EffectWML

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Revision as of 06:35, 16 May 2006 by Joshudson (talk | contribs) (the [effect] tag)

the [effect] tag

The tag [effect] is used to describe one modification to a unit. Any number of [effect] tags can be used to describe a complete modification. Modifications are permanent changes to a unit; currently there is no way of removing a modification.

The following keys are always recognized for [effect]:

  • unit_type only apply this effect if the affected unit's type name matches unit_type (can be a list of types).
  • apply_to describes what the effect actually affects.

[effect] uses different keys depending on the value of apply_to. apply_to can take the following values:

  • "new_attack" will use all other keys and tags as the description of an attack that will be added to the unit. See AttackWML.
  • "attack" find an attack and modify it. All tags from the attack filter construct will be used to match the attack; see FilterWML. After that, the following tags can be used to modify the attack.
    • set_name change the attack's name.
    • set_type change the attack type. Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.
    • set_special change the attack's special effects. See AbilitiesWML for a list of possible values.
    • increase_damage increases the attack's damage. This can be positive or negative, so you can use it to decrease damage as well. If it ends in a percent('%'), the change in damage will be a percentage ratio of the attack's original damage.
    • increase_attacks increases the number of attack strikes. Like increase_damage, it can be positive or negative, or a percentage.
    • attack_weight Template:DevFeature change the attack's attack_weight. See AttackWML for explainations about attack_weight.
    • defense_weight Template:DevFeature change the attack's defense_weight. See AttackWML for explainations about defense_weight.
  • "hitpoints" modifies the unit's HP and/or max HP.
    • increase the amount to increase the unit's HP.
    • heal_full if present and not set to "no" the unit will be put back to full HP.
    • increase_total will increase the total HP of the unit. Can be specified either as a negative or a positive value. It can also be specified as a percentage of the current total; i.e. "-50%" will cut max HP in half.
    • violate_max it the unit ends up with more than its max HP after these modifications, and this key is present, the unit's HP won't be lowered to its max HP.
  • "movement" modifies the unit's movement points.
    • increase maximum movement is increased by this amount. It can be positive, negative, or specified as a percentage.
    • set maximum movement is set to a specific value.
  • "max_experience" affects the amount of XP the unit needs for the next level.
    • increase how to change the xp; again it can be negative, positive or a percentage.
  • "loyal" no keys associated. The affected unit will be loyal i.e have an upkeep of 0.
  • "movement_costs" speed through specific terrain is modified (Version 1.1.3+)
    • takes boolean key replace. If set, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).
    • takes a subkey [movement_costs] like in UnitWML for describing a unit type
  • "defense" Sets unit chance to be hit in specific terrain (100 - defense value) (Version 1.1.3+)
    • takes boolean key replace (like movement_costs).
    • takes a subkey [defense] like in UnitWML for describing a unit type
  • "resistance" Sets percent damage taken from combat (Version 1.1.3+)
    • takes boolean key replace
    • takes a subkey [resistance] like in UnitWML for describing a unit type
  • "variation" switches the unit into one of it's variations.
    • name the name of the variation to invoke.
  • "status" modifies the status affecting the unit.
    • add a list of status modifications to add. Beware, these may be reapplied later, such as when the unit is recalled or levels up; if in an event, you can use [store_unit] and [unstore_unit], modifying unit.status.name directly, to avoid this, or if you are creating the unit, you can just add it to the unit's [status] tag in the [unit] tag. These are listed in [status], SingleUnitWML.
    • remove a list of status modifications to remove.

See Also