Editing MG/Attack-boost

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<unit-type name="name" />
 
<unit-type name="name" />
 
</target>
 
</target>
<max-hp value="0" regeneration="0" value-percent-multiplier="false" />
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<max-hp value="0" regeneration="0" value-percent-multipler="false" />
<max-ep value="0" regeneration="0" value-percent-multiplier="false" />
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<max-ep value="0" regeneration="0" value-percent-multipler="false" />
<sight value="0" value-percent-multiplier="false" />
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<sight value="0" value-percent-multipler="false" />
<attack-strength value="0" value-percent-multiplier="false" />
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<attack-strenght value="0" value-percent-multipler="false" />
<attack-range value="0" value-percent-multiplier="false" />
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<attack-range value="0" value-percent-multipler="false" />
<armor value="0" value-percent-multiplier="false" />
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<armor value="0" value-percent-multipler="false" />
<move-speed value="0" value-percent-multiplier="false" />
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<move-speed value="0" value-percent-multipler="false" />
<production-speed value="0" value-percent-multiplier="false" />
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<production-speed value="0" value-percent-multipler="false" />
 
<particles value="true">
 
<particles value="true">
 
<originator-particle-file path="glow_particles.xml" />
 
<originator-particle-file path="glow_particles.xml" />
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All tags except <tt>&lt;allow-multiple-boost&gt;</tt>, <tt>&lt;radius&gt;</tt>, and <tt>&lt;target&gt;</tt> are optional.
 
All tags except <tt>&lt;allow-multiple-boost&gt;</tt>, <tt>&lt;radius&gt;</tt>, and <tt>&lt;target&gt;</tt> are optional.
  
The <tt>value-percent-multiplier</tt> attribute causes the value to be treated as a percentage of what was given in the xml. So if a unit has a base speed of 100 and you set the speed value of the attack boost to 50 with <tt>value-percent-multiplier</tt> true, then the speed will be increased by 50% to a total of 150 speed.  
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The <tt>value-percent-multipler</tt> attribute causes the value to be treated as a multiple to ''add''. So if a unit has a base speed of 100 and you set the speed value of the attack boost to 150 with <tt>value-percent-multipler</tt> true, then the speed will be increased by <math>100 \times 1.50 = 150</math> for a total of 250 speed. The value can be negative to decrease the stat by the multiple.
  
If <tt>value-percent-multiplier</tt> is false, the stat is simple added.
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If <tt>value-percent-multipler</tt> is false, the stat is simple added.
 
 
Hint: the value can be negative to "damage" units
 
  
 
===allow-multiple-boosts===
 
===allow-multiple-boosts===
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===max-hp===
 
===max-hp===
max-HP itself is ignored for boosts, just the <tt>regeneration</tt> attribute affects HP regeneration.
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How much to effect the max HP by. Negative numbers can decrease the skill. The <tt>regeneration</tt> attribute affects HP regeneration.
  
 
===max-ep===
 
===max-ep===
Max EP is ignored for boosts,just the <tt>regeneration</tt> attribute affects EP regeneration.
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How much to effect the max EP by. Negative numbers can decrease the skill. The <tt>regeneration</tt> attribute affects EP regeneration.
  
 
===sight===
 
===sight===
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<unit-type name="swordman" />
 
<unit-type name="swordman" />
 
</target>
 
</target>
<max-hp value="110" value-percent-multiplier="true" />
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<max-hp value="110" value-percent-multipler="true" />
 
<max-ep value="0"/>
 
<max-ep value="0"/>
 
<sight value="0"/>
 
<sight value="0"/>
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<radius value="10" />
 
<radius value="10" />
 
<target value="foe" include-self="false" />
 
<target value="foe" include-self="false" />
<move-speed value="80" value-percent-multiplier="true" />
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<move-speed value="80" value-percent-multipler="true" />
 
</attack-boost>
 
</attack-boost>
 
</syntaxhighlight>
 
</syntaxhighlight>

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