我拿Settler_sbds作为例子(部分语句省略): <protounit name="Settler"> Settler为村民的protoname <soundtype name="Select"> Select为选取单位的语音 <variationlogic> 当动画xml定义了两个模型以上(如村民一男一女),用这个语句进行区分 <choice name="0"> 男村民,实际为单位xml定义的第一个模型 <civlogic> 区分各文明语音 <choice name="Nature"/> 大自然 <choice name="French"> 法国 <soundset name="FrenchSettlerMaleSelect"/> FrenchSettlerMaleSelect为Soundsetsy.xml定义的调用名。 </choice> <choice name="British"> 英国 <soundset name="BritishSettlerMaleSelect"/> 只要是soundset name=""都是Soundsetsy.xml定义的调用名,下面不再重复解释。 </choice> <choice name="Russians"> 俄罗斯 <soundset name="RussianSettlerMaleSelect"/> </choice> </civlogic> </choice> <choice name="1"> 女村民,实际为单位xml定义的第二个模型 <civlogic> 区分各文明语音 <choice name="Nature"/> 大自然 <choice name="French"> 法国 <soundset name="FrenchSettlerMaleSelect"/>Soundsetsy.xml定义的调用名 </choice> <choice name="British"> 英国 <soundset name="BritishSettlerMaleSelect"/> </choice> <choice name="Russians"> 俄罗斯 <soundset name="RussianSettlerMaleSelect"/> </choice> </civlogic> </choice> </variationlogic> </soundtype> <soundtype name="Grunt"> 受到伤害,惨叫语音 <variationlogic> 当动画xml定义了两个模型以上(如村民一男一女),用这个语句进行区分 <choice name="0">男村民惨叫,实际为单位xml定义的第一个模型 <soundset name="GenericMaleGrunt"/>Soundsetsy.xml定义的调用名 </choice> <choice name="1">女村民惨叫,实际为单位xml定义的第二个模型 <soundset name="GenericFemaleGrunt"/>Soundsetsy.xml定义的调用名 </choice> </variationlogic> </soundtype> <soundtype name="Acknowledge">右键指挥单位的语音 <variationlogic> <choice name="0"> <civlogic> <choice name="Nature"> <targetlogic> <choice name="default"/> <choice name="enemy"/> </targetlogic> </choice> <choice name="French"> <targetlogic>根据点击目标不同触发不同语音 <choice name="default">默认,例如点击空地以及以牲畜为指派目标时 <soundset name="FrenchSettlerMaleAcknowledge"/> </choice> <choice name="enemy">敌人 <soundset name="FrenchSettlerMaleAttack"/> </choice> <choice name="build">建造 <soundset name="FrenchSettlerMaleBuild"/> </choice> <choice name="Huntable">打猎,Huntable是单位标签,指猎物 <soundset name="FrenchSettlerMaleGatherMeat"/> </choice> <choice name="Tree">砍树,Tree为树木的标签 <soundset name="FrenchSettlerMaleGatherWood"/> </choice> <choice name="AbstractFarm">采集磨坊、稻田农田等,村庄也有AbstractFarm这个标签的,所以你应该懂我想说什么吧? <soundset name="FrenchSettlerMaleFarm"/> </choice> <choice name="AbstractMine">采集矿物,AbstractMine是矿场标签,种植园也有这个标签。 <soundset name="FrenchSettlerMaleGatherCoin"/> </choice> <choice name="AbstractResourceCrate">采集箱子 <soundset name="FrenchSettlerMaleAcknowledge"/> </choice> <choice name="AbstractFruit">采集浆果 <soundset name="FrenchSettlerMaleGatherFruit"/> </choice> </targetlogic> </choice> </civlogic>> </choice> </variationlogic> </soundtype> </protounit> 美观性太差,最不好写的页面之一....................看到眼都要花了,随便乱写一些东西上去(这里应该是重写3.0版本的时候遗留的彩蛋)。
<protounit name="XXXXX"> <soundtype name="XX"> <variationlogic> <choice name="X"> <civlogic> <choice name="XXXX"> <targetlogic> <choice name="XXXX"> <soundset name="XXXX"/> </choice> </targetlogic> </choice> <choice name="XXXX"> <targetlogic> <choice name="XXXX"> <soundset name="XXXX"/> </choice> </targetlogic> </choice> </civlogic> </choice> <choice name="X"> <civlogic> <choice name="XXXX"> <targetlogic> <choice name="XXXX"> <soundset name="XXXX"/> </choice> </targetlogic> </choice> <choice name="XXXX"> <targetlogic> <choice name="XXXX"> <soundset name="XXXX"/> </choice> </targetlogic> </choice> </civlogic> </choice> </variationlogic> </soundtype> </protounit>
这个文件要注意语句的对应,不然很容易出现语法错误,最好使用一个有语法高亮能折叠标签的软件,例如notepad++,或者Visual Studio Code(Microsoft vs code)vs code类似于上面的Monaco编辑器按钮生成的编辑器,但是复制粘贴内容时,改写替换式的自动填充是非常让人恼火的。。
第一个定义是protounit(单位调用名);
第二个定义是soundtype;其他定义都必须在soundtype以内定义,顺序可以随便;倒数第二个定义是targetlogic;最后一个定义是soundset;
targetlogic、variationlogic、civlogic用的都是choice name="XXXX"值。
一般情况下没有必要将所有定义都写上,一般单位只用上protounit(单位调用名)、soundtype(类型)、civlogic(国家)这三个定义,然后再加上<soundset name="soundsetsy.xml定义的调用名"/>
像类型是死亡(soundtype name="Death"),就没有必要加上targetlogic这个定义,因为加了也没用,targetlogic只用于右键指挥单位(soundtype name="Acknowledge")
