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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Tengen</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-05-03T05:00:10Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EffectWML&amp;diff=16373</id>
		<title>EffectWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EffectWML&amp;diff=16373"/>
		<updated>2007-07-07T18:19:25Z</updated>

		<summary type="html">&lt;p&gt;Tengen: /* the [effect] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [effect] tag ==&lt;br /&gt;
&lt;br /&gt;
The tag [effect] is used to describe one modification to a unit.&lt;br /&gt;
Any number of [effect] tags can be used to describe a complete&lt;br /&gt;
modification.&lt;br /&gt;
Modifications are permanent changes to a unit;&lt;br /&gt;
currently there is no way of removing a modification.&lt;br /&gt;
&lt;br /&gt;
The following keys are always recognized for [effect]:&lt;br /&gt;
* ''unit_type'' only apply this effect if the affected unit's type name matches ''unit_type'' (can be a list of types).&lt;br /&gt;
* ''apply_to'' describes what the effect actually affects.&lt;br /&gt;
[effect] uses different keys depending on the value of ''apply_to''.  ''apply_to'' can take the following values:&lt;br /&gt;
* &amp;quot;new_attack&amp;quot; will use all other keys and tags as the description of an attack that will be added to the unit. See [[AttackWML]].&lt;br /&gt;
* ''remove_attacks'' {{DevFeature}} remove the matching attacks. All tags from the attack filter construct will be used to match the attack; see [[FilterWML]]. Notes: do not use a [filter] tag. Also, the last remaining attack will never be removed (since Wesnoth don't support it).&lt;br /&gt;
* &amp;quot;attack&amp;quot; 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 keys and tags can be used to modify the attack.  Note: do not use a [filter] tag.  Just put the keys you want to filter on inside the [effect] tag.&lt;br /&gt;
** ''set_name'' change the attack's name (ie identifier). ({{DevFeature}} this doesn't change the weapon's description like in 1.2)&lt;br /&gt;
** ''set_description'' {{DevFeature}} change the attack's description (ie displayed name). &lt;br /&gt;
** ''set_type'' change the attack type. Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''set_special'' change the attack's specials. See [[AbilitiesWML]] for a list of possible values. Note that you can only set the normal specials defined in ''data/abilities.cfg'', not custom ones.&lt;br /&gt;
** ''[set_specials]'' {{DevFeature}} change the attack's specials. The specials to add are given exactly as in the [specials] tag.&lt;br /&gt;
*** ''mode'' if ''append'', adds the given specials to the attack. If ''replace'', replaces the existing specials with the given ones. Default ''replace''.&lt;br /&gt;
** ''remove_specials'' {{DevFeature}} remove the listed specials. The value of this key is the coma-separated list of the id of the specials to remove. This key is always evaluated before a [set_specials] tags in the same [effect]&lt;br /&gt;
** ''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.&lt;br /&gt;
** ''increase_attacks'' increases the number of attack strikes. Like ''increase_damage'', it can be positive or negative, or a percentage.&lt;br /&gt;
** ''attack_weight'' change the attack's attack_weight. See [[AttackWML]] for explainations about attack_weight.&lt;br /&gt;
** ''defense_weight'' change the attack's defense_weight. See [[AttackWML]] for explainations about defense_weight.&lt;br /&gt;
* &amp;quot;hitpoints&amp;quot; modifies the unit's HP and/or max HP.&lt;br /&gt;
** ''increase'' the amount to increase the unit's HP.&lt;br /&gt;
** ''heal_full'' if present  and not set to &amp;quot;no&amp;quot; the unit will be put back to full HP.&lt;br /&gt;
** ''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. &amp;quot;-50%&amp;quot; will cut max HP in half.&lt;br /&gt;
** ''violate_maximum'' it the unit ends up with more than its max HP after these modifications, and this key is present (set to any non-null value, ex. 'yes'), the unit's HP won't be lowered to its max HP.&lt;br /&gt;
* &amp;quot;movement&amp;quot; modifies the unit's movement points.&lt;br /&gt;
** ''increase'' maximum movement is increased by this amount. It can be positive, negative, or specified as a percentage.&lt;br /&gt;
** ''set'' maximum movement is set to a specific value.&lt;br /&gt;
* &amp;quot;max_experience&amp;quot; affects the amount of XP the unit needs for the next level.&lt;br /&gt;
** ''increase'' how to change the xp; again it can be negative, positive or a percentage.&lt;br /&gt;
* &amp;quot;loyal&amp;quot; no keys associated. The affected unit will be loyal i.e have an upkeep of 0.&lt;br /&gt;
* &amp;quot;movement_costs&amp;quot; speed through specific terrain is modified&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [set_specials]&lt;br /&gt;
** [movement_costs] a subtag that describes the new movement costs just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;defense&amp;quot; Sets unit chance to be hit in specific terrain (100 - defense value)&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [defense] a subtag that describes the new defense just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;resistance&amp;quot; Sets percent damage taken from combat&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [resistance] a subtag that describes the new resistance just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;variation&amp;quot; switches the unit into one of its variations.&lt;br /&gt;
** ''name'' the name of the variation to invoke.&lt;br /&gt;
* &amp;quot;status&amp;quot; modifies the status affecting the unit.&lt;br /&gt;
** ''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 [[InternalActionsWML|[store_unit]]] and [[DirectActionsWML|[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]].&lt;br /&gt;
** ''remove'' a list of status modifications to remove.&lt;br /&gt;
* ''zoc'' {{DevFeature}} toggle the zone of control.&lt;br /&gt;
** ''value'' new value for zoc (0=disable, other=enable).&lt;br /&gt;
* ''profile'' {{DevFeature}} customize the profile for this unit type&lt;br /&gt;
** ''portrait'' new image to display when the unit speaks&lt;br /&gt;
** ''description'' sets the text to display when hovering over the unit's type in the righthand pane&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[AttackWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Tengen</name></author>
		
	</entry>
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