ObjectAttribute
Bases: _DataSetIntEnums
This enum class provides the integer values used to reference all the different object attributes in the game. Used in the 'Modify Attribute' effect to control which attribute of an object is modified.
Examples
Source code in AoE2ScenarioParser/datasets/trigger_lists/object_attribute.py
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Attributes¶
HIT_POINTS = 0
class-attribute
instance-attribute
¶
0
This attribute refers to the health of the units
LINE_OF_SIGHT = 1
class-attribute
instance-attribute
¶
1
This is the distance a unit can see around itself
GARRISON_CAPACITY = 2
class-attribute
instance-attribute
¶
2
This is the amount of units that can garrison inside another unit
UNIT_SIZE_X = 3
class-attribute
instance-attribute
¶
3
This determines the x-size of the unit's collision hitbox (width of the unit)
UNIT_SIZE_Y = 4
class-attribute
instance-attribute
¶
4
This determines the y-size of the unit's collision hitbox (length of the unit)
MOVEMENT_SPEED = 5
class-attribute
instance-attribute
¶
5
This is the movement speed of a unit, measured in tiles per second
ROTATION_SPEED = 6
class-attribute
instance-attribute
¶
6
This is the rate at which units can rotate, measured in seconds per frame (this many seconds must pass before the object can switch to the next rotation frame). For example, for a trebuchet to start attacking a building facing the opposite direction, it has to rotate to face that way first
ARMOR = 8
class-attribute
instance-attribute
¶
8
This is the quantity of armour a unit has on any of its Armour Classes
. If you do not know what an Armour Class
is, refer to the Damage Calculation section of this guide. Note that changing the armour through this option will show it as being added to the base armour amount. (for example: 4+4)
ATTACK = 9
class-attribute
instance-attribute
¶
9
This is the quantity of attack a unit has on any of its Attack Classes
. If you do not know what an Attack Class
is, refer to the Damage Calculation section of this guide. Note that changing the attack through this option will show it as being added to the base attack amount. (for example: 6+2)
ATTACK_RELOAD_TIME = 10
class-attribute
instance-attribute
¶
10
This is the minimum time that must pass before a unit is able to fire another shot. For melee units it is the minimum time between two successive hits that they can do
ACCURACY_PERCENT = 11
class-attribute
instance-attribute
¶
11
This determines how accurately a unit can aim at another unit
-
Notes:
This accuracy is the accuracy of a unit to fire at the exact centre of its target. If the shot fired is not aimed at the exact centre of the target, it may still hit the target if its not off by too much since it can still land within the hitbox of the target, just not at the exact centre Thus, bigger targets are actually easier to hit, which explains why buildings are an easier target to hit for trebuchets than small units !Visually Smaller In this image, you can see that shots that were fired in the red area in the 2nd scenario would've hit if the target had been closer like in the first scenario, but since the target is far away, they actually miss More technically, the visual angle of an object of the same size that is farther away is smaller, thus giving a smaller room for error for the shot in terms of the range of angles that will make the shot hit The chance of a unit getting converted by a monk is also determined by its accuracy If you modify an onager to have a big blast radius and give it a small accuracy, then attack a lot of units bunched together, the accuracy determines what percentage of units take damage from the blast of the onager! This is the reason why warwolf trebuchets get 100% accuracy because otherwise the blast wouldn't damage all of the units. Another interesting consequence of this is the delete trick with onagers and mangonels. This is where a mangonel is deleted immediately after it fires its shot and because a dead unit doesn't have an accuracy, it defaults to 100% and thus deals more damage to all the units in the blast radius Note: There are two other factors that play a role in determining the damage from the shot fired by the deleted mangonel 1. The damage from a mangonel's shot is decreased over distance when moving outward from the centre of the blast (the targeted point). However, when the mangonel is deleted, this decrease over distance doesn't happen, and the projectile deals the full 100% damage to all the units in the blast radius! 2. A shot that is fired from lower elevation would normally deal only 75% of its normal damage due to the elevation damage reduction. deleting a mangonel in this case also makes the damage the full 100% as if there was no elevation difference
MAX_RANGE = 12
class-attribute
instance-attribute
¶
12
This is the maximum range of a unit. Note that to be able to shoot at a target, it must be visible to the unit via its own line of sight or from another unit's line of sight
WORK_RATE = 13
class-attribute
instance-attribute
¶
13
This is the work rate for any unit that can do work. Villagers, Fishing Ships, Serjeants
CARRY_CAPACITY = 14
class-attribute
instance-attribute
¶
14
This is the carry capacity of Villagers
BASE_ARMOR = 15
class-attribute
instance-attribute
¶
15
This is the quantity of base armour a unit has on any of its Armour Classes
. If you do not know what an Armour Class
is, refer to the Damage Calculation section of this guide. Note that changing the armour through this option will show it as the base armour itself, and it will not be added to the regular amount
PROJECTILE_UNIT = 16
class-attribute
instance-attribute
¶
16
This is the ID of the projectile that a unit fires
BUILDING_ICON_OVERRIDE = 17
class-attribute
instance-attribute
¶
17
The functionality of this attribute is unknown as it doesn't always behave certainly. If you know what this attribute does, please let the authors of this guide know!
