<?xml version="1.0"?>
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<!--BUILDINGRULES.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 XMLSPY 5 Professional Ed.
Release 2, Installed Multi for 15 users (Big Huge Games) -->
<BUILDINGS>
<COMMENTS>
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<!--BUILDING RULES Data-->
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<!--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.-->
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<!--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