UserAgent: Mozilla/5.0 (Windows; U; Windows NT 5.0; en-US; rv:1.7.7) 
Gecko/20050414 Firefox/1.0.3
IP: 65.96.172.51
URI: http://wesnoth.slack.it/?AbilitiesWML
 - - - - -
Index: AbilitiesWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/AbilitiesWML,v
retrieving revision 1.18
diff -u -r1.18 AbilitiesWML
--- AbilitiesWML        21 Apr 2005 09:19:21 -0000      1.18
+++ AbilitiesWML        9 May 2005 22:14:58 -0000
@@ -1,44 +1,70 @@
 || Abilities and their effects||
 
-There are two types of abilities: ones that apply to units (called 
//abilities//) and weapon-based (called
-//specials//).  A unit may have multiple abilities,
-but each attack can only have at most one special.
-
-||Normal abilities||
-* 'heals' unit will heal //healer_heals_per_turn// (see GameConfigWML) hp to 
all neighbours, up to a total of
-//heal_amount//.
+# See also data/translations/english.cfg
+
+There are two types of special abilities that a unit might have:
+* abilities, that are intrinsic to a unit
+* specials, that are weapon-based
+A unit may have multiple abilities,
+but any one attack will have only one special.
+
+||Unit abilities||
+
+# We put "heal" and "cure" first, because they are the most common
+
+* 'heals' the unit will heal all adjacent friendly units at the beginning of 
the turn.
+A unit cared for by a healer may heal up to //healer_heals_per_turn// (4 HP) 
per turn.
+A healer may heal a total of //heal_amount// (8 HP) per turn, for all units it 
cares for.
 If a neighbour is poisoned, it will prevent the poison's effect instead of 
healing.
-* 'cures' unit will heal //curer_heals_per_turn// (see GameConfigWML) hp to 
all neighbours, up to a total of
-//cure_amount//.
+* 'cures' the unit will care for all adjacent friendly units at the beginning 
of the turn.
+A unit cared for by a curer may heal up to //cure_amount// (8 HP) per turn.
+A curer may heal a total of //curer_heals_per_turn// (18 HP per turn,
+for all units it cares for.
 If a neighbour is poisoned, it will cure the poison instead of healing.
+* 'leadership' the unit will increase the damage of all adjacent friendly 
units.
+Leaders only affect lower level units, and increase their damage by +25% per 
level difference.
+For example, a Level 1 unit that does 6-3 damage will,
+when adjacent to a Level 3 leader do 9-3.
+* 'loyal' the unit only costs 1 gold upkeep per turn, regardless of its level.
+* 'iluminates' the unit illuminates the surrounding area,
+making lawful units fight better and chaotic units fight worse.
+Adjacent units will fight as if it were dusk when it is night
+and as if it were day when it is dusk.
 * 'regenerates' the unit will heal itself 8 hp per turn.
 If it is poisoned, it will remove the poison instead of healing.
-* 'leadership' the unit will increase the damage of all neighbouring units by 
+25% per level difference.
-(if the neighbouring unit is of a higher level, this effect is negated).
-* 'illuminates' all neighbouring hex will be "illuminated", in other words 
have a different time of day (See TimeWML)
-* 'teleport' the unit can move between any two allied villages for one move 
point
-* 'skirmisher' the unit ignores zone of control when moving, but still cannot 
move directly through an enemy unit
-* 'steadfast' the unit takes half normal damage when it did not initiate the 
attack.
-* 'ambush' the unit becomes invisible on forest.  Invisible units cannot be 
seen by enemies and do not possess zone of
-control, although if an enemy moves
-next to one, it becomes visible again.
+This ability does not stack with the healing provided by villages or healers.
+* 'skirmisher' the unit is skilled in moving past enemies quickly
+and ignores all Enemy Zones of Control.
+It cannot move through an enemy unit.
+* 'steadfast' the unit takes half normal damