The [unit] tag
Unit animation syntax is described in AnimationWML.
The following key/tags are recognized:
|advancefrom||the previous level unit on the advancement tree
- allows a campaign-specific unit to be spliced into an already existing advancement tree. It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns. This tag makes changes to the advanceto and experience keys of a base unit to make it advance into this unit. It takes these keys:
|advanceto||When this unit has experience greater than or equal to experience, it is replaced by a unit of the type that the value of advanceto refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.|
|alignment||how the unit's damage should be affected by its lawful bonus (See TimeWML).|
|cost||when a player recruits a unit of this type, the player loses cost gold. If this would cause gold to drop below 0, the unit cannot be recruited.|
|do_not_list||Template:DevFeature Not used by the game, but by tools for browsing and listing the unit tree. If this is 'yes', the unit will be ignored by these tools.|
|experience||When this unit has experience greater than or equal to experience, it is replaced by a unit with 0 experience of the type that the value of advanceto refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.|
|gender||has a value of either male or female, and determines which of the keys male_names and female_names should be read. When a unit of this type is recruited, it will be randomly assigned a name by the random name generator, which will use these names as a base.|
|hide_help||determines if the unit type will appear in the in-game help. Possible values true and false, defaults to false.|
|hitpoints||the maximum HP that the unit has, and the HP it has when it is created.|
|id||the value of the type key for units of this type. An id should consist only of alphanumerics and spaces (or underscores). type keys are found in SingleUnitWML and FilterWML. For example, id=Drake Flare
WARNING : characters "$", "&", "*", "(" and ")" are illegal for use in the unit id and must be avoided because they might lead to corrupted saved games
|level||the amount of upkeep the unit costs. After this unit fights, its opponent gains level experience. See also kill_experience (GameConfigWML), and leadership (AbilitiesWML).|
|movement||the number of move points that this unit recieves each turn.|
|movetype||See movetype, UnitsWML. Note that the tags movement_costs, defense, and resistance can be used to modify this movetype.|
|attacks||the number of times that this unit can attack each turn.|
|name||(translatable) displayed in the Status Table for units of this type.|
|num_traits||the number of traits that units of this type should receive when they are recruited, overriding the value set in the [race] tag.|
|profile||the portrait image to use for this unit type. You can also set a portrait for an individual unit instead of the whole unit type (see SingleUnitWML).|
|race||See [race], UnitsWML. Also used in standard unit filter (see FilterWML).|
|unit_description||(translatable) the text displayed in the unit descriptor box for this unit. Default 'No description available...'.|
|undead_variation||Which image to use when a unit of this type is killed by a unit with the plague ability.|
|usage||the way that the AI should recruit this unit, as determined by the scenario designer. (See recruitment_pattern, AiWML). The following are conventions on usage:|
** 'scout' Fast,
** 'fighter' Melee fighter,
** 'archer' Ranged fighter,
** 'mixed fighter' Melee and ranged fighter, and
** 'healer' Specialty 'heals' or 'cures'.
|zoc||if "yes" the unit will have a zone of control regardless of level. If present but set to anything other than "yes," the unit will have no zone of control. If the tag is omitted, zone of control is dictated by unit level (level 0 = no zoc, level 1+ = has zoc).|
|ellipse||the ellipse image to display under the unit, which is normally team-colored. Default is the normal ellipse; "misc/ellipse-nozoc" is a dashed ellipse that should be used for units without zone of control.|
After max level advancement (AMLA)
- [advancement]: describes what happens to a unit when it reaches the XP required for advancement. It is considered as an advancement in the same way as advancement described by advanceto; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.
- description: a description (see DescriptionWML) displayed as the option for this advancement if there is another advancement option that the player must choose from; otherwise, the advancement is chosen automatically and this key is irrelevant.
- image: an image to display next to the description in the advancement menu.
- max_times: default 1. The maximum times the unit can be awarded this advancement.
- strict_amla: (yes|no) default=no. Disable the AMLA if the unit can advance to another unit.
- require_amla: An optional list of AMLA id keys that act as prerequisites for this advancement to become available. Order is not important, and an AMLA id can be repeated any number of times to indicate that another advancement must be chosen several times before this advancement option will become available.
- example: require_amla=tough,tough,incr_damage assumes there exist other [advancement] options called id=tough and id=incr_damage. Once tough is chosen twice and incr_damage is chosen once, then the current [advancement] will become available.
- require_amla=tough,incr_damage,tough is an equivalent way of expressing this.
- [effect]: A modification applied to the unit whenever this advancement is chosen. See EffectWML
- [base_unit]: Contains one attribute, id, which must be the ID of a unit type. If specified, the UnitWML for that unit is copied into this one. Subsequent attributes modify the copy. (1.3.7 and later versions only.)
- [attack]: one of the unit's attacks.
- description: a translatable text for name of the attack, to be displayed to the user.
- name: the name of the attack. Used as a default description, if description is not present, and to determine the default icon, if icon is not present (if name=x then icon=attacks/x.png is assumed unless present). Non-translatable. Used for the has_weapon key; see FilterWML
- type: the damage type of the attack. Used in determining resistance to this attack (see [resistances], UnitsWML). Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'arcane'.
- [specials]: contains the specials of the attack. See AbilitiesWML.
- icon: the image to use as an icon for the attack in the attack choice menu, as a path relative to the images directory.
- range: the range of the attack. Used to determine the enemy's retaliation, which will be of the same type. Also displayed on the status table in parentheses; 'melee'(default) displays "melee", while 'ranged' displays "ranged". Range can be anything. Standard values are now "melee" and "ranged". From now on, short and long will be treated as totally different ranges. You can create any number of ranges now (with any name), and units can only retaliate against attacks for which they have a corresponding attack of the same range. This value is translatable.
- damage: the damage of this attack
- number: the number of strikes per attack this weapon has
For those two following settings, the engine usually chooses the attack with the best average total damages * weight (default weight = 1.0).
- attack_weight: helps the AI to choose which attack to use when attacking; highly weighted attacks are more likely to be used. Setting it to 0 disables the attack on attack
- defense_weight: used to determine which attack is used for retaliation. This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon. Setting it to 0 disable the attacks on defense
- movement_used: determines how many movement points using this attack expends. By default all movement is used up, set this to 0 to make attacking with this attack expend no movement.
- This describes an animation for this attack. If multiple animations are present, one will be randomly chosen each time the unit attacks. See AnimationWML for possible keys.
- [defend]: See AnimationWML
- [death]: See AnimationWML
- [teleport_anim]: See AnimationWML
- [extra_anim]: See AnimationWML
- [event]: Any [event] written inside the [unit] tag will get included into any scenario where a unit of this type appears in. Note that such events get included when a unit of this type first appears in the scenario, not automatically when the scenario begins (meaning that name=prestart events, for example, would usually never trigger). See EventWML and WML_Abilities
- [variation]: Defines a variation of a unit. Variations are invoked with an [effect] tag. They are currently used for graphical variations (giving character sprites new weapons) but theoretically you could do anything with it.
- variation_name: The name of the variation.
- inherit: if yes, inherits all the properties of the base unit.
- All other keys in [variation] are the same as for [unit] itself.
- [male], [female]: They can contain all [unit] tags, to specify a variation of different gender for a unit.
- inherit: if yes, inherits all the properties of the base unit. defaults to yes
- [abilities]: Defines the abilities of a unit. See AbilitiesWML