补充一点:<soundset name="XXXX"/>也可以改成<soundset name="XXXX"></soundset>格式。这个是xml文件的简写语法:<soundset name="XXXX"/>等同于<soundset name="XXXX"></soundset>。
protounit name="" |
第一个定义,定义单位调用名的语音 |
<protounit name="XXXXX"> |
单位调用名 |
soundtype name="" |
区分类型 |
<soundtype name="Select"> |
选取单位的语音 |
<soundtype name="Grunt"> |
受到伤害后惨叫 |
<soundtype name="Death"> |
死亡的语音 |
<soundtype name="Creation"> |
生产单位的语音 |
<soundtype name="Acknowledge"> |
按右键指挥的语音 |
<soundtype name="Exists"> |
不断重复一个语音,例如汤尼卡车的发动机(噪音) |
<soundtype name="KnockOut"> |
被打倒后的语音(探险家倒下那种) |
<soundtype name="KnockOutRevived"> |
倒下的探险家复活语音 |
<soundtype name="Ransomed"> |
赎回(探险家)的语音 |
<soundtype name="Claim"> |
作用不明 |
<variationlogic> |
区分不同模型的语音 |
<choice name="0"> |
单位xml定义两个模型以上,按照顺序第一个模型 |
<choice name="1"> |
单位xml定义两个模型以上,按照顺序第二个模型 |
<choice name="X"> |
单位xml定义两个模型以上,按照顺序第X+1个模型 |
<civlogic> |
区分不同国家的语音 |
<choice name="Nature"> |
大自然 |
<choice name="French"> |
法国 |
<choice name="British"> |
英国 |
<choice name="Russians"> |
俄罗斯 |
<choice name="Ottomans"> |
土耳其(奥斯曼) |
<choice name="Dutch"> |
荷兰 |
<choice name="Spanish"> |
西班牙 |
<choice name="Portuguese"> |
葡萄牙 |
<choice name="Germans"> |
德国 |
<choice name="SPCAct1"> |
圣约翰骑士团 |
<choice name="SPCAct2"> |
布莱克的佣兵 |
<choice name="SPCAct3"> |
猎鹰公司 |
<choice name="XPIroquois"> |
易落魁 |
<choice name="XPSioux"> |
苏族 |
<choice name="XPAztec"> |
阿兹特克 |
<choice name="XPSPC"> |
酋长战役 |
<choice name="Chinese"> |
中国 |
<choice name="Indians"> |
印度 |
<choice name="Japanese"> |
日本 |
<choice name="SPCJapanese"> |
日本战役 |
<choice name="SPCChinese"> |
中国战役 |
<choice name="SPCIndians"> |
印度战役 |
<choice name="XXXXX"> |
Civs.xml定义的国家调用名 |
<targetlogic> |
指挥单位时区分点中不同的类别的语音 |
<choice name="default"> |
默认,非下列设定都是采用这个 |
<choice name="enemy"> |
敌人 |
<choice name="build"> |
建造建筑 |
<choice name="Huntable"> |
猎物 |
<choice name="Tree"> |
树木 |
<choice name="AbstractFarm"> |
磨坊、稻田、农田等建筑物 |
<choice name="AbstractMine"> |
矿场 |
<choice name="AbstractResourceCrate"> |
木箱 |
<choice name="AbstractFruit"> |
浆果丛 |
用其他单位标签或调用名不能生效。 | 用其他单位标签或调用名不能生效。 |
<soundset name="XXXX"/> |
Soundsetsy.xml定义的调用名 |
<protounit name="DefineSound"/> <protounit name="NatsuMegumi"> <soundtype name="Select"> <soundset name="NatsuMegumiSelect"/> </soundtype> <soundtype name="Grunt"> <soundset name="NatsuMegumiGrunt"/> </soundtype> <soundtype name="Death"> <soundset name="NatsuMegumiDeath"/> </soundtype> <soundtype name="Creation"> <soundset name="NatsuMegumiRevived"/> </soundtype> <soundtype name="Acknowledge"> <targetlogic> <choice name="default"> <soundset name="NatsuMegumiAcknowledge"/> </choice> <choice name="Gaia"> <soundset name="NatsuMegumiAcknowledge"/> </choice> <choice name="Tree"> <soundset name="NatsuMegumiAcknowledge"/> </choice> <choice name="enemy"> <soundset name="NatsuMegumiAttack"/> </choice> <choice name="Huntable"> <soundset name="NatsuMegumiAcknowledge"/> </choice> </targetlogic> </soundtype> <soundtype name="KnockOut"> <soundset name="NatsuMegumiDisabled"/> </soundtype> <soundtype name="KnockOutRevived"> <soundset name="NatsuMegumiRevived2"/> </soundtype> <soundtype name="Claim"> <soundset name="NatsuMegumiClaim"/> </soundtype> </protounit> <protounit name="JougaMaya"> <soundtype name="Select"> <soundset name="JougaMayaSelect"/> </soundtype> <soundtype name="Grunt"> <soundset name="JougaMayaGrunt"/> </soundtype> <soundtype name="Death"> <soundset name="JougaMayaDeath"/> </soundtype> <soundtype name="Creation"> <soundset name="JougaMayaRevived"/> </soundtype> <soundtype name="Acknowledge"> <targetlogic> <choice name="default"> <soundset name="JougaMayaAcknowledge"/> </choice> <choice name="Gaia"> <soundset name="JougaMayaAcknowledge"/> </choice> <choice name="Tree"> <soundset name="JougaMayaAcknowledge"/> </choice> <choice name="enemy"> <soundset name="JougaMayaAttack"/> </choice> <choice name="Huntable"> <soundset name="JougaMayaAcknowledge"/> </choice> </targetlogic> </soundtype> <soundtype name="KnockOut"> <soundset