Manual:Structures.xml

After creating a mod, Being descendant elements within an element of Beings inside Structures.xml allows for the creation of structures, through BeingObjects. All beings inside Structures.xml are added to the game as structures.

Structures.xml Format
  

Being Element Syntax
       <BasicCooldown></BasicCooldown> <Defense></Defense> <LerpTime></LerpTime> <Deck></Deck> <Artifacts></Artifacts> <Stats></Stats> <MustDestroy></MustDestroy> <ClearDelay></ClearDelay> <Stagger></Stagger> <DeathDelay></DeathDelay> <GracePeriod></GracePeriod> <Deathrattle></Deathrattle> <LoopDelay></LoopDelay> <MovPattern></MovPattern> <Timeout></Timeout> <ClearSpell></ClearSpell> <Movements></Movements> <Startup></Startup> <Experience></Experience> <SpellPower></SpellPower> <MovementDelay></MovementDelay> </Being>

Elements
All elements are optional unless otherwise specified.

Artifacts
A string value representing the ID of an artifact to be added to the being.

Being
A mandatory parent element that contains an beingID attribute, denoting the being's ID.

BasicCooldown
A float value representing the delay, in seconds, between casts of the weapon.

ClearDelay
A float value representing how long the being should persist on the grid after being cleared, in seconds.

ClearSpell
A string value representing the ID of a spell to be used upon being cleared.

DeathDelay
A float value representing how long the being's death should be staggered by, in seconds, upon dying.

Deathrattle
A string value representing the ID of a spell to be cast when the being dies.

Deck
A string value representing the ID of a spell to be added to the being's deck.

Defense
An integer value representing how much the being spawns with.

Experience
An integer value representing how much experience should be dropped upon dying.

Flavor
A string value denoting the being's flavor text.

GracePeriod
A float value representing the being's invulnerability period between hits, in seconds. Certain damage instances ignore activating the grace period, such as.

Health
A float value representing the being's starting.

LerpTime
A float value representing how long it takes for the being to move from one tile to another, in seconds.

LoopDelay
A float value representing how long it takes for the being to loop through its attack behaviour, in seconds.

ManaRegen
A float value representing how much the hero spawns with.

MaxHealth
An integer value representing how much the being spawns with.

MaxMana
An integer value representing how much the hero spawns with.

Money
An integer value representing how much is dropped upon dying.

MovPattern
A string value representing which MovPattern the being has.

MovementDelay
A float value representing the delay, in seconds, between movements.

Movements
An integer value representing how many movements the being must do between attack cycles.

MustDestroy
A boolean value denoting whether the being needs to be slain to proceed to the next zone.

Name
A string value representing the being's name.

SpellPower
An integer value representing how much the being spawns with.

Stagger
A boolean value denoting whether whether the being is subject to stagger.

Startup
A string value representing the ID of a spell to be cast when the being starts a battle.

Stats
Stats holds no value on its own, but is used to read its attributes, which determines special properties about the spell. An exhaustive list can be found in Manual:BeingObject.

Tags
A comma delimited string value that determines what tags are applied to the being.

Timeout
A string value representing the ID of a spell to be cast when the being times out from a TimerBar action.