Data\Unit


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.

Template

FieldType: Template

Parent

FieldType: Parent

Unit Category

EnumType: UnitComponent.UnitType

Sets the type of unit.

Unit Stats

Radius

Determines the collision size of the unit.

Invulnerable


When checked, the unit will match the "Invulnerable" target filters. Note that currently this flag does not actually make the unit immortal or invulnerable.

Ground


When checked, the unit will collide with other ground units and match the "Ground" target filters.

Air


When checked, the unit will collide with other air units and match the "Air" target filters.

Selectable

Determines whether or not the unit can be selected.

Target Priority


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.

Selection Priority

Determines the unit selection priority when multiple units are overlapping. Higher priority units will be selected over lower priority units.

Ignore Unit Collision

When checked, the unit will ignore collision with other units. Note that this does not affect navigation mesh pathfinding (ie collision with props).

Ignore Pathing

When checked, the unit will ignore navigation mesh and move in a direct line to its target position.

Health

Max Health

The maximum health of the unit.

Start Health

The starting health of the unit. By default this will use the Max Health value.

Regeneration

The amount of health the unit regenerates per second.

Regeneration Delay

The delay after the unit takes damage before it begins regenerating health. Useful for making health only regenerate outside of combat.

Mana

Max Mana

The maximum mana of the unit.

Start Mana

The starting mana of the unit. By default this will use the Max Mana value.

Regeneration

The amount of mana the unit regenerates per second.

Regeneration Delay

The delay after the spends mana before it begins regenerating mana.

Shield

Max Shield

The maximum shields of the unit.

Start Shield

The starting shields of the unit. By default this will use the Max Shield value.

Regeneration

The amount of shields the unit regenerates per second.

Regeneration Delay

The delay after the unit takes damage before it begins regenerating shields.

Movement

Move Speed

The movement speed of the unit, in terrain grid-units-per-second.

Unit Height

The visual height of the unit. Useful for making flying units appear to be flying in the air.

Turning

Turning Speed

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.

Behavior

Behavior Type

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.

Behavior Type [Deprecated]

EnumType: BehaviorComponent.BehaviorType

Unit Battle Data [Wild Sky] [Deprecated]

MessageType: UnitBattleData

Rally Point [Wild Sky]

Offset


The offset applied to Set Rally Point effects.

Unit Value

Gold Cost

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.

References

Weapon List


Which Weapons are available to the unit. Weapons are prioritized from top to bottom.

Ability List


Which Abilities are available to the unit. Abilities are prioritized from top to bottom.

Behavior List


Which Behaviors the unit starts with. Behaviors are applied from top to bottom.

On Start Ability


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.

Tag List


Which Tags the unit starts with.

Name

The name of the tag to apply.

Count

The number of stacks of the tag to apply.

Duration

The duration the tag will last (the default setting will last indefinitely).

Level

A unit level reference that can be referenced in validator expressions. Current usage is limited.

Display Name


Sets the display name of the unit, which can be referenced in triggers with DCEI.GetUnitDisplayName(). Accepts string or localization key.

Hide Unit Status Bar [Deprecated]

Ingame Icon

Bind Ability Ui

Health Bar

The type of health bar to display.

Type

  • 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.

Show When Full

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.

Custom Health Bar

Custom health bar. If set, a customized health bar will display and the HealthBarOption field will be ignored.

Primary Bar

MessageType: HealthBarOptions

Secondary Bar

MessageType: HealthBarOptions

Offset

MessageType: Double3

The offset for the custom health bar position from the unit.

Border Width

The border width of the custom health bar.

Unit Event Triggers

Effects triggerd on unit events

On Unit Create Effects

Effects will be triggered when the unit is created.

On Unit Death Effects

Effects will be triggered when the unit dies.

On Unit Remove Effects

Effects will be triggered when the unit is removed.

Dependent Units

Dependent units will be loaded when the unit is loaded

Dependent Effects

Dependent effects will be loaded when the unit is loaded

Dependent Behaviors

Dependent behaviors will be loaded when the unit is loaded

Dependent Sprite Assets

Dependent sprites will be loaded when this unit is loaded.

Mini Map Config

These settings determine how the unit will be rendered on a minimap frame.

Mini Map Ui Type

SelectableType: Unit.MiniMapConfig.Mini Map Ui Type

Determines whether the unit renders as a circle or sprite on the minimap.

Show On Mini Map

When enabled, causes the unit to render on minimap frames.

Render Priority

Higher render priority units will display above lower priority ones in the minimap.

Tint Color

Sets the tint color of the unit's minimap render using RGB values.

Affinity Index [Wild Sky]

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

Card Name [Wild Sky]

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.