Difference between revisions of "WML Abilities"
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Revision as of 23:31, 23 April 2012
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_type] tag.
Some abilities require macros from Utilities.
Contents
Knockback
When a unit is hit with a knockback attack, it is immediately pushed back one hex away from the attacker. Units cannot be knocked back into an occupied hex, out of villages or onto terrain they normally could not move to. Only works on offense.
Use this to display the special correctly on the attacks you want:
#define WEAPON_SPECIAL_KNOCKBACK [dummy] id=knockback name= _ "knockback" female_name= _ "female^knockback" description=_ "Knockback: When a unit is hit with a knockback attack, it is immediately pushed back one hex away from the attacker. Units cannot be knocked back into an occupied hex, out of villages or onto terrain they normally could not move to. Only works on offense." [/dummy] #enddef
And insert this event to your [scenario], [multiplayer], [unit_type] or [era]:
[event] name=attacker hits first_time_only=no [filter_attack] special=knockback [/filter_attack] [filter_second] [not] [filter_location] terrain=*^V* [/filter_location] [/not] [/filter_second] [if] [variable] name=second_unit.hitpoints greater_than=0 [/variable] [then] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=n [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction n} [/then] [else] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=ne [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction ne} [/then] [else] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=se [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction se} [/then] [else] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=s [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction s} [/then] [else] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=sw [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction sw} [/then] [else] [if] [have_unit] x,y=$x1,$y1 [filter_adjacent] x,y=$x2,$y2 adjacent=nw [/filter_adjacent] [/have_unit] [then] {VARIABLE knockback_direction nw} [/then] [/if] [/else] [/if] [/else] [/if] [/else] [/if] [/else] [/if] [/else] [/if] [store_locations] [not] [filter] [/filter] [/not] [filter_adjacent_location] x,y=$x2,$y2 adjacent=-$knockback_direction [/filter_adjacent_location] variable=knockback_target_hex [/store_locations] [if] [variable] name=knockback_target_hex.length greater_than=0 [/variable] [then] [teleport] [filter] x,y=$x2,$y2 [/filter] x,y=$knockback_target_hex.x,$knockback_target_hex.y ignore_passability=no [/teleport] [if] [have_unit] x,y=$knockback_target_hex.x,$knockback_target_hex.y [/have_unit] [then] [sound] name=fist.ogg [/sound] # the knockbacked unit doesn't seem to receive experience by default, # so we need to add it manually [store_unit] [filter] x,y=$knockback_target_hex.x,$knockback_target_hex.y [/filter] kill=yes variable=knockbacked [/store_unit] {VARIABLE_OP knockbacked.experience add $unit.level} [unstore_unit] variable=knockbacked text= _ "knockback" {COLOR_HARM} advance=true [/unstore_unit] {CLEAR_VARIABLE knockbacked} [/then] [/if] [/then] [/if] {CLEAR_VARIABLE knockback_direction,knockback_target_hex} [/then] [/if] [/event]
Charm
When a unit is hit with a charm attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.
Example that makes all Troll Whelps have charm on their attack:
{CHARM (type=Troll Whelp) fist}
#define CHARM FILTER WEAPON [event] name=attacker_hits first_time_only=no [filter] {FILTER} [/filter] [special_filter] weapon={WEAPON} [/special_filter] {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side} {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side} {IF_VAR 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_VAR 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_VAR real_side not_equals "0" ( [then] {IF_VAR 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.
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.
To do this, use this code:
#define WEAPON_SPECIAL_PICKPOCKET
# Canned definition of the pickpocket ability to be included in a
# [specials] clause.
# dummy weapon special used to describe the effect to the user
# and filter on special's id
[dummy]
id=weapon_pickpocket
name= _ "pickpocket"
name_inactive= _ "pickpocket"
description= _ "pickpocket :
Gain money for attacking your foe. Each strike scores you one gold."
description_inactive= _ "pickpocket :
Gain money for attacking your foe. Each strike scores you one gold."
