buildings
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buildings [2018/10/18 18:11] – [Construction Steps] polymorphgames | buildings [2021/10/21 13:28] (current) – removed maxime | ||
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- | ====== Buildings ====== | ||
- | Here is an example of how to declare a new fountain building. | ||
- | Buildings are an ensemble of building parts. Simple buildings have only one part. | ||
- | |||
- | ===== Scripts ===== | ||
- | Declare the building: | ||
- | <code lua> | ||
- | myMod: | ||
- | DataType = " | ||
- | Id = " | ||
- | Name = " | ||
- | Description = " | ||
- | BuildingType = " | ||
- | BuildingPartList = { " | ||
- | --VillagerRequired = { Status = " | ||
- | }) | ||
- | </ | ||
- | |||
- | Declare the building part: | ||
- | <code lua> | ||
- | myMod: | ||
- | DataType = " | ||
- | Id = " | ||
- | Description = "", | ||
- | ConstructorData = { | ||
- | DataType = " | ||
- | CoreObjectPrefab = " | ||
- | }, | ||
- | BuildingZone = { 5, 5 }, | ||
- | ConstructionVisual = " | ||
- | Cost = { | ||
- | UpkeepCost = { | ||
- | { Resource = " | ||
- | }, | ||
- | RessourcesNeeded = { | ||
- | { Resource = " | ||
- | { Resource = " | ||
- | } | ||
- | } | ||
- | }) | ||
- | </ | ||
- | ===== Data ===== | ||
- | TODO | ||
- | |||
- | ===== Link Data to Script ===== | ||
- | TODO | ||
- | <code lua> | ||
- | myMod: | ||
- | myMod: | ||
- | </ | ||
- | |||
- | ===== Text and Localization ===== | ||
- | TODO | ||
- | |||
- | ===== Construction Steps ===== | ||
- | Buildings are built step by step. The construction system is based on naming. | ||
- | |||
- | You can specify a prefab to be used as construction visual. | ||
- | |||
- | The system will parse the prefab and search for objects with a name starting with '' | ||
- | |||
- | All nodes called '' | ||
- | |||
- | The rest of the nodes ('' | ||
- | |||
- | If more than one node have the same order number, they inner order will be randomized. For instance '' | ||
- | |||
- | Note that all children of a node starting with '' |
buildings.1539900687.txt.gz · Last modified: 2018/10/18 18:11 by polymorphgames