Difference between revisions of "UnitTypeWML"

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(The [unit] tag)
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   See [[EffectWML]]
 
   See [[EffectWML]]
 
* '''[attack]''' one of the unit's attacks.
 
* '''[attack]''' one of the unit's attacks.
** ''name'' the name of the attack;
+
** ''description'' a translatable text for name of the attack, to be displayed to the user.
displayed on the status table and in the attack choice menu.
+
** ''name'' the name of the attack; used as a default description (if "description" is not present)
Non-translatable.
+
::Non-translatable.
Also used for the ''has_weapon'' key; see [[FilterWML]]
+
::Used for the ''has_weapon'' key; see [[FilterWML]]
 
** ''type'' the damage type of the attack.
 
** ''type'' the damage type of the attack.
 
Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).
 
Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).
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* [[ReferenceWML]]
 
* [[ReferenceWML]]
 
* [[TerrainWML]]
 
* [[TerrainWML]]
 

Revision as of 17:36, 21 August 2005

The [unit] tag

Each [unit] tag defines one unit type.

Unit animation syntax is described in AnimationWML.

The following key/tags are recognized:

  • id the value of the type key for units of this type.
 type keys are found in SingleUnitWML and FilterWML.
  • name (translatable) displayed in the Status Table
 for units of this type.
 Also used in standard unit filter (see FilterWML).
  • num_traits the number of traits that units of this
 type should receive when they are recruited,
 overriding the value set in the [race] tag.
  • gender has a value of either male or female,
 and determines which of the keys male_names and female_names
 should be read. When a unit of this type is recruited,
 it will be randomly assigned a name by the random name generator,
 which will use these names as a base.
  • ability a list of the unit's abilities.
 See AbilitiesWML for a description of abilities.
  • hitpoints the maximum HP that the unit has, and the HP it has
 when it is created.
  • movement the number of move points that this unit recieves each turn.
  • experience//, advanceto When this unit has experience greater than or equal to
 experience, it is replaced by a unit with 0 experience of the type that the value of
 advanceto refers to. All modifications that have been done to the
 unit are applied to the unit it is replaced by.
  • [advancefrom] allows a campaign-specific unit to be spliced into an already existing advancement tree.
 It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns.
 This tag makes changes to the advanceto and experience keys
 of a base unit to make it advance into this unit.  It takes these keys:
    • unit the id of the base unit from which this unit advances.
 This adds the unit into the list of units which unit can advance into.
    • experience is optional.
 If present and lower than the experience already required for the base unit to advance,
 then the experience to advance is lowered.
 Note: this will also lower the experience required to advance to other units which the base unit can advance into.
  • cost when a player recruits a unit of this type, the player
 loses cost gold. If this would cause gold to drop below 0,
 the unit cannot be recruited.
  • level the amount of upkeep the unit costs.
 After this unit fights, its opponent gains level experience.
 See also kill_experience (GameConfigWML), and leadership (AbilitiesWML).
  • alignment how the unit's damage should be affected by its lawful bonus
 (See TimeWML).
  • usage the way that the AI should recruit this unit, as determined
 by the scenario designer. (See recruitment_pattern, AiWML).
 The following are conventions on usage:
    • 'scout' Fast,
    • 'fighter' Melee fighter,
    • 'archer' Ranged fighter,
    • 'mixed fighter' Melee and ranged fighter, and
    • 'healer' Specialty 'heals' or 'cures'.
  • unit_description (translatable) the text displayed in the
 unit descriptor box for this unit. Default 'No description available...'.

Note that the tags [movement_costs]||, ||[defense]||, and ||[resistance] can be used to modify this movetype. After max level advancement support is not used in standard Wesnoth, but you can add this tag into standard Wesnoth units:

  • [advancement] describes what happens to a unit when it reaches the XP required for advancement.
 It is considered as an advancement in the same way as advancement described by advanceto;
 however, if the player chooses this advancement,
 the unit will have one or more effects applied to it instead of advancing.
 After max level advancement is not used in standard Wesnoth,
 but can be added to standard Wesnoth units.
    • id normal internationalization id.
    • description a description (see DescriptionWML) displayed as the option for this advancement

if there is another advancement option that the player must choose from; otherwise, the advancement is chosen automatically and this key is irrelevant.

    • max_times default 1.
 The maximum times the unit can be awarded this advancement.
    • [effect] A modification applied to the unit whenever this advancement is chosen.
 See EffectWML
  • [attack] one of the unit's attacks.
    • description a translatable text for name of the attack, to be displayed to the user.
    • name the name of the attack; used as a default description (if "description" is not present)
Non-translatable.
Used for the has_weapon key; see FilterWML
    • type the damage type of the attack.

Used in determining resistance to this attack (see [resistances], UnitWML). Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.

    • special the special ability of the attack.

Currently having more than 1 ability is not supported. See AbilitiesWML for a list of possible values

    • icon the image to use as an icon for the attack in the attack choice menu
    • range the range of the attack.

Used to determine the enemy's retaliation, which will be of the same type. Also displayed on the status table in parentheses; 'short'(default) displays "melee", while 'long' displays "ranged".

    • damage the damage of this attack
    • number the number of strikes per attack this weapon has
    • attack_weight helps the AI to choose which attack to use when attacking;

highly weighted attacks are more likely to be used.

    • defense_weight used to determine which attack is used for retaliation.

This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon.

See Also