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ProgressType(Entity):
Used by Convert
effects and resistances for matching.
Construct(ProgressType):
A progress type that covers construction progress.
TimeRelativeAttributeChange(ContinuousEffect):
type : AttributeChangeType
total_change_time : float
ignore_protection : set(ProtectingAttribute)
Generalization object for effects that change the resistor's current attribute values at a per-second rate relative to the max_value
of their attribute settings. The change rate is scaled such that it would increase the attribute points of the resistor from 0 to max_value
(or decrease them from max_value
to 0, respectively) in a fixed amount of time. The current attribute points are not considered. Calculating the change rate can be done by using this formula:
applied_rate = resistor_max_value / total_change_time
Example: Consider a resistor with 50 maximum HP and an effector with a TimeRelativeAttributeDecrease
time of 5 seconds. The per-second change rate is calculated by dividing the maximum HP value by the time requirement of the effect. Hence, the change rate is 10HP/s. This rate is fix as long as the maximum HP value does not change. If the resistor currently has 30 HP, it would arrive at 0 HP in 3 seconds.
type
The effect will be matched with a Resistance.ContinuousResistance.TimeRelativeAttributeChange
object that stores the same AttributeChangeType
object in its type
member. Otherwise, the effect will not be applied.
total_change_time
The total time needed to change the resistors attribute points from max_value
to 0 (for TimeRelativeAttributeDecrease
) or from 0 to max_value
(for TimeRelativeAttributeIncrease
).
ignore_protection
Ignores the ProtectingAttribute
s in the set when changing the attributes of the target.
TimeRelativeAttributeDecrease(TimeRelativeAttributeChange):
Specialization of the continuous TimeRelativeAttributeChange
effect that decreases the resistor's current attribute value in a fixed amount of time relative to their attribute's max_value
.
TimeRelativeAttributeIncrease(TimeRelativeAttributeChange):
Specialization of the continuous TimeRelativeAttributeChange
effect that increases the resistor's current attribute value in a fixed amount of time relative to their attribute's max_value
.
TimeRelativeProgress(ContinuousEffect):
type : ProgressType
total_change_time : float
Generalization object for effects that changes a resistor's current progress amount at a per-second rate relative to 100%. The change rate is scaled such that it would increase the specified progress amount of the resistor from 0% to 100% (or decrease it from 100% to 0%, respectively) in a fixed amount of time. The current progress amount is not considered. Calculating the change rate can be done by using this formula:
applied_rate = 100 / total_change_time
Example: Consider a constructable resistor and an effector with a TimeRelativeProgressIncrease
time of 10 seconds. The per-second change rate is calculated by dividing 100% by the time requirement of the effect. Hence, the change rate is 10%/s. This rate is fix. If the resistor currently has 30% construction progress, it would be constructed in 7 seconds.
type
The effect will be matched with a Resistance.ContinuousResistance.TimeRelativeProgress
object that stores the same ProgressType
object in its type
member. Otherwise, the effect will not be applied.
total_change_time
The total time needed to change the resistors attribute points from 100% to 0 (for TimeRelativeProgressDecrease
) or from 0 to 100% (for TimeRelativeProgressIncrease
).
TimeRelativeProgressDecrease(TimeRelativeProgress):
Specialization of the continuous TimeRelativeProgress
effect that decreases the resistor's progress amount in a fixed amount of time relative to 100%.
TimeRelativeProgressIncrease(TimeRelativeProgress):
Specialization of the continuous TimeRelativeProgress
effect that increases the resistor's progress amount in a fixed amount of time relative to 100%.
TimeRelativeAttributeChange(ContinuousResistance):
type : AttributeChangeType
Generalization object for resistances to continuous TimeRelativeAttributeChange
effects.
Note that you cannot use this resistance object directly and have to choose one of the specializations TimeRelativeAttributeDecrease
or TimeRelativeAttributeIncrease
.
type
Effects of type Effect.ContinuousEffect.TimeRelativeAttributeChange
are matched to this resistance if they store the same AttributeChangeType
object in their type
member. Otherwise, the effect will not be applied.
TimeRelativeAttributeDecrease(TimeRelativeAttributeChange):
Specialization of the continuous TimeRelativeAttributeChange
resistance that decreases the resistor's current attribute value in a fixed amount of time relative to their attribute's max_value
.
