0ad/binaries/data/mods/public/simulation/templates/template_unit_ship.xml
real_tabasco_sauce f8e0a78d6d Add a random chance for a decay sinking event to occur.
Adds a 1/125 chance for a corpse to undergo a decay movement in a given frame.
This allows a probability passed from the template to determine the sinking behavior of the entity.
Fixes #7548
2025-09-23 17:11:12 +02:00

94 lines
2.8 KiB
XML

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_unit">
<Decay>
<SinkingAnim>true</SinkingAnim>
<SinkProb>1.0</SinkProb>
<DelayTime>0.0</DelayTime>
<SinkRate>0.5</SinkRate>
<SinkAccel>7.0</SinkAccel>
</Decay>
<Footprint replace="">
<Square width="5.0" depth="20.0"/>
<Height>10.0</Height>
<MaxSpawnDistance>10</MaxSpawnDistance>
</Footprint>
<GarrisonHolder>
<Max>10</Max>
<List datatype="tokens">Civilian Infantry Healer Dog</List>
<EjectHealth>0</EjectHealth>
<EjectClassesOnDestroy datatype="tokens">Civilian Infantry Healer Dog</EjectClassesOnDestroy>
<BuffHeal>0</BuffHeal>
<LoadingRange>10</LoadingRange>
<Pickup>true</Pickup>
</GarrisonHolder>
<Health>
<Unhealable>true</Unhealable>
</Health>
<Identity>
<GenericName>Ship</GenericName>
<Classes datatype="tokens">-Organic</Classes>
<VisibleClasses datatype="tokens">Ship</VisibleClasses>
</Identity>
<Position>
<Anchor>upright</Anchor>
<Floating>true</Floating>
<FloatDepth>0</FloatDepth>
<TurnRate>1.2</TurnRate>
</Position>
<Repairable>
<RepairTimeRatio>4.0</RepairTimeRatio>
</Repairable>
<Resistance>
<Entity>
<ApplyStatus>
<Poisoned>
<Duration>0.0</Duration>
<BlockChance>1</BlockChance>
</Poisoned>
</ApplyStatus>
<Damage>
<Hack>5</Hack>
<Pierce>10</Pierce>
<Crush>3</Crush>
</Damage>
</Entity>
</Resistance>
<Selectable>
<Overlay>
<Texture>
<MainTexture>128x512/ellipse.png</MainTexture>
<MainTextureMask>128x512/ellipse_mask.png</MainTextureMask>
</Texture>
</Overlay>
</Selectable>
<Sound>
<SoundGroups>
<trained>interface/alarm/alarm_create_warship.xml</trained>
<select>actor/ship/ship_select_01.xml</select>
<order_walk>actor/ship/boat_move.xml</order_walk>
<order_attack>actor/ship/warship_move_01.xml</order_attack>
<order_attack_move>actor/ship/warship_move_01.xml</order_attack_move>
<order_gather>actor/ship/warship_move_01.xml</order_gather>
<attack_impact_ranged>attack/impact/arrow_all.xml</attack_impact_ranged>
<attack_melee>attack/siege/ram_attack.xml</attack_melee>
<attack_ranged>attack/weapon/arrowfly.xml</attack_ranged>
<death>actor/ship/warship_death.xml</death>
</SoundGroups>
</Sound>
<StatusBars>
<BarWidth>6.0</BarWidth>
<BarHeight>0.5</BarHeight>
<HeightOffset>6.0</HeightOffset>
</StatusBars>
<TreasureCollector>
<MaxDistance>12</MaxDistance>
</TreasureCollector>
<UnitAI>
<Formations disable=""/>
</UnitAI>
<UnitMotion>
<PassabilityClass>ship</PassabilityClass>
<InstantTurnAngle>10</InstantTurnAngle>
<Acceleration op="mul">0.1</Acceleration>
</UnitMotion>
</Entity>