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Emanations are a type of effect that, instead of being used for attacks, emanate from the source. They can be thought of as a small radius from the emanating unit where stats can be modified accordingly. Thus, they use the almost the exact same syntax as besides the change to emanations, and are stored in the <parameters> tag.

XML definition[]

More XML elements are planned, but are not yet implemented and thus, excluded from this page.

<emanations>
	<emanation name="emanation_name" bias="beneficial" stacking="overwrite" target="ally" chance="100.0" duration="3" image="images/icon.bmp">
		<affect value="tag" />
		<static-modifiers>
			<hp-regeneration value="5"/>
		</static-modifiers>
		<multipliers>
			<armor value="1.1"/>
		</multipliers>
		<flags/>
	</emanation>
</emanations>

Elements[]

emanation[]

Emanations are stored in the <emanations> parent tag, which allows you to have multiple emanations on a unit.

Attribute Required? Description
name required Name of the emanation.
image optional Path to an image used to display the effect (image not yet implimented, but emanation name is).
bias required Primarily used by AI and must be either detrimental, neutral or beneficial.
stacking required Defines behavior when an additional effect of the same type hits the unit. Must be one of stack (the new effect is added in addition to the old one), extend (the duration of the original effect is extended), overwrite (the old effect is replaced with the new effect) or reject (the new effect is ignored).
display optional Toggles whether or not to display the emanation's name. If false, the emanation name is hidden. Defaults to true.
target optional What units are affected by the effect. Must be one of ally, foe, pet, master or all. Default value is all.
chance optional The percent chance that the emanation will be applied to the target. The default is 100%.
duration required The number of seconds the emanation will last. Ignored if the flag "permanent" is specified.

affect[]

If limiting the effect to units with certain tags, simply specify the tag here. If not limiting, exclude this entire element. The value is the name of the tag to limit to.

static-modifiers[]

Main article: GAE/Enhancements

Static multipliers increase or decrease stats by a set amount. All child tags will have a value attribute which denotes how much it should be increased or decreased by.

Value Description
<max-hp> Modifies the maximum HP.
<hp-regen> Modifies the HP regeneration rate.
<max-ep> Modifies the maximum EP.
<ep-regen> Modifies the EP regeneration rate.
<sight> Modifies the unit's sight.
<armor> Modifies the unit's armor strength.
<attack-strength> Modifies the unit's attack strength.
<attack-range> Modifies the unit's attack ragen.
<attack-speed> Modifies the unit's attack speed.
<move-speed> Modifies the speed the unit moves at.
<production-speed> Modifies the production speed (speed of creating units or morphing).
<repair-speed> Modifies the speed of the repair skill.
<harvest-speed> Modifies the speed of the harvest skill.
<effect-strength> Modifies the strength of effects.

multipliers[]

Main article: GAE/Enhancements

Similar to static modifiers above, and using the same children nodes, multipliers instead multiply the stat by their amount, with the default being 1. So if a multiplier is 2, they'll have that stat double, if it's 0.5, it'll be halved, and so forth.

flags[]

Flags effect various aspects of the "emanation". Each nested element has no attributes or children.

Element Description
<effects-ally /> Will effect allies. This is also turned on when target="allies" or "both".
<effects-foes /> Will effect allies. This is also turned on when target="foes" or "both".
<pets-only /> Will only effect the pets of the caster. This causes effects-ally, effects-foes, not-effects-normal-units and effects-buildings to be ignored.
<master-only /> Will only effect the master of the caster (eg, the pet is the caster). This causes effects-ally, effects-foes, not-effects-normal-units and effects-buildings to be ignored.
<ends-with-source /> The emanation will end if the unit who caused the emanation dies.
<allow-negative-speed /> Adding negative values to the static-modifiers for move-speed can cause a unit to travel away from their destination, although they are facing their destination. While this is probably undesirable, this flag will allow it to happen anyway. The default behavior brings the unit's effective speed to zero if it would otherwise become negative.
<tick-immediately /> Causes HP and EP regeneration to take immediate effect as if tick() had been called. This can be used for emanations that should immediately heal or damage units and is mostly useful for zero duration effects, causing it to take immediate effect and then terminate. Using this flag with a zero duration will render all other modifiers in the effect, other than HP & EP regeneration to become useless although sound and particle effects will still be played/rendered.
<permanent /> The emanation has an infinite duration.

Examples[]

Lich pet maintenance[]

In this example, the unit has pets which normally have negative HP regeneration, but when near their master, their HP regeneration increases to allow them to survive. Thus, wandering away from their master can kill them. The pets only flag doesn't have to be specified, as target="pet" automatically does the same thing.

<emanation name="lich_minion_health" bias="benificial" stacking="overwrite" target="pet" chance="100.0" duration="2" display="false" radius="17">
	<static-modifiers>
		<hp-regeneration value="6"/>
		<armor value="15"/>
		<sight value="5"/>
	</static-modifiers>
	<flags>
		<pets-only />
	</flags>
</emanation>

Fear emanation[]

This example makes nearby opponents weaker, but faster.

<emanation name="fear" bias="detrimental" stacking="stack" target="foe" chance="100.0" duration="1" radius="14">
	<static-modifiers>
		<hp-regeneration value="-10"/>
	</static-modifiers>
	<multipliers>
		<move-speed value="1.33"/>
		<armor value="0.9"/>
		<attack-strength value="0.9"/>
	</multipliers>
</emanation>

See also[]

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