TimeRelativeAttributeIncrease(TimeRelativeAttributeChange):
Specialization of the continuous TimeRelativeAttributeChange
resistance that increases the resistor's current attribute value in a fixed amount of time relative to their attribute's max_value
.
TimeRelativeProgress(ContinuousResistance):
type : ProgressType
Generalization object for resistances to continuous TimeRelativeProgress
effects.
Note that you cannot use this resistance object directly and have to choose one of the specializations TimeRelativeProgressDecrease
or TimeRelativeProgressIncrease
.
type
Effects of type Effect.ContinuousEffect.TimeRelativeProgress
are matched to this resistance if they store the same ProgressType
object in their type
member. Otherwise, the effect will not be applied.
TimeRelativeProgressDecrease(TimeRelativeProgress):
Specialization of the continuous TimeRelativeProgress
resistance that decreases the resistor's progress amount in a fixed amount of time relative to 100%.
TimeRelativeProgressIncrease(TimeRelativeProgress):
Specialization of the continuous TimeRelativeProgress
resistance that increases the resistor's progress amount in a fixed amount of time relative to 100%.
AttributeChangeType(Entity):
Used by FlatAttributeChange
effects and resistances for matching.
Fallback(AttributeChangeType):
A special type for FlatAttributeChange
. Effects with this type are only evaluated if the accumalated applied value or applied rate of all other effects is outside of a specified interval. The interval is defined by the FlatAttributeChange
object that has its type
member set to Fallback
. Upper and lower bounds are [min_change_rate,max_change_rate]
(continuous effects) and [min_change_value,max_change_value]
(discrete effects). The fallback effect is also evaluated if no other FlatAttributeChange
effect is present or matched to any resistances. However, fallback effects still needs to be matched against a resistance object with type
set to Fallback
.
For example, effects that utilize fallback can be used to model minimum or maximum damage of a game entity.
ConvertType(Entity):
Used by Convert
effects and resistances for matching.
Effect(Entity):
Generalization object for all effects.
Standard behavior without specializations:
- Effects are only applied if the resistor has a matching
Resistance
object. Matching can be further defined depending on the concrete effect. - Applying them costs nothing.
- Will be applied to targets with any diplomatic stance.
- Only affect the target chosen with the
ApplyContinuousEffect
/ApplyDiscretEffect
ability.
Specializations:
AreaEffect
: Effects are applied to other game entities in a circular area around the target.CostEffect
: Makes effects cost attribute points or resources.DiplomaticEffect
: Effects only apply to specified diplomatic stances.
AreaEffect(Effect):
range : float
dropoff : DropoffType
Can be inherited to apply the effect to game entities in a circular area around the target.
range The radius of the area in which game entities are affected.
dropoff
Changes the effectiveness of the effect based on the distance to the center of the circle (see DropoffType
).
AttributeCostEffect(Effect):
cost : Cost
Can be inherited to make the effect cost attribute points or resources.
cost
The costs for the effect as a Cost
object.
ContinuousEffect(Effect):
Generalization object for effects that are applied at a per-second rate.
FlatAttributeChange(ContinuousEffect):
type : AttributeChangeType
min_change_rate : optional(AttributeRate)
max_change_rate : optional(AttributeRate)
change_rate : AttributeRate
ignore_protection : set(ProtectingAttribute)
Generalization object for effects that change the resistor's current attribute values at a flat per-second rate. The change value can optionally be limited to an interval with min_change_rate
as the lower bound and max_change_rate
as the upper bound.
Note that you cannot use this effect object directly and have to choose one of the specializations FlatAttributeChangeDecrease
or FlatAttributeChangeIncrease
.
type
The effect will be matched with a Resistance.ContinuousResistance.FlatAttributeChange
object that stores the same AttributeChangeType
object in its type
member. Otherwise, the effect will not be applied.
min_change_rate (optional) The applied change rate can never go lower than the specified rate. Does not have to be set.
max_change_rate (optional) The applied change rate can never go higher than the specified rate. Does not have to be set.
change_rate
The gross per-second rate at which the attribute points of the resistor change. The net change rate (applied rate) is calculated by subtracting the effector's change_rate
from the resistor's block_rate
.