TERRAIN_DEFENSE_BONUS = 18
class-attribute
instance-attribute
¶
18
Unknown... What does this attribute do?
PROJECTILE_SMART_MODE = 19
class-attribute
instance-attribute
¶
19
This is a combinable bit field. Controls the following two behaviours for projectiles:
-
Flags:
- 0: No Ballistics
- 1: Has Ballistics
- 2: Deals full damage on missed hit
-
Notes:
For example, if we set this property of the projectile used by an archer to
1
, it will have ballistics. (This is exactly what researching ballistics does in the first place). If we set this property to2
, a missed projectile that hits another unit will deal its full damage instead of the 50% that it would normally do What if we want to enable both properties at once? This is achieved by adding the flag values for both of them together. Setting this property to3
enables both effects
MINIMUM_RANGE = 20
class-attribute
instance-attribute
¶
20
The minimum distance a unit must be from an attacking unit for the attacking unit to be able to fire its projectile
AMOUNT_OF_1ST_RESOURCE_STORAGE = 21
class-attribute
instance-attribute
¶
21
This is the amount of 1st resource contained in any unit. Refer to A.G.E. to see which resource this is for each unit
BLAST_WIDTH = 22
class-attribute
instance-attribute
¶
22
All enemy units inside this radius take damage from an attacking unit. This is used by elephants, Druzhina Halberdiers, and Logistica Cataphracts
SEARCH_RADIUS = 23
class-attribute
instance-attribute
¶
23
The maximum distance at which a unit can detect and auto attack enemy units
BONUS_DAMAGE_RESISTANCE = 24
class-attribute
instance-attribute
¶
24
Used by Sicilians for the 33% bonus damage resistance. Set to 0.33 for all Sicilian land military units except siege
-
Notes:
Do not make it greater than 1
ICON_ID = 25
class-attribute
instance-attribute
¶
25
The ID of the icon that you want a unit to show
AMOUNT_OF_2ND_RESOURCE_STORAGE = 26
class-attribute
instance-attribute
¶
26
This is the amount of 2nd resource contained in any unit. Refer to A.G.E. to see which resource this is for each unit
AMOUNT_OF_3RD_RESOURCE_STORAGE = 27
class-attribute
instance-attribute
¶
27
This is the amount of 3rd resource contained in any unit. Refer to A.G.E. to see which resource this is for each unit
FOG_VISIBILITY = 28
class-attribute
instance-attribute
¶
28
Controls visibility of a unit through the fog of war
-
Flags:
- 0: Not Visible
- 1: Always Visible
- 2: Visible If Alive
- 3: Inverted Visibility
- 4: Check Doppelganger
OCCLUSION_MODE = 29
class-attribute
instance-attribute
¶
29
This is a combinable bit field. Controls the outlines of units as seen through other units
-
Flags:
- 0: No outline
- 1: Display outline when behind other units that have flag 2
- 2: Other units' outlines are rendered when they are behind this unit
- 4: Display outline on this unit's foundation when behind other units that have flag 2
GARRISON_TYPE = 30
class-attribute
instance-attribute
¶
30
This is a combinable bit field. Controls which units are able to garrison in a building. A unit needs to have the garrison in building task to be able to garrison in a building to begin with
-
Flags:
- 1: Villagers
- 2: Infantry
- 4: Cavalry
- 8: Monks
- 16: Herdables
- 32: Siege
- 64: Ships
UNIT_SIZE_Z = 32
class-attribute
instance-attribute
¶
32
This determines the z-size of the unit's collision hitbox (height of the unit)
-
Notes:
Setting this to 0 allows other units to walk over this unit Does this still control the HP bar location as specified in A.G.E.?
