Difference between revisions of "WML Abilities"
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Revision as of 16:00, 26 February 2008
Remember that you must include the WML ability code in every scenario where you intend them to work. Or include them in the unit file inside the [unit] tag.
Abilities require macros found elsewhere in UsefulFragments, typically ProgammingMacros, Utilities, or Scenario Tools.
Contents
Knockback
When a unit is hit with a knockback attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.
Examples that give knockback for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:
{KNOCKBACK (type=Drake Glider) slam} {KNOCKBACK description=Jane mace}
Requires the macros OPPOSITE_SIDE, IF, IF_HAVE_UNIT and STORE_UNIT_VAR.
#define KNOCKBACK FILTER WEAPON [event] name=attacker_hits first_time_only=no [filter] {FILTER} [/filter] [special_filter] weapon={WEAPON} [/special_filter] [sound] name=ghoul-hit.wav [/sound] {OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex} [store_locations] x,y=$x2,$y2 terrain=AaBbDeLptUVvYZ variable=defender_in_village [/store_locations] {IF_HAVE_UNIT x,y=$target_hex.x,$target_hex.y ( [else] {IF defender_in_village.length not_equals 1 ( [then] {STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender} [teleport] [filter] x,y=$x2,$y2 [/filter] x,y=$target_hex.x,$target_hex.y [/teleport] [capture_village] side=$side_of_defender x,y=$target_hex.x,$target_hex.y [/capture_village] {CLEAR_VARIABLE side_of_defender} [/then] )} [/else] )} {CLEAR_VARIABLE target_hex} {CLEAR_VARIABLE defender_in_village} [/event] #enddef
Charm
When a unit is hit with a charm attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.
Example that makes all Troll Whelps have charm on their attack:
{CHARM (type=Troll Whelp) fist}
Requires the macros IF, STORE_UNIT_VAR and MODIFY_UNIT.
#define CHARM FILTER WEAPON [event] name=attacker_hits first_time_only=no [filter] {FILTER} [/filter] [special_filter] weapon={WEAPON} [/special_filter] {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side} {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side} {IF charmer_side not_equals $charmed_side ( [then] {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side} {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side} {MODIFY_UNIT x,y=$x2,$y2 moves 1} {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1} {VARIABLE_OP varname format "side_$charmed_side|_units_charmed"} {VARIABLE $varname yes} {CLEAR_VARIABLE varname} [/then] )} {CLEAR_VARIABLE charmer_side} {CLEAR_VARIABLE charmed_side} [/event] [event] name=side turn first_time_only=no {VARIABLE_OP this_side_charmed to_variable "side_$side_number|_units_charmed"} {IF this_side_charmed equals yes ( [then] [store_unit] [filter] [not] side=$side_number [/not] [/filter] variable=possibly_charmed kill=no [/store_unit] {FOREACH possibly_charmed i} {VARIABLE_OP real_side format "0$possibly_charmed[$i].variables.real_side"} {IF real_side not_equals "0" ( [then] {IF side_number equals $possibly_charmed[$i].variables.real_side ( [then] {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side} {VARIABLE possibly_charmed[$i].side $side_number} [unstore_unit] variable=possibly_charmed[$i] find_vacant=no [/unstore_unit] [/then] )} [/then] )} {NEXT i} {CLEAR_VARIABLE possibly_charmed} [/then] )} [/event] #enddef
Bloodlust
Bloodlust is a very simple ability. If a unit that has bloodlust kills an enemy unit when attacking, it may attack again, provided that there are more enemy units adjacent to it.
Requires the macro MODIFY_UNIT.
This would give the bloodlust ability to all Dwarvish Ulfserkers (making them insanely powerful):
{BLOODLUST (type=Dwarvish Ulfserker)}
#define BLOODLUST FILTER [event] name=die first_time_only=no [filter_second] {FILTER} [/filter_second] {MODIFY_UNIT x,y=$x2,$y2 moves 0} {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1} [/event] #enddef
Pickpocket
This special could also be called loot. When a unit with this attack special sucessfully hits an enemy unit, it gains a certain amount of gold - say 10.
To do this, use this code:
#define WEAPON_SPECIAL_PICKPOCKET [damage] id=pickpocket name="Pickpocket" description="Pickpocket: When used offensively, this attack gives 10 gold to the attacker on every successful hit." multiply=1 [/damage] #enddef
Then put this event in your scenario:
[event] name=attacker_hits first_time_only=no [filter] side=$side_number canrecruit=1 [/filter] [special_filter] weapon=pickpocket gloves [/special_filter] [gold] side=$side_number amount=10 [/gold] [/event]
Then give the unit you want to have the "pickpocket" special something like this:
[object] silent=yes [effect] apply_to=new_attack name=pickpocket gloves type=impact range=melee damage=3 number=3 [specials] {WEAPON_SPECIAL_PICKPOCKET} [/specials] [/effect] [/object]