The applied rate is further bound by the interval defined by min_change_rate
and max_change_rate
, if these members are set.
ignore_protection
Ignores the ProtectingAttribute
s in the set when changing the attributes of the target.
FlatAttributeChangeDecrease(FlatAttributeChange):
Specialization of the continuous FlatAttributeChange
effect that decreases the resistor's current attribute value at a per-second rate.
FlatAttributeChangeIncrease(FlatAttributeChange):
Specialization of the continuous FlatAttributeChange
effect that increases the resistor's current attribute value at a per-second rate.
Lure(ContinuousEffect):
type : LureType
destination : set(GameEntity)
min_distance_to_destination : float
Makes the target move to another game entity.
type
The effect will be matched with a Resistance.ContinuousResistance.Lure
object that stores the same LureType
object in its type
member. Otherwise, the effect will not be applied.
destination The possible destinations the target can move to. Whichever game entity is closest will be chosen.
min_range_to_destination The minimum distance to the destination the target has to have before it will stop.
DiplomaticEffect(Effect):
stances : set(DiplomaticStance)
Can be inherited to make the effect only applicable to game entities of a player with a specified diplomatic stance.
stances If the target is owned by a player has any of the specified diplomatic stances, the effect is applied.
DiscreteEffect(Effect):
Generalization object for effects that are applied immediately.
Convert(DiscreteEffect):
type : ConvertType
min_chance_success : optional(float)
max_chance_success : optional(float)
chance_success : float
cost_fail : optional(Cost)
Change the owner of the target unit to the player who owns the effector game entity.
type
The effect will be matched with a Resistance.DiscreteResistance.Convert
object that stores the same ConvertType
object in its type
member. Otherwise, the effect will not be applied.
min_chance_success (optional) The applied chance can never go lower than the specified percentage. Does not have to be set.
max_chance_success (optional) The applied chance can never go higher than the specified percentage. Does not have to be set.
chance_success
Gross chance for the conversion to succeed as a percentage chance. The percentage should be stored as a float value between 0.0 and 1.0. The net chance (applied chance) of success is calculated by subtracting the effector's chance_success
from the resistor's chance_resist
.
Any value below 0.0 is an automatic fail, while any value above 1.0 is an automatic success. The applied chance is further bound by the interval defined by min_chance_success
and max_chance_success
, if these members are set.
cost_fail The amount of attribute points or resources removed from the effector if the conversion fails. Does not have to be set.
AoE2Convert(Convert):
skip_guaranteed_rounds : int
skip_protected_rounds : int
Specialized conversion effect that is implemented in AoE2. The convert chance at the start is guaranteed to be 0.0 for X rounds and guaranteed to be 1.0 after Y rounds (both defined by the Restistance.DiscreteResistance.Convert.AoE2Convert
object).
When the effector stops applying the effect, the resistor's protected rounds are increased until they reach their maximum value again. Running out of the range of the effector does not count as stopping the effect application.
skip_guaranteed_rounds Lowers the number of rounds that the resistor is guaranteed to resist every time.
skip_protected_rounds Lowers the number of rounds that are needed for the success chance to always be 1.0.
FlatAttributeChange(DiscreteEffect):
type : AttributeChangeType
min_change_rate : optional(AttributeAmount)
max_change_rate : optional(AttributeAmount)
change_rate : AttributeAmount
ignore_protection : set(ProtectingAttribute)
Generalization object for effects that change the resistor's current attribute values by a flat amount. The change value can optionally be limited to an interval with min_change_value
as the lower bound and max_change_value
as the upper bound.
Note that you cannot use this effect object directly and have to choose one of the specializations FlatAttributeChangeDecrease
or FlatAttributeChangeIncrease
.
type
The effect will be matched with a Resistance.DiscreteResistance.FlatAttributeChange
object that stores the same AttributeChangeType
object in its type
member. Otherwise, the effect will not be applied.
min_change_value (optional) The applied change value can never go lower than the specified amount. Does not have to be set.
max_change_value (optional) The applied change value can never go higher than the specified amount. Does not have to be set.
change_value
The gross amount by that the attribute points of the resistor change. The net change value (applied value) is calculated by subtracting the effector's change_value
from the resistor's block_value
.
