Wartbed:Files/Formats/Units, Regiments and Armies

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All units are defined by and share the same attribute set. Each unit's particular values depends on their stereotypes (race, class and status). The principal function of items is to adjust a unit's attributes.

Transcluded from Wartbed:Unit attributes

Suggested WARTBED unit attributes
Attribute Full name Value range Human std Description
Physical attributes
Mov Movement 0+ 1.5 In game units per game time unit (meters/second?)
WSk Weapon Skill 0--100 30 Melee prowess
RSk Ranged Skill 0--100 30 Missile accuracy
Pow Power 0--100 30 Strength and weight
Tgh Toughness 0--100 30
HP Hit Points (wounds) 1+ 1
Ini Initiative 0--100 30
Att Attacks 0+ 1
Sta Stamina 0--100 30 Endurance
Rec Recovery rate 0--100 30 Reduction of fatigue/time unit
Fat Fatigue 0--100 0 Tiredness (not an attribute but a counter)
Psychological attributes
LdrLeadership 0--100 50 Bonus to tests
TacTactics 0--100 50 What manoeuvres can be performed
StdSteadfastness 0--100 50 Resistance to fear, panic, rout etc
FerFerociousness 0--100 50 Berserking etc
StuStupidity 0--100 50 Risk of confusion etc
MorMorale 0--100 50
All attributes range from 0 to 100, where a value of 30 for physical and 50 for psychological attributes is considered human standard, the exceptions are hit points and attacks, where one (1) is considered human standard, fatigue, which usually starts at zero (0), and movement where human standard marching speed is 1.5 m/sec (3 m/sec at double quick and 6 m/sec at charge).


Note: It is not yet fully decided on how this data will be organised. Races, classes, status and items might be kept separate in individual files, kept together, etc. Template (prototype) declarations might be allowed. It is also not certain the exact block/syntax format which will be used: f.i. the script format might be extended to allow for simple inheritance.

Using full or short qualifiers for attributes, a typical block might look like this:

Using .script v1 syntax     Using inheritance syntax
blockname
{
Mov : +1;
Wsk : +2;
Bsk : -1;
Pow : -2;
Tgh : =4;
Hp  : 3;
Ini : 3;
Att : -1;
Sta : +1;
Rec : +1;
Fat : =4;
Ldr : 3;
Tac : 3;
Std : -1;
Fer : +1;
Stu : +1;
Mor : =4;

}

gnome = basic unit
{
Mov += 1;
Wsk += 2;
Bsk -= 1;
Pow -= 2;
Tgh = 4;
Hp = 3;
Ini = 3;
Att -= 1;
Sta += 1;
Rec += 1;
Fat = 4;
Ldr = 3;
Tac = 3;
Std -= 1;
Fer += 1;
Stu += 1;
Mor = 4;

}

This style has been phased out of WARTBED. If an attribute or value is omitted it is assumed to be zero. All values can be prefixed by '=', '+' or '-'. If the sign is omitted it is assumed to be ASSIGN ('='). This is the script syntax currently used throughout WARTBED, even though this inheritance model will not be used. If an attribute or value is omitted it is assumed to be "+0". All values must be assigned as '=', '+=' or '-='.

Items

Description of item (principally weapons and armour) definition format.

Units

Description of unit (races and classes) definitions format.

unit_name
{
    attributes ... ;
    representation : unit.sprite;
}

unit_2_name
{
    attributes ... ;
    representation : unit.models;
}

Army

Description of army definition. Armies are sets of regiments of units of a race, class and with equipment.

regiment_name
{
    default formation : box;
    standard : shield.png;

    unit
    {
        type : human;
        type : leader;
    }

    unit
    {
        type : human;
        type : champion;
    }

    unit
    {
        type : human;
        type : standard bearer;
    }

    unit
    {
        type : human;
        type : musician;
    }

    unit
    {
        type : human;
        amount : 21;
    }
}

Alternatively, hypothetical inheritance syntax:

    unit = human + regular + swordmen
    {
        type : human;
        type : leader;
    }
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