CAN_BE_BUILT_ON = 33
class-attribute
instance-attribute
¶
33
Determines if a building foundation can be placed on top of a unit
-
Flags:
- 0: Disallow unit to be built on. This is the value for almost all units
- 1: Allow unit to be built on. This is the value for corpses, rubble, eye candy
FOUNDATION_TERRAIN = 34
class-attribute
instance-attribute
¶
34
This is the ID of the terrain created under a building when its construction is finished
-
Flags:
- -1: No terrain change
-
Notes:
Only affects units of Type 80 (Building)
HERO_STATUS = 40
class-attribute
instance-attribute
¶
40
This is a combinable bit field. Controls the following properties:
-
Flags:
- 1: Full Hero Status
- 2: Cannot be Converted
- 4: Self Regeneration (30 HP/min)
- 8: Defensive Stance by Default
- 16: Protected Formation by Default
- 32: Safe Delete Confirmation
- 64: Hero Glow
- 128: Invert All Flags (except flag 1)
-
Notes:
For example, if we set the hero status of a knight to 2, a monk will not be able to convert it. If we set the hero status of a militia to 4, it will regenerate HP automatically What if we want to enable multiple properties at once? This is achieved by adding the flag values for those properties together and setting the hero status to that value. For example, if we want to make a paladin both unconvertable and regenerate HP automatically, we can set its hero status to 2+4 = 6. This means that the hero status of a unit can take on any values in the range 1-63. If you set it to any other value, it does not have any effect on the unit This works because notice that there is one and only one way to add different flag values together to obtain a particular value for the hero status! For example, if we have a value of 20 for the hero status of a unit, the only way to make 20 from the above flag values is to add 4 and 16. Thus, we know that the properties corresponding to the flag values 4 (self regeneration) and 16 (protected formation by default) must be enabled for that unit This is a consequence of the fact that every number can be represented as a unique sum of powers of two (binary numbers)
FRAME_DELAY = 41
class-attribute
instance-attribute
¶
41
The amount of delay between the point when the attacking animation starts and the actual hit happening for military units. This is what makes Cavalry Archers annoying to micro
TRAIN_LOCATION = 42
class-attribute
instance-attribute
¶
42
The ID of the unit that trains any given unit. Barracks train Militia, so the train location of a Militia is the ID of the Barracks
TRAIN_BUTTON = 43
class-attribute
instance-attribute
¶
43
The button used for training any given unit. For example, Militia are trained by using the first button, hence the Button Location of Militia is 1. This number ranges from 0-15
BLAST_ATTACK_LEVEL = 44
class-attribute
instance-attribute
¶
44
A unit deals blast damage to other units with equal or higher Blast Defense Level that are in its blast radius. For example, while mangonels (blast attack: 2) can damage your own units (blast defense of all player owned units is always 2), scorpions (blast attack: 3) cannot do the same
-
Flags:
- 0: damage resources, nearby allied units and tress
- 1: damage trees, nearby allied units
- 2: damage nearby and allied units
- 3: damage targeted unit only
- 4: damage enemy units only
- 64: Attenuate damage as distance from the centre of attack increases (infantry only)
- 128: Blast damage is dealt along the direction the unit is facing only. This area is a very narrow cone
-
Notes:
One of the flags 0-3 can be combined with the combinable flags 4 to 128 by adding the two values
BLAST_DEFENSE_LEVEL = 45
class-attribute
instance-attribute
¶
45
