アットウィキロゴ

建造物

<?xml version="1.0"?>
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<!---->
<!--BUILDINGRULES.XML - Rise of Nations - Copyright (c) 2003 Big Huge Games Inc.-->
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<!--==================================================-->
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<!-- edited with XMLSPY v5 rel. 2 U (http://www.xmlspy.com) by XMLSPY 5 Professional Ed. Release 2, Installed Multi for 15 users (Big Huge Games) -->
<BUILDINGS>
<COMMENTS>
  <!--=====================================================================-->
  <!--BUILDING RULES Data-->
  <!--=====================================================================-->
  <!---->
  <!--NAME = Internal name for item (see TYPENAMES.XML for localizable display name). This name used for internal reference by other buildings and by UNITRULES and CRAFTRULES, etc.-->
  <!--名前-->
  <!--GRAPH = Lookup name for building graphics, HELP.XML, etc.-->
  <!--グラフィック-->
  <!--OBJ_MASKS = Flags that can apply to both units and buildings (upper case A-Z and 1-6)-->
  <!--オブジェクトマスク unitrules.xmlと同じ-->
  <!--  "Vehicle" Class: F = Foot    M = Mounted  V = Vehicle (Ground)   N = Naval 3 = Air-->
  <!--  "Weapon" Class:  W = Melee   R = Archery  G = Gun         S = Siege/Artillery-->
  <!--           X = Explosive B = Bombard  U = Armor Piercing    6 = AntiAir-->
  <!--  Operational Type: Q = Light Inf H = Heavy Inf D = Musk/Rif dense line I = Mod. infantry-->
  <!--           C = Civilian  E = Elephant  K = Foot Archery     O = Horse Archery-->
  <!--           4 = Light Cav Y = Heavy Cav T = Tank/War Machine   2 = Missile-->
  <!--  Special:   J = Holds Air L = Large   P = Sparse        1 = Can't upgrade to this type-->
  <!--           5 = Pike    Z = Detect   A = Armored-->
  <!--BUILD_FLAGS = Flags that apply only to buildings (lower case a-z)-->
  <!--ビルドフラグ-->
  <!-- a = Building can be built on land squares-->
  <!-- 陸で建築可能-->
  <!-- b = Building can be built on sea squares-->
  <!-- 海で建築可能-->
  <!-- c = Building is a global upgrade (all buildings of same type upgrade when upgrade is researched; if not set, then only the individual building upgrades)-->
  <!-- 同じタイプのものが同時にアップグレード。OFFのときは個別にアップグレードしなければならない。-->
  <!-- d = Unused -->
  <!-- 未使用-->
  <!-- e = Building can be built outside city radius-->
  <!-- 都市の経済範囲外で建築可能-->
  <!-- f = Building can be built in non-friendly territory (really old, probably doesn't work very well)-->
  <!-- 有効領土範囲外でも建築可能(ただしすでに過去のものであり、うまく動作しないであろう。)-->
  <!-- g = Building is a resource gatherer-->
  <!-- 資源を採集する-->
  <!-- h = (Legacy) Building must be built on roads -->
  <!-- (過去の遺物)道路上で建てなければならない-->
  <!-- i = (Legacy) Addon is placed freely-->
  <!-- (過去の遺物)-->
  <!-- j = Max 1 of this building allowed per city-->
  <!-- 1都市に1つまで-->
  <!-- k = (Legacy) Building must be built on a wall-->
  <!-- (過去の遺物)壁上で建てなければならない-->
  <!-- l = (Legacy) Building can only be built in a Large City radius (not a Small City)-->
  <!-- (過去の遺物)都市(レベル最大)でのみ建築できる-->
  <!-- m = (Legacy) Nubbed off city building (built from town menu)-->
  <!-- (過去の遺物)-->
  <!-- n = Building is not captured along with nearby city/village-->
  <!-- 付近の街/村と共に占領されない-->
  <!--PREQ0 = First technology prerequisite (if a Library "color tech", this is always absolute)-->
  <!-- 条件1-->
  <!--PREQ1 = Second technology prerequisite (if a Library "color tech", scales relative to the starting/ending Ages of the scenario or encounter)-->
  <!-- 条件2-->
  <!--PREQ2 = Third technology prerequisite (if a Library "color tech" always absolute. If of same color as PREQ1, only the most strict is considered)-->
  <!-- 条件3-->
  <!--FROM = Predecessor building from which this building is an upgrade-->
  <!-- アップグレード前-->
  <!--COST = Resource cost to construct this building (multiply by 10)-->
  <!-- コスト-->
