XML
<?xml version="1.0"
standalone="no"?>
<resource>
<image path="filepath to
the bmp icon"/>
<type value="ie:consumable">
<interval value="number of seconds to wait before updating
resource amount"/>
<model path="path to 3D
model"/>
</resource>
Note: Resource XMLs change depending on the type value
(consumable, static, tileset, etc;) look at magitech's resources for
examples.
Upgrade XML
<?xml version="1.0"
standalone="no"?>
<upgrade>
<image path="image icon
path"/>
<image-cancel path="image cancel icon path"/>
<time value="time required to upgrade"/>
<unit-requirements>
<unit name="units required
to perform upgrade"/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="Previous upgrades required before upgrade can be
initiated"/>
</upgrade-requirements>
<resource-requirements>
<resource name="name of resource used for upgrade" amount="number of
the resource"/>
</resource-requirements>
<effects>
<unit name="Units affected by the
upgrade"/>
</effects>
<max-hp value="0"/>
The actual stat increases. Replace the zero with a number if you want to
give a boost in that stat
<max-ep value="0"/>
<sight value="0"/>
<attack-strenght value="0"/>
<attack-range value="0"/>
<armor value="0"/>
<move-speed value="0"/>
<production-speed
value="0"/>
</upgrade>
Unit
XML
<?xml
version="1.0" standalone="no" ?>
<unit>
<parameters>
<size
value="size of the unit" />
<height value="The height of a
unit" />
<max-hp value="Maximum
hit points" regeneration="rate of hp
restore"/>
<max-ep value="Maximum energy points" regeneration="rate of ep restore"/>
<armor
value="Armor value of unit" />
<armor-type value="ie:wood (some weapons
are more powerful against different types)"/>
<sight value="Range of sight to react to other units" />
<time value="time required to build the
unit" />
<multi-selection value="does double-clicking on unit multi-select other unit of same
type" />
<cellmap value="For
Buildings, which Cells in a building a unit can pass through (0 can pass, 1
cannot).">
<row
value="ie:1011"/>
<row
value="ie:1011"/>
<row
value="ie:0000"/>
<row
value="ie:1011"/>
</cellmap>
<levels/>
<level name="ie:elite, levels raise
your stats" kills="kills needed to reach that
level"/>
</levels>
<fields>
The field of the unit
<field
value="ie:land"
/>
</fields>
<properties>
<property
value="burnable"/> Can a
building be set
ablaze
</properties>
<light
enabled="false" /> Does the unit glow at
night
<unit-requirements>
<unit name="unit required before
making"
/>
</unit-requirements>
<upgrade-requirements>
<upgrade name="upgrade required
before
making"/>
</upgrade-requirements>
<resource-requirements>
<resource name="ie:wood"
amount="amount needed (if negative, those resources are
given to you)"
/>
</resource-requirements>
<resources-stored>
<resource name="resources that can
be stored (for buildings)" amount="amount that can be stored"
/>
</resources-stored>
<image
path="path to icon"/>
<image-cancel path="path to cancel
icon"/>
<meeting-point value="does the unit have a meeting point" image-path="path to icon"/>
<selection-sounds
enabled="sound heard when selecting unit (true or
false)">
<sound path="sound path"
/>
</selection-sounds>
<command-sounds
enabled="sound heard when doing a command (true or
false)">
<sound path="sound path"
/>
</command-sounds>
</parameters>
<skills>
<skill> built skill, for building a
unit
<type value="be_built"
/>
<name
value="be_built_skill"/>
<ep-cost
value="0" />
<speed value="300"
/>
<anim-speed value="300"
/>
<animation path="model
path" />
<sound enabled="false"
/>
</skill>
<skill> stop skill, when character is
idle
<type
value="stop"/>
<name
value="stop_skill"/>
<ep-cost
value="0"/>
<speed
value="1000"/>
<anim-speed
value="45"/>
<animation path="model path"/>
<sound
enabled="false"/>
</skill>
<skill> move skill, when character
moves
<type
value="move"/>
<name
value="move_skill"/>
<ep-cost
value="0"/>
<speed
value="200"/>
<anim-speed
value="200"/>
<animation path="model path"/>
<sound
enabled="false"/>
</skill>
<skill> attack skill, character's
attack
<type value="attack"/>
<name
value="attack_skill"/>
<ep-cost value="how much ep is required to use the skill (if
any)"/>
<speed value="60"/>
<anim-speed value="60"/>
<animation path="model
path"/>
<sound enabled="true"
start-time="0">
<sound-file path="sound path"/>
</sound>
<attack-strenght
value="attack strength, the higher the number, the stronger
the attack"/>
<attack-var value="attack of unit (attack-strenght +- attack-var)"/>
<attack-range value="range of
attack, the higher the number, the further the range"/>
<attack-type value="attack
type"/>
<attack-fields>
<field value="field that can be
attacked (land or
air)"/>
</attack-fields>
<attack-start-time
value="0"/>
<projectile value="true">
<particle value="true" path="path to projectile xml"/>