A unit feels the blast damage from other units with equal or lower Blast Attack Level and if it is inside the attacker's blast radius. For example, while onagers (blast attack: 1) can cut trees (blast defense 1), mangonels (blast attack: 2) cannot do the same
-
Flags:
- 0: damage resources, nearby allied units and tress
- 1: damage trees, nearby allied units
- 2: damage nearby allied units
- 3: damage targeted unit only
SHOWN_ATTACK = 46
class-attribute
instance-attribute
¶
46
The amount of attack that is displayed as a unit's attack (may not actually be the true attack)
SHOWN_RANGE = 47
class-attribute
instance-attribute
¶
47
The quantity that is displayed as a unit's attack ingame (may not actually be the true attack)
SHOWN_MELEE_ARMOR = 48
class-attribute
instance-attribute
¶
48
The quantity that is displayed as a unit's melee armour ingame (may not actually be the true armour)
SHOWN_PIERCE_ARMOR = 49
class-attribute
instance-attribute
¶
49
The quantity that is displayed as a unit's pierce armour ingame (may not actually be the true armour)
OBJECT_NAME_ID = 50
class-attribute
instance-attribute
¶
50
The string ID to use for the name of an object. A string ID is used for refering to strings that the game recognises by default. It can be used to automatically set names by using a value that the game recognises. Trying out the value 1 on a unit and seeing what happens is left as an excersise for the reader
SHORT_DESCRIPTION_ID = 51
class-attribute
instance-attribute
¶
51
The string ID for the Short Description of an object. A string ID is used for refering to strings that the game recognises by default. It can be used to automatically set a Short Description by using a value that the game recognises. Trying out the value 1 on a unit and seeing what happens is left as an excersise for the reader
TERRAIN_RESTRICTION_ID = 53
class-attribute
instance-attribute
¶
53
This number determines how a unit interacts with terrains and which terrains it can walk on
-
Flags:
- 0: All
- 1: Land And Shallows
- 2: Beach
- 3: Water Small Trail
- 4: Land
- 5: Nothing
- 6: Water No Trail
- 7: All Except Water
- 8: Land Except Farm
- 9: Nothing 2
- 10: Land And Beach
- 11: Land Except Farm 2
- 12: All Except Water Bridge Cannon
- 13: Water Medium Trail
- 14: All Except Water Bridge Arrow
- 15: Water Large Trail
- 16: Grass And Beach
- 17: Water And Bridge Except Beach
- 18: All Except Water Bridge Spear
- 19: Only Water And Ice
- 20: All Except Water Wheel
- 21: Shallow Water
- 22: All Dart
- 23: All Arrow Fire
- 24: All Cannon Fire
- 25: All Spear Fire
- 26: All Dart Fire
- 27: All Laser
- 28: All Except Water Cavalry
- 29: All Except Water Packet Trebuchet
- 30: Water Smallest Trail
UNIT_TRAIT = 54
class-attribute
instance-attribute
¶
54
This is a combinable bit field. Controls the following properties:
-
Flags:
- 1: Garrison Unit
- 2: Ship Unit
- 4: Build Another Building (Serjeants)
- 8: Transform Into Another Unit (Ratha)
- 16: Auto Scout Unit
-
Notes:
See Also:
Trait Piece
TRAIT_PIECE = 56
class-attribute
instance-attribute
¶
56
This can be set to the ID of a unit that is used along with some of the Unit Traits
-
Flags:
- 1: Unused
- 2: Unused
- 4: Build Unit
- 8: Transform Unit
- 16: Unused
-
Notes:
See Also:
Unit Trait
DEAD_UNIT_ID = 57
class-attribute
instance-attribute
¶
57
This is the ID of the unit to spawn after the current unit dies. This is whats used to make the dismounted konniks possible
HOTKEY_ID = 58
class-attribute
instance-attribute
¶
58
This number determines which hotkey is assigned to a unit
MAXIMUM_CHARGE = 59
class-attribute
instance-attribute
¶
59
The maximum amount of charge that a unit can hold
RECHARGE_RATE = 60
