Difference between revisions of "SingleUnitWML"

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(How to describe a single unit: hides->hidden)
m (How to describe a single unit)
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This tag, '''[unit]''', describes a single unit on the map, for example Konrad.
 
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.
It is different from the [unit_type] in [units], which describes a class of units.
+
It is different from the [unit_type] in [units], which describes a class of units. However it takes many of the same keys and thus can generally override the inherited properties from the associated [unit_type].
  
 
The following keys are recognized:
 
The following keys are recognized:

Revision as of 16:14, 24 October 2009

[edit]WML Tags

A:

abilities, about, add_ai_behavior, advance, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack, attack_anim, attacks, avoid;

B:

base_unit, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_range, command (action, replay), continue, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry, era, event, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation), illuminates, image, init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, portrait, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, set_menu_item), show_objectives, side, skirmisher, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_type, store_unit_type_ids, store_villages, story, swarm, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel, tutorial;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

How to describe a single unit

This tag, [unit], describes a single unit on the map, for example Konrad. It is different from the [unit_type] in [units], which describes a class of units. However it takes many of the same keys and thus can generally override the inherited properties from the associated [unit_type].

The following keys are recognized:

  • side: the side that the unit is on.
  • gender: can be set to male or female to designate the gender of the unit. Default is male, but if the unit has only a female variant it will be female.
  • x, y: the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.
  • find_vacant: bool. default to "no", works only in [side][unit], not for side leader. if find_vacant="yes" and x,y is not provided, spawn unit in a nearest vacant hex to a leader. (if no leader on map - nearest vacant hex next to start position) if find_vacant="yes" and x,y is valid location, spawn unit in a nearest vacant hex to that location.
  • id: a unique identifier for the unit. This is not displayed to the player, but is to be used only for identifying and filtering for units. If not specified or when a unit is normally recruited, a random one will be generated for the unit to ensure that each unit has a unique id attribute. In older versions, the description attribute specified a unique ID.
  • name: the user-visible name of the unit. Note that the player may use the "rename unit" action to change this.
  • generate_name: if set to "yes", will generate a new name (user-level description only, not internal unique ID) for the unit, as if the unit were a freshly-recruited one
  • unrenamable: if 'yes', the user-visible name of the unit cannot be changed by the player (which is only possible when the unit is on the player's side anyway).
  • traits_description: the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.
  • random_traits: "no" will prevent random trait generation for units. You should only need to set this for placed nonleaders in multiplayer games or if you want to give a unit less traits than it would normally get for its unit type. When generating traits for a unit, first traits the unit has already been given are excluded. Then "musthave" traits (undead, mechanical) for the unit type are given. Then for leaders (canrecruit=yes) traits that are not available to "any" (currently that's all of them to avoid a multiplayer OOS issue, but later will be restricted based on multiplayer play balance issues) are removed from consideration. Then traits are added randomly until the maximum allowed for the unit type is reached or there are no more available traits. Random traits can now be used in MP games but only when spawned in an event, so not for leaders and other units in the [side] definition.
  • random_gender: "yes" will cause the gender of the unit with male and female variations to be male 50% of the time, female 50% of the time. If the unit has only one gender variant it will always be given the correct one.
  • canrecruit: a special key for leaders.
    • no: default. Unit cannot recruit.
    • yes: unit can recruit.
Normally when a team controls no units with canrecruit=yes, that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with canrecruit=yes. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition. Units with canrecruit=yes are exempt from upkeep costs. So that leaders do not need to be given the loyal trait.
  • variation: the variation of itself the unit should be created as.
  • upkeep: the amount of upkeep the unit costs.
    • loyal no upkeep cost. Can be changed by the effect 'loyal' (see EffectWML)
    • full: unit costs level upkeep (see UnitTypeWML).
    • An integer can be used to set the upkeep cost to that number.
    • The default is "full".
    • Leaders (units with canrecruit=yes) never pay upkeep no matter what upkeep is set to.
    • Normally you don't want to muck with this value. If you want to give a side units without upkeep costs, give those units the 'loyal' trait.
  • overlays: a list of images that are overlayed on the unit.
  • goto_x:, goto_y: UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.
  • hitpoints: the HP of the unit. Default is the max HP for type.
  • experience: the XP of the unit. Default is 0.
  • moves: number of movement points the unit has left. Default is the movement for its unit type.
  • resting: whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.
  • ai_special: causes the unit to act differently.
    • "guardian" the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).
  • facing: which way the unit is facing (this only affects how the unit is displayed).
    • Possible values are se, s, sw, nw, n, ne. Using sw is preferred for a "reversed" facing (looking to the left) and se for a normal (looking to the right) facing.
  • profile: sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit. When the unit advances, if the value of profile is different from the unit-type portrait, that value is preserved. If the profile field is empty or the same as the unit-type portrait, the level-advance changes the unit portrait to the default for the new level and type.
    • "unit_image" if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).
  • animate: if yes, fades the unit in like when it's recruited/recalled.
  • [status] the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see AbilitiesWML). The status of a unit is displayed on the Status Table; each status modification statusmod is represented by the image misc/statusmod.png.
    • poisoned: if 'yes', the unit loses 8 HP each turn. See also heals, cures, AbilitiesWML.
    • slowed: if 'yes', the unit has 50% of its normal movement and does half damage. When the controller of the unit's turn is over, slowed is set to 'off'
    • stoned: if 'yes', the unit cannot move, attack, or be attacked.
    • hidden: if 'yes', the unit cannot be seen by opponents.
    • guardian: this is set to 'yes' by ai_special=guardian and clearing it will allow the unit to act normally again.
    • healable: if set to 'no', the unit cannot be healed.
  • [variables] a set of variables that will be stored when this unit is stored (See [store_unit], InternalActionsWML). The attribute variable=value means that when the unit is stored in the array unit, the variable unit.variables.variable will have the value value (See VariablesWML).
  • [modifications] changes that have been made to the unit.
    • [trait] a trait the unit has. Same format as [trait], UnitsWML.
    • [object] an object the unit has. Same format as [object], DirectActionsWML.
  • unit_description: overrides the unit type description for this unit. You will probably want to set up a post_advance event to override the default description after promotions. Or better, use an object with a profile effect(s) to filter on unit type and change the unit description and/or portrait.

See Also