<?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 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 -->
<!-- GAE Only -->
<level name="level_name" kills="#"/> <!-- 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% -->
<static-modifiers>
<!-- See <static-modifiers> and <multipliers> for full specification. -->
<max-hp value="#"/>
<max-ep value="#"/>
<hp-regeneration value="#"/>
<ep-regeneration value="#"/>
<sight value="#"/>
<armor value="#"/>
<attack-strength value="#"/>
<effect-strength value="#"/>
<attack-percent-stolen value="#"/>
<attack-range value="#"/>
<move-speed value="#"/>
<attack-speed value="#"/>
<production-speed value="#"/>
<repair-speed value="#"/>
<harvest-speed value="#"/>
</static-modifiers>
<multipliers>
<!-- Same as <static-modifiers> -->
</multipliers>
<!-- /GAE Only -->
</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). -->
<!-- GAE Only -->
<property value="multi-build"/> <!-- Specifies that a unit may issue a command to build multiple of
a unit (that is constructed, with a "be_built" skill) by dragging
and dropping the mouse while selecting the build location. -->
<property value="multi-select"/> <!-- (GAE 0.3), alternate mechanism for specifying that more than one
of the unit can be selected at once (see <multi-selection> above) -->
<property value="wall"/> <!-- Currently useless, but will eventually tell the AI that this is
a barrier unit will no other purpose but to obstruct the movement
of enemies, thus, the AI need only attack barriers if it has no
other way to get to the enemy. -->
<!-- /GAE Only -->
</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 -->
<name value="attack_skill"/> <!-- 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 fail -->
<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>
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