Files
gamedir/Data/TableData/Map/CreaturePlacements.xml
Wanne faf33e9cb1 Merged from revision: 1922
- Updated Ja2_Options.INI and INIEditorJA2Options.xml comments (by Buggler)

git-svn-id: https://ja2svn.mooo.com/source/ja2_v1.13_data@1923 4f8fa57e-7814-0410-bad4-adc449f26b7c
2014-01-22 08:05:51 +00:00

334 lines
10 KiB
XML

<!--
This file defines creatures placement & composition for SCI-FI MODE, when ENABLE_CREPITUS = TRUE.
Fields index:
Placement
Index - UNIQUE number for creature site. Max 10 possible sites; only 1 will be randomly
activated based on 'Infectible' status, mine control and not attacking its headminer.
ATTACKSOURCE - sector where creature surfaces to attack town.
Its associated B1 underground sector MUST be defined as a habitat/queen sector.
ALTERNATEMAP - sector using alternate map when creature quest is initiated.
WARPTOSECTOR - warp destination on tactical screen exit after creature quest completion.
Works only when in habitat/queen sector and SectorZ >= 2.
QUEENSECTOR - come to Mama!
HABITATSECTOR - linked underground sectors where creatures will be guests. Max 255 per site.
For dungeon crawling, dead-ends can be set; spawning will take time to fill though.
Composition
CompIndex - Max 50 compositions. The 6 percentage tags MUST add up to 100.
MaxPopulation - limited by MAX_NUMBER_CREATURES_IN_TACTICAL in Ja2_Options.ini
Default Vanilla Composition.
0 - QUEEN_LAIR, where the queen lives. Highly protected.
Reserved for QUEENSECTOR. HABITATSECTOR using Composition '0' will be ignored.
1 - LAIR, part of the queen's lair; lots of babies and defending mothers
2 - LAIR_ENTRANCE, where the creatures access the mine.
3 - INNER_MINE, parts of the mines that aren't close to the outside world
4 - OUTER_MINE, area's where miners work, close to towns, creatures love to eat :)
5 - FEEDING_GROUNDS, creatures love to populate these sectors :)
6 - MINE_EXIT, the area that creatures can initiate town attacks if lots of monsters.
NOTE:
Quest initialized by 'CheckConditionsForTriggeringCreatureQuest' in StrategicTownLoyalty.lua script OR
CREPITUS_FEEDING_SECTOR in Creatures_Settings.ini
Index sequence MUST be the same order as the 'Infectible' sequence at 'InitializeMines' in initmines.lua.
All QUEENSECTOR & HABITATSECTOR need to be defined at 'SectorList' in initunderground.lua script.
Non-linked sites can only be initialized at ' PopulateSectors' in initunderground.lua script on game start.
Creatures will obediently stay in sector like the underground enemies.
-->
<CREATURE_INFO>
<PLACEMENT_LIST>
<PLACEMENT>
<!-- Drassen -->
<Index>1</Index>
<ATTACKSOURCE>
<SectorGrid>D13</SectorGrid>
<GridNo>20703</GridNo>
</ATTACKSOURCE>
<ALTERNATEMAP>
<SectorGrid>E13</SectorGrid>
<SectorZ>1</SectorZ>
</ALTERNATEMAP>
<WARPTOSECTOR>
<SectorGrid>D13</SectorGrid>
<SectorZ>0</SectorZ>
<GridNo>20700</GridNo>
</WARPTOSECTOR>
<CREATURESECTOR>
<QUEENSECTOR>
<SectorGrid>F13</SectorGrid>
<SectorZ>3</SectorZ>
</QUEENSECTOR>
<HABITATSECTOR>
<SectorGrid>G13</SectorGrid>
<SectorZ>3</SectorZ>
<Composition>1</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>G13</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>2</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>F13</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>E13</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>E13</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>4</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>D13</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>6</Composition>
</HABITATSECTOR>
</CREATURESECTOR>
</PLACEMENT>
<PLACEMENT>
<!-- Alma -->
<Index>2</Index>
<ATTACKSOURCE>
<SectorGrid>I14</SectorGrid>
<GridNo>9726</GridNo>
</ATTACKSOURCE>
<ALTERNATEMAP>
<SectorGrid>J14</SectorGrid>
<SectorZ>1</SectorZ>
</ALTERNATEMAP>
<WARPTOSECTOR>
<SectorGrid>I14</SectorGrid>
<SectorZ>0</SectorZ>
<GridNo>9085</GridNo>
</WARPTOSECTOR>
<CREATURESECTOR>
<QUEENSECTOR>
<SectorGrid>K13</SectorGrid>
<SectorZ>3</SectorZ>
</QUEENSECTOR>
<HABITATSECTOR>
<SectorGrid>J13</SectorGrid>
<SectorZ>3</SectorZ>
<Composition>1</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>J13</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>2</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>J14</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>J14</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>4</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>I14</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>6</Composition>
</HABITATSECTOR>
</CREATURESECTOR>
</PLACEMENT>
<PLACEMENT>
<!-- Cambria -->