The applied rate is further bound by the interval defined by min_change_value
and max_change_value
, if these members are set.
ignore_protection
Ignores the ProtectingAttribute
s in the set when changing the attributes of the target.
FlatAttributeChangeDecrease(FlatAttributeChange):
Specialization of the discrete FlatAttributeChange
effect that decreases the resistor's current attribute value by a flat amount.
FlatAttributeChangeIncrease(FlatAttributeChange):
Specialization of the discrete FlatAttributeChange
effect that increases the resistor's current attribute value by a flat amount.
MakeHarvestable(DiscreteEffect):
resource_spot : ResourceSpot
Makes a resource spot harvestable, if it is not already harbestable by default.
resource_spot
Resource spot that should be made harvestable. The effect will be matched with a Resistance.DiscreteResistance.MakeHarvestable
object that stores the same ResourceSpot
object in its resource_spot
member. Additionally, the target needs to have a Harvestable
ability that contains the resource spot.
SendToContainer(DiscreteEffect):
type : SendToStorageType
storages : set(Container)
Makes the target move to and enter the nearest game entity where it can be stored. The resistor needs an EnterContainer
ability for at least one of the containers for this to work.
type
The effect will be matched with a Resistance.DiscreteResistance.SendToStorage
object that stores the same SendToStorageType
object in its type
member. Otherwise, the effect will not be applied.
storages
Set of containers the target should enter. The target will choose the nearest one for which it has an EnterContainer
ability.
Entity():
Root object of the API. All other objects inherit from it, either explicitely or implicitely.
GameEntity(Entity):
types : set(GameEntityType)
variants : set(Variant)
abilities : set(Ability)
modifiers : set(Modifier)
For definition of all ingame objects, including units, buildings, items, projectiles and ambience. Their capabilities are handled through Ability
and Modifier
API objects stored in the members.
types
Classification of the game entity via GameEntityType
objects.
variants
Variants can alter the game entity before they are created. The requirement and extent of the changes depends on the Variant
object.
abilities
Define what the game entity does and is through Ability
objects.
modifiers
Change the stats of abilities belonging to the game entity. Mostly used to give boni or mali in certain situations (see Modifier
).
Ambient(GameEntity):
Specialization of GameEntity
for objects in the scenery (cliffs, rocks, trees).
Building(GameEntity):
Specialization of GameEntity
for buildable objects.
BuildingPart(Building):
offset_x : int
offset_y : int
A subpart of a MultiPartBuilding
. Works essentially like any other Building
game entity.
offset_x
Offset on the x-axis relative to the MultiPartBuilding
container.
offset_y
Offset on the y-axis relative to the MultiPartBuilding
container.
MultiPartBuilding(Building):
building_parts : set(BuildingPart)
A building that also is container for several other buildings with own abilities and modifiers.
building_parts
The buildings managed by the container (see BuildingPart
).
Item(GameEntity):
Specialization of GameEntity
for items.
Unit(GameEntity):
Specialization of GameEntity
for military and civilian units.
LureType(Entity):
Used by Lure
effects and resistances for matching.
Resistance(Entity):
Generalization object for all resistances.
Standard behavior without specializations:
- Effects are only applied if the resistor has a matching
Resistance
object. Matching can be further defined depending on the concrete effect. - Resisting costs no attribute points.
AttributeCostResistance(Resistance):
cost : Cost
Can be inherited to make the resistance cost attribute points or resources.
cost The amount of attribute points or resources removed from the resistor.
ContinuousResistance(Resistance):
Generalization object for resistances to continuous effects.
FlatAttributeChange(ContinuousResistance):
type : AttributeChangeType
block_rate : set(AttributeRate)
Generalization object for resistances to continuous FlatAttributeChange
effects.
Note that you cannot use this resistance object directly and have to choose one of the specializations FlatAttributeChangeDecrease
or FlatAttributeChangeIncrease
.
type
Effects of type Effect.ContinuousEffect.FlatAttributeChange
are matched to this resistance if they store the same AttributeChangeType
object in their type
member. Otherwise, the effect will not be applied.
block_rate
The per-second attribute rate that is blocked by the resistor. The net change rate (applied rate) is calculated by subtracting the effector's change_rate
from the resistor's block_rate
.
