Board Thread:Development/@comment-26393217-20170201131119/@comment-24722167-20170508210805

For .arm files, 0x1A is no longer used. It was a requirement entry (as in, what researches, buildings are needed to allow the unit to be produced) but this is now handled by building.cfg.

0xCC is the unit's fidgit rate (playing idle animation and turning around).

0xF8 - 0xFF is the unit's walking animation frame latencey. The only time you would want to edit this for any unit is to slow down the T-Rex's walking animation. In The protectors we use 0200 0500 0200 0500. The first 2 refer to the horizontal movement animation, while the second 2 refer to the diagonal movement animation.

0x102-3 handles the unit's shadow. You don't need to edit this unless you want to make a ghostly unit, like the Undead's Shadow.

0x104-5 are the unit flags. Oh boy - let's not get into this one. This handles many different animation related values as well as a variety of minor misc stuff, such as blood colour.

0x6C is used only for a unit's build skill these days.

0xF6 is indeed the unit's attitude. However, only Cowardly is enabled, all others are defaulted to Defensive.

Soul determination is hard coded to the unit's race tag (but the tag is set to each unit via army.cfg).