Difference between revisions of "AbilitiesWML"
From The Battle for Wesnoth Wiki
(→The ''[abilities]'' tag) |
(Clarified weapon special filtering (and some other minor fixes).) |
||
Line 19: | Line 19: | ||
=== Common keys and tags for every ability === | === Common keys and tags for every ability === | ||
− | * ''name'' the name of the ability | + | * ''name'' the name of the ability. |
− | * ''name_inactive'' the name of the ability when inactive | + | * ''name_inactive'' the name of the ability when inactive. |
− | * ''description'' the description of the ability | + | * ''description'' the description of the ability. |
− | * ''description_inactive'' the description of the ability when inactive | + | * ''description_inactive'' the description of the ability when inactive. |
− | * ''affect_self'' if equal to 'yes', the ability will affect the unit that has it | + | * ''affect_self'' if equal to 'yes', the ability will affect the unit that has it. |
− | * ''affect_allies'' if equal to 'yes', the ability will affect allies in the specified adjacent hexes | + | * ''affect_allies'' if equal to 'yes', the ability will affect allies in the specified adjacent hexes. |
− | * ''affect_enemies'' if equal to 'yes', the ability will affect enemies in the specified adjacent hexes | + | * ''affect_enemies'' if equal to 'yes', the ability will affect enemies in the specified adjacent hexes. |
− | * ''cumulative'' if set to 'yes', this ability will be cumulative with the base value for this ability | + | * ''cumulative'' if set to 'yes', this ability will be cumulative with the base value for this ability. |
− | * ''id'' this ability will not be cumulative with other abilities using this id | + | * ''id'' this ability will not be cumulative with other abilities using this id. |
− | * '''[adjacent_description]''' contains all four of the above keys, which are used when an adjacent unit receives the ability | + | * '''[adjacent_description]''' contains all four of the above keys, which are used when an adjacent unit receives the ability. |
− | * '''[filter]''' Standard Unit Filter: If the unit owning the ability does not match this filter, the ability will be inactive | + | * '''[filter]''' Standard Unit Filter: If the unit owning the ability does not match this filter, the ability will be inactive. |
− | * '''[filter_adjacent]''' Standard Unit Filter, which takes an extra key ''adjacent'', which is used to specify which adjacent hexes to filter on. ''adjacent'' is a comma seperated list of any combination of these directions: ''n'',''ne'',''se'',''s'',''sw'',''nw'' | + | * '''[filter_adjacent]''' Standard Unit Filter, which takes an extra key ''adjacent'', which is used to specify which adjacent hexes to filter on. ''adjacent'' is a comma seperated list of any combination of these directions: ''n'',''ne'',''se'',''s'',''sw'',''nw''. |
− | * '''[filter_adjacent_location]''' like [filter_adjacent], except that it filters on the locations rather than the units | + | * '''[filter_adjacent_location]''' like [filter_adjacent], except that it filters on the locations rather than the units. |
− | * '''[affect_adjacent]''' each adjacent unit that does not match this filter will not receive its effects | + | * '''[affect_adjacent]''' each adjacent unit that does not match this filter will not receive its effects. |
− | * '''[filter_self]''' if the owner of the ability does not match this filter, it will not receive the effects of the ability | + | * '''[filter_self]''' if the owner of the ability does not match this filter, it will not receive the effects of the ability. |
* '''[filter_base_value]''' filters on the value before any modifications; uses the keys 'equals', 'not_equals', etc. | * '''[filter_base_value]''' filters on the value before any modifications; uses the keys 'equals', 'not_equals', etc. | ||
=== Extra keys used by the ''[heals]'' ability === | === Extra keys used by the ''[heals]'' ability === | ||
− | * ''value'' the amount healed | + | * ''value'' the amount healed. |
− | * ''poison'' can be one of ''slowed'',''cured'' | + | * ''poison'' can be one of ''slowed'',''cured''. |
=== Extra keys used by the ''[regenerate]'' ability === | === Extra keys used by the ''[regenerate]'' ability === | ||
− | * ''value'' the amount healed | + | * ''value'' the amount healed. |
− | * ''poison'' can be one of ''slowed'',''cured'' | + | * ''poison'' can be one of ''slowed'',''cured''. |
=== Extra keys and tags used by the ''[resistance]'' ability === | === Extra keys and tags used by the ''[resistance]'' ability === | ||
− | * ''value'' set resistance to this value | + | * ''value'' set resistance to this value. |
− | * ''max_value'' maximum resistance value | + | * ''max_value'' maximum resistance value. |
− | * ''add'' adds to resistance | + | * ''add'' adds to resistance. |
− | * ''multiply'' multiplies resistance value | + | * ''multiply'' multiplies resistance value. |
− | * ''apply_to'' a list of damage types; if left out, the ability applies to all types | + | * ''apply_to'' a list of damage types; if left out, the ability applies to all types. |
− | * ''active_on'' one of 'defense' or 'offense'; if left out, the ability is active on both | + | * ''active_on'' one of 'defense' or 'offense'; if left out, the ability is active on both. |
=== Extra keys used by the ''[leadership]'' ability === | === Extra keys used by the ''[leadership]'' ability === | ||