<sound enabled="true">
<sound-file path="path
to the
sound"/>
</sound>
</projectile>
<splash
value="true">
<radius value="1"/>
<damage-all value="true"/>
<particle value="true" path="path to particle splash xml"/>
</splash>
</skill>
<skill> produce skill, producing an
unit
<type
value="produce"/>
<name
value="produce_skill"/>
<ep-cost value="0"
/>
<speed value="300"
/>
<anim-speed value="300"
/>
<animation path="model
path" />
<sound enabled="false"
/>
</skill>
<skill> upgrade skill, for doing
upgrades
<type
value="upgrade"/>
<name
value="upgrade_skill"/>
<ep-cost value="0"
/>
<speed value="300"
/>
<anim-speed value="300"
/>
<animation path="model
path" />
<sound enabled="false"
/>
</skill>
<skill> morph skill, for morphing into another
unit
<type
value="morph"/>
<name
value="morph_skill"/>
<ep-cost
value="0"/>
<speed
value="500"/>
<anim-speed
value="80"/>
<animation path="model path"/>
<sound
enabled="false"/>
</skill>
<skill> die skill, must have for unit to be
killed
<type
value="die"/>
<name
value="die_skill"/>
<ep-cost
value="0"/>
<speed
value="60"/>
<anim-speed
value="60"/>
<animation path="model path"/>
<sound
enabled="true"
start-time="0">
</sound>
<fade
value="false"/>
</skill>
</skills>
<commands>
<command>
<type
value="stop"/>
<name
value="stop"/>
<image path="path
to icon
image"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill
value="stop_skill"/>
</command>
<command>
<type
value="move"/>
<name
value="move"/>
<image path="path
to icon
image"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill
value="move_skill"/>
</command>
<command>
<type
value="attack"/>
<name value="attack"/>
<image path="path to icon
image"/>
<unit-requirements/>
<upgrade-requirements/>
<move-skill value="move_skill"/>
</command>
<command>
<type
value="attack_stopped"/>
<name
value="hold_position"/>
<image path="path to icon
image"/>
<unit-requirements/>
<upgrade-requirements/>
<stop-skill
value="stop_skill"/>
<attack-skill
value="attack_skill"/>
</command>
<command>
<type
value="produce"/>
<name value="produce_unit_name" />
<image
path="path to icon image"
/>
<unit-requirements
/>
<upgrade-requirements
/>
<produce-skill
value="produce_skill"/>
<produced-unit name="unit_name"/>
</command>
<command>
<type
value="upgrade"/>
<name value="upgrade_name"/>
<image
path="path to icon image"
/>
<unit-requirements
/>
<upgrade-requirements
/>
<upgrade-skill
value="upgrade_skill"/>
<produced-upgrade name="upgrade_name"/>
</command>
<command>
<type
value="morph"/>
<name value="command_name"/>
<image
path="path to icon
image"/>
<unit-requirements/>
<upgrade-requirements/>
<morph-skill
value="morph_skill"/>
<morph-unit name= "unit_name"/>
<discount
value="the amount of resources return after the morph is
complete"/>
</command>
</commands>
</unit>
Particle
Project XML
<?xml
version="1.0" standalone="yes"?>
<splash-particle-system>
<texture
value="true" path="path to bmp particle" luminance="true"/>
<model value="true" path="model
path"/>
<primitive value="quad"/>
<offset x="#" y="#" z="#"/>Offset trail of the
splash
<color red="#" green="#" blue="#" alpha="#" /> Colour of the
splash
<color-no-energy red="#" green="#" blue="#" alpha="#" /> Colour
of the splash with no energy
<size value="size of the splash"
/>
<size-no-energy value="size of the splash with no energy"
/>
<speed value="speed of the splash" />
<gravity value="how much gravity
affects the splash"/>
<emission-rate
value="emission rate of the
splash" />
<energy-max value="##" />
<energy-var value="##"
/>
<emission-rate-fade value="rate of emission"/>
<vertical-spread a="#"
b="#"/>
How much the splash spreads
vertically
<horizontal-spread a="#" b="#"/> How much the splash
spreads
horizontally
</splash-particle-system>
Particle Splash XML
<?xml version="1.0"
standalone="yes"?>
<projectile-particle-system>
<texture
value="true" path="path to texture value"
luminance="true"/>
<model value="false"/>
<primitive value="quad"/>
<offset x="#" y="#" z="#"/> The fade or streak of the
projectile (location)
<color red="#" green="#" blue="#" alpha="#" /> Colour of projectile
<color-no-energy
red="#" green="#"
blue="#" alpha="#" />
Colour with no energy
<size
value="Size of the projectile"
/>
<size-no-energy value="Size
with no energy" />
<speed value="The projectile speed, bigger numbers is faster"
/>
<gravity value="How much
gravity affects the
projectile"/>
<emission-rate value="The rate of emission in a streak"
/>
<energy-max value="##"
/>
<energy-var value="##"
/>
<trajectory type="linear">
<speed
value="speed of the the trajectory"/>
</trajectory>
</projectile-particle-system>
Note: the last part at trajectory type will change depending the
tragectory type. Check out magitech's xmls to see how it looks. (Spiral is in
summoner, parabolic is in archer)