アットウィキロゴ

ユニット

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<!-- edited with XML Spy v4.4 U (http://www.xmlspy.com) by Isaac Ellis (Big Huge Games) -->
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<!--UNITRULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.-->
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<!-- edited with XMLSPY v5 rel. 2 U (http://www.xmlspy.com) by Mark Sobota (Big Huge Games) -->
<ROOT>
<COMMENTS>
 <!--=====================================================================-->
 <!--UNIT RULES Data-->
 <!--=====================================================================-->
 <!---->
 <!--NAME = Internal lookup name of unit (never localized into foreign language); name from this column is always used in referring to unit (for upgrades, etc)-->
 <!--ユニット名。ゲームの内部で処理する。(アップグレードのときなど)-->
 <!--GRAPH = External lookup name of unit, used to find entries in unit_graphics.xml, help.xml, and so forth.-->
 <!--グラフィックにおけるユニット名(unit_graphics.xmlなどから呼び出すために使用)-->
 <!--TYPENAME = Display name of unit (lookup via typenames.xml for foreign language localization)-->
 <!--ディスプレイにおけるユニット名。日本語に訳される方(日本語の編集はtypenames.xmlで)-->
 <!--OBJ_MASK = Mask values for flags that can be common to both units and buildings (capital A-Z and 1-6)-->
 <!--オブジェクトマスク A~Z 1~6まである-->
 <!--  "Vehicle" Class: F = Foot    M = Mounted  V = Vehicle (Ground)   N = Naval 3 = Air-->
 <!-- 乗り物クラス  徒歩である 乗馬?  乗り物   船  航空-->
 <!--  "Weapon" Class:  W = Melee   R = Archery  G = Gun         S = Siege/Artillery-->
 <!-- 武器クラス  白兵  弓  銃   攻城兵器系-->
 <!--           X = Explosive B = Bombard  U = Armor Piercing    6 = AntiAir-->
 <!--     爆撃  貫通   防空-->
 <!--  Operational Type: Q = Light Inf H = Heavy Inf D = Musk/Rif dense line I = Mod. infantry-->
 <!-- 操作タイプ  軽歩兵  重歩兵  マスケット/ライフル 特殊歩兵-->
 <!--           C = Civilian  E = Elephant  K = Foot Archery     O = Horse Archery-->
 <!--   市民  象  徒歩弓   騎馬弓-->
 <!--           4 = Light Cav Y = Heavy Cav T = Tank/War Machine   2 = Missile-->
 <!--   軽騎兵  重騎兵  戦車/装甲車  ミサイル-->
 <!--  Special:   J = Holds Air L = Large   P = Sparse        1 = Can't upgrade to this type-->
 <!-- 特殊  空  大  特別ユニット(愛国者など) アップグレードできない-->
 <!--           5 = Pike    Z = Detect   A = Armored-->
 <!--   槍  スパイ発見 装甲(戦車など)-->
 <!--オブジェクトマスクここまで-->
 <!--フラグの説明ここから-->
 <!--FLAGS = Mask values for flags that can be common to units only (lower case a-z)-->
 <!--フラグ   -->
 <!-- a = Lessen movement effects of terrain-->
 <!-- 地形によって移動速度減少-->
 <!-- b = Unit is a horse-drawn cart type thing-->
 <!-- 馬に曳かれているカートタイプ-->
 <!-- c = Unit is a very special support unit (AI should build very few of them)-->
 <!-- 特殊サポートユニット(AIはあまり作成しません)-->
 <!-- d = Unit is a special support unit (AI should build relatively few of them)-->
 <!-- 特殊サポートユニット(AIはまれに作成します)-->
 <!-- e = (This flag is set in the program)-->
 <!-- プログラムに組み込まれている。(不使用?)-->
 <!-- f = Unit flies like a helicopter-->
 <!-- ヘリコプタータイプ-->
 <!-- g = Unit attacks sideways (most ships)-->
 <!-- 横向きで攻撃(船舶ユニット)-->
