Civitar
Adventurer
The pack contains:
- Skeleton
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_SKELETON', 1, 'Barbarian'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_SKELETON', 'ART_DEF_UNIT_MEMBER_SKELETON', 10); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 0.140000000596046, 'skeleton.fxsxml', 'CLOTH', 'FLESH'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 0, 0, 'BLUNT', 'BLUNT'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_SKELETON', 'Unit', 'sv_warrior.dds');
- Skeleton Archer
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 1, 'Barbarian'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 'ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 12); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 0.140000000596046, 'skeleton_archer.fxsxml', 'CLOTH', 'FLESH'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasShortRangedAttack, HasLongRangedAttack, HasRefaceAfterCombat, ReformBeforeCombat) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1, 1, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 0, 0, 'ARROW', 'ARROW', 10.0); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_ARCHER', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_SKELETON_ARCHER', 'Unit', 'sv_archer.dds');
- Skeleton Spearman
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 1, 'Barbarian'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 'ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 12); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 0.140000000596046, 'skeleton_spearman.fxsxml', 'CLOTH', 'FLESH'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat, ReformBeforeCombat) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 0, 0, 'METAL', 'SPEAR'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SPEARMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_SKELETON_SPEARMAN', 'Unit', 'sv_spearman.dds');
- Skeleton Swordsman
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 1, 'Barbarian'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 12); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 0.119999997317791, 'skeleton_swordsman.fxsxml', 'ARMOR', 'ARMOR'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 0, 0, 'METAL', 'SWORD'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_SKELETON_SWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_SKELETON_SWORDSMAN', 'Unit', 'sv_swordsman.dds');
- Vampire Swordsmen (by Murphy613 and Nutty)
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 1, 'DefaultMelee'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 8); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 3); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 1); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 0.140000000596046, 'vampire_swordsman.fxsxml', 'ARMOR', 'ARMOR'); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 0.140000000596046, 'vampire_longswordsman.fxsxml', 'ARMOR', 'ARMOR'); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 0.140000000596046, 'vampire_swordsman_red.fxsxml', 'ARMOR', 'ARMOR'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, ShortMoveRadius, ShortMoveRate, TargetHeight, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady Walk AttackCharge', 12.0, 0.349999994039536, 8.0, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 0, 0, 'METAL', 'SWORD'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 0, 0, 'METAL', 'SWORD'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_LONGSWORDSMAN', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 0, 0, 'METAL', 'SWORD'); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, WeaponTypeTag, MissTargetSlopRadius) VALUES ('ART_DEF_UNIT_MEMBER_VAMPIRE_SWORDSMAN_RED', 1, 0, 10.0, 20.0, 'FLAMING_ARROW', 10.0); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_VAMPIRE_SWORDSMAN', 'Unit', 'sv_longswordsman.dds');
- Dracolich
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_DRACOLICH', 1, 'UnFormed'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_DRACOLICH', 'ART_DEF_UNIT_MEMBER_DRACOLICH', 1); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Domain, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 65, 'Hover', 'dracolich.fxsxml', 'CLOTH', 'FLESH'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, HasShortRangedAttack, HasLongRangedAttack, HasStationaryMelee, HasRefaceAfterCombat) VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady', 1, 1, 1, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, TargetGround, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_DRACOLICH', 0, 0, 25.0, 50.0, 1, 'BOULDER', 'BOULDER'); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_DRACOLICH', 'Unit', 'sv_helicoptergunship.dds');
- Lich
Spoiler :
Sample ArtDefines:
Code:INSERT INTO ArtDefine_UnitInfos(Type, DamageStates, Formation) VALUES ('ART_DEF_UNIT_LICH', 1, 'UnFormed'); INSERT INTO ArtDefine_UnitInfoMemberInfos(UnitInfoType, UnitMemberInfoType, NumMembers) VALUES ('ART_DEF_UNIT_LICH', 'ART_DEF_UNIT_MEMBER_LICH', 1); INSERT INTO ArtDefine_UnitMemberInfos(Type, Scale, Model, MaterialTypeTag, MaterialTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_LICH', 0.149999997317791, 'lich.fxsxml', 'CLOTH', 'FLESH'); INSERT INTO ArtDefine_UnitMemberCombats(UnitMemberType, EnableActions, HasShortRangedAttack, HasLongRangedAttack, HasStationaryMelee, HasRefaceAfterCombat, ReformBeforeCombat) VALUES ('ART_DEF_UNIT_MEMBER_LICH', 'Idle Attack RunCharge AttackCity Bombard Death BombardDefend Run Fortify CombatReady', 1, 1, 1, 1, 1); INSERT INTO ArtDefine_UnitMemberCombatWeapons(UnitMemberType, "Index", SubIndex, VisKillStrengthMin, VisKillStrengthMax, ProjectileSpeed, HitEffect, WeaponTypeTag, WeaponTypeSoundOverrideTag) VALUES ('ART_DEF_UNIT_MEMBER_LICH', 0, 0, 25.0, 50.0, 5.0, 'ART_DEF_VEFFECT_PLASMA_RIFLE_PROJ', 'EXPLOSIVE', 'RAILGUN'); INSERT INTO ArtDefine_StrategicView(StrategicViewType, TileType, Asset) VALUES ('ART_DEF_UNIT_LICH', 'Unit', 'sv_cannon.dds');
The Skeleton units' bodies come from SaibotLieh's Skeleton Swordsman in Civ4.