name="JougaMayaDisabled"/> </soundtype> <soundtype name="KnockOutRevived"> <soundset name="JougaMayaRevived2"/> </soundtype> <soundtype name="Claim"> <soundset name="JougaMayaClaim"/> </soundtype> </protounit> <protounit name="HotoCocoa"> <soundtype name="Select"> <soundset name="HotoCocoaSelect"/> </soundtype> <soundtype name="Grunt"> <soundset name="HotoCocoaGrunt"/> </soundtype> <soundtype name="Death"> <soundset name="HotoCocoaDeath"/> </soundtype> <soundtype name="Creation"> <soundset name="HotoCocoaRevived"/> </soundtype> <soundtype name="Acknowledge"> <targetlogic> <choice name="default"> <soundset name="HotoCocoaAcknowledge"/> </choice> <choice name="Gaia"> <soundset name="HotoCocoaAcknowledge"/> </choice> <choice name="Tree"> <soundset name="HotoCocoaAcknowledge"/> </choice> <choice name="enemy"> <soundset name="HotoCocoaAttack"/> </choice> <choice name="Huntable"> <soundset name="HotoCocoaAcknowledge"/> </choice> </targetlogic> </soundtype> <soundtype name="KnockOut"> <soundset name="HotoCocoaDisabled"/> </soundtype> <soundtype name="KnockOutRevived"> <soundset name="HotoCocoaRevived2"/> </soundtype> <soundtype name="Claim"> <soundset name="HotoCocoaClaim"/> </soundtype> </protounit> <protounit name="KafuuChino"> <soundtype name="Select"> <soundset name="KafuuChinoSelect"/> </soundtype> <soundtype name="Grunt"> <soundset name="KafuuChinoGrunt"/> </soundtype> <soundtype name="Death"> <soundset name="KafuuChinoDeath"/> </soundtype> <soundtype name="Creation"> <soundset name="KafuuChinoRevived"/> </soundtype> <soundtype name="Acknowledge"> <targetlogic> <choice name="default"> <soundset name="KafuuChinoAcknowledge"/> </choice> <choice name="Gaia"> <soundset name="KafuuChinoAcknowledge2"/> </choice> <choice name="Tree"> <soundset name="KafuuChinoAcknowledge2"/> </choice> <choice name="enemy"> <soundset name="KafuuChinoAttack"/> </choice> <choice name="Huntable"> <soundset name="KafuuChinoAcknowledge2"/> </choice> </targetlogic> </soundtype> <soundtype name="KnockOut"> <soundset name="KafuuChinoDisabled"/> </soundtype> <soundtype name="KnockOutRevived"> <soundset name="KafuuChinoRevived2"/> </soundtype> <soundtype name="Ransomed"> <soundset name="KafuuChinoRevived2"/> </soundtype> <soundtype name="Claim"> <soundset name="KafuuChinoClaim"/> </soundtype> </protounit> <protounit name="LightHouse"> <soundtype name="Select"> <soundset name="UI_Building_Economic"/> </soundtype> <soundtype name="Death"> <soundset name="BuildingDestruction"/> </soundtype> <soundtype name="Creation"> <soundset name="UI_Building_Economic"/> </soundtype> </protounit> <protounit name="SkyPassage"> <soundtype name="Select"> <soundset name="UI_Building_Economic"/> </soundtype> <soundtype name="Death"> <soundset name="BuildingDestruction"/> </soundtype> <soundtype name="Creation"> <soundset name="UI_Building_Economic"/> </soundtype> </protounit> <ProtoUnit name ="PlentyVault"> <soundtype name="Creation"> <soundset name="PlentyBirth"/> </soundtype> <SoundType name ="Select"> <SoundSet name ="PlentyBirth"></SoundSet> </SoundType> <SoundType name ="Exists"> <SoundSet name ="PlentyExist"></SoundSet> </SoundType> </ProtoUnit> <protounit name="Temple"> <soundtype name="Select"> <soundset name="UI_Building_Military"/> </soundtype> <soundtype name="Death"> <soundset name="BuildingDestruction"/> </soundtype> <soundtype name="Creation"> <soundset name="UI_Building_Military"/> </soundtype> </protounit> <protounit name="TempleGold"> <soundtype name="Select"> <soundset name="UI_Building_Military"/> </soundtype> <soundtype name="Death"> <soundset name="BuildingDestruction"/> </soundtype> <soundtype name="Creation"> <soundset name="UI_Building_Military"/> </soundtype> </protounit> <protounit name="Earthquake1"> <soundtype name="Exists"> <soundset name="EarthQuakee"/> </soundtype> </protounit> <protounit name="Earthquake2"> <soundtype name="Exists"> <soundset name="EarthQuakee"/> </soundtype> </protounit> <protounit name="AtlanteanFort"> <soundtype name="Select"> <soundset name="Wonder"/> </soundtype> <soundtype name="Death"> <soundset name="WonderDeath"/> </soundtype> <soundtype name="Creation"> <soundset name="Wonder"/> </soundtype> </protounit>
