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The Unit Editor

By Darg

Unit Catagories:

 

Abilities

Art

Combat

Editor

Movement

Pathing

Sound

Stats

Techtree

Text

Unit Editor Field Color Guide:

    * RED: Unit field only

    * GREEN: Building field only

    * BLUE: Hero field only

    * PINK: Unit and Hero field only

    * CYAN = Universal field

 

1. Abilities

 

Abilities - Default Active Ability (Ability)

If the unit/building/hero has been assigned one or more autocast abilities, one ability can be chosen to be active by default.

 

Abilities - Hero (Ability)

Assign up to a maximum of 5 hero abilities to the hero unit. Heroes may also be assigned normal abilities, through the Unit Editor field "Abilities - Normal".

 

Abilities - Normal (Ability)

Assign a number of normal abilities to the unit/building/hero. The number assigned is not limited, however each unit has 7 free slots, and heroes and buildings each have 6 free slots. Note that abilities such as Invulnerable (Neutral) and Locust do not consume any slots. Also note that some abilities have both ability and upgrade components to them (e.g. Moon Glaive). If all slots are being used, use the "Spellbook" ability to assign extra normal abilities.2. Art

 

Art - Allow Custom Team Color (Boolean)

Allow/deny a unit/building/hero to change its team color from the color it had at the start of the game. Colors can be changed via the "Player - Change Color", "Unit - Change Color" and "Unit - Change Owner" trigger actions, and also via the "Art - Team Color" Unit Editor field.

 

Art - Animation - Blend Time (seconds)(Real)

The amount of time it takes a unit/building/hero to blend from being visible to being invisible, and vice versa. If the unit/building/hero has been assigned an ability such as Shadow Meld, this field will apply to it.

 

Art - Animation - Cast Backswing (Real)

The amount of time it takes a unit/building/hero to go through half the physical movement necessary to cast a spell. If the unit/building/hero has no animations for casting spells, the time set in this field still applies, but there will be no viewed physical movement. This field combines additively with "Art - Animation - Cast Point" to form the total time taken to physically cast a spell.

 

Art - Animation - Cast Point (Real)

The amount of time it takes a unit/building/hero to go through half the physical movement necessary to cast a spell. If the unit/building/hero has no animations for casting spells, the time set in this field still applies, but there will be no viewed physical movement. This field combines additively with "Art - Animation - Cast Backswing" to form the total time taken to physically cast a spell.

 

Art - Animation - Run Speed (Real)

The speed by which the unit/building/hero model moves, when performing any of its "Run" animations. Note that this field only affects the speed of the model itself, and NOT how fast the model moves across the map (see field Movement - Speed Base). Note that there are no known units/buildings/heroes in the game which possess a run animation, so this field currently has no purpose.

 

Art - Animation - Walk Speed (Real)

The speed by which the unit/building/hero model moves, when performing any of its "Walk" animations. Note that this field only affects the speed of the model itself, and NOT how fast the model moves across the map (see field Movement - Speed Base).

 

Art - Button Position (X) (Integer)

Defines in which column to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Column values range from 0 (Left-most column) to 3 (Right-most column).

 

Art - Button Position (Y) (Integer)

Defines in which row to place the button for the unit/building/hero, in the bottom-right command-interface area. A building's button can be viewed in the construction tab of a worker unit who can construct that building. For units and heroes, it can be viewed in the building in which the unit or hero is trained. Row values range from 0 (top-most row) to 2 (Bottom-most row).

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Art - Caster Upgrade Art (Icon)

Defines the caster upgrade icon to show for upgradeable spell caster units (see fields "Text - Caster Upgrade Names" and "Text - Caster Upgrade Tips").

99839995.jpg

Art - Death Time (seconds) (Real)

Defines the time it takes between when the unit/building/hero is killed and the game registers the unit as being dead. Does not affect the speed of the unit/building/hero death animation.

 

Art - Elevation - Sample Points (Integer)

Unknown.

 

Art - Elevation - Sample Radius (Real)

Unknown.

 

Art - Fog of War - Sample Radius (Real)

Unknown.

 

Art - Ground Texture (Texture)

Defines the look of the building's foundations.

 

80304134.jpg

Art - Has Water Shadow (Boolean)

Defines whether the flying unit/hero casts a shadow when positioned over a body of deep water.

 

Art - Icon - Game Interface (Icon)

Defines what icon a unit/building/hero will have when present in the bottom-right command-interface area.

 

Art - Icon - Score Screen (Icon)

Defines the icon to show for a player's hero in the game score screen, under the "Heroes" tab. There will be 3 icons per player at most displayed under the tab, and the actual icons shown will be determined by which heroes scored the most points in the game.

 

Art - Maximum Pitch Angle (degrees) (Real)

Defines the maximum angle the flying unit/hero can tilt forwards and backwards. This field has no bearing on the ability to move over particular terrain.

 

Art - Maximum Roll Angle (degrees) (Real)

Defines the maximum angle the flying unit/hero can tilt left and right. This field has no bearing on the ability to move over particular terrain.

 

Art - Model File (Model)

Defines the 3D model to use for the unit/building/hero. This field purely defines 3D artwork; it has no bearing on any other characteristic of the unit/building/hero.

 

Art - Model File - Extra Versions (Versions)

In cases where the artwork of a particular unit has been redrawn for The Frozen Throne, this field defines whether to use the Reign of Chaos or The Frozen Throne model version. If both options are checked, The Frozen Throne model version will be used by default.

 

Art - Occluder Height (Real)

If units/buildings/heroes have their occluder height set to a non-zero value, they will cause other nearby units/buildings/heroes to have their lines of sight obstructed by their presence. Flying units/heroes do not suffer from this effect.

86694530.jpg

 

CONTINUE Next Topic..!!

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