class-attribute
instance-attribute
¶
60
The rate of charge regeneration per second
CHARGE_EVENT = 61
class-attribute
instance-attribute
¶
61
This action depletes the unit's charge
-
Flags:
- 1: If charge type is set to
1
,2
or3
, depletes charge on attacking
- 1: If charge type is set to
CHARGE_TYPE = 62
class-attribute
instance-attribute
¶
62
The type of charge that a unit holds
-
Flags:
- 1: Attack charge
- 2: ??? charge
- 3: Area attack charge
- 4: Agility charge
COMBAT_ABILITY = 63
class-attribute
instance-attribute
¶
63
Combinable bit field. Controls several attacking behaviours for units
-
Flags:
- 1: Ignore melee and pierce armours of the targeted unit
- 2: Resist armour-ignoring attacks
- 4: Damage the targeted unit's armor (Obuch)
- 8: Attack ground ability
- 16: Bulk volley release (kipchak/siege weapons)
- 32: Enable task 155 ability (Stronghold castle/Caravanserai/Centurion)
ATTACK_DISPERSION = 64
class-attribute
instance-attribute
¶
64
Half of the radius from the target unit in which missed projectiles fired by this unit can land in
SECONDARY_PROJECTILE_UNIT = 65
class-attribute
instance-attribute
¶
65
This is the ID of the secondary projectile that a unit fires (Chu Ko Nu)
BLOOD_UNIT = 66
class-attribute
instance-attribute
¶
66
This is the ID of a secondary unit to spawn after the current unit dies. This could potentially be used along with dead unit ID to spawn two units after a single unit dies
PROJECTILE_HIT_MODE = 67
class-attribute
instance-attribute
¶
67
Controls how a projectile collides with units in the path of its target. Currently changing this through XS has no effect
-
Flags:
- 0: Collide only with the targeted unit
- 1: Collide with any damage-able units in the path to the targetted unit
- 2: Collide with any unit in the path to the targetted unit
PROJECTILE_VANISH_MODE = 68
class-attribute
instance-attribute
¶
68
Controls if a projectile passes through or disappears on impact. Currently changing this through XS has no effect
-
Flags:
- 0: Disappear on first impact
- 1: Pass through
PROJECTILE_ARC = 69
class-attribute
instance-attribute
¶
69
Controls the maximum height of the fired projectile
STANDING_GRAPHIC = 71
class-attribute
instance-attribute
¶
71
The sprite animation shown when a unit is idle
-
Notes:
Units randomly choose between this or Standing Graphic 2
STANDING_GRAPHIC_2 = 72
class-attribute
instance-attribute
¶
72
The sprite animation shown when a unit is idle
-
Notes:
Units randomly choose between this or Standing Graphic
DYING_GRAPHIC = 73
class-attribute
instance-attribute
¶
73
The sprite animation shown when a unit dies
UNDEAD_GRAPHIC = 74
class-attribute
instance-attribute
¶
74
This graphic is shown after a unit's dying animation instead of replacing it with its dead unit if its "Undead Mode" is set to 1
-
Notes:
Requires "Undead Mode" to be set to
1
WALKING_GRAPHIC = 75
class-attribute
instance-attribute
¶
75
The sprite animation shown when a unit is walking
RUNNING_GRAPHIC = 76
class-attribute
instance-attribute
¶
76
The sprite animation shown when a unit is running
-
Notes:
A unit runs when it is issued an attack command, or when a unit is fleeing (deer-like units) Most units do not have a running graphic A graphic can multiply the speed of the unit it is applied to This is used for deer, wolves, boars, etc. when they are issued an attack command
SPECIAL_GRAPHIC = 77
class-attribute
instance-attribute
¶
77
This sprite animation is shown when a unit uses one of "Block", "Charge", or "Counter Charge" special abilities
-
Notes:
Special abilities are an unused feature in AoE2, they were planned but never made it into AoK
OBSTRUCTION_TYPE = 78
class-attribute
instance-attribute