<Unit id='1463' name='DefineSound'>
<DBID>11</DBID>
<ObstructionRadiusX>0.4900</ObstructionRadiusX>
<ObstructionRadiusZ>0.4900</ObstructionRadiusZ>
<IdleTimeout>3.0000</IdleTimeout>
<MaxVelocity>4.0000</MaxVelocity>
<MaxRunVelocity>6.0000</MaxRunVelocity>
<MovementType>air</MovementType>
<TurnRate>18.0000</TurnRate>
<AnimFile>ui\editor\editor_revealer.xml</AnimFile>
<ImpactType>Animal</ImpactType>
<Lifespan>5.0000</Lifespan>
<Icon>units\animals\sheep\sheep_icon_64</Icon>
<PortraitIcon>units\animals\sheep\sheep_icon_portrait</PortraitIcon>
<RolloverTextID>22828</RolloverTextID>
<ShortRolloverTextID>25709</ShortRolloverTextID>
<InitialHitpoints>2147483641.0000</InitialHitpoints>
<MaxHitpoints>2147483641.0000</MaxHitpoints>
<LOS>1.0000</LOS>
<Bounty>0.0000</Bounty>
<Cost resourcetype='Food'>100.0000</Cost>
<CarryCapacity resourcetype='Food'>300.0000</CarryCapacity>
<InitialResource resourcetype='Food'>50.0000</InitialResource>
<ResourceDecay>0.7500</ResourceDecay>
<ResourceSubType>meat</ResourceSubType>
<AllowedAge>0</AllowedAge>
<Decay delay='0.0000' duration='0.0000'/>
<MinimapColor red='1.0000' blue='1.0000' green='1.0000'/>
<GathererLimit>8</GathererLimit>
<UnitType>EmbellishmentClass</UnitType>
<Flag>NoHPBar</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>VisibleUnderFog</Flag>
<Flag>NotSelectable</Flag>
<Flag>NoUnitAI</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>RMCanRotate</Flag>
<Flag>NonCollideable</Flag>
<Flag>Invulnerable</Flag>
<Flag>VariationLocked</Flag>
<Flag>NotCommandable</Flag>
<Flag>NotSearchable</Flag>
<Flag>GivesLOSToAll</Flag>
<Flag>ForceToGaia</Flag>
</Unit>
<Unit id='1467' name='MagicBeam'>
<DBID>1073</DBID>
<DisplayNameID>00810</DisplayNameID>
<EditorNameID>00809</EditorNameID>
<ObstructionRadiusX>0.1000</ObstructionRadiusX>
<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
<MaxVelocity>60.0000</MaxVelocity>
<MovementType>air</MovementType>
<AnimFile>Is the order a rabbit\Effects\Beam\Beam.xml</AnimFile>
<Lifespan>3.0000</Lifespan>
<LOS>0.0000</LOS>
<UnitType>TestClass</UnitType>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>Projectile</UnitType>
<Flag>NoIdleActions</Flag>
<Flag>NonCollideable</Flag>
<Flag>DestroyProjectile</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>NotSearchable</Flag>
<Flag>Projectile</Flag>
<Flag>NoTieToGround</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotDieAtZeroHitpoints</Flag>
<Flag>NoHPBar</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>AdjustPositionOnTerrainCollision</Flag>
<Flag>Invulnerable</Flag>
<Flag>InvulnerableIfGaia</Flag>
<Flag>NoUnitAI</Flag>
<Tactics>Beam.tactics</Tactics>
</Unit>
<Unit id='1468' name='MagicBeam2'>
<DBID>1073</DBID>
<DisplayNameID>00810</DisplayNameID>
<EditorNameID>00811</EditorNameID>
<ObstructionRadiusX>0.1000</ObstructionRadiusX>
<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
<MaxVelocity>60.0000</MaxVelocity>
<MovementType>air</MovementType>
<AnimFile>Chino\projectiles\Beam2.xml</AnimFile>
<Lifespan>3.0000</Lifespan>
<LOS>0.0000</LOS>
<UnitType>TestClass</UnitType>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>Projectile</UnitType>
<Flag>NoIdleActions</Flag>
<Flag>NonCollideable</Flag>
<Flag>DestroyProjectile</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>NotSearchable</Flag>
<Flag>Projectile</Flag>
<Flag>NoTieToGround</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotDieAtZeroHitpoints</Flag>
<Flag>NoHPBar</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>AdjustPositionOnTerrainCollision</Flag>
<Flag>Invulnerable</Flag>
<Flag>InvulnerableIfGaia</Flag>
<Flag>NoUnitAI</Flag>
<Tactics>Beam.tactics</Tactics>
</Unit>
