MG/Unit XML

&lt;?xml version="1.0" standalone="no" ?&gt; &lt;unit&gt; &lt;parameters&gt; &lt;size value="#" /&gt;                      &lt;!-- How many units per side a building uses --&gt; &lt;height value="#" /&gt;                    &lt;!-- The height of a unit --&gt; &lt;max-hp value="#" regeneration="#"/&gt;    &lt;!-- Maximum hit points and rate of regeneration --&gt; &lt;max-ep value="#" regeneration="#"/&gt;    &lt;!-- Maximum energy points and rate of regeneration --&gt; &lt;max-unit-count value="#"/&gt;             &lt;!-- Maximum number of these kind of units (not mandatory) --&gt; &lt;armor value="#" /&gt;                     &lt;!-- Armor value of unit --&gt; &lt;armor-type value="wood"/&gt;              &lt;!-- Type of armor - some weapons are more effective against some armor types; Editable in the Tech XML  file --&gt; &lt;sight value="#" /&gt;                     &lt;!-- Range of sight to react to other units --&gt; &lt;time value="#" /&gt;                      &lt;!-- Time required to build unit. --&gt; &lt;multi-selection value="false" /&gt;       &lt;!-- Is double-click on unit multi-select other unit of same type --&gt; &lt;cellmap value="true"&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;row value="1011"/&gt; &lt;row value="1011"/&gt; &lt;row value="0000"/&gt; &lt;row value="1011"/&gt; &lt;/cellmap&gt; &lt;levels/&gt;                               &lt;!-- Levels automatically improve Hit points, Energy Points, and Armor by 50%, as well as sight by 20%. --&gt; &lt;level name="level_name" kills="#"/&gt; &lt;!-- level_name is the designation, kills denotes how many enemies must be destroyed to achieve it --&gt; &lt;/levels&gt; &lt;fields&gt;                                &lt;!-- Where is it considered to be for purposes of being attacked; land weapons can attack land, etcetera --&gt; &lt;field value="land" /&gt; &lt;field value="air" /&gt; &lt;/fields&gt; &lt;properties&gt;                            &lt;!-- Properties (like flags) that can be set for the unit  --&gt; &lt;property value="burnable"/&gt;        &lt;!-- If set, unit will catch on fire (visually) when damage causes it to go below 50% (i.e., wont catch on fire when it's below                                                       50% at the start of construction, for instance). --&gt; &lt;/properties&gt; &lt;!-- If enabled, specifies light generated by unit (currently only                                                       generates light at night). RGB values must be &gt;= 0 and &lt;= 1. --&gt; &lt;light enabled="false" red="0.0" green="0.0" blue="0.0"/&gt;        &lt;!-- If this is false you can't rotate this unit for build--&gt; &lt;unit-requirements&gt;                     &lt;!-- Units required to be in use before creating --&gt; &lt;unit name="unit_name" /&gt; &lt;/unit-requirements&gt; &lt;upgrade-requirements&gt;                  &lt;!-- Upgrades required to be in use before creating --&gt; &lt;upgrade name="upgrade_name"/&gt; &lt;/upgrade-requirements&gt; &lt;resource-requirements&gt;                 &lt;!-- Resources used for upgrade (if negative resources will be added                                                        to player) --&gt; &lt;resource name="resource_name" amount="#" /&gt; &lt;/resource-requirements&gt; &lt;resources-stored&gt;                      &lt;!-- Resource that the unit can store for inventory purposes --&gt; &lt;resource name="resource_name" amount="#" /&gt; &lt;/resources-stored&gt; &lt;image path="images/aerodrome.bmp"/&gt;    &lt;!-- Path to Image Icon --&gt; &lt;image-cancel path="images/cancel.bmp"/&gt; &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; &lt;meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/&gt; &lt;selection-sounds enabled="true"&gt;       &lt;!-- Audio feedback to note unit selections --&gt; &lt;sound path="../../../../common/tech_click.wav" /&gt; &lt;/selection-sounds&gt; &lt;command-sounds enabled="true"&gt;         &lt;!-- Audio feedback to note unit UI selections --&gt; &lt;sound path="../../../../common/tech_click.wav" /&gt; &lt;/command-sounds&gt; &lt;/parameters&gt; &lt;skills&gt;                                    &lt;!-- Skills are what a unit can do. --&gt; &lt;skill&gt; &lt;type value="attack"/&gt;              &lt;!-- Type of  skill: attack, move, stop, morph, produce, die, or build --&gt; &lt;name value="attack_skill"/&gt;        &lt;!-- user-defined name of this skill (refer to it) --&gt; &lt;ep-cost value="40"/&gt;               &lt;!-- How many energy points used for each use of skill --&gt; &lt;speed value="60"/&gt;                 &lt;!-- The speed of skill (more=faster) --&gt; &lt;anim-speed value="60"/&gt;            &lt;!-- Animation speed --&gt; &lt;animation path="models/battlemage_attacking.g3d"/&gt;    &lt;!-- Animation path --&gt; &lt;particles value="true"&gt; &lt;!-- Describes skill based unit particle systems (not mandatory) --> &lt;particle-file path="smoke_particles2.xml"/&gt; &lt;!-- Path to particle file --> &lt;/particles&gt; &lt;sound enabled="true" start-time="0.3"&gt;                &lt;!-- Is sound enabled. Sound start delayed by this time. --&gt;

