Debug players might not be many(AFAIK), but I have made the decision to take a step forward and post my idéa; A complete and clear list of the possible attributes that can be changed for a unit in debug mode.
In this list I will try to explain what happens, should you change the attribute, and how to change them.
(If I can be clearer, just inform me as to how is hould do it)
I would also like others to add attributes to this list to complete it (I couldn't have nailed them all down, could I? )
In any case,
The List:
There might be some commands that could be obvious to others as possible changeable attributes, but since I have not tested them myself, they are not included.
"<text>" should be replaced with whatever text or number that should be there.
unit experience=<value>
This changes the experience a unit has gained to a said amount of experience.
(Avoid exceeding 999,999,999 points of experience; this causes the unit to get some serious negative amuont of it after a battle)
_______________________________________________________________________________________________________________________________________ unit moves=<value>
This changes the number of moves a unit has left this turn.
_______________________________________________________________________________________________________________________________________ unit max_moves=<value>
This changes the number of moves a unit gets each turn.
_______________________________________________________________________________________________________________________________________ unit attacks_left=<value>
If a unit has not attacked yet, or has at least one movement point left, this changes the number of consecutive attacks a unit can excecute this turn.
_______________________________________________________________________________________________________________________________________ unit max_attacks=<value>
This changes the number of consecutive attacks a unit can excecute each turn, starting from the turn after this attribute is changed.
_______________________________________________________________________________________________________________________________________ unit advances_to=<unit id>
Instead of having th unit advance normally, this attribute can be changed to choose which unit the chosen unit should advance to.
The id of the unit you wish your chosen unit to advance to is in 9 cases of 10 the exact same as the name of the unit itself. Lowercase and uppercase letters must be taken in consideration; a single wronly typed letter will cause the scenario to crash, and sent you to the title screen. Make sure to always save as a countermeasure for losing data(in my tounge) or progress, so to speak.
_______________________________________________________________________________________________________________________________________ unit type=<unit id>
This changes the base frame for the chosen unit to the base frame of the unit corresponding to the unit id chosen.
_______________________________________________________________________________________________________________________________________ unit advances=<value>
This causes the unit to advance a said amount of times.
(The maximum additional advances a unit can get after reaching it's max level is 100 advances, although this does not hinder you from giving it another advancement by using :unit advances_to=<unit id>)
_______________________________________________________________________________________________________________________________________ unit overlay=<ex. misc/hero-icon.png>
With this you can add an additional image to overlay the base frame of a chosen unit.
(A good example is the silver crown of hero units)
_______________________________________________________________________________________________________________________________________ unit profile=<ex. portraits/elves/transparent/shyde.png>
This changes the image that is shown when the chosen unit ... "talks".
_______________________________________________________________________________________________________________________________________ unit hitpoints=<value>
This changes the remaining hitpoints a unit has to spare.
(This can exceed the maximum hitpoints of the unit, just like the :unit moves=<value> command. Although beware, should the unit get poisoned, it will loose all of it's exceeding hitpoints and an additional 8 from the normal poison damage, thwarting your valiant effort to keep the unit alive.)
_______________________________________________________________________________________________________________________________________ unit name=<desired name>
This command is useful if you would like to rename a unit without making renamable; it simply changes the name to one that you desire.
_______________________________________________________________________________________________________________________________________ unit unrenamable=<true/false>
As mentioned, this changes wether you can change a unit's name or not. (Note unrenamable.)
_______________________________________________________________________________________________________________________________________ unit canrecruit=<false/true>
With this command you can change wether a unit can or cannot recruit.
(Avoid having more "recruiters" than you initially had from the start (in certain scenarios you actually have more than one "recuiter"). this also applies to leaders you have converted to your side by debug means.)
_______________________________________________________________________________________________________________________________________ unit alignment=<neutral/lawful/chaotic/liminal>
Simply changes the alignment of the unit.
_______________________________________________________________________________________________________________________________________ unit race=<race>
For visual purposes, you can change your unit's race to an exsisting one.
_______________________________________________________________________________________________________________________________________ unit level=<value>
Simply change a unit's level to a desired one.
(This is another way to farm experience, since a unit gains experience equal to the opponent's level after a "tie". This attribute cannot change the bonus gained from a unit with leadership, since those units have a pre-defined level of their ability.)
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I really hope I did not use any taboo colour for the commands...
If so, just inform me of a colour that i can use without angering you, Moderators.
Why I use debug, you say? I like the stories, not the actual fighting.