Units

Units can have Unit Sub-Components and those are crucial in determining the "capabilities" of the Unit like "move", "take damage", etc.

Unit Sub-Components add technical capabilities to Units and as such, take precedence over Unit State Flags. E.g. it makes no sense to make a Unit unstoppable if it cannot move.

For Units there is currently only one Base Class, the UnitBase

Notable Unit Properties and Stats:

Command Card:

The command card is reserved for future expansion. As of now, it contains the unit Abilities and those abilities will be auto-arranged on the castPanel. When fully implemented, the command card will give users the opportunity to arrange abilities on the castPanel.

Autoattack:

A unit’s autoattack is configured by its Weapon.

  • The range of a unit’s autoattack is the range of the Weapon.

  • The autoattack speed of the unit will be the "Period" of the weapon.

  • The damage is done by the projectile that the weapon shoots.

Unbuffed and Max (Buffed) Vitals

Modifiers to Vitals are found on Behaviors (Attributes and Buffs).

  • Flat modifiers (e.g. plus 10 Life) are found under Behavior→Modifications→Stats→Maximum

  • Percentage modifiers (e.g. plus 10 percent Life) are found under Behavior→Modifications→Vital Max Bonus Fraction.

When using Attributes, percentage modifiers are ignored, as this would quickly escalate to high numbers considering that Attributes have levels.

Unbuffed Vitals

The Unbuffed Vitals are calculated like this: Unit’s Vitals plus Vitals from Attributes.

Buffed Vitals

Buffed Vitals are Unbuffed Vitals plus Vital Modifiers from Buffs.

Note that Buffs can also be applied to a Unit when it equips an Item (see Item → Equip Behavior).

Unit Flags

Unit State Flags:

Unit State Flags have hard-coded influence on gameplay. Buffs can apply State Flags.

  • Unstoppable

    • Cannot be stunned, rooted, silenced or slowed.

      • this means Buffs that want to apply such modifications will be ignored and are practically lost when applied to the Unit.

  • Unkillable

    • Will not die, even if health falls to 0.

  • Invulnerable

    • Cannot take damage. Loosing Health through a negative life-regeneration or an EffectModifyUnit is still possible.

  • Stunned

    • Cannot move, cast or autoattack.

  • Rooted

    • Cannot move.

  • Silenced

    • Cannot cast.

  • Untargetable

    • Cannot be the target of a targeted cast or autoattack. However, it can still be found by a SearchArea Effect or hit by a Projectile.

  • Unselectable

    • Cannot be selected by the user. TODO: Units that are currently selected and become unselectable.

  • Slowed

    • Applying this state flag alone does nothing. However, Buffs that apply this state flag are rejected, if the unit is Unstoppable.

Unit Attribute Flags:

Unlike State Flags, the influence of Unit Attribute Flags on gameplay are not at all hard-coded. It should even be possible (although this is neither tested nor supported) that users add their own flag(s) to the UnitAttributeFlag enumeration. Usages of Attribute Flags are: