GAE/Unit XML

                       &lt;!-- How many units per side a building uses --&gt;                     &lt;!-- The height of a unit --&gt;     &lt;!-- Maximum hit points and rate of regeneration --&gt;     &lt;!-- Maximum energy points and rate of regeneration --&gt;                      &lt;!-- Armor value of unit --&gt;               &lt;!-- Type of armor - some weapons are more effective against some armor types; Editable in the Tech XML file --&gt;                      &lt;!-- Range of sight to react to other units --&gt;                       &lt;!-- Time required to build unit. --&gt;        &lt;!-- Is double-click on unit multi-select other unit of same type --&gt; &lt;!-- For Buildings, which Cells in a building a unit can pass through (0 can pass, 1 cannot). The number of rows and the number of                                                      digits in a line must match the size given above! --&gt; &lt;!-- Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%. --&gt;  &lt;!-- level_name is the designation, kills denotes how many enemies must be destroyed to achieve it --&gt; &lt;!-- GAE Only --&gt;  &lt;!-- Alternate mechanism for specifying level up bonus. Note that unless you explicitly specify alternate values, the following multipliers will take effect (similar to Glest level bonuses): * max-hp: +50% * max-ep: +50% * sight: +20% * armor: +50% * effect-strength: +10% --&gt;  &lt;!-- See &lt;static-modifiers&gt; and &lt;multipliers&gt; for full specification. --&gt; &lt;max-hp value="#"/&gt; &lt;max-ep value="#"/&gt; &lt;hp-regeneration value="#"/&gt; &lt;ep-regeneration value="#"/&gt; &lt;sight value="#"/&gt; &lt;armor value="#"/&gt; &lt;attack-strength value="#"/&gt; &lt;effect-strength value="#"/&gt; &lt;attack-percent-stolen value="#"/&gt; &lt;attack-range value="#"/&gt; &lt;move-speed value="#"/&gt; &lt;attack-speed value="#"/&gt; &lt;production-speed value="#"/&gt; &lt;repair-speed value="#"/&gt; &lt;harvest-speed value="#"/&gt;  &lt;!-- Same as = 0 and <= 1. --&gt; <light enabled="false" red="0.0" green="0.0" blue="0.0"/> <unit-requirements>                     &lt;!-- Units required to be in use before creating --&gt; <unit name="unit_name" /> </unit-requirements> <upgrade-requirements>                  &lt;!-- Upgrades required to be in use before creating --&gt; <upgrade name="upgrade_name"/> </upgrade-requirements> <resource-requirements>                 &lt;!-- Resources used for upgrade (if negative resources will be added                                                       to player) --&gt; <resource name="resource_name" amount="#" /> </resource-requirements> <resources-stored>                      &lt;!-- Resource that the unit can store for inventory purposes --&gt; <resource name="resource_name" amount="#" /> </resources-stored> <image path="images/aerodrome.bmp"/>    &lt;!-- Path to Image Icon --&gt; <image-cancel path="images/cancel.bmp"/> &lt;!-- Path to cancellation icon --&gt; &lt;!-- Can the unit be used as a meeting point for other units, and the UI icon to be used to initiate. --&gt; <meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/> <selection-sounds enabled="true">       &lt;!-- Audio feedback to note unit selections --&gt; <sound path="../../../../common/tech_click.wav" /> </selection-sounds> <command-sounds enabled="true">         &lt;!-- Audio feedback to note unit UI selections --&gt; <sound path="../../../../common/tech_click.wav" /> </command-sounds> &lt;!-- Skills are what a unit can do. --&gt; &lt;!-- Type of skill --&gt; <name value="attack_skill"/>        &lt;!-- name of this skill (refer to it) --&gt; <ep-cost value="40"/>               &lt;!-- How many energy points used for each use of skill --&gt; &lt;!-- The speed of skill (more=faster) --&gt; <anim-speed value="60"/>            &lt;!-- Animation speed --&gt; <animation path="models/battlemage_attacking.g3d"/>    &lt;!-- Animation path --&gt; <sound enabled="true" start-time="0.3">                &lt;!-- Is sound enabled. Sound start delayed by this time. --&gt; <sound-file path="sounds/battlemage_attack1.wav"/> &lt;!-- path to sound --&gt; <attack-strenght value="140"/>      &lt;!-- attack strength Note Spelling; Minor bug, not corrected as of                                                       Glest 3.1.2 nor GAE 0.2.8a --&gt; <attack-var value="40"/>            &lt;!-- attack of unit = attack-strenght +- attack-var --&gt; <attack-range value="7"/>           &lt;!-- attack range --&gt; <attack-type value="magic"/>        &lt;!-- Type of weapon - some weapons are more effective against some armor types; Editable in the Tech XML file --&gt; <attack-fields>                     &lt;!-- Whom can attack; land weapons can attack land, air - air. --&gt; </attack-fields> <attack-start-time value="0.6"/>    &lt;!-- When the actual attack starts relative to when the unit started executing the attack skill --&gt; &lt;!-- Use projectile (true for shooting,false for melee) --&gt; <particle value="true" path="particle_proj.xml"/> &lt;!-- Path to projectile fail --&gt; &lt;!-- path to sound file --&gt; <sound-file path="sounds/battlemage_hit1.wav"/> &lt;!-- Will projectile explode --&gt; &lt;!-- radius of explosion --&gt; <damage-all value="true"/>      &lt;!-- Will it damage all units (enemy & ally) (maybe be broken in both                                                       Glest &amp; GAE) --&gt; <particle value="true" path="particle_splash.xml"/> &lt;!-- Path to explosion file --&gt; ...                                      &lt;!-- Commands create the specific UI for accessing skills --&gt; &lt;!-- Type of command --&gt; <name value="promote_to_archmage"/> &lt;!-- In game description --&gt; <image path="../archmage/images/archmage.bmp"/> &lt;!-- Path to icon image --&gt; <unit-requirements/>                &lt;!-- See above --&gt; <upgrade-requirements/>             &lt;!-- See above --&gt; <morph-skill value="morph_skill"/>  &lt;!-- reference to which skill to use --&gt; <morph-unit name= "archmage"/>      &lt;!-- Morphing to unit --&gt; &lt;!-- discount to morph (100=free morphing, 0=full unit cost) NOTE: you still need to spend full cost at the start,but at the end of                                                      morphing you get resources back. --&gt; ...

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