![]() The IS_HERO/ MAKE_HERO/ UNMAKE_HERO macros change the ellipse to/back from "misc/ellipse-hero". "-nozoc" and "-leader" are automatically appended for units without zone of control and with canrecruit=yes respectively. ellipse: the ellipse image to display under the unit, which is normally team-colored.This restriction is lifted in version 1.14.3. ( Version 1.13.? and later only) When placing units in debug mode this unit isn't listed (but can still be placed using the :create command). If this is 'yes', the unit will be ignored by these tools. do_not_list: Not used by the game, but by tools for browsing and listing the unit tree.description: (translatable) the text displayed in the unit descriptor box for this unit.In 1.14 and earlier, units were not recalled by the AI in this case even if this was the only recall/recruit action possible to the AI. ( Version 1.15.0 and later only) Units are now recalled for AI sides even if the recall_cost is larger than the unit's worth (essentially its cost, plus potentially a bonus for experience points). A value of -1 is equivalent to not specifying this attribute. Individual units may override this value in. ![]() recall_cost: ( Version 1.13.0 and later only) the default recall cost of units of this type, overriding the recall cost set in scenario tags or the global value.If this would cause gold to drop below 0, the unit cannot be recruited. cost: when a player recruits a unit of this type, the player loses cost gold.attacks: the number of times that this unit can attack each turn.alignment: one of lawful/neutral/chaotic/liminal (See TimeWML).Can be a comma-separated list of units that can be chosen from upon advancing. The special value 'null' says that the unit does not advance but gets an AMLA instead. All modifications that have been done to the unit are applied to the unit it is replaced by. advances_to: When this unit has experience greater than or equal to experience, it is replaced by a unit of the type that the value of advances_to refers to.In addition to the animation tags described there, the following key/tags are recognized: Unit animation syntax is described in AnimationWML. (for the use of to create a unit, see SingleUnitWML)
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