<Index>3</Index>
<ATTACKSOURCE>
<SectorGrid>H8</SectorGrid>
<GridNo>13005</GridNo>
</ATTACKSOURCE>
<ALTERNATEMAP>
<SectorGrid>H9</SectorGrid>
<SectorZ>1</SectorZ>
</ALTERNATEMAP>
<WARPTOSECTOR>
<SectorGrid>H8</SectorGrid>
<SectorZ>0</SectorZ>
<GridNo>13002</GridNo>
</WARPTOSECTOR>
<CREATURESECTOR>
<QUEENSECTOR>
<SectorGrid>J8</SectorGrid>
<SectorZ>3</SectorZ>
</QUEENSECTOR>
<HABITATSECTOR>
<SectorGrid>I8</SectorGrid>
<SectorZ>3</SectorZ>
<Composition>1</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H8</SectorGrid>
<SectorZ>3</SectorZ>
<Composition>1</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H8</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>2</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H9</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H9</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>4</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H8</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>6</Composition>
</HABITATSECTOR>
</CREATURESECTOR>
</PLACEMENT>
<PLACEMENT>
<!-- Grumm -->
<Index>4</Index>
<ATTACKSOURCE>
<SectorGrid>H3</SectorGrid>
<GridNo>10303</GridNo>
</ATTACKSOURCE>
<ALTERNATEMAP>
<SectorGrid>H4</SectorGrid>
<SectorZ>2</SectorZ>
</ALTERNATEMAP>
<WARPTOSECTOR>
<SectorGrid>H3</SectorGrid>
<SectorZ>0</SectorZ>
<GridNo>9822</GridNo>
</WARPTOSECTOR>
<CREATURESECTOR>
<QUEENSECTOR>
<SectorGrid>G4</SectorGrid>
<SectorZ>3</SectorZ>
</QUEENSECTOR>
<HABITATSECTOR>
<SectorGrid>H4</SectorGrid>
<SectorZ>3</SectorZ>
<Composition>1</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H4</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>2</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H3</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>I3</SectorGrid>
<SectorZ>2</SectorZ>
<Composition>3</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>I3</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>4</Composition>
</HABITATSECTOR>
<HABITATSECTOR>
<SectorGrid>H3</SectorGrid>
<SectorZ>1</SectorZ>
<Composition>6</Composition>
</HABITATSECTOR>
</CREATURESECTOR>
</PLACEMENT>
</PLACEMENT_LIST>
<COMPOSITION_LIST>
<COMPOSITION>
<!-- Queen Lair -->
<CompIndex>0</CompIndex>
<LarvaePercent>20</LarvaePercent>
<InfantPercent>40</InfantPercent>
<YoungMalePercent>0</YoungMalePercent>
<YoungFemalePercent>0</YoungFemalePercent>
<AdultMalePercent>30</AdultMalePercent>
<AdultFemalePercent>10</AdultFemalePercent>
<MaxPopulation>32</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Lair -->
<CompIndex>1</CompIndex>
<LarvaePercent>15</LarvaePercent>
<InfantPercent>35</InfantPercent>
<YoungMalePercent>10</YoungMalePercent>
<YoungFemalePercent>5</YoungFemalePercent>
<AdultMalePercent>25</AdultMalePercent>
<AdultFemalePercent>10</AdultFemalePercent>
<MaxPopulation>18</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Lair Entrance -->
<CompIndex>2</CompIndex>
<LarvaePercent>0</LarvaePercent>
<InfantPercent>15</InfantPercent>
<YoungMalePercent>30</YoungMalePercent>
<YoungFemalePercent>10</YoungFemalePercent>
<AdultMalePercent>35</AdultMalePercent>
<AdultFemalePercent>10</AdultFemalePercent>
<MaxPopulation>15</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Inner MIne -->
<CompIndex>3</CompIndex>
<LarvaePercent>0</LarvaePercent>
<InfantPercent>0</InfantPercent>
<YoungMalePercent>20</YoungMalePercent>
<YoungFemalePercent>40</YoungFemalePercent>
<AdultMalePercent>10</AdultMalePercent>
<AdultFemalePercent>30</AdultFemalePercent>
<MaxPopulation>12</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Outer Mine -->
<CompIndex>4</CompIndex>
<LarvaePercent>0</LarvaePercent>
<InfantPercent>0</InfantPercent>
<YoungMalePercent>10</YoungMalePercent>
<YoungFemalePercent>65</YoungFemalePercent>
<AdultMalePercent>5</AdultMalePercent>
<AdultFemalePercent>20</AdultFemalePercent>
<MaxPopulation>10</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Feeding Grounds -->
<CompIndex>5</CompIndex>
<LarvaePercent>0</LarvaePercent>
<InfantPercent>0</InfantPercent>
<YoungMalePercent>10</YoungMalePercent>
<YoungFemalePercent>65</YoungFemalePercent>
<AdultMalePercent>5</AdultMalePercent>
<AdultFemalePercent>20</AdultFemalePercent>
<MaxPopulation>15</MaxPopulation>
</COMPOSITION>
<COMPOSITION>
<!-- Mine Exit -->
<CompIndex>6</CompIndex>
<LarvaePercent>0</LarvaePercent>
<InfantPercent>0</InfantPercent>
<YoungMalePercent>10</YoungMalePercent>
<YoungFemalePercent>65</YoungFemalePercent>
<AdultMalePercent>5</AdultMalePercent>
<AdultFemalePercent>20</AdultFemalePercent>
<MaxPopulation>10</MaxPopulation>
</COMPOSITION>
</COMPOSITION_LIST>
</CREATURE_INFO>