 <!-- h = Unit does not need to be "researched" once prerequisite discovered-->
 <!-- 条件研究が不必要-->
 <!-- i = Unit is part of infantry family-->
 <!-- 歩兵の一部-->
 <!-- j = Unit available w/ preq even if predecessors not researched.-->
 <!-- -->
 <!-- k = Unit has melee AND ranged attacks-->
 <!-- 乱闘と範囲攻撃(象兵?)-->
 <!-- l = Unit can garrison in town/tower-->
 <!-- 都市、塔へ格納できる-->
 <!-- m = Unit can garrison in fort-->
 <!-- 砦に格納できる-->
 <!-- n = Unit destroyed when it attacks-->
 <!-- 攻撃と同時に自爆(焼討船など)-->
 <!-- o = Unit is cloaked-->
 <!-- 隠れることができる-->
 <!-- p = Unit is not built at buildings-->
 <!-- 建物で作成できない-->
 <!-- q = Unit attacks with a "broadside" attack-->
 <!-- 舷側攻撃(該当無し?)-->
 <!-- r = Unit is siege line (catapults, etc)-->
 <!-- 範囲攻撃-->
 <!-- s = Unit is stealth (cloaked when not moving)-->
 <!-- ステルス性(停止時に隠れる)-->
 <!-- t = Unit is a tank-->
 <!-- 戦車-->
 <!-- u = Unit is a submarine-->
 <!-- 潜水艦-->
 <!-- v = Unit can fire while moving-->
 <!-- 移動攻撃可能-->
 <!-- w = Unit "strafes" targets-->
 <!-- 爆撃、掃射攻撃(航空ユニット)-->
 <!-- x = Unit continues to block movement when dead-->
 <!-- 倒された時にblock movementしつづける(移動阻止?慣性運動?攻撃継続?)-->
 <!-- y = Unit is a non-standard or "unique" unit-->
 <!-- 標準でないユニークなユニットである-->
 <!-- z = Unit rocks left/right when it attacks (attack1 is left, attack2 is right)-->
 <!-- 攻撃時右か左に固定される(船舶ユニット)-->
 <!-- 1 = Unit is a special government respawning hero-->
 <!-- 愛国者-->
 <!--フラグここまで-->
 <!---->
 <!--WHERE = Building where unit can be produced-->
 <!-- 作成場所-->
 <!--ATTACK = Basic attack value-->
 <!-- 基本攻撃力-->
 <!--HITS = Hit Points-->
 <!-- HP-->
 <!--MOVES = Movement rate (see UNIT_MOVE_SPEED in rules.xml)-->
 <!-- 移動速度(rules.xmlにおける基本移動速度に比例)-->
 <!--SUPPORT = Ramping cost of unit (f=food,t=timber,m=metal,g=wealth,k=knowledge,o=oil)-->
 <!-- コスト上昇量(f=食料,t=木材,m=金属,g=財貨,k=知識,o=石油)-->
 <!--COST = Base cost of unit (multiply by 10) (f=food,t=timber,m=metal,g=wealth,k=knowledge,o=oil)-->
 <!-- 基本コスト-->
 <!--JOB_TIME = Base time to create unit (in 15ths of a second)-->
 <!-- 作成時間(15で1秒)-->
 <!--PREQ0 = First prerequisite (always absolute)-->
 <!-- 作成条件1(必ず設定)-->
 <!--PREQ1 = Second prerequisite (if a Library "color" tech, this is scaled based on the starting/ending Ages of the scenario or encounter)-->
 <!-- 作成条件2()-->
 <!--PREQ2 = Third prerequisite (always absolute; if from same color column as PREQ1, only the more stringent of the two will be used.-->
 <!-- 作成条件3-->
 <!--FROM = Previous unit in upgrade line (which this unit upgrades from)-->
 <!-- アップグレード前のユニットの設定-->
 <!--JUMP = Next higher unit in upgrade line (which this unit upgrades to)-->
 <!-- アップグレード後のユニットの設定-->
 <!--GRAFT = Sideways grafting for unique units (indicates the mainline unit for which this is a unique substitute)-->
 <!-- ユニークユニットと明示してないユニットのための名前(民族ごとに通常ユニットでも特殊な性能がある場合)-->
 <!--RANGE = Minimum and maximum range of weapon (in "TCoords"; 1 WCoord = 4 TCoords = "One Farm" in width or height)-->
 <!-- 最小射程、最大射程()-->
 <!--LOS = Line of sight, in TCoords-->
