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Cast-spell[]

<skill>
	<type value="cast-spell" />
	<name value="cast-spell_skill" />
	<ep-cost value="20" />
	<speed value="20" />
	<anim-speed value="200" />
	<animation path="models/model.g3d" />
	<sound enabled="true">
		<sound-file path="sounds/sound-file.wav" />
	</sound>
	<effects>
		<!-- Start GAE Only -->
		<effect name="effect_name" bias="beneficial" stacking="overwrite" duration="10">
		<!-- End GAE Only -->
			<multipliers>
				<attack-strength value="1.5" />
				<attack-speed value="1.2" />
			</multipliers>
		</effect>
	</effects>
	<particles value="true">
		<particle-file path="unit_particle_system.xml"/>
	</particles>
</skill>

Cast-spell allows a unit to apply an effect to friendly unit. Thus, it could be used to heal them or boost stats temporarly.

type[]

This defines the type of the skill, in this case, cast-spell.

name[]

The name the skill is referenced in commands by, can be any valid variable name (starts with a letter, can contain letters, numbers, dashes, or underscores).

ep-cost[]

How much EP the skill will require for each cycle. If there isn't enough EP, the skill cannot be executed.

speed[]

The speed that skill cycles at. Higher numbers make the skill go faster.

anim-speed[]

The speed to play the animation at. G3DHack is capable of setting an anim-speed for testing to find the perfect speed. Note that the anim-speed should generally be a lower number than the speed, otherwise the skill cycle will be repeated multiple times for a single animation.

animation[]

The path to the G3D model that will be used when the unit is performing the skill.

sound[]

If true, randomly plays one of the listed sound files every time a skill cycle commences. There can be any number of sound files, and only one will be played each time, though the choice of which is random. The path is a relative path to the sound file, which can be either OGG or WAV.

effects[]

particles[]

If true, the unit will emit particles via a unit particle system. This is applied on a per skill basis, so if you want them to always be emitting the same particles, give them the same tags on every skill, except possibly be_built and die. You could also change the particles to modify the unit's appearance while doing a certain skill. For example, black smoke might turn fiery when a building is producing. There can be as many particle systems on a skill as you want, and each is placed by giving a particle-file tag the relative path of a Unit Particle XML.

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