Difference between revisions of "EffectWML"
From The Battle for Wesnoth Wiki
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** [abilities] A subtag that contains the ability definitions. Strictly speaking, all that is needed is the id= inside some tag. | ** [abilities] A subtag that contains the ability definitions. Strictly speaking, all that is needed is the id= inside some tag. | ||
* ''new_animation'' {{DevFeature}} contain animations that will be added to the unit | * ''new_animation'' {{DevFeature}} contain animations that will be added to the unit | ||
+ | * "image_mod" modify the image path function([[ImagePathFunctionWML]]) of all the unit's frames | ||
+ | ** ''replace'' the image path function to be used, e.g. "RC(magenta>red)" | ||
== See Also == | == See Also == |
Revision as of 17:25, 30 December 2007
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).
- times Template:DevFeature describes how much time the effect is applied. The default is to apply the effect once. Other possible value : "per level" which means that the effect is applied level times, where level is the unit level.
- 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.
- remove_attacks Template: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).
- "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 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.
- set_name change the attack's name (ie identifier). (Template:DevFeature this doesn't change the weapon's description like in 1.2)
- set_description Template:DevFeature change the attack's description (ie displayed name).
- set_type change the attack type. Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.
- 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.
- [set_specials] Template:DevFeature change the attack's specials. The specials to add are given exactly as in the [specials] tag.
- mode if append, adds the given specials to the attack. If replace, replaces the existing specials with the given ones. Default replace.
- remove_specials Template: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]
- 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 change the attack's attack_weight. See AttackWML for explainations about attack_weight.
- defense_weight 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_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.
- "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
- replace If set to "true", any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).
- [set_specials]
- [movement_costs] a subtag that describes the new movement costs just like in UnitWML for describing a unit type
- "defense" Sets unit chance to be hit in specific terrain (100 - defense value)
- replace If set to "true", any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).
- [defense] a subtag that describes the new defense just like in UnitWML for describing a unit type
- "resistance" Sets percent damage taken from combat
- replace If set to "true", any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).
- [resistance] a subtag that describes the new resistance just like in UnitWML for describing a unit type
- "variation" switches the unit into one of its 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.
- zoc Template:DevFeature toggle the zone of control.
- value new value for zoc (0=disable, other=enable).
- profile Template:DevFeature customize the profile for this unit type
- portrait new image to display when the unit speaks
- description sets the text to display when hovering over the unit's type in the righthand pane
- "new_ability" Template:DevFeature Adds one or more abilities to a unit.
- [abilities] A subtag that contains the ability definitions.
- "remove_ability" Template:DevFeature Removes one or more abilities from a unit. Abilities are not reference counted: added, added, removed = gone.
- [abilities] A subtag that contains the ability definitions. Strictly speaking, all that is needed is the id= inside some tag.
- new_animation Template:DevFeature contain animations that will be added to the unit
- "image_mod" modify the image path function(ImagePathFunctionWML) of all the unit's frames
- replace the image path function to be used, e.g. "RC(magenta>red)"