 <!-- 視界-->
 <!--SCIENCE_LOS = Additional line of sight per science technology researched; use sparingly, it's CPU-intensive.-->
 <!-- 科学レベルあたりの視界増加量-->
 <!--FLY_HIGH = Air units "fly high" while moving from base to target, not yet engaging. For anti-air unit to hit air unit it must roll within it's own FLY_HIGH percentage. For non-anti-air unit must ALSO roll within it's -own- FLY_HIGH percentage.-->
 <!-- 航空ユニットを迎撃する対空ユニットに関係?-->
 <!--FLY_LOW = Air units "fly low" while engaging a target. For anti-air unit to hit air unit it must roll within it's own FLY_LOW percentage. For non-anti-air unit must ALSO roll within it's -own- FLY_LOW percentage (two separate % checks conducted; if either fails shot misses)-->
 <!-- 航空ユニットを迎撃する対空ユニットに関係?-->
 <!--RECHARGE = Recharge time of weapon in 1/15sec. These times are carefully synchronized with the unit animations times (e.g. guys reloading cannon, or whatever), so changing these values should be coordinated with art department.-->
 <!-- 攻撃間隔。アニメーションに依存しているので注意が必要である。-->
 <!--ARMOR = Amount subtracted from incoming damage to unit (in most cases unit must always take at least one point of damage; exceptions include non-anti-air vs. air, and "rifleman vs. battleship", etc)-->
 <!-- 防御力-->
 <!--DOMAIN = Land, Sea, Air-->
 <!-- 所属。陸、海、空-->
 <!--TO_HIT = Base % chance to hit center of target (see ATTENUATE, below). If chance is >= 100% shot always heads toward center of target. (Things set to 300% is because Doug is paranoid, I guess)-->
 <!-- 命中率。100%以上ならば必中。-->
 <!--ATTENUATE = % attenuation of accuracy per TCoord of range. If chance is below 100% then shot may not go toward center of target (and so may miss, depending on size of target)-->
 <!-- 射程の距離により命中率減衰。(ユニットのサイズも影響される)-->
 <!--CAT = Category of unit, used miscellaneously by AI, Formations, Graphics. Mostly superseded by OBJ_MASK and FLAGS for actual game capabilities.-->
 <!-- ユニットのカテゴリー。AIが操作の判断に使用。-->
 <!--PROGRESSION = Determines formula for ramp costs. 0 = Ramp linearly based on # of units of this type. 1 = Ramp linearly based on # of units of group (e.g. "Barracks Units"). 2 = Ramp progressively based on # of units of this type. 3 = Ramp progressively based on # of units of group.-->
 <!-- コスト上昇の種類。0:単体、線形で上昇。1:グループ、線形で上昇。2:単体、非線形。3:グループ、非線形-->
 <!--SPLASH = Splash damage radius, in TCoords-->
 <!-- 範囲ダメージの範囲-->
 <!--SPLASH_PERCENT = Splash damage percentage of bullseye-hit damage (there is also additional attenuation based on distance)-->
 <!-- 範囲ダメージ割合-->
 <!--AMMO_PER_ATT = Number of pieces of ammo used to distribute a single attack sequence (higher number means unit shoots lots of ammo and damage/armor interaction is proportionately distributed between the shots as if it was a single attack). Useful for modern units you want to shoot really fast.-->
 <!-- 銃弾分散率?-->
 <!--TURN_SPEED = Turn rate of unit, measured in degrees. Modified by UNIT_TURN_SPEED in rules.xml. Pack/Unpack units that are packed also increased by UNIT_PACK_TURN_BONUS. Foot & Mounted units turn instantly from a stopped position: so this applies mostly "while moving".-->