<Unit id='1472' name='KafuuChino'>
<DBID>42</DBID>
<DisplayNameID>09945</DisplayNameID>
<EditorNameID>09944</EditorNameID>
<PopulationCount>1</PopulationCount>
<ObstructionRadiusX>0.2900</ObstructionRadiusX>
<ObstructionRadiusZ>0.2900</ObstructionRadiusZ>
<FormationCategory>Ranged</FormationCategory>
<MaxVelocity>5.500000</MaxVelocity>
<MaxRunVelocity>7.5000</MaxRunVelocity>
<MovementType>air</MovementType>
<HeightBob period ="6.0000" magnitude ="2.0000"></HeightBob>
<TurnRate>18.0000</TurnRate>
<AnimFile>Is the order a rabbit\KafuuChino\KafuuChino.xml</AnimFile>
<ImpactType>Flesh</ImpactType>
<PhysicsInfo>dude</PhysicsInfo>
<Icon>Is the order a rabbit\KafuuChino\KafuuChino_icon</Icon>
<PortraitIcon>Is the order a rabbit\KafuuChino\KafuuChino_portrait</PortraitIcon>
<RolloverTextID>09942</RolloverTextID>
<ShortRolloverTextID>09943</ShortRolloverTextID>
<InitialHitpoints>1500.0000</InitialHitpoints>
<MaxHitpoints>1500.0000</MaxHitpoints>
<LOS>34.0000</LOS>
<ProjectileProtoUnit>InvisibleProjectile</ProjectileProtoUnit>
<AutoAttackRange>32.0000</AutoAttackRange>
<UnitAIType>RangedCombative</UnitAIType>
<TrainPoints>90.0000</TrainPoints>
<Bounty>1500.0000</Bounty>
<BuildLimit>1</BuildLimit>
<BuildBounty>1500.0000</BuildBounty>
<Cost resourcetype='Gold'>100.0000</Cost>
<Cost resourcetype='Fame'>100.0000</Cost>
<AllowedAge>0</AllowedAge>
<Armor type='Ranged' value='0.5000'/>
<UnitType>TestClass</UnitType>
<UnitType>LogicalTypeHealed</UnitType>
<UnitType>LogicalTypeValidSharpshoot</UnitType>
<UnitType>LogicalTypeNeededForVictory</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeLandMilitary</UnitType>
<UnitType>LogicalTypeScout</UnitType>
<UnitType>LogicalTypeValidSPCUnitsDeadCondition</UnitType>
<UnitType>LogicalTypeGarrisonInShips</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeMinimapFilterMilitary</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>AbstractRangedInfantry</UnitType>
<UnitType>AbstractCavalryInfantry</UnitType>
<UnitType>CountsTowardMilitaryScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>Ranged</UnitType>
<UnitType>Unit</UnitType>
<UnitType>Hero</UnitType>
<UnitType>UnitClass</UnitType>
<UnitType>Military</UnitType>
<UnitType>AbstractInfantry</UnitType>
<Rechargetime>10.0000</Rechargetime>
<Flag>CollidesWithProjectiles</Flag>
<Flag>ApplyHandicapTraining</Flag>
<rechargetime>60.0000</rechargetime>
<Flag>NotDeleteable</Flag>
<Flag>KnockoutDeath</Flag>
<Flag>CorpseDecays</Flag>
<Flag>ShowGarrisonButton</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>AlwaysFullColorAsCursor</Flag>
<Flag>ObscuredByUnits</Flag>
<Flag>AreaDamageConstant</Flag>
<Flag>ExperienceUnit</Flag>
<Flag>OrientUnitWithGround</Flag>
<Flag>GodPowerExclusion</Flag>
<Flag>Tracked</Flag>
<Command page='10' column='2'>Delete</Command>
<Command page='10' column='1'>Stop</Command>
<Command page='10' column='0'>Garrison</Command>
<Command page='11' column='0'>Abilities</Command>
<Tactics>MiracleGirl.tactics</Tactics>
<ProtoAction>
<Name>BuildingAttack</Name>
<Damage>30.000000</Damage>
<DamageType>Siege</DamageType>
<MaxRange>12.000000</MaxRange>
<DamageCap>1000.000000</DamageCap>
<ROF>0.000001</ROF>
</ProtoAction>
<ProtoAction>
<Name>MeleeHandAttack</Name>
<Damage>10.000000</Damage>
<DamageType>Hand</DamageType>
<ROF type='HitpointRatio' target='15.0'>1.500000</ROF>
<DamageBonus type='AbstractHeavyInfantry'>2.000000</DamageBonus>
<DamageBonus type='AbstractLightCavalry'>2.000000</DamageBonus>
<DamageBonus type='xpEagleKnight'>2.000000</DamageBonus>
<DamageBonus type='xpCoyoteMan'>0.750000</DamageBonus>
<DamageBonus type='AbstractCavalry'>0.750000</DamageBonus>
</ProtoAction>
<ProtoAction>
<Name>ChargeAttack</Name>
<Damage>500.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.500000</ROF>
<Damagearea>4.000000</Damagearea>
</ProtoAction>
<ProtoAction>
<Name>MagicRangedAttack</Name>
<Damage>100.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>2.000000</MinRange>