apply_to=opponent
[/dummy]
[/specials]
[/attack]
# event that creates a "pickpocket has worked" variable
# and sets it to "yes" if the attacker hits at least once.
[event]
name=attacker_hits
first_time_only=no
[filter_attack]
special=weapon_pickpocket
[/filter_attack]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
variable=unit_att_with_pickpocket
mode=append
[/store_unit]
[set_variable]
name=unit_att_with_pickpocket.variables.pickpocket_has_worked
value=yes
[/set_variable]
[unstore_unit]
variable=unit_att_with_pickpocket
[/unstore_unit]
{CLEAR_VARIABLE unit_att_with_pickpocket}
[/event]
[event]
name=attacker_hits
first_time_only=no
[filter_attack]
special=weapon_pickpocket
[/filter_attack]
[store_unit]
[filter]
x,y=$x1,$y1
[/filter]
variable=pickpocketer
mode=append
[/store_unit]
[store_unit]
[filter]
x,y=$x2,$y2
[/filter]
variable=pickpocketed
mode=append
[/store_unit]
[if]
[variable]
name=pickpocketer.variables.pickpocket_has_worked
equals=yes
[/variable]
[then]
[gold]
side=$side_number
amount=2
[/gold]
[unstore_unit]
variable=pickpocketed
text="!"
{COLOR_HEAL}
[/unstore_unit]
[/then]
[/if]
{CLEAR_VARIABLE pickpocketer}
{CLEAR_VARIABLE pickpocketed}
[/event]
[+attack]
[+specials]
#enddef
It can be placed after the [unit_type] tag, or in its own .cfg file.
To change the amount of gold given per hit, change
[gold]
side=$side_number
amount=X
[/gold]
Where X is the amount of gold you want.
If you want the gold to be constant, given at the end of the turn if at least one of the attack hits, instead of X amount of gold per hit, change
[event]
name=attacker_hits
first_time_only=no
to
[event]
name=attack_end
first_time_only=no
Soultaker
Any unit with this ability will gain an additional point of damage per strike every time it kills an enemy. Coder(s) unknown, made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=19&t=20100).
To give a unit the ability, place the following in any .cfg file loaded by the campaign or era:
#define ABILITY_SOULTAKER [dummy] id=soultaker name= _ "soultaker" description=_ "Soultaker: This unit gains an additional point added to its maximum damage whenever it kills a living unit." [/dummy] [/abilities] [event] name=die first_time_only=no [filter] [not] [wml_filter] [status] not_living="yes" [/status] [/wml_filter] [/not] [/filter] [filter_second] ability=soultaker [/filter_second] [unstore_unit] variable=second_unit {COLOR_HEAL} text= _ "+1 damage" find_vacant=no [/unstore_unit] [object] silent=yes duration=forever [filter] x,y=$x2,$y2 [/filter] [effect] apply_to=attack range=melee increase_damage=1 increase=1 [/effect] [/object] [/event] [+abilities] #enddef
And the following in the unit's [abilities] tag:
{ABILITY_SOULTAKER}
Charm (Type 2)
An attack special. If the attack hits, and the target is level 0 or 1, the target is converted to the attacker's side. However, if it misses, the attacker is converted to the defender's side. Maintainer is krotop, using 1.6.x syntax (and compatible with 1.7.x], made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=21&t=22539)
#define WEAPON_SPECIAL_CHARM # Canned definition of the Charm ability to be included in a # [specials] clause. # dummy weapon special used to describe the effect to the user # and filter on special's id [dummy] id=weapon_charm name= _ "charm" name_inactive= _ "charm" description= _ "Charm : Turns a living level 1 or level 0 unit to your side. Beware if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature." description_inactive= _ "Charm : Turns a living level 1 or level 0 unit to your side. Beware if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature." apply_to=opponent [/dummy] [/specials] [/attack] # event that creates a variable at the beginning of the fight to check if the attacker hit at least once by the end. [event] name=attack first_time_only=no [filter_attack] special=weapon_charm [/filter_attack] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=unit_att_with_charm mode=append [/store_unit] [set_variable] name=unit_att_with_charm.variables.charm_has_worked value=no [/set_variable] [unstore_unit] variable=unit_att_with_charm [/unstore_unit] {CLEAR_VARIABLE unit_att_with_charm} [/event] # event that creates a "charm has worked" variable # and sets it to "yes" if the attacker hits at least once. [event] name=attacker_hits first_time_only=no [filter_attack] special=weapon_charm [/filter_attack] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=unit_att_with_charm mode=append [/store_unit] [set_variable] name=unit_att_with_charm.variables.charm_has_worked value=yes [/set_variable] [unstore_unit] variable=unit_att_with_charm [/unstore_unit] {CLEAR_VARIABLE unit_att_with_charm} [/event] # event that shifts a unit to the other side # if the defending unit # - was not lvl1 or lvl0 # - and was not a recruiting unit # - and was a not a "non-living" creature # then : # -> if the attacker missed all attacks, it goes to the defender side. # -> if the attacker hit once at least, the defender goes to the attacker side. [event] name=attack_end first_time_only=no [filter_attack] special=weapon_charm [/filter_attack] [filter_second] canrecruit=no [and] level=0 [or] level=1 [/or] [/and] [and] [not] [filter_wml] [status] not_living=yes [/status] [/filter_wml] [/not] [/and] [/filter_second] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=charmer mode=append [/store_unit] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=charmed mode=append [/store_unit] [if] [variable] name=charmer.variables.charm_has_worked equals=no [/variable] [then] [set_variable] name=charmer.side value=$charmed.side [/set_variable] [unstore_unit] variable=charmer text="Charm failed!" {COLOR_HARM} [/unstore_unit] [/then] [else] [set_variable] name=charmed.side value=$charmer.side [/set_variable] [unstore_unit] variable=charmed text="Charmed!" {COLOR_HEAL} [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE charmer} {CLEAR_VARIABLE charmed} [/event] [+attack] [+specials] #enddef
Works
Unit with ability works will produce 1 gold per turn.
