Difference between revisions of "EffectWML"
From The Battle for Wesnoth Wiki
m (→the [effect] tag: Updated remove_attacks based on fix for bug #10922, revision 23341) |
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The following keys are always recognized for [effect]: | The following keys are always recognized for [effect]: | ||
− | * ''unit_type'' only apply this effect if the affected unit's type name matches | + | * '''unit_type''': only apply this effect if the affected unit's type name matches the value (can be a unit type or list of types). |
− | * ''times'' | + | * '''times''': 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. | + | * '''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: | + | [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 [attack] in [[UnitWML]]. |
− | * ''remove_attacks'' | + | * '''remove_attacks''': remove the matching attacks. All tags from the attack filter construct will be used to match the attack; see [[FilterWML]]. Do not use a [filter] tag otherwise it will not work properly. |
− | * | + | * '''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). | + | ** '''set_name''': change the attack's name (ie identifier). |
− | + | ** '''set_description''': change the attack's description (ie displayed name). | |
− | ** ''set_type'' change the attack type. Values are 'blade', 'pierce', 'impact' | + | ** '''set_type''': change the attack type. Values are '''blade''', '''pierce''', '''impact''', '''fire''', '''cold''', and '''arcane'''. |
− | ** ''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_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]'' | + | ** '''[set_specials]''': 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''. | + | *** '''mode''': if '''append''', adds the given specials to the attack. If '''replace''', replaces the existing specials with the given ones. Default '''replace'''. |
− | ** ''remove_specials'' | + | ** '''remove_specials''': 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_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. | + | ** '''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 [attack] in [[UnitWML]] for | + | ** '''attack_weight''': change the attack's attack_weight. See [attack] in [[UnitWML]] for explanations about attack_weight. |
− | ** ''defense_weight'' change the attack's defense_weight. See [attack] in [[UnitWML]] for | + | ** '''defense_weight''': change the attack's defense_weight. See [attack] in [[UnitWML]] for explanations about defense_weight. |
− | * | + | * '''hitpoints''': modifies the unit's HP and/or max HP. |
− | ** ''increase'' the amount to increase the unit's 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. | + | ** '''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. | + | ** '''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. | + | ** '''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. | + | ** '''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. | + | ** '''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. | + | ** '''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). | + | ** '''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] | + | ** '''[set_specials]''' |
− | ** [movement_costs] a subtag that describes the new movement costs just like in [[UnitWML]] for describing a unit type | + | ** '''[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). | + | ** '''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 | + | ** '''[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). | + | ** '''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 | + | ** '''[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. | + | ** '''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 [[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]]. | + | ** '''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]]. |
− | ** ''remove'' a list of status modifications to remove. | + | ** '''remove''': a list of status modifications to remove. |
− | * ''zoc'' | + | * '''zoc''': toggle the zone of control. |
− | ** ''value'' new value for zoc (0=disable, other=enable). | + | ** '''value''': new value for zoc (0=disable, other=enable). |
− | * ''profile'' | + | * '''profile''': customize the profile for this unit type |
− | ** ''portrait'' new image to display when the unit speaks | + | ** '''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 | + | ** '''description''': sets the text to display when hovering over the unit's type in the righthand pane |
− | * | + | * '''new_ability''': Adds one or more abilities to a unit. |
− | ** [abilities] A subtag that contains the ability definitions. | + | ** '''[abilities]''': A subtag that contains the ability definitions. |
− | * | + | * '''remove_ability''': 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. | + | ** '''[abilities]''': A subtag that contains the ability definitions. Strictly speaking, all that is needed is the id= inside some tag. |
− | * ''new_animation'' | + | * '''new_animation''': 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)" | + | ** '''replace''': the image path function to be used, e.g. "RC(magenta>red)" |
== See Also == | == See Also == |
Revision as of 13:37, 19 February 2008
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 the value (can be a unit type or list of types).
- times: 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 [attack] in UnitWML.
- remove_attacks: remove the matching attacks. All tags from the attack filter construct will be used to match the attack; see FilterWML. Do not use a [filter] tag otherwise it will not work properly.
- 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).
- set_description: change the attack's description (ie displayed name).
- set_type: change the attack type. Values are blade, pierce, impact, fire, cold, and arcane.
- 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]: 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: 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 [attack] in UnitWML for explanations about attack_weight.
- defense_weight: change the attack's defense_weight. See [attack] in UnitWML for explanations 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: toggle the zone of control.
- value: new value for zoc (0=disable, other=enable).
- profile: 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: Adds one or more abilities to a unit.
- [abilities]: A subtag that contains the ability definitions.
- remove_ability: 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: 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)"