 <!-- 回転速度-->
 <!--PROJ_SPEED = Projectile speed. This affects not only the speed of the ammo but the height of the arc it takes. Slower speeds will tend to create higher arcs.-->
 <!-- 発射速度-->
 <!--CARRY_SIZE = Legacy value from when units carried other units interchangeably. (was amount of space unit took up in a transport)-->
 <!-- 運搬サイズ?行軍に影響?-->
 <!--POP = Pop Cap value of unit (higher number means unit takes up more than 1 pop cap space). Some "meta units" like transports need to take up 0.-->
 <!-- 人口。1ユニットあたりの人口-->
 <!--RESEARCH_PREMIUM_TIME = When upgrade to this unit is being researched, JOB_TIME is multiplied by this value to get research time. Can be fractional, e.g. "3/2"-->
 <!-- 特別研究速度?作成時間は研究時間に比例-->
 <!--RESEARCH_PREMIUM_COST = When upgrade to this unit is being researched, COST items are multiplied by this value to get research cost. Can be fractional, e.g. "3/2"-->
 <!-- 特別研究コスト?コストは研究コストに比例-->
 <!--JOB_EXTRA_TIME = Extra JOB_TIME added per unit of this type (essentially a "ramping cost" for JOB_TIME); based on a fraction of the base JOB_TIME.-->
 <!-- 特別作成時間。作成時間が上昇する。-->
 <!--MANA = Base amount of Craft this unit starts with-->
 <!-- 航空ユニットの燃料-->
 <!--TRIBE_MASK = Bitmask of which tribes are allowed to have this unit (far right bit is AZTECS; far left bit is EAST INDIANS).-->
 <!-- 民族マスク。ペルシャ、オランダ、インド、アメリカ、ラコタ、イロコイ、モンゴル、朝鮮、日本、中国、ロシア、ドイツ、イギリス、フランス、スペイン、トルコ、エジプト、ローマ、ギリシャ、ヌビア、バンツー、インカ、マヤ、アステカ-->
 <!--CARRY = Legacy value from when units carried other units interchangeably (was capacity of unit to carry other units)-->
 <!-- -->
 <!--GUY_SPACING = Distance between individual foot soldiers in a 3-soldier single unit-->
 <!-- 徒歩兵士3人一ユニットにおいての間隔-->
 <!--X_SPACING = Horizontal distance from other units in a formation.-->
 <!-- ユニット同士の間隔。横軸-->
 <!--Y_SPACING = Vertial distance from other units in a formation.-->
 <!-- ユニット同士の間隔。縦軸-->
 <!--CIRCLE_RADIUS = Radius of a unit's visible "selection circle" which appears at its base when it is selected-->
 <!-- ユニット選択時の円形サークルサイズ-->
 <!--BLOCK_RADIUS = How large the unit is for collision purposes (beware: increasing can make pathfinding increasingly poor)-->
 <!-- -->
 <!--TARGET_SIZE = Area around a unit in which the unit will be considered "hit" if a piece of ammo lands there.-->
 <!-- サイズ。命中率に関係?-->
 <!--UBER_SIZE = How many individual figures in this unit (so 3 for an infantry unit, 1 for a horse, tank, ship, etc)-->
 <!-- 単体サイズ? 歩兵だと3(3人で1ユニット)。馬、戦車、船だと1(1台1ユニット)-->
 <!--CREW_SIZE = Number of "crew" on unit. Mostly for siege units. If changed, art must be synchronized.-->
 <!-- 乗船サイズ?。-->
 <!--GRID_X = X Coordinate on options display where unit's button appears (in its creation building)-->
 <!-- オプションディスプレイ(操作盤)におけるボタンの横座標-->
 <!--GRID_Y = Y Coordinate on options display where unit's button appears (in its creation building)-->
 <!-- 操作盤におけるボタンの縦座標-->
 <!--UPGRADE = (legacy)-->