− | * ''value'' the percentage bonus to damage | + | * ''value'' the percentage bonus to damage. |
=== Extra keys used by the ''[illuminates]'' ability === | === Extra keys used by the ''[illuminates]'' ability === | ||
− | * ''value'' the percentage bonus to lawful units | + | * ''value'' the percentage bonus to lawful units. |
− | * ''max_value'' the maximum percentage bonus given | + | * ''max_value'' the maximum percentage bonus given. |
=== Extra keys used by the ''[hides]'' ability === | === Extra keys used by the ''[hides]'' ability === | ||
− | * ''alert'' {{DevFeature}} the displayed when the unit is | + | * ''alert'' {{DevFeature}} the displayed text when the unit is discovered. Default "Ambushed!". |
=== Macros for common abilities === | === Macros for common abilities === | ||
Line 99: | Line 99: | ||
=== Common keys and tags for every weapon special === | === Common keys and tags for every weapon special === | ||
− | * ''name'' the name of the special | + | * ''name'' the name of the special. |
− | * ''name_inactive'' the name of the special when inactive | + | * ''name_inactive'' the name of the special when inactive. |
− | * ''description'' the description of the special | + | * ''description'' the description of the special. |
− | * ''description_inactive'' the description of the special when inactive | + | * ''description_inactive'' the description of the special when inactive. |
− | * ''active_on'' one of 'defense','offense'; if left out, it uses both | + | * ''active_on'' one of 'defense','offense'; if left out, it uses both. |
− | * ''cumulative'' if set to 'yes', this special will be cumulative with the base value | + | * ''cumulative'' if set to 'yes', this special will be cumulative with the base value. |
− | * ''id'' this ability will not be cumulative with other specials using this id | + | * ''id'' this ability will not be cumulative with other specials using this id. |
− | * ''apply_to'' one of 'self','opponent','attacker','defender','both' | + | * ''active_on'' one of 'defense' or 'offense'; if left out, the ability is active on both. |
− | * '''[filter_adjacent]''' Standard Unit Filter, which takes an extra key ''adjacent'', which is used to specify which adjacent hexes to filter on. ''adjacent'' is a comma seperated list if any combination of these directions: ''n'',''ne'',''se'',''s'',''sw'',''nw'' | + | * ''apply_to'' one of 'self','opponent','attacker','defender','both'. Determines who the effects of this special are applied to. |
− | * '''[filter_adjacent_location]''' like [filter_adjacent], except that it filters on the locations rather than the units | + | * '''[filter_adjacent]''' Standard Unit Filter, which takes an extra key ''adjacent'', which is used to specify which adjacent hexes to filter on. ''adjacent'' is a comma seperated list if any combination of these directions: ''n'',''ne'',''se'',''s'',''sw'',''nw''. |
− | * '''[filter_self]''' if the owner | + | * '''[filter_adjacent_location]''' like [filter_adjacent], except that it filters on the locations rather than the units. |
− | * '''[filter_opponent]''' if the opponent | + | * '''[filter_self]''' the special will only be active if the owner matches this filter. |
− | * '''[filter_attacker]''' if the attacker | + | * '''[filter_opponent]''' the special will only be active if the opponent matches this filter. |
− | * '''[filter_defender]''' if the defender | + | * '''[filter_attacker]''' the special will only be active if the attacker matches this filter. |
+ | * '''[filter_defender]''' the special will only be active if the defender matches this filter. | ||
* '''[filter_base_value]''' filters on the value before any modifications; uses the keys 'equals', 'not_equals', ect. | * '''[filter_base_value]''' filters on the value before any modifications; uses the keys 'equals', 'not_equals', ect. | ||
Revision as of 21:00, 23 January 2007
Contents
- 1 Abilities and their effects
- 2 The [abilities] tag
- 2.1 Common keys and tags for every ability
- 2.2 Extra keys used by the [heals] ability
- 2.3 Extra keys used by the [regenerate] ability
- 2.4 Extra keys and tags used by the [resistance] ability
- 2.5 Extra keys used by the [leadership] ability
- 2.6 Extra keys used by the [illuminates] ability
- 2.7 Extra keys used by the [hides] ability
- 2.8 Macros for common abilities
- 3 The [specials] tag
- 4 See Also
Abilities and their effects
There are two types of abilities: ones that apply to units (called abilities) and ones that only apply when using a particular attack (called specials or weapon specials). A unit may have multiple abilities and an attack can have multiple specials, but by convention only one weapon special should be assigned to any given attack.
The [abilities] tag
The following tags are used to describe an ability in WML:
- [heals] modifies the hitpoints of a unit at the beginning the healer's turn
- [regenerate] modifies the hitpoints of a unit at the beginning of the unit's turn
- [resistance] modifies the resistance of a unit to damage
- [leadership] modifies the damage of a unit
- [skirmisher] negates enemy zones of control
- [illuminates] modifies the time of day adjacent to the affected units
- [teleport] allows the unit to teleport
- [hides] renders the unit invisible to enemies
Common keys and tags for every ability
- name the name of the ability.