¶
78
Controls unit outline and collision. Use the ObstructionType
dataset for auto completion
-
Flags:
- 0: Square outline, and passable
- 1: Same as 0
- 2: Solid square outline, and has collision box
- 3: Square outline, and has collision box
- 4: No outline, and passable
- 5: Round outline, and has collision box
- 10: Same as 2, but designed for mountains
BLOCKAGE_CLASS = 79
class-attribute
instance-attribute
¶
79
Controls unit blockage class. Use the BlockageClass
dataset for auto completion
-
Flags:
- 0: Forces default obstruction type
- 1: Resource
- 2: Unit
- 3: Building
- 4: Wall
- 5: Gate, allows trespassing
- 6: Cliff, blocks walling
SELECTION_EFFECT = 80
class-attribute
instance-attribute
¶
80
Controls unit hit point bar and outline. Use the SelectionEffect
dataset for auto completion
-
Flags:
- 0: Has hit point bar
- 1: Has hit point bar, and outline
- 2: No hit point bar, or outline
- 3: No hit point bar, but has outline
RESOURCE_COSTS = 100
class-attribute
instance-attribute
¶
100
Refers to the first resource cost of a unit. Refer to A.G.E. to see which resource cost that is
TRAIN_TIME = 101
class-attribute
instance-attribute
¶
101
This is the amount of time it takes to create a unit
TOTAL_MISSILES = 102
class-attribute
instance-attribute
¶
102
This is the number of projectiles a unit fires. The Chu Ko Nu fires 3 and the Elite Chu Ko Nu fires 5
MAX_TOTAL_MISSILES = 107
class-attribute
instance-attribute
¶
107
The maximum number of projectiles a unit can fire when other units are garrisoned inside of it. A castle fires 5 projectiles by default but can fire more if units are garrisoned inside it. This attribute controls the maximum number of those
GARRISON_HEAL_RATE = 108
class-attribute
instance-attribute
¶
108
The rate measured in HP/s at which garissoned units are healed inside a given building
REGENERATION_RATE = 109
class-attribute
instance-attribute
¶
109
The rate measured in HP/minute at which units heal themselves. This value is overridden to 30 HP/minute if the flag for Self Regeneration is set in the Hero Status of a unit
POPULATION = 110
class-attribute
instance-attribute
¶
110
Modifies the population headroom storage of a unit. Negative values = require population (units), positive values = give population (houses). This is not a real attribute that exists in A.G.E., just seems like a way to edit the population heardroom provided by a unit
MINIMUM_CONVERSION_TIME_MODIFIER = 111
class-attribute
instance-attribute
¶
111
Adds to the minimum time required to convert the unit
-
Notes:
By default, units have a 4 monk second minimum conversion time The overall minimum conversion time for all units is also affected by Convert Resist Min Adjustment
MAXIMUM_CONVERSION_TIME_MODIFIER = 112
class-attribute
instance-attribute
¶
112
Adds to the maximum time after which a unit conversion is forced
-
Notes:
By default, units have a 10 monk second maximum conversion time The overall maximum conversion time for all units is also affected by Convert Resist Max Adjustment
CONVERSION_CHANCE_MODIFIER = 113
class-attribute
instance-attribute
¶
113
The probability of conversion every monk second is divided by this value for the unit
-
Notes:
The overall conversion probability for all units is also affected by Conversion Resistance
FORMATION_CATEGORY = 114
class-attribute
instance-attribute
¶
114
Control where the units in formation
-
Flags:
- 0: Not using formation
- 1: Mobile
- 2: Body
- 3: Ranged
- 4: Long Ranged
- 5: Protected
AREA_DAMAGE = 115
class-attribute
instance-attribute
¶
115
Blast damage multiplier to non directly targeted units. Blast damage to non directly targeted units is a fixed value if this is negative