Tutorial Add-on to Unit Editor Tutorial

Chocobo

White-Flower
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An add-on to : The Unit Editor Fields

If you can complete some unknown parts, I will update this.
+Inf : Infinite positive number
Italic : From the Unit Editor Fields page
Not Italic : Modified


Art - Elevation - Sample Points (Integer)
Still Unknown. Range between 0 and 4.

Art - Elevation - Sample Radius (Real)
Still Unknown. Range between 0 and +Inf.

Art - Fog of War - Sample Radius (Real)
Still Unknown. Range between 0 and +Inf.

Art - Orientation Interpolation (Integer)
Still Unknown. Range between 0 and 8.

Art - Required Animation Names - Attachments (String List)
Still Unknown.

Art - Required Attachment Link Names (String List)
Still Unknown.

Art - Required Bone Names (String List)
Still Unknown.

Art - Use Extended Line of Sight (Boolean)
Still Unknown.

Combat - Attack x - Damage Upgrade Amount (Integer)
Additional base damage gained from an upgrade (including the upgrade itself).

Combat - Attack x - Range Motion Buffer (Real)
Determines at what range must be the target to be hit by an attack. The Range Motion Buffer defines that range : there is a time between the order and the attack itself ; if the target moved by out of Range Motion Buffer range, then the attack is classified as "missed" unless the attack is a projectile of type "homing".

Combat - Attacks Enabled (Attacks)
Defines which of the unit/building/hero's two attacks will be available to use in the game. Either one or both attacks can be selected. You can activate the first or the second attack with an orb effect (orb effects ever activates the second attack).

Combat - Defense Base (Integer)
Defines the amount of defense the unit/building/hero has. A higher value means a greater reduction in the amount of damage received when being attacked. A hero suffers from -2 armor base due to the Gameplay Constants (can be modified).

Editor - Use Click Helper (Boolean)
Creates a box on the unit only in the World Editor, to be easier to be seen.

False :
foot1ao1.jpg


True :
foot2dx1.jpg


Movement - Group Separation - Group Number (Integer)
Determines at which group the unit-type belongs to. A group of 0 determines that the unit-type does not belong to any group.

Movement - Group Separation - Parameter (Integer)
Still Unknown.

Movement - Group Separation - Priority (Integer)
Determines if the unit-type is the first or not. A higher priority puts the unit-type in front of the group.

Movement - Speed Maximum (Integer)
Defines the maximum speed at which the unit/building/hero is allowed to travel. Speed change can only be affected by certain spells, and by the trigger action "Unit - Set Movement Speed". The maximum speed allowed by the game is 400. The Gameplay Constants field "Movement - Unit Speed - Maximum" defines the universal maximum speed that will work in the game. Speed values set above the maximum value will be automatically reset to maximum value instead.
The maximal value of the Speed Maximum is 522, even if you put something greater (also applies to the Gameplay Constants). Writing 0 in Speed Maximum means it will use the Gameplay Constant value.

Movement - Speed Minimum (Integer)
Defines the minimum speed at which the unit/building/hero is allowed to travel. Speed change can only be affected by certain spells, and by the trigger action "Unit - Set Movement Speed". A movement speed of zero will result in the unit/building/hero being unable to move under any circumstances. The Gameplay Constants field "Movement - Unit Speed - Minimum" defines the universal minimum speed that will work in the game. Speed values set below the minimum value will be automatically reset to the minimum value instead. Please note that a speed of zero is not considered a movement value, and therefore can be assigned under any circumstances (it is unaffected by the relevant Gameplay Constants field).
Writing any number in Speed Maximum doesn't use the Gameplay Constant value, the Gameplay Constant defines only the minimal value that is 150 (can be modified).

Movement - Turn Rate (Real)
Defines the speed at which the unit/building/hero is allowed to turn. Turn speed can only be affected by certain spells, and by the trigger action "Animation - Change Unit Turn Speed". Turn speed values range between 0 and 3, with 3 being the fastest turn speed possible.

Pathing - AI Placement Radius (Real)
Defines at what maximal range of a Gold Mine the building can be placed by the Artificial Intelligence. If it goes higher than the value, it won't be built even if it's needed. A value of 0 means that the building can be built everywhere.
Note : The factor used by the AI Placement Radius is unknown. (a Town Hall has a Placement Radius of 8.00, a Guard Tower of 15.00....)

Pathing - AI Placement Type (AI Buffer Type)
Determines where the Artificial Intelligence will build the building. A Hall type is placed close to the Gold Mine, a Factory type is built around the Hall, a General type is placed around the Factories, a None type is placed everywhere.

Pathing - Placement Requires Water Radius (Real)
Determines the range of Water that the building needs to be built.

Techtree - Items Made (Item List)
Defines the items that can be bought by ONLY the player and his allies from the shop.

Techtree - Items Sold (Item List)
Defines the items that can be bought by everyone from the shop.
 

Switch33

New Member
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Art - Required Animation Names - Attachments (String List)
Art - Required Attachment Link Names (String List)
One of these 2.. or both of them are for this:
For things like "stand second", where you want to play the animation set a unit has with a suffix add-on like "second" or "third" etc.

Art - Fog of War - Sample Radius (Real)
Probably has something to do with how far the unit can have fogged around him when hes not revealed.
 
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