<MaxRange>30.000000</MaxRange>
<TypedMinRange type="AbstractVillager">5</TypedMinRange>
<TypedMaxRange type="AbstractArtillery">40</TypedMaxRange>
<ROF>3.000000</ROF>
<ROF type='HitpointRatio' target='15.0'>3.000000</ROF>
<DamageBonus type='Unit'>2.000000</DamageBonus>
<DamageCap>1000.000000</DamageCap>
<DamageArea>3.000000</DamageArea>
</ProtoAction>
<ProtoAction>
<Name>MagicBeamAttack</Name>
<Damage>5000.000000</Damage>
<DamageType>Magic</DamageType>
<MinRange>0.000000</MinRange>
<MaxRange>24.000000</MaxRange>
<ROF>5.000000</ROF>
<DamageBonus type='Unit'>2.000000</DamageBonus>
<DamageArea>5.000000</DamageArea>
</ProtoAction>
</Unit>
<Unit id='1475' name='Earthquake0'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09926</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>air</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>2.0000</Lifespan>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake0.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>5.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>3.000000</ROF>
<DamageCap>200.000000</DamageCap>
<DamageArea>30.000000</DamageArea>
<DamageBonus type='Unit'>0.0800000</DamageBonus>
<DamageBonus type='NatureClass'>0.010000</DamageBonus>
<DamageBonus type='Tree'>0.010000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1476' name='Earthquake1'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09931</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>28.0000</Lifespan>
<TrainPoints>0.1000</TrainPoints>
<LOS>40.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake1.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>7.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
<DamageArea>30.000000</DamageArea>
<DamageBonus type='Unit'>0.100000</DamageBonus>
<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
<DamageBonus type='NatureClass'>0.010000</DamageBonus>
<DamageBonus type='Guardian'>10.000000</DamageBonus>
<DamageBonus type='Herdable'>8.000000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1477' name='Earthquake2'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09930</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>27.0000</Lifespan>
<TrainPoints>0.1000</TrainPoints>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake2.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
<DamageArea>20.000000</DamageArea>
<DamageBonus type='Unit'>0.100000</DamageBonus>
<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
<DamageBonus type='NatureClass'>0.050000</DamageBonus>
<DamageBonus type='Guardian'>20.000000</DamageBonus>
<DamageBonus type='Herdable'>8.000000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1478' name='Earthquake3'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09929</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>26.0000</Lifespan>
<TrainPoints>0.1000</TrainPoints>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake3.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>5.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
<DamageArea>15.000000</DamageArea>
<DamageBonus type='Unit'>0.100000</DamageBonus>
<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
<DamageBonus type='NatureClass'>0.050000</DamageBonus>
<DamageBonus type='Guardian'>20.000000</DamageBonus>
<DamageBonus type='Herdable'>8.000000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1479' name='Earthquake4'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09928</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>25.0000</Lifespan>
<TrainPoints>0.1000</TrainPoints>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake4.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>6.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
<DamageArea>10.000000</DamageArea>
<DamageBonus type='Unit'>0.150000</DamageBonus>
<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
<DamageBonus type='NatureClass'>0.050000</DamageBonus>
