Difference between revisions of "AbilitiesWML"
(→The [abilities] tag: Added a little more about [dummy] or similar tags and made the id key mention that is must be present if cumulative does not equal yes. Feel free to revert or edit.) |
(→The [abilities] tag) |
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* '''[teleport]''': allows the unit to teleport | * '''[teleport]''': allows the unit to teleport | ||
* '''[hides]''': renders the unit invisible to enemies | * '''[hides]''': renders the unit invisible to enemies | ||
− | Any other name is valid (for example '''[dummy]'''), but will result in an ability that does nothing but report it's there. These tags still use the same common keys and tags as every other ability. | + | Any other name is valid (for example '''[dummy]'''), but will result in an ability that does nothing but report it's there. These tags still use the same common keys and tags as every other ability. '''Note:''' a dummy ability must have an id for the name and description to display. |
=== Common keys and tags for every ability === | === Common keys and tags for every ability === |
Revision as of 15:15, 6 June 2009
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
Any other name is valid (for example [dummy]), but will result in an ability that does nothing but report it's there. These tags still use the same common keys and tags as every other ability. Note: a dummy ability must have an id for the name and description to display.
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. Must be present if cumulative is anything other than 'yes'.
- [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