&lt;sound-file path="sounds/battlemage_attack1.wav"/&gt; &lt;!-- path to sound --&gt; &lt;/sound&gt; &lt;attack-strenght value="140"/&gt;      &lt;!-- attack strength Note Spelling; Minor bug, not corrected as of                                                        Glest 3.1.2 nor GAE 0.2.8a --&gt; &lt;attack-var value="40"/&gt;            &lt;!-- attack of unit = attack-strenght +- attack-var --&gt; &lt;attack-range value="7"/&gt;           &lt;!-- attack range --&gt; &lt;attack-type value="magic"/&gt;        &lt;!-- Type of weapon - some weapons are more effective against some armor types; Editable in the Tech XML  file --&gt; &lt;attack-fields&gt;                     &lt;!-- Whom can attack; land weapons can attack land, air - air. --&gt; &lt;field value="land"/&gt; &lt;/attack-fields&gt; &lt;attack-start-time value="0.6"/&gt;    &lt;!-- When the actual attack starts relative to when the unit started executing the attack skill --&gt; &lt;projectile value="true"&gt;           &lt;!-- Use projectile  (true for shooting,false for melee) --&gt; &lt;particle value="true" path="particle_proj.xml"/&gt; &lt;!-- Path to projectile file --&gt; &lt;sound enabled="true"&gt;          &lt;!-- path to sound file --&gt; &lt;sound-file path="sounds/battlemage_hit1.wav"/&gt; &lt;/sound&gt; &lt;/projectile&gt; &lt;splash value="true"&gt;               &lt;!-- Will projectile explode --&gt; &lt;radius value="0"/&gt;             &lt;!-- radius of explosion --&gt; &lt;damage-all value="true"/&gt;      &lt;!-- Will it damage all units (enemy & ally) (maybe be broken in both                                                        Glest & GAE) --&gt; &lt;particle value="true" path="particle_splash.xml"/&gt; &lt;!-- Path to explosion file --&gt; &lt;/splash&gt; &lt;/skill&gt; ...    &lt;/skills&gt; &lt;commands&gt;                                  &lt;!-- Commands create the specific UI for accessing skills --&gt; &lt;command&gt; &lt;type value="morph"/&gt;               &lt;!-- Type of command --&gt; &lt;name value="promote_to_archmage"/&gt; &lt;!-- In game description --&gt; &lt;image path="../archmage/images/archmage.bmp"/&gt; &lt;!-- Path to icon image --&gt; &lt;unit-requirements/&gt;                &lt;!-- See above --&gt; &lt;upgrade-requirements/&gt;             &lt;!-- See above --&gt; &lt;morph-skill value="morph_skill"/&gt;  &lt;!-- reference to which skill to use --&gt; &lt;morph-unit name= "archmage"/&gt;      &lt;!-- Morphing to unit --&gt; &lt;discount value="0"/&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; &lt;/command&gt; ...    &lt;/commands&gt; &lt;/unit&gt;

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