What is it?
The Pocket War Unit Maker program will help you write the scripts you need to add your own units to Pocket War.
How does it work?
Run the program. Then fill in information to make your unit do what you want it to do. You have to give your unit at least a Name, an Image
and a Mask. When you are done you can preview your code by hitting the "Edit Code" button. Then to actually create the Mod hit the "Save Code" button. You can use the 'Load' and 'Save' buttons to save the mod information to disk (note: you can't load this file into Pocket War it is for the Unit Maker program only) and then load it to work on it later.
What do all those fields mean?
Here is a summary of all of the properties on the Unit Maker dialog.
- Name - the name of the unit. Try and keep it short or it will cause strings to overrun in the Pocket War UI
- Build Time - the amount of time it will take to build this unit in the game
- Image - the image that will represent the unit on the map. To set this use the "..." button. The image must be 18x18 and anything in the color (r:255, g:0, b:255) will be transparent
- Mask - a mask used to show the player color. To set this use the "..." button. The image must be 18x18, anything in the color (r:255, g:0, b:255) will be transparent, anything in the color (r:255, g:255, b:255) will show up as the player color
- Rotate Image - if checked the image will rotate as it moves if not checked it will always face up
Purpose - this field will describe to the AIs what this unit should be used for.
Current AIs look for the following values takecities, killground, killair, killsea, and transport.
Each value should be proceeded with a '-' sign (ex -killground) and you can place more than
one purpose in the field starting with what its best at to what it is worst at. (ex a marine can
take cities and kill ground units so it would have -takecities-killground)
- Attack Sound - the sound that is played when a unit attacks another unit. Must be a PCM sample with these properties rate 22kHz 1 channel 8 bit
- Was missed Sound - the sound that is played when a unit is missed. Must be a PCM sample with these properties rate 22kHz 1 channel 8 bit
- Was hit sound - the sound that is played when a unit is hit. Must be a PCM sample with these properties rate 22kHz 1 channel 8 bit
- Speed - the speed the unit moves at. If this is 0 then the unit can't move. The check boxes next to it say what kind of tiles the unit can move over.
- Fuel - the amount of fuel the unit has. If -1 the unit does not use fuel.
- See Range - the distance the unit can see.
- Can see stealth - if checked the unit can see other units that have stealth
- Default Action - the action this unit will have when first created
- Attack - the attack of this unit, if it is 0 the unit cannot attack other units
- Multi-attack - if checked then the unit can attack once for each unit of movement it has
- Suicide - if checked the unit will destroy itself when it attacks
- Default Move - the default move type this unit will use when it is first created
- Atk Range - the distance this unit can attack
- City Damage - a number between 0 and 100 which is the amount of damage a unit can do to a city per turn. If it is 0 the unit cannot attack cities.
- Can Attack Under Water - if checked the unit can attack other units that travel under the water. If not checked then it cannot.
Atk Adj * - these are attack adjustments. The change how well the unit can attack other types
of units. It can be positive or negative. If positive they will do more damage to that type
of unit if negative they will do less. The range is -100 to 100. If it is -100 then this unit cannot
attack that type of unit.
Def Adj * - these are defense adjustments. The change how well the unit can defend against other types
of units. It can be positive or negative. If positive they will take less damage from that type
of unit if negative they will take more. The range is -100 to 100.
- Armor - how tough the unit is
- Has Stealth - if checked the unit can only be seen by units that can see stealth
- Transport Count - the number of units this unit can transport. Max 10
- Transport Types - the types of units that can be transported. Each type must start with a - (ex -Marine). Can also be -AllUnits, -AllAir, -AllLand, -AllSea, or -AllHover
- Repair Rate - the number of armor points this unit can repair on another unit per turn
- Refuel Rate - the number of units of fuel this unit can give to another unit per turn
- Max Refuel - the max fuel this unit carries to give to other untis. If 0 then it has an unlimited amount
- Build Types - the types of unit this unit can build Each type must start with a - (ex -Marine) (note the special -All types do not work here)
- Save Code - saves the mod and tells you where to get the files
- View Code - shows you a preview of the code that will be generated
Add To Cities - this field holds the names of cities that this unit can be built in.
Place a '-' sign before each city type (ex -Base-City). The number next to this field is used to set the
order in which scripts are loaded. Normally you wont have to worry about this.