- name_inactive the name of the ability when inactive.
- description the description of the ability.
- description_inactive the description of the ability when inactive.
- affect_self if equal to 'yes', the ability will affect the unit that has it.
- affect_allies if equal to 'yes', the ability will affect allies in the specified adjacent hexes.
- affect_enemies if equal to 'yes', the ability will affect enemies in the specified adjacent hexes.
- cumulative if set to 'yes', this ability will be cumulative with the base value for this ability.
- id this ability will not be cumulative with other abilities using this id.
- [adjacent_description] contains all four of the above keys, which are used when an adjacent unit receives the ability.
- [filter] Standard Unit Filter: If the unit owning the ability does not match this filter, the ability will be inactive.
- [filter_adjacent] Standard Unit Filter, which takes an extra key adjacent, which is used to specify which adjacent hexes to filter on. adjacent is a comma seperated list of any combination of these directions: n,ne,se,s,sw,nw.
- [filter_adjacent_location] like [filter_adjacent], except that it filters on the locations rather than the units.
- [affect_adjacent] each adjacent unit that does not match this filter will not receive its effects.
- [filter_self] if the owner of the ability does not match this filter, it will not receive the effects of the ability.
- [filter_base_value] filters on the value before any modifications; uses the keys 'equals', 'not_equals', etc.
Extra keys used by the [heals] ability
- value the amount healed.
- poison can be one of slowed,cured.
Extra keys used by the [regenerate] ability
- value the amount healed.
- poison can be one of slowed,cured.
Extra keys and tags used by the [resistance] ability
- value set resistance to this value.
- max_value maximum resistance value.
- add adds to resistance.
- multiply multiplies resistance value.
- apply_to a list of damage types; if left out, the ability applies to all types.
- active_on one of 'defense' or 'offense'; if left out, the ability is active on both.
Extra keys used by the [leadership] ability
- value the percentage bonus to damage.
Extra keys used by the [illuminates] ability
- value the percentage bonus to lawful units.
- max_value the maximum percentage bonus given.
Extra keys used by the [hides] ability
- alert Template:DevFeature the displayed text when the unit is discovered. Default "Ambushed!".
Macros for common abilities
- ABILITY_AMBUSH
- ABILITY_CURES
- ABILITY_HEALS
- ABILITY_ILLUMINATES
- ABILITY_LEADERSHIP_LEVEL_1 to ABILITY_LEADERSHIP_LEVEL_5
- ABILITY_NIGHTSTALK
- ABILITY_REGENERATES
- ABILITY_SKIRMISHER
- ABILITY_STEADFAST
- ABILITY_SUBMERGE
- ABILITY_TELEPORT
The [specials] tag
The [specials] tag goes inside the [attack] tag. It can contain the following tags:
- [damage] modifies the damage of a weapon
- [attacks] modifies the number of attacks of a weapon
- [chance_to_hit] modifies the chance to hit of a weapon
- [slow]
- [poison]
- [stones]
- [berserk]
- [firststrike]
- [drains]
- [plague]
Common keys and tags for every weapon special
- name the name of the special.
- name_inactive the name of the special when inactive.
- description the description of the special.
- description_inactive the description of the special when inactive.
- active_on one of 'defense','offense'; if left out, it uses both.
- cumulative if set to 'yes', this special will be cumulative with the base value.
- id this ability will not be cumulative with other specials using this id.
- active_on one of 'defense' or 'offense'; if left out, the ability is active on both.
- apply_to one of 'self','opponent','attacker','defender','both'. Determines who the effects of this special are applied to.
- [filter_adjacent] Standard Unit Filter, which takes an extra key adjacent, which is used to specify which adjacent hexes to filter on. adjacent is a comma seperated list if any combination of these directions: n,ne,se,s,sw,nw.
- [filter_adjacent_location] like [filter_adjacent], except that it filters on the locations rather than the units.
- [filter_self] the special will only be active if the owner matches this filter.
- [filter_opponent] the special will only be active if the opponent matches this filter.
- [filter_attacker] the special will only be active if the attacker matches this filter.
- [filter_defender] the special will only be active if the defender matches this filter.
- [filter_base_value] filters on the value before any modifications; uses the keys 'equals', 'not_equals', ect.
Macros for common weapon specials
- WEAPON_SPECIAL_BACKSTAB
- WEAPON_SPECIAL_BERSERK
- WEAPON_SPECIAL_CHARGE
- WEAPON_SPECIAL_DRAIN
- WEAPON_SPECIAL_FIRSTSTRIKE
- WEAPON_SPECIAL_MAGICAL
- WEAPON_SPECIAL_MARKSMAN
- WEAPON_SPECIAL_PLAGUE
- WEAPON_SPECIAL_PLAGUE_TYPE TYPE
- WEAPON_SPECIAL_POISON
- WEAPON_SPECIAL_SLOW
- WEAPON_SPECIAL_STONE
- WEAPON_SPECIAL_SWARM