  <!--SUPPORT0 = Resource type for first ramp cost-->
  <!-- 上昇コストタイプ1-->
  <!--SUPPORTVALUE0 = Resource amount for first ramp cost-->
  <!-- 上昇コスト量1-->
  <!--SUPPORT1 = Resource type for second ramp cost-->
  <!-- 上昇コストタイプ2-->
  <!--SUPPORTVALUE1 = Resource amount for second ramp cost-->
  <!-- 上昇コスト量2-->
  <!--PLUNDER_GOOD = Resource type for plunder-->
  <!-- 戦利品タイプ-->
  <!--PLUNDER = Resource amount for plunder-->
  <!-- 戦利品量-->
  <!--CAT = Category (E = Economic, M = Military, W = Wonder). Used only to determine which of the 3 buildings menus the building appears on.-->
  <!-- カテゴリー(E = 経済, M = 軍事, W = 偉大な建造物)-->
  <!--JOB_TIME = How long for one citizen to build, in 1/15sec-->
  <!-- 建築時間-->
  <!--HITS = Hit points-->
  <!-- HP-->
  <!--TOWN_HITS = Inoperative legacy stuff (from when buildings added to HP of city)-->
  <!-- 過去の遺物-->
  <!--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-->
  <!--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)-->
  <!-- 命中減少率-->
  <!--ATTACK = Base attack strength-->
  <!-- 攻撃力-->
  <!--WONDER_VAL = Number of wonder points for this wonder-->
  <!-- 偉大な建造物によるポイント-->
  <!--RANGE = Minimum and maximum range of weapon (in "TCoords"; 1 WCoord = 4 TCoords = "One Farm" in width or height)-->
  <!-- 射程範囲-->
  <!--SPLASH_AREA = Splash damage radius, in TCoords-->
  <!-- ダメージ範囲-->
  <!--SPLASH_PERCENT = Splash damage percentage of bullseye-hit damage (there is also additional attenuation based on distance)-->
  <!-- 範囲ダメージ率-->
  <!--AMMO_PER_ATT = Number of pieces of ammo used to distribute a single attack sequence (higher number means building shoots lots of ammo and damage/armor interaction is proportionately distributed between the shots as if it was a single attack). Useful if graphically you want a real hail of arrows from a tower or flak gun or whatever.-->
  <!-- 弾丸分散率-->
  <!--BASE_ARROWS = Base number of attacks this building gets per recharge if ungarrisoned.-->
  <!-- 基本射出矢数-->
  <!--GARRISON_MAX = Maximum garrison (can be increased by certain upgrades)-->
  <!-- 最大駐屯数-->
  <!--RECHARGE = Recharge time between attacks-->
  <!-- 攻撃頻度-->
  <!--ARMOR = Armor value subtracted from each attack-->
  <!-- 防御力-->
  <!--X_SIZE = "Horizontal" size in TCoords (quotes because perspective is actually tilted 45 degrees)-->
  <!-- サイズ-->
  <!--Y_SIZE = "Vertical" size in TCoords-->
  <!-- サイズ-->
  <!--LOS = Base line-of-sight in TCoords-->
  <!-- 視界-->
  <!--SCIENCE_LOS = Increased line-of-sight for each Science tech (use sparingly, it's a CPU-hog)-->
  <!-- 科学による視界-->
  <!--OBSOLETE = Legacy-->
  <!-- 過去の遺物-->
  <!--JUMP = Legacy-->
  <!-- 過去の遺物-->
  <!--TRIBE_MASK = Which nations can build this building (but as it happens every nation can build every building)-->
  <!-- 民族マスク-->
  <!--GRID_X = Column in which building's button appears on build menu-->
  <!-- 建築ボタン座標-->
  <!--GRID_Y = Row in which building's button appears on build menu-->
  <!-- 建築ボタン座標-->
  <!--TEX_ID = Identifies which icon texture page the building's icon comes from-->
  <!-- ボタンアイコンID-->
  <!--TEX_COL = Location of building's icon on texture page-->
  <!-- ボタンアイコンテクスチャー-->
  <!--TEX_ROW = Location of building's icon on texture page-->
  <!-- ボタンアイコンテクスチャー-->
  <!--TEX_CLIP = Legacy-->
  <!-- 過去の遺物-->
  <!--MISERY = Legacy-->
  <!-- 過去の遺物-->
  <!--BEHIND_HEIGHT = Based on the height of the building's graphic -> tells graphics engine how far to search for units obscured by the building.-->
  <!-- -->
  <!--PROJ_SPEED = Speed of projectiles/ammo when building attacks. Slower also means higher arcs.-->
  <!---->
  <!--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.-->
  <!-- 対空-->
  <!--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)-->
  <!-- 対空-->
  <!---->

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最終更新:2006年07月10日 22:09
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