Put this macro into you code before the last piece of code.
#define ABILITY_WORKS [leadership] value=0 id=peasant_works cumulative=no name="works" description= _ "Works: This unit produces 1 gold per turn." [/leadership] #enddef
Put this event into your code.
[event] name=side turn first_time_only=no [store_unit] [filter] #your filter here... for example type=Peasant [/filter] variable=worker kill=no [/store_unit] {FOREACH worker i} [gold] side=$side_number amount=1 [/gold] [unstore_unit] variable=worker[$i] text="1" red,green,blue=255,255,0 [/unstore_unit] {NEXT i} {CLEAR_VARIABLE worker} [/event]
And give the unit the ability like this
[object] silent=yes [effect] apply_to=new_ability [abilities] {ABILITY_WORKS} [/abilities] [/effect] [/object]
Mind Flay
The weapon special gives an attacker 1 point of exp taken from a defender for each hit. This will violate minimum experience (i.e. defender can go below 0).
Give this special to the attack(s) you want it to have.
#define WEAPON_SPECIAL_MIND_FLAY [mindflay] id=mind_flay name="Mind Flay" description="When used offensively, each hit of the mind flay attack takes 1 point of experience from the defender and gives it to the attacker." [/mindflay] #enddef
Include these events into your scenario.
[event] name=attack first_time_only=no [special_filter] weapon=mind flay [/special_filter] {VARIABLE hit_number 0} [/event] [event] name=attacker_hits first_time_only=no [special_filter] weapon=mind flay [/special_filter] {VARIABLE_OP hit_number add 1} [/event] [event] name=attack_end first_time_only=no [special_filter] weapon=mind flay [/special_filter] {VARIABLE_OP second_unit.experience add -$hit_number} {VARIABLE_OP unit.experience add $hit_number} [unstore_unit] variable=unit find_vacant=no text=$hit_number blue=255 [/unstore_unit] [unstore_unit] variable=second_unit find_vacant=no [/unstore_unit] {CLEAR_VARIABLE hit_number} [/event]
Note: In dev version substitute "name=" instead of "weapon=".
Initiative
Initiative is an aura ability. Much like Leadership, it effects adjacent allies but not the unit itself.
#define AURA_INITIATIVE TYPE [dummy] id=initiative name= _ "initiative" description= _ "Initiative: Adjacent allies are granted Firststrike with all weapons." [/dummy] [/abilities] [event] name=attack first_time_only=no [filter] [filter_adjacent] type={TYPE} is_enemy=no [/filter_adjacent] [/filter] {FOREACH unit.attack i} {VARIABLE unit.attack[$i].specials.firststrike.id "firststrike"} {NEXT i} [unstore_unit] variable=unit [/unstore_unit] [/event] [event] name=attack first_time_only=no [filter_second] [filter_adjacent] type={TYPE} is_enemy=no [/filter_adjacent] [/filter_second] {FOREACH second_unit.attack i} {VARIABLE second_unit.attack[$i].specials.firststrike.id "firststrike"} {NEXT i} [unstore_unit] variable=second_unit [/unstore_unit] [/event] [event] name=attack_end first_time_only=no [filter] [wml_filter] [attack] [specials] [firststrike] id=firststrike [/firststrike] [/specials] [/attack] [/wml_filter] [/filter] {FOREACH unit.attack i} {CLEAR_VARIABLE unit.attack[$i].specials.firststrike} {NEXT i} [unstore_unit] variable=unit [/unstore_unit] [/event] [event] name=attack_end first_time_only=no [filter_second] [wml_filter] [attack] [specials] [firststrike] id=firststrike [/firststrike] [/specials] [/attack] [/wml_filter] [/filter_second] {FOREACH second_unit.attack i} {CLEAR_VARIABLE second_unit.attack[$i].specials.firststrike} {NEXT i} [unstore_unit] variable=second_unit [/unstore_unit] [/event] [+abilities] #enddef
A WML filter may be added instead of the type if you want some units of that type to not have the ability.
Blitz
Blitz is an aura ability. Much like Leadership, it effects adjacent allies but not the unit itself.
#define AURA_BLITZ TYPE [dummy] id=blitz name= _ "blitz" description= _ "Blitz: Allies that start their turn adjacent to this unit are granted Skirmisher for that turn." [/dummy] [/abilities] [event] name=side turn first_time_only=no [store_unit] [filter] [wml_filter] blitzed=1 [/wml_filter] [/filter] variable=blitz_refresh [/store_unit] {FOREACH blitz_refresh i} {CLEAR_VARIABLE blitz_refresh[$i].abilities.skirmisher} {VARIABLE blitz_refresh[$i].blitzed 0} [unstore_unit] variable=blitz_refresh[$i] [/unstore_unit] {NEXT i} [store_unit] [filter] side=$side_number [filter_adjacent] type={TYPE} is_enemy=no [/filter_adjacent] [/filter] variable=blitzed [/store_unit] {FOREACH blitzed i} [if] [variable] name=blitzed[$i].abilities.skirmisher.id not_equals="skirmisher" [/variable] [then] {VARIABLE blitzed[$i].blitzed 1} {VARIABLE blitzed[$i].abilities.skirmisher.id skirmisher} {VARIABLE blitzed[$i].abilities.skirmisher.name "skirmisher"} {VARIABLE blitzed[$i].abilities.skirmisher.description "Skirmisher: This unit is skilled in moving past enemies quickly, and ignores all enemy Zones of Control."} [unstore_unit] variable=blitzed[$i] [/unstore_unit] [/then] [/if] {NEXT i} [/event] [+abilities] #enddef
Immune to drain or plague or poison
This macro will grant immunity to drain for a unit. By changing a few specials' names and ability names, you can easily expand it for an immunity to plague or drain. This will not work properly if there is a unit with multiple weapon specials that might be affected (plague+drain, poison+plague, poison+drain, poison+drain+plague), in this case, it will grant immunity to all of them.
#define ABILITY_UNDRAINABLE #This is the ability tagging the unit for the events. Use it as an ability. [dummy] id=undrainable name= _ "undrainable" description= _ "this unit is cannot be drained. It will still be damaged by draining attacks, but the enemy will not gain any HP." [/dummy] #enddef #define UNDRAINABLE #Place those in every scenario (or era) where these units will appear. #It makes the unit undead for the time of the attack (it cannot be seen), #if the particular weapon special was used. [event] name=attack first_time_only=no [filter_attack] special=drain [/filter_attack] [filter_second] ability=undrainable [/filter_second] [modify_unit] [filter] x,y=$x2,$y2 [/filter] [status] not_living=yes [/status] [/modify_unit] [/event] [event] name=attack_end first_time_only=no [filter_attack] special=drain [/filter_attack] [filter_second] ability=undrainable [/filter_second] [modify_unit] [filter] x,y=$x2,$y2 [/filter] [status] not_living=no [/status] [/modify_unit] [/event] [event] name=attack first_time_only=no [filter_second_attack] special=drain [/filter_second_attack] [filter] ability=undrainable [/filter] [modify_unit] [filter] x,y=$x1,$y1 [/filter] [status] not_living=yes [/status] [/modify_unit] [/event] [event] name=attack_end first_time_only=no [filter_second_attack] special=drain [/filter_second_attack] [filter] ability=undrainable [/filter] [modify_unit] [filter] x,y=$x1,$y1 [/filter] [status] not_living=no [/status] [/modify_unit] [/event] #enddef
A WML filter may be added instead of the type if you want some units of that type to not have the ability.
Whirlwind Attack
This attack is supposed to be an attack when you spin with your weapons in arms, hitting all nearby enemies, while they cannot counter. It should be used with the magical weapon special, because the spinning weapons are not easy to dodge and the player would pick to attack the unit with the lowest defence without it. It works with drain, slow and poison weapon specials.
This is a pair of two macros, one is a weapon special that makes the enemy unable to counter (lowers the number of attacks by 10; for the case if there was a boss or something). The other one is an event that damages the units, that should be placed into every scenario where the unit appears (or the era), preferably through a macro.
This is the part that is the weapon special that marks it.
[attacks] #This can be changed to a dummy tag if you don't want it to do anything. id=whirlwind name= _ "whirlwind" name_inactive= _ "whirlwind" description= _ "Whirlwind: When this attack is used, all units adjacent the attacker take the damage, and cannot be countered." description_inactive= _ "Whirlwind: When this attack is used, all units adjacent the attacker take the damage, and cannot be countered." sub=10 #You may want to change this active_on=attack apply_to=opponent [/attacks]
This is the event.
[event] name=attacker_hits first_time_only=no [filter_attack] special=whirlwind [/filter_attack] {VARIABLE has_drain 0} # Notifies the weapon specials {VARIABLE has_slow no} {VARIABLE has_poison no} {FOREACH weapon.specials.damage i} [if] [variable] name=weapon.specials.drains.id equals=drains [/variable] [then] {VARIABLE has_drain 1} [/then] [/if] {NEXT i} [if] [variable] name=weapon.specials.poison.id equals=poison [/variable] [then] {VARIABLE has_poison yes} [/then] [/if] [if] [variable] name=weapon.specials.slow.id equals=slow [/variable] [then] {VARIABLE has_slow yes} [/then] [/if] [if] [variable] name=has_drain equals=0 [/variable] [else] [store_unit] #We need to know how many units were drained, and what were their resistances [filter] [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] [not] side=1 #If you want to use it in an era, use side=$unit.side instead [/not] [not] #The target unit is already hit by the attack x,y=$x2,$y2 [/not] [not] #Undead are undrainable race=undead [/not] [/filter] variable=units [/store_unit] {VARIABLE healed_amount 0} {FOREACH units i} [switch] #Check the resistances variable=weapon.type [case] value=arcane {VARIABLE_OP healed_amount add "$($units[$i].resistance.arcane*$weapon.damage)"} [/case] [case] value=fire {VARIABLE_OP healed_amount add "$($units[$i].resistance.fire*$weapon.damage)"} [/case] [case] value=cold {VARIABLE_OP healed_amount add "$($units[$i].resistance.cold*$weapon.damage)"} [/case] [case] value=blade {VARIABLE_OP healed_amount add "$($units[$i].resistance.blade*$weapon.damage)"} [/case] [case] value=pierce {VARIABLE_OP healed_amount add "$($units[$i].resistance.pierce*$weapon.damage)"} [/case] [case] value=impact {VARIABLE_OP healed_amount add "$($units[$i].resistance.impact*$weapon.damage)"} [/case] [/switch] {NEXT i} [store_unit] #Float the healed amount over the unit, like if it had drained [filter] #Two numbers will float, the one from the regular hit and one from this x,y=$x1,$y1 [/filter] kill=no variable=FLOATING_TEXT_temp [/store_unit] [unstore_unit] variable=FLOATING_TEXT_temp find_vacant=no red,green,blue=0,255,0 text=$($healed_amount/200) [/unstore_unit] {CLEAR_VARIABLE FLOATING_TEXT_temp} [heal_unit] [filter] x,y=$x1,&y1 [/filter] amount=$($healed_amount/200) animate=no [/heal_unit] {CLEAR_VARIABLE units} {CLEAR_VARIABLE healed_amount} [/else] [/if] [harm_unit] [filter] [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] [not] side=1 #If you want to use it in an era, use side=$unit.side instead [/not] [not] #If you want to use it in an era, use side=$unit.side instead x,y=$x2,$y2 [/not] [/filter] [filter_second] x,y=$x1,$y1 [/filter_second] amount=$weapon.damage damage_type=$weapon.type fire_event=yes experience=yes #You will have to think about this poisoned=$has_poison #We have detected these two effects before slowed=$has_slow [/harm_unit] {CLEAR_VARIABLE has_slow} {CLEAR_VARIABLE has_poison} {CLEAR_VARIABLE has_drain} [/event]