Template:WC3UnitBox/doc

Usage
Copy and paste the following into the article and fill in the fields.

Parameter notes

 * name - Name of the unit, if nothing is input it will be article name.
 * icon - Unit icon (can be taken from here: WC3 Icons/Icon List and WC3 Icons/Map editor icon library) or, if icon can't be seen, unit portrait.
 * imgsize - Width of classic-image and reforged-image. Defaults to 200x300px. Overrides imgsize2 and imgsize4.
 * classic-image - Screenshot image, usually a screenshot or a GIF of the unit.
 * imgsize2 - Width of classic-image. Defaults to 200x300px.
 * reforged-icon - Reforged Unit icon (can be taken from here: WC3 Icons/Icon List and WC3 Icons/Map editor icon library) or, if icon can't be seen, unit portrait.
 * reforged-image - Reforged screenshot image, usually a screenshot or a GIF of the unit.
 * imgsize4 - Width of reforged-image. Defaults to 200x300px.
 * race - Human, Night Elf, Orc, Undead, Commoner, Creep, Critter, Demon, Naga, None or Other.
 * base_unit - Example: Naisha is a huntress, Thrall is a Far Seer.
 * faction - Alliance, Horde, Undead, Night Elf, or Neutral.
 * hp - Hit points that the unit have without upgrades.
 * hpregentype - When hit points can be regenerated (Always, Night, Blight, Never).
 * hpregenrate - How many hit poins per second the unit regenerates.
 * mana - Base mana of the unit.
 * manaregen - The rate mana regenerates at.
 * timedlife - If it's a summoned unit, how much it lasts.
 * unittype - Unit Type (if it has no type, use normal, if it has, use Ancient, Giant, Mechanical, Neutral, Suicidal, Summoned, Tauren, Townhall, Tree, Undead, Walkable, Ward and/or Worker).
 * upgrade - Which unit is upgrade up to.
 * level - Level of the unit if it's a creep.
 * gold - Gold cost to produce the unit.
 * lumber - Lumber cost to produce the unit.
 * food - Foods occupied by the unit.
 * produced - Structure produced from.
 * buildtime - Time taken to build the unit.
 * repair - Time taken to repair a building or mechanical unit.
 * req - Tech tree requirement.
 * goldbountyawarded - Gold awarded if the unit is a creep. Formula to calculate it:
 * transport - How many spaces it use in a transport unit.
 * priority - Number of priority that the creeps or computer players will take in the unit.
 * sleeps - Type Yes or No.
 * hotkey - Hotkey to produce the unit.
 * stock - Maximum stock. Not worth using except for units that have higher than 1 max stock.
 * stockstart - Delay before unit becomes available.
 * stockreplenish - Delay before unit stock replenishes.
 * collision - Collision Size of the unit.
 * weapon -
 * attack1 - The primary attack used by the unit, the one that appears in the left side and is the only attack for most units.
 * unittargets1 - List the things that the unit can attack with it's primary attack, if it has nothing don't use this, but, if it has, use: Air, Alive, Allied, Ancient, Bridge, Dead, Debris, Decoration, Enemy, Friend, Ground, Hero, Invulnerable, Item, Mechanical, Neutral, Non-Ancient, Non-Hero, Non-suicidal, None, Not self, Organic, Player Units, Self, Structure, Suicidal, Terrain, Tree, Vulnerable, Wall and/or Ward.
 * range - Range attack of the unit.
 * attacktype1 - Attack Type (normal, pierce, siege, spells, chaos, magic or hero).
 * cooldown - Cooldown to attack again.
 * weapontype - Weapon Type (normal, instant, artillery, artillery (line), missile, missile (splash), missile (bounce) or missile (line)).
 * attack2 - The secondary attack used by the units, often used to have an stronger attack against something, like Air or Structures. (For heros use: Hero (varies)).
 * unittargets2 - List the things that the unit can attack with it's secondary attack, if it has nothing don't use this, but, if it has, use: Air, Alive, Allied, Ancient, Bridge, Dead, Debris, Decoration, Enemy, Friend, Ground, Hero, Invulnerable, Item, Mechanical, Neutral, Non-Ancient, Non-Hero, Non-suicidal, None, Not self, Organic, Player Units, Self, Structure, Suicidal, Terrain, Tree, Vulnerable, Wall and/or Ward.
 * range2 - Range attack of the unit.
 * attacktype2 - Attack Type (normal, pierce, siege, spells, chaos, magic or hero).
 * cooldown2 - Cooldown to attack again.
 * weapontype2 - Weapon Type (normal, instant, artillery, artillery (line), missile, missile (splash), missile (bounce) or missile (line)).
 * unittargetclassification - Unit targeted as... (if it has nothing, don't use this, if it has, use Air, Alive, Allied, Ancient, Bridge, Dead, Debris, Decoration, Enemy, Friend, Ground, Hero, Invulnerable, Item, Mechanical, Neutral, Non-Ancient, Non-Hero, Non-suicidal, None, Not self, Organic, Player Units, Self, Structure, Suicidal, Terrain, Tree, Vulnerable, Wall and/or Ward).
 * armortype - Armor Type (ethereal, flesh, metal, stone, wood).
 * defensetype - Defense Type (normal, small, medium, large, fort, hero, divine, none).
 * armor - Number of armor that has the unit.
 * daysight - Day Sight.
 * nightsight - Night Sight.
 * speed - Movement speed.
 * turnrate - Turn Rate
 * sound - Unit Sound Set used by the unit.
 * primaryatr - Primary attribute, only for hero units.
 * strbase - The base strength, only for hero units.
 * strperlevel - The strength given by level to a hero.
 * agibase - The base agility, only for hero units.
 * agiperlevel - The agility given by level to a hero.
 * intbase - The base intelligence, only for hero units.
 * intperlevel - The intelligence given by level to a hero.

Example
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 * Code
 * Output