Difference between revisions of "AbilitiesWML"

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(Had a fun 1.5 hours trying to figure out why [resistance] wasn't working.)
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== See Also ==
 
== See Also ==
  
* [[UnitWML]]
+
* [[UnitTypeWML]]
 
* [[SingleUnitWML]]
 
* [[SingleUnitWML]]
 
* [[ReferenceWML]]
 
* [[ReferenceWML]]
  
 
[[Category:WML Reference]]
 
[[Category:WML Reference]]

Revision as of 08:14, 11 May 2009

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

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

Any other name is valid, but will result in an ability that does nothing but report it's there.

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]: StandardUnitFilter If the unit owning the ability does not match this filter, the ability will be inactive.
  • [affect_adjacent]: each adjacent unit that does not match this filter will not receive its effects.
    • adjacent: a comma seperated list of any combination of these directions: n,ne,se,s,sw,nw.
    • [filter]: a StandardUnitFilter.
  • [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. This value must be set in order for [resistance] to function.
  • 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: 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]

Any other name is valid, but will result in an special that does nothing but report it's there.

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.
  • value: the value to be used. Applies to [damage], [attacks], [chance_to_hit] and [berserk] (the maximum number of combat rounds).
  • add the number to add to the base value.
  • multiply: same as value, except that this multiplies the base value.
  • cumulative: if set to 'yes', this special will be cumulative with the base value.
  • type: only usable in [plague], where it defines the unit type to be spawned on kill.
  • id: this ability will not be cumulative with other specials using this id.
  • active_on: one of defense or offense; if left out, the special 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]: StandardUnitFilter, 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_self]: the special will only be active if the owner matches this filter.
    • [filter_weapon]: a standard weapon filter.
  • [filter_opponent]: the special will only be active if the opponent matches this StandardUnitFilter.
    • [filter_weapon]: a standard weapon filter.
  • [filter_attacker]: the special will only be active if the attacker matches this filter.
    • [filter_weapon]: a standard weapon filter.
  • [filter_defender] the special will only be active if the defender matches this filter.
    • [filter_weapon]: a standard weapon filter.
  • [filter_base_value]: filters on the value before any modifications; uses the keys equals, not_equals, etc.

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

See Also