Difference between revisions of "UnitsWML"

From The Battle for Wesnoth Wiki
 
(fixed formatting)
Line 9: Line 9:
 
All races with the attribute '''ignore_global_traits=no''' will have this trait.
 
All races with the attribute '''ignore_global_traits=no''' will have this trait.
 
See '''[trait]''' below for syntax.
 
See '''[trait]''' below for syntax.
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps.
+
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.
Units from the same advancement tree should generally have the same movetype.
+
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.
** ''name'' an ID for this movetype.
+
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.
    Units with the attribute '''movetype=''name''''' will be assigned this movetype.
+
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).
** ''flies'' either 'true' or 'false'(default).
+
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.
    A unit with ''flies=true'' does not have its image's height adjusted for different terrains.
+
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''.
** '''[movement_costs]''' describes how fast the unit moves on different terrains.
+
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.
    The attribute '''''terrain//=//speed//''' means that the unit will need to use ''speed'' move points
+
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.
    to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).
+
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.
** '''[defense]''' describes how likely the unit is to be hit on different
+
** ''markov_chain_size'' (default 2) number of letters per "syllable". "Syllables" are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.
    terrains. The attribute '''''terrain//=//defense''''' means that
+
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]).
    the unit will be hit ''defense'' per cent of the time in the terrain with '''name=//terrain'''''.
+
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.
** '''[resistance]''' describes how much damage the unit takes from different types of attacks.
+
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.
    The attribute '''''type//=//resistance//''' makes the unit resist 100-//resistance'' per cent of damage
+
** '''[trait]''' describes a trait for this race. Has attributes ''id'' internationalization key(?), ''name'' text displayed in the status of unit with the trait, and tag '''[effect]''', described in [[EffectWML]].
    from attacks with '''type=''type'''''.
 
* '''[race]''' used to make shortcuts to describe units with similar names.
 
Units from the same advancement tree should generally have the same race.
 
Also, units with the same race should generally be recruitable by the same sides/factions.
 
** ''name'' an ID for this race.
 
  Units with the attribute '''race=''name''''' will be assigned this race.
 
** ''male_names//, ''female_names'' lists of names (i.e. non-translatable strings).
 
  They are inputted into the Markov name generator to generate random names.
 
  ''male_names'' describes units with '''gender=male''';
 
  ''female_names'' describes units with '''gender=female'''.
 
** ''markov_chain_size'' (default 2) number of letters per "syllable".
 
  "Syllables" are groupings of names that the Markov name generator uses to determine names.
 
  It does this by running a probability algorithm to guess from the name list
 
  which syllables fit well together, which can start or end a name, etc.
 
** ''not_living'' 'yes' or 'no'(default).
 
  Units with '''not_living=yes''' cannot be poisoned, drained from,
 
  or plagued (see [[AbilitiesWML]]).
 
** ''num_traits'' is the number of non-repeating traits
 
  each unit of this race can be assigned.
 
** ''ignore_global_traits'' 'yes' or 'no'(default).
 
  Determines whether global traits (see [traits] above) are applied.
 
** '''[trait]''' describes a trait for this race.
 
  Has attributes ''id'' internationalization key(?),
 
  ''name'' text displayed in the status of unit with the trait,
 
  and tag '''[effect]''', described in [[EffectWML]].
 
  
 
== See Also ==
 
== See Also ==
Line 53: Line 28:
 
* [[UnitWML]]
 
* [[UnitWML]]
 
* [[ReferenceWML]]
 
* [[ReferenceWML]]
 

Revision as of 20:59, 8 November 2005

the [units] tag

This tag is a top level WML tag which is in game.cfg. It defines the set of all units in Wesnoth.

The following subtags are recognized:

  • [unit] describes one unit type. See UnitWML for syntax.
  • [trait] describes a global trait.

All races with the attribute ignore_global_traits=no will have this trait. See [trait] below for syntax.

  • [movetype] used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.
    • name an ID for this movetype. Units with the attribute movetype=name will be assigned this movetype.
    • flies either 'true' or 'false'(default). A unit with flies=true does not have its image's height adjusted for different terrains.
    • [movement_costs] describes how fast the unit moves on different terrains. The attribute terrain=speed means that the unit will need to use speed move points to move onto the terrain with name=terrain (see TerrainWML).
    • [defense] describes how likely the unit is to be hit on different terrains. The attribute terrain=defense means that the unit will be hit defense percent of the time in the terrain with name=terrain.
    • [resistance] describes how much damage the unit takes from different types of attacks. The attribute type=resistance makes the unit resist 100-resistance percent of damage from attacks with type=type.
  • [race] is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.
    • name an ID for this race. Units with the attribute race=name will be assigned this race.
    • male_names, female_names lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. male_names describes units with gender=male; female_names describes units with gender=female.
    • markov_chain_size (default 2) number of letters per "syllable". "Syllables" are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.
    • not_living 'yes' or 'no'(default). Units with not_living=yes cannot be poisoned, drained from, or plagued (see AbilitiesWML).
    • num_traits is the number of non-repeating traits each unit of this race can be assigned.
    • ignore_global_traits 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.
    • [trait] describes a trait for this race. Has attributes id internationalization key(?), name text displayed in the status of unit with the trait, and tag [effect], described in EffectWML.

See Also