- Data\Unit
- Template
- Parent
- Unit Category
- Unit Stats
- Health
- Mana
- Shield
- Movement
- Turning
- Behavior
- Unit Battle Data [Wild Sky] [Deprecated]
- Rally Point [Wild Sky]
- Unit Value
- References
- Level
- Display Name
- Hide Unit Status Bar [Deprecated]
- Ingame Icon
- Bind Ability Ui
- Health Bar
- Custom Health Bar
- Unit Event Triggers
- Dependent Units
- Dependent Effects
- Dependent Behaviors
- Dependent Sprite Assets
- Mini Map Config
- Affinity Index [Wild Sky]
- Card Name [Wild Sky]
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.