 <!-- 過去の遺物?用無し?-->
 <!--PUSH_SIZE = For units that "push" (ie siege, supply wagons, boats), their collision profile is described by a number of circles (specified by push_circles) of radius push_size. These circles are spaced evenly along the "forward to back" axis of the unit (ie, the length of a boat), each circle tangential to the next.-->
 <!-- push(例:攻城兵器ユニット、補給車、ボート)において-->
 <!--PUSH_CIRCLES = For units that "push" (ie siege, supply wagons, boats), their collision profile is described by a number of circles (specified by push_circles) of radius push_size. These circles are spaced evenly along the "forward to back" axis of the unit (ie, the length of a boat), each circle tangential to the next.-->
 <!---->
 <!----></COMMENTS>
<UNIT>
 <NAME>Citizen</NAME> <!--市民-->
 <GRAPH>CITIZENS</GRAPH> <!--グラフィック-->
 <OBJ_MASK>FCWP</OBJ_MASK> <!--オブジェクトマスク-->
 <FLAGS>lmah</FLAGS> <!--フラグ-->
 <WHERE>Small City</WHERE> <!--作成場所-->
 <ATTACK>4</ATTACK> <!--攻撃力-->
 <HITS>40</HITS> <!--HP-->
 <MOVES>25</MOVES> <!--移動速度-->
 <SUPPORT>1f support</SUPPORT> <!--コスト上昇量-->
 <COST>2f</COST> <!--コスト-->
 <JOB_TIME>50</JOB_TIME> <!--作成時間-->
 <PREQ0>none</PREQ0> <!--条件1-->
 <PREQ1>none</PREQ1> <!--条件2-->
 <FROM>none</FROM> <!--アップグレード前-->
 <JUMP>disable</JUMP> <!--アップグレード後-->
 <GRAFT>none</GRAFT><!--代替ユニット名-->
 <RANGE>0-0rng</RANGE> <!--射程-->
 <LOS>2</LOS> <!--視界-->
 <SCIENCE_LOS>0</SCIENCE_LOS> <!--科学レベルにおける視界-->
 <FLY_HIGH>0</FLY_HIGH><!--対空-->
 <FLY_LOW>0</FLY_LOW><!--対空-->
 <RECHARGE>30</RECHARGE><!--行動間隔-->
 <ARMOR>0</ARMOR> <!--防御力-->
 <DOMAIN>Land</DOMAIN> <!--所属エリア-->
 <TO_HIT>0</TO_HIT><!--命中力-->
 <ATTENUATE>0</ATTENUATE><!--命中減衰率-->
 <CAT>Civilian</CAT> <!--カテゴリー-->
 <PROGRESSION>0</PROGRESSION><!--コスト上昇種類-->
 <SPLASH>0</SPLASH><!--攻撃範囲-->
 <SPLASH_PERCENT>100</SPLASH_PERCENT><!--範囲攻撃ダメージ率-->
 <AMMO_PER_ATT>1</AMMO_PER_ATT><!--銃撃分散率-->
 <TURN_SPEED>45</TURN_SPEED> <!--方向回転速度-->
 <PROJ_SPEED>0</PROJ_SPEED><!--発射速度-->
 <CARRY_SIZE>1</CARRY_SIZE><!--行軍ユニットサイズ-->
 <POP>1</POP> <!--1ユニットに対する人口-->
 <RESEARCH_PREMIUM_TIME>2</RESEARCH_PREMIUM_TIME><!--特別研究時間-->
 <RESEARCH_PREMIUM_COST>2</RESEARCH_PREMIUM_COST><!--特別研究コスト-->
 <JOB_EXTRA_TIME>1/10tsx</JOB_EXTRA_TIME><!--作成時間上昇率-->
 <MANA>0</MANA><!--燃料-->
 <TRIBE_MASK>111111101111111111111111</TRIBE_MASK> <!--民族マスク-->
 <CARRY>0</CARRY><!--行軍ユニットサイズ?-->
 <GUY_SPACING>12</GUY_SPACING> <!--歩兵ユニットにおける間隔-->
 <X_SPACING>12</X_SPACING><!--X軸ユニット間隔-->
 <Y_SPACING>12</Y_SPACING><!--Y軸ユニット間隔-->
 <CIRCLE_RADIUS>1</CIRCLE_RADIUS><!--選択円サイズ-->
 <BLOCK_RADIUS>1</BLOCK_RADIUS><!---->
 <TARGET_SIZE>3</TARGET_SIZE><!--サイズ-->
 <UBER_SIZE>1</UBER_SIZE><!---->
 <CREW_SIZE>0</CREW_SIZE><!--乗船サイズ?数?-->
 <GRID_X>0</GRID_X> <!--操作盤のボタンのX座標-->
 <GRID_Y>0</GRID_Y> <!--操作盤のボタンのY座標-->
 <UPGRADE /> <!---->
 <PUSH_SIZE>1</PUSH_SIZE>
 <PUSH_CIRCLES>1</PUSH_CIRCLES>
 <TYPENAME>Citizen</TYPENAME>
</UNIT>

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最終更新:2006年07月10日 22:08
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