<?xml version="1.0" standalone="no" ?>
<unit>
<parameters>
<size value="#" /> <!-- How many units per side a building uses -->
<height value="#" /> <!-- The height of a unit -->
<max-hp value="#" regeneration="#"/> <!-- Maximum hit points and rate of regeneration -->
<max-ep value="#" regeneration="#"/> <!-- Maximum energy points and rate of regeneration -->
<armor value="#" /> <!-- Armor value of unit -->
<armor-type value="wood"/> <!-- Type of armor - some weapons are more effective against some
armor types; Editable in the Tech XML file -->
<sight value="#" /> <!-- Range of sight to react to other units -->
<time value="#" /> <!-- Time required to build unit. -->
<multi-selection value="false" /> <!-- Is double-click on unit multi-select other unit of same type -->
<cellmap value="true"> <!-- 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! -->
<row value="1011"/>
<row value="1011"/>
<row value="0000"/>
<row value="1011"/>
</cellmap>
<levels/> <!-- Levels automatically improve Hit points, Energy Points, and
Armor by 50%, as well as sight by 20%. -->
<level name="level_name" kills="#"/> <!-- level_name is the designation, kills denotes how many enemies
must be destroyed to achieve it -->
</levels>
<fields> <!-- Where is it considered to be for purposes of being attacked;
land weapons can attack land, etcetera -->
<field value="land" />
<field value="air" />
</fields>
<properties> <!-- Properties (like flags) that can be set for the unit -->
<property value="burnable"/> <!-- 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). -->
</properties>
<!-- If enabled, specifies light generated by unit (currently only
generates light at night). RGB values must be >= 0 and <= 1. -->
<light enabled="false" red="0.0" green="0.0" blue="0.0"/>
<unit-requirements> <!-- Units required to be in use before creating -->
<unit name="unit_name" />
</unit-requirements>
<upgrade-requirements> <!-- Upgrades required to be in use before creating -->
<upgrade name="upgrade_name"/>
</upgrade-requirements>
<resource-requirements> <!-- Resources used for upgrade (if negative resources will be added
to player) -->
<resource name="resource_name" amount="#" />
</resource-requirements>
<resources-stored> <!-- Resource that the unit can store for inventory purposes -->
<resource name="resource_name" amount="#" />
</resources-stored>
<image path="images/aerodrome.bmp"/> <!-- Path to Image Icon -->
<image-cancel path="images/cancel.bmp"/> <!-- Path to cancellation icon -->
<!-- Can the unit be used as a meeting point for other units, and the
UI icon to be used to initiate. -->
<meeting-point value="true" image-path="../../../../common/tech_meeting_point.bmp"/>
<selection-sounds enabled="true"> <!-- Audio feedback to note unit selections -->
<sound path="../../../../common/tech_click.wav" />
</selection-sounds>
<command-sounds enabled="true"> <!-- Audio feedback to note unit UI selections -->
<sound path="../../../../common/tech_click.wav" />
</command-sounds>
</parameters>
<skills> <!-- Skills are what a unit can do. -->
<skill>
<type value="attack"/> <!-- Type of skill: attack, move, stop, morph, produce, die, or build -->
<name value="attack_skill"/> <!-- user-defined name of this skill (refer to it) -->
<ep-cost value="40"/> <!-- How many energy points used for each use of skill -->
<speed value="60"/> <!-- The speed of skill (more=faster) -->
<anim-speed value="60"/> <!-- Animation speed -->
<animation path="models/battlemage_attacking.g3d"/> <!-- Animation path -->
<sound enabled="true" start-time="0.3"> <!-- Is sound enabled. Sound start delayed by this
time. -->
<sound-file path="sounds/battlemage_attack1.wav"/> <!-- path to sound -->
</sound>
<attack-strenght value="140"/> <!-- attack strength Note Spelling; Minor bug, not corrected as of
Glest 3.1.2 nor GAE 0.2.8a -->
<attack-var value="40"/> <!-- attack of unit = attack-strenght +- attack-var -->
<attack-range value="7"/> <!-- attack range -->
<attack-type value="magic"/> <!-- Type of weapon - some weapons are more effective against some
armor types; Editable in the Tech XML file -->
<attack-fields> <!-- Whom can attack; land weapons can attack land, air - air. -->
<field value="land"/>
</attack-fields>
<attack-start-time value="0.6"/> <!-- When the actual attack starts relative to when the unit started
executing the attack skill -->
<projectile value="true"> <!-- Use projectile (true for shooting,false for melee) -->
<particle value="true" path="particle_proj.xml"/> <!-- Path to projectile file -->
<sound enabled="true"> <!-- path to sound file -->
<sound-file path="sounds/battlemage_hit1.wav"/>
</sound>
</projectile>
<splash value="true"> <!-- Will projectile explode -->
<radius value="0"/> <!-- radius of explosion -->
<damage-all value="true"/> <!-- Will it damage all units (enemy & ally) (maybe be broken in both
Glest & GAE) -->
<particle value="true" path="particle_splash.xml"/> <!-- Path to explosion file -->
</splash>
</skill>
...
</skills>
<commands> <!-- Commands create the specific UI for accessing skills -->
<command>
<type value="morph"/> <!-- Type of command -->
<name value="promote_to_archmage"/> <!-- In game description -->
<image path="../archmage/images/archmage.bmp"/> <!-- Path to icon image -->
<unit-requirements/> <!-- See above -->
<upgrade-requirements/> <!-- See above -->
<morph-skill value="morph_skill"/> <!-- reference to which skill to use -->
<morph-unit name= "archmage"/> <!-- Morphing to unit -->
<discount value="0"/> <!-- 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. -->
</command>
...
</commands>
</unit>