<DamageBonus type='Guardian'>20.000000</DamageBonus>
<DamageBonus type='Herdable'>8.000000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1480' name='Earthquake5'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09927</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>13.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>100.0000</InitialHitpoints>
<MaxHitpoints>100.0000</MaxHitpoints>
<Lifespan>24.0000</Lifespan>
<TrainPoints>0.1000</TrainPoints>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<Flag>Wanders</Flag>
<Flag>PlaceAnywhere</Flag>
<Flag>Invulnerable</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Tactics>Earthquake5.tactics</Tactics>
<ProtoAction>
<Name>TrampleHandAttack</Name>
<Damage>5.000000</Damage>
<DamageType>Hand</DamageType>
<ROF>1.000000</ROF>
<DamageArea>5.000000</DamageArea>
<DamageBonus type='Unit'>0.10000</DamageBonus>
<DamageBonus type='AbstractArtillery'>1.5000000</DamageBonus>
<DamageBonus type='AbstractCavalry'>2.5000000</DamageBonus>
<DamageBonus type='NatureClass'>0.020000</DamageBonus>
<DamageBonus type='Guardian'>40.000000</DamageBonus>
<DamageBonus type='Herdable'>8.000000</DamageBonus>
</ProtoAction>
</Unit>
<Unit id='1481' name='Earthquake6'>
<DBID>20</DBID>
<DisplayNameID>09932</DisplayNameID>
<EditorNameID>09925</EditorNameID>
<ObstructionRadiusX>0.9900</ObstructionRadiusX>
<ObstructionRadiusZ>0.9900</ObstructionRadiusZ>
<MaxVelocity>1.0000</MaxVelocity>
<MovementType>air</MovementType>
<AnimFile>AOM\Effects\Earthquake.xml</AnimFile>
<InitialHitpoints>1.0000</InitialHitpoints>
<MaxHitpoints>1.0000</MaxHitpoints>
<Lifespan>2.0000</Lifespan>
<TrainPoints>5.0000</TrainPoints>
<LOS>0.0000</LOS>
<BuildLimit>80</BuildLimit>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Unattackable</UnitType>
<Flag>Wanders</Flag>
<Flag>ForceToGaia</Flag>
<Flag>NotSelectable</Flag>
<Flag>PlayerOwnsObstruction</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
</Unit>
<Unit id='1487' name='SkyPassage'>
<DBID>15</DBID>
<DisplayNameID>09924</DisplayNameID>
<EditorNameID>09923</EditorNameID>
<ObstructionRadiusX>2.8000</ObstructionRadiusX>
<ObstructionRadiusZ>2.8000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>Age of Mythology\Building\SkyPassage\SkyPassage.xml</AnimFile>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>buildingsmall.xml</PlacementFile>
<Icon>Age of Mythology\Building\SkyPassage\SkyPassage_icon_64</Icon>
<PortraitIcon>Age of Mythology\Building\SkyPassage\SkyPassage_icon_128</PortraitIcon>
<RolloverTextID>09923</RolloverTextID>
<ShortRolloverTextID>09922</ShortRolloverTextID>
<InitialHitpoints>3000.0000</InitialHitpoints>
<MaxHitpoints>3000.0000</MaxHitpoints>
<LOS>12.0000</LOS>
<BuildPoints>60.0000</BuildPoints>
<BuildLimit>20</BuildLimit>
<Bounty>60.0000</Bounty>
<BuildBounty>0.0000</BuildBounty>
<Cost resourcetype='Wood'>200.0000</Cost>
<Cost resourcetype='Gold'>150.0000</Cost>
<Cost resourcetype='Fame'>3.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>0</AllowedAge>
<Armor type='Siege' value='0.5000'/>
<BuilderLimit>8</BuilderLimit>
<Contain>Unit</Contain>
<MaxContained>100.0000</MaxContained>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>ColonyBuilding</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Building</UnitType>
<UnitType>SpecialPowers</UnitType>
<flag>AnnounceDestruction</flag>
<Flag>PlaceAnywhere</Flag>
<Flag>AllowAutoGarrison</Flag>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NoIdleActions</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>ColonyBuilding</Flag>
<Flag>ColonyPlacementL</Flag>
<Flag>HideGarrisonFlag</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>Tracked</Flag>
<Command page='1' column='1'>SetUnitAsHomeCityGatherPoint</Command>
<Command page='10' column='3'>Delete</Command>
<Command page='10' column='2'>Eject</Command>
<Command page='10' column='1'>SetGatherPointEconomy</Command>
<Command page='10' column='0'>SetGatherPointMilitary</Command>