The applied rate is further bound by the interval defined by min_change_rate
and max_change_rate
in the effect, if these members are set.
FlatAttributeChangeDecrease(FlatAttributeChange):
Specialization of the continuous FlatAttributeChange
resistance that blocks the effector's attribute decrease rate.
FlatAttributeChangeIncrease(FlatAttributeChange):
Specialization of the continuous FlatAttributeChange
resistance that blocks the effector's attribute increase rate.
Lure(ContinuousResistance):
type : LureType
Resistance to the Lure
effect.
type
Effects of type Effect.ContinuousEffect.Lure
are matched to this resistance if they store the same LureType
object in their type
member. Otherwise, the effect will not be applied.
DiscreteResistance(Resistance):
Generalization object for resistances to discrete effects.
Convert(DiscreteResistance):
type : ConvertType
chance_resist : float
Resistance to the Convert
effect.
type
Effects of type Effect.ContinuousEffect.Convert
are matched to this resistance if they store the same ConvertType
object in their type
member. Otherwise, the effect will not be applied.
chance_resist
Percentage amount subtracted from the effector's success chance. The percentage should be stored as a float value between 0.0 and 1.0. The net chance (applied chance) of success is calculated by subtracting the effector's chance_success
from the resistor's chance_resist
.
Any value below 0.0 is an automatic fail, while any value above 1.0 is an automatic success. The applied chance is further bound by the interval defined by min_chance_success
and max_chance_success
in the effect, if these members are set.
AoE2Convert(Convert):
guaranteed_resist_rounds : int
protected_rounds : int
protection_round_recharge_time : float
Resistance to the AoE2Convert
effect.
guaranteed_resist_rounds Number of rounds at the start where the success chance is guaranteed to be 0.0.
protected_rounds Number of rounds that are needed for the success chance to always be 1.0.
protection_round_recharge_time Time it takes until one protected round is added back to the number of protected rounds.
When the effector stops applying the effect, the number of protected rounds is increased until they reach their maximum value again. Running out of the range of the effector does not count as stopping the effect application.
FlatAttributeChange(DiscreteResistance):
type : AttributeChangeType
block_value : set(AttributeAmount)
Generalization object for resistances to discrete FlatAttributeChange
effects.
Note that you cannot use this resistance object directly and have to choose one of the specializations FlatAttributeChangeDecrease
or FlatAttributeChangeIncrease
.
type
Effects of type Effect.DiscreteEffect.FlatAttributeChange
are matched to this resistance if they store the same AttributeChangeType
object in their type
member. Otherwise, the effect will not be applied.
change_value
The flat attribute amount that is blocked by the resistor. The net change value (applied value) is calculated by subtracting the effector's change_value
from the resistor's block_value
.
The applied value is further bound by the interval defined by min_change_value
and max_change_value
in the effect, if these members are set.
FlatAttributeChangeDecrease(FlatAttributeChange):
Specialization of the discrete FlatAttributeChange
resistance that blocks the effector's attribute decrease value.
FlatAttributeChangeIncrease(FlatAttributeChange):
Specialization of the discrete FlatAttributeChange
resistance that blocks the effector's attribute increase value.
MakeHarvestable(DiscreteResistance):
resource_spot : ResourceSpot
harvest_conditions : set(HarvestableRequirement)
Resistance to the MakeHarvestable
effect.
resource_spot
Resource spot that should be made harvestable. Effects of type Effect.DiscreteEffect.MakeHarvestable
are matched to this resistance if they store the same ResourceSpot
object in their resource_spot
member. Additionally, the target needs to have a Harvestable
ability that contains the resource spot.
harvest_conditions The requirements under which the resource spots will be made harvestable.
SendToContainer(DiscreteResistance):
type : SendToStorageType
search_range : float
ignore_containers : set(Container)
Resistance to the SendToContainer
effect.
type
Effects of type Effect.DiscreteEffect.SendToContainer
are matched to this resistance if they store the same SendToStorageType
object in their type
member. Otherwise, the effect will not be applied.
search_range The range in which the resistor will search for a container.
ignore_containers Excludes the containers from the set when searching for a target container.
SendToStorageType(Entity):
Used by SendToStorage
effects and resistances for matching.