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Data Unit
Data\Unit {DataDataUnit}
Units are the core interactive game object of the editor. All other data types (such as abilities, weapons, and behaviors) interact with units in some way, shape, or form.
FieldType: Template
FieldType: Parent
EnumType: UnitComponent.UnitType
Sets the type of unit.
Determines the collision size of the unit.
When checked, the unit will match the "Invulnerable" target filters. Note that currently this flag does not actually make the unit immortal or invulnerable.
When checked, the unit will collide with other ground units and match the "Ground" target filters.
When checked, the unit will collide with other air units and match the "Air" target filters.
Determines whether or not the unit can be selected.
Determines the target priority for the "Target Priority" target filter sort key. Default target priority is 10. Useful for making certain units higher or lower priority attack targets.
Determines the unit selection priority when multiple units are overlapping. Higher priority units will be selected over lower priority units.
When checked, the unit will ignore collision with other units. Note that this does not affect navigation mesh pathfinding (ie collision with props).
When checked, the unit will ignore navigation mesh and move in a direct line to its target position.
The maximum health of the unit.
The starting health of the unit. By default this will use the Max Health value.
The amount of health the unit regenerates per second.
The delay after the unit takes damage before it begins regenerating health. Useful for making health only regenerate outside of combat.
The maximum mana of the unit.
The starting mana of the unit. By default this will use the Max Mana value.
The amount of mana the unit regenerates per second.
The delay after the spends mana before it begins regenerating mana.
The maximum shields of the unit.
The starting shields of the unit. By default this will use the Max Shield value.
The amount of shields the unit regenerates per second.
The delay after the unit takes damage before it begins regenerating shields.
The movement speed of the unit, in terrain grid-units-per-second.
The visual height of the unit. Useful for making flying units appear to be flying in the air.
The turning speed of the unit. Note that the unit must turn before moving if the target position is greater than 90 degrees from the unit's facing.
SelectableType: BehaviorComponent.Behavior Type
Controls the AI behavior type of the unit. Most of the time this should be set to Generic Controllable Unit. It's generally recommended to not use Td Types unless you know what you're doing and are creating a similar tower defense game.
EnumType: BehaviorComponent.BehaviorType
MessageType: UnitBattleData
The offset applied to Set Rally Point effects.
The base gold cost of the unit.
Can be used to set the cost of morph abilities using Use Unit Cost Difference. Can be modified by ability cost when using Add To Unit Cost.
Which Weapons are available to the unit. Weapons are prioritized from top to bottom.
Which Abilities are available to the unit. Abilities are prioritized from top to bottom.
Which Behaviors the unit starts with. Behaviors are applied from top to bottom.
If set, this Ability will be cast when the unit is created. This ability will be added to the unit's Ability List if not already present.
Which Tags the unit starts with.
The name of the tag to apply.
The number of stacks of the tag to apply.
The duration the tag will last (the default setting will last indefinitely).
A unit level reference that can be referenced in validator expressions. Current usage is limited.
Sets the display name of the unit, which can be referenced in triggers with DCEI.UnitDisplayName(). Accepts string or localization key.
Sets the unit icon as displayed by DCEI.ShowUnitStatusUiInSlot(). Enabling the custom flag allows you to specify any texture (using the asset name, not asset path).
When enabled, the unit will display its ability menu when selected, similar to DCEI.ShowAbilitiesUi(). Useful for quickly testing abilities.
The type of health bar to display.
- DEFAULT:the default health bar. Displays in green for allied units and red for enemy units.
- GENERAL:the default health bar. Displays in green for allied units and red for enemy units.
- SHIP:a massive health bar. Displays in green for allied and enemy units.
- HERO:a bigger health bar. Displays in green for allied and enemy units.
- DOT_MANA:displays mana as a large yellow bar with 10 segments.
- DOT_HEALTH:displays health as a large yellow bar with 10 segments.
- HEALTH_WITH_MANA:same as SHIP but additional displays mana in purple.
- NONE:shows no health bar for the unit.
Some health bars will automatically hide when the unit's health is full. Set this flag will override this behavior and make it always show.
Dependent units will be loaded when the unit is loaded
Dependent effects will be loaded when the unit is loaded
Dependent behaviors will be loaded when the unit is loaded
Dependent sprites will be loaded when this unit is loaded.
These settings determine how the unit will be rendered on a minimap frame.
SelectableType: Unit.MiniMapConfig.Mini Map Ui Type
Determines whether the unit renders as a circle or sprite on the minimap.
When enabled, causes the unit to render on minimap frames.
Higher render priority units will display above lower priority ones in the minimap.
Sets the tint color of the unit's minimap render using RGB values.
The affinity of this unit. Only set this field if: 1. this is a hero unit. 2. and this hero is used as a built-in hero (i.e., not added through a loadout hero card but available in the level automatically). The mapping: 1 => normal 2 => fire 3 => ice 4 => nature 5 => light 6 => dark
Name of the card this unit is associated with. Used for reporting in-game stats. It's automatically set by the engine when loading card information. Only set it explicitly if the unit belongs to a card that hasn't been implemented yet and you want to gather stats for it.