</Unit>
<Unit id='1488' name='LightHouse'>
<DBID>15</DBID>
<DisplayNameID>00899</DisplayNameID>
<EditorNameID>00898</EditorNameID>
<ObstructionRadiusX>3.0000</ObstructionRadiusX>
<ObstructionRadiusZ>3.0000</ObstructionRadiusZ>
<MaxVelocity>0.0000</MaxVelocity>
<MovementType>land</MovementType>
<AnimFile>Age of Mythology\Building\lighthouse\lighthouse.xml</AnimFile>
<ImpactType>Wood</ImpactType>
<PhysicsInfo>house</PhysicsInfo>
<PlacementFile>buildingsmall.xml</PlacementFile>
<Icon>Age of Mythology\Building\lighthouse\lighthouse_64</Icon>
<PortraitIcon>Age of Mythology\Building\lighthouse\lighthouse_128</PortraitIcon>
<RolloverTextID>00896</RolloverTextID>
<ShortRolloverTextID>00895</ShortRolloverTextID>
<InitialHitpoints>2500.0000</InitialHitpoints>
<MaxHitpoints>2500.0000</MaxHitpoints>
<LOS>72.0000</LOS>
<BuildPoints>120.0000</BuildPoints>
<Bounty>100.0000</Bounty>
<BuildBounty>50.0000</BuildBounty>
<Cost resourcetype='Wood'>200.0000</Cost>
<Cost resourcetype='Gold'>300.0000</Cost>
<BuildingWorkRate>1.0000</BuildingWorkRate>
<AllowedAge>0</AllowedAge>
<Armor type='Siege' value='0.5000'/>
<BuilderLimit>8</BuilderLimit>
<Contain>Unit</Contain>
<MaxContained>20.0000</MaxContained>
<UnitType>LogicalTypeValidSabotage</UnitType>
<UnitType>LogicalTypeMinimapFilterEconomic</UnitType>
<UnitType>LogicalTypeHandUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWalls</UnitType>
<UnitType>LogicalTypeRangedUnitsAutoAttack</UnitType>
<UnitType>LogicalTypeVillagersAttack</UnitType>
<UnitType>LogicalTypeHandUnitsAttack</UnitType>
<UnitType>LogicalTypeShipsAndBuildings</UnitType>
<UnitType>LogicalTypeRangedUnitsAttack</UnitType>
<UnitType>LogicalTypeBuildingsNotWallsOrGroves</UnitType>
<UnitType>ConvertsHerds</UnitType>
<UnitType>CountsTowardEconomicScore</UnitType>
<UnitType>HasBountyValue</UnitType>
<UnitType>ColonyBuilding</UnitType>
<UnitType>BuildingClass</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Building</UnitType>
<UnitType>SpecialPowers</UnitType>
<Flag>AllowAutoGarrison</Flag>
<Flag>CollidesWithProjectiles</Flag>
<Flag>StartsAtFullEfficiency</Flag>
<Flag>Immoveable</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>ObscuresUnits</Flag>
<Flag>NoIdleActions</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>Doppled</Flag>
<Flag>SelectWithObstruction</Flag>
<Flag>PaintTextureWhenPlacing</Flag>
<Flag>FlattenGround</Flag>
<Flag>ColonyBuilding</Flag>
<Flag>ColonyPlacementL</Flag>
<Flag>HideGarrisonFlag</Flag>
<Flag>HasGatherPoint</Flag>
<Flag>Tracked</Flag>
<Command page='22' column='1'>SetUnitAsHomeCityGatherPoint</Command>
<Command page='11' column='0'>Abilities</Command>
<Command page='10' column='3'>Delete</Command>
<Command page='10' column='2'>Eject</Command>
<Command page='10' column='1'>SetGatherPointEconomy</Command>
<Command page='10' column='0'>SetGatherPointMilitary</Command>
</Unit>
<Unit id='1489' name='Lightning'>
<DBID>2766</DBID>
<DisplayNameID>09912</DisplayNameID>
<EditorNameID>09913</EditorNameID>
<ObstructionRadiusX>0.1000</ObstructionRadiusX>
<ObstructionRadiusZ>0.1000</ObstructionRadiusZ>
<MaxVelocity>60.0000</MaxVelocity>
<MovementType>air</MovementType>
<AnimFile>AOM\Effects\lightning.xml</AnimFile>
<Lifespan>2.0000</Lifespan>
<LOS>0.0000</LOS>
<UnitType>EmbellishmentClass</UnitType>
<UnitType>TestClass</UnitType>
<UnitType>Projectile</UnitType>
<Flag>NoIdleActions</Flag>
<Flag>NonCollideable</Flag>
<Flag>DestroyProjectile</Flag>
<Flag>DoNotCreateUnitGroupAutomatically</Flag>
<Flag>NoBloodOnDeath</Flag>
<Flag>NotSearchable</Flag>
<Flag>Projectile</Flag>
<Flag>NoTieToGround</Flag>
<Flag>DoNotShowOnMiniMap</Flag>
<Flag>NotSelectable</Flag>
<Flag>DoNotDieAtZeroHitpoints</Flag>
<Flag>NoHPBar</Flag>
<Flag>NonAutoFormedUnit</Flag>
<Flag>DontRotateObstruction</Flag>
<Flag>AdjustPositionOnTerrainCollision</Flag>
<Flag>Invulnerable</Flag>
<Flag>InvulnerableIfGaia</Flag>
<Flag>NoUnitAI</Flag>
</Unit>