Difference between revisions of "EffectWML"
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** ''increase_damage'' increases the attack's damage.  This can be positive or negative, so you can use it to decrease damage as well.  If it ends in a percent(''''%''''), the change in damage will be a percentage ratio of the attack's original damage.  | ** ''increase_damage'' increases the attack's damage.  This can be positive or negative, so you can use it to decrease damage as well.  If it ends in a percent(''''%''''), the change in damage will be a percentage ratio of the attack's original damage.  | ||
** ''increase_attacks'' increases the number of attack strikes. Like ''increase_damage'', it can be positive or negative, or a percentage.  | ** ''increase_attacks'' increases the number of attack strikes. Like ''increase_damage'', it can be positive or negative, or a percentage.  | ||
| + | ** ''attack_weight'' {{DevFeature}} changes the attack's attack_weight. See [[AttackWML]] for explainations about attack_weight.  | ||
| + | ** ''defense_weight'' {{DevFeature}} changes the attack's defense_weight. See [[AttackWML]] for explainations about defense_weight.  | ||
* "hitpoints" modifies the unit's HP and/or max HP.  | * "hitpoints" modifies the unit's HP and/or max HP.  | ||
** ''increase'' the amount to increase the unit's HP.  | ** ''increase'' the amount to increase the unit's HP.  | ||
Revision as of 04:40, 21 February 2006
the [effect] tag
The tag [effect] is used to describe one modification to a unit. Any number of [effect] tags can be used to describe a complete modification. Modifications are permanent changes to a unit; currently there is no way of removing a modification.
The following keys are always recognized for [effect]:
- unit_type only apply this effect if the affected unit's type name matches unit_type (can be a list of types).
 - apply_to describes what the effect actually affects.
 
[effect] uses different keys depending on the value of apply_to. apply_to can take the following values:
- "new_attack" will use all other keys and tags as the description of an attack that will be added to the unit. See AttackWML.
 - "attack" find an attack and modify it.  All tags from the attack filter construct will be used to match the attack; see FilterWML.  After that, the following tags can be used to modify the attack.
- set_name change the attack's name.
 - set_type change the attack type. Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.
 - set_special change the attack's special effects. See AbilitiesWML for a list of possible values.
 - increase_damage increases the attack's damage. This can be positive or negative, so you can use it to decrease damage as well. If it ends in a percent('%'), the change in damage will be a percentage ratio of the attack's original damage.
 - increase_attacks increases the number of attack strikes. Like increase_damage, it can be positive or negative, or a percentage.
 - attack_weight Template:DevFeature changes the attack's attack_weight. See AttackWML for explainations about attack_weight.
 - defense_weight Template:DevFeature changes the attack's defense_weight. See AttackWML for explainations about defense_weight.
 
 - "hitpoints" modifies the unit's HP and/or max HP.
- increase the amount to increase the unit's HP.
 - heal_full if present and not set to "no" the unit will be put back to full HP.
 - increase_total will increase the total HP of the unit. Can be specified either as a negative or a positive value. It can also be specified as a percentage of the current total; i.e. "-50%" will cut max HP in half.
 - violate_max it the unit ends up with more than its max HP after these modifications, and this key is present, the unit's HP won't be lowered to its max HP
 
 - "movement" modifies the unit's movement points.
- increase maximum movement is increased by this amount. It can be positive, negative, or specified as a percentage.
 - set maximum movement is set to a specific value.
 
 - "max_experience" affects the amount of XP the unit needs for the next level.
- increase how to change the xp; again it can be negative, positive or a percentage.
 
 - "loyal" no keys associated. The affected unit will be loyal i.e have an upkeep of 0.
 - "status" modifies the status affecting the unit.
- add a list of status modifications to add. Beware, these may be reapplied later, such as when the unit is recalled or levels up; if in an event, you can use [store_unit] and [unstore_unit], modifying unit.status.name directly, to avoid this, or if you are creating the unit, you can just add it to the unit's [status] tag in the [unit] tag. These are listed in [status], SingleUnitWML.
 - remove a list of status modifications to remove.