These changes are defined in the same format as the units itself (so any numerical value can be given (plus or minus sign) to change thevalue.
some samples:
Elf armor adds +1 armor to all elves
Code: Select all
{
"unitTypeName":"TECH_ELF_ARMORS_1",
"unitType":2042,
"uiDefinition":{
"visuals":[
{
"imgName":"tech_elf_armors_1.png",
"type":"DEFAULT",
"shiftIndicatorsDown":0,
"typeExtra":0.0,
"imgColumns":1,
"imageDefParts":[
{
"cropToRect":{"top": 0,"left":0,"bottom":32,"right":32},
"layer":"UNITS",
"shiftCol":0,
"shiftRow":0,
"clickable":true
}
]
}
]
},
"unitStatSheet":{
"unit":{
"trnRaces":["RACE_ELF"],
"isTechnology":true,
"costTurn":4,
"grantorShopItems":[296],
"trnCategories":["M_ELVEN_BUFFS"],
"trnRevokerTechs":{"unitTypes":["TECH_ELF_ARMORS_2"]},
"armorNormal":1,
"trnBuilders":{"unitTypes":["UNIT_ELF_BUILDING_CRAFTSMAN"]}
}
}
}
Veteraning power is used by Zurgo to increase power and armor on every attack:
Code: Select all
{
"unitTypeName":"EFFECT_VETERANING_POWER",
"unitType":10022,
"uiDefinition":{
"visuals":[
]
},
"unitStatSheet":{
"unit":{
"isTechnology":true,
"costTurn":0,
"grantorShopItems":null,
"hpMax":2,
"hp":0,
"power":1,
"rangeAttack":0,
"armorPierce":1,
"armorNormal":1,
"sight":0,
"unitSizeCol":1,
"unitSizeRow":1,
"isUnderConstruction":false,
"isFactory":false,
"isFactoryThatNotAffectsFactoryLimits":false,
"isOccupiableBuilding":false,
"isWalkableThrough":true,
"powerAccuracyPenalty":0.0,
"powerRange":0,
"powerRangePenaltyPercent":0,
"attackTypeBurningRock":false,
"attackTypeArrow":false,
"rangeWalk":0,
"convertRange":0,
"convertResistance":0.0,
"convertPossibility":0.0,
"rangeHeal":0,
"healRate":0,
"rangeMend":0,
"mendRate":0,
"canBuild":false,
"bonusMendingWhenConstructing":0.0,
"bonusMending":0.0,
"bonusHealing":0.0,
"carryCapacity":0,
"canBeCarried":true,
"isCarriedUnitSurvivesIfIDie":false,
"isCarrierCanCarryUnderConstruction":false,
"isCarrierHidesCarriedUnits":true,
"isCarrierLetCarriedUnitsToShoot":false,
"isCarrierRemovesTerrainDrawbacks":false,
"maxActionCount":0,
"canOccupyBuilding":true,
"canKillForest":false,
"canFlyAsteroid":false,
"isStealthUnit":false,
"canSeeStealthUnits":false,
"trnWeaponEffects":null,
"trnCategories":["M_FLESH_AND_BLOOD_MODS"],
"trnBonusList":[]
}
}
}
Apart from changing the numerical values you can change:
- The specUnitActions array (you can add new item)
- The weaponeffects - you can influence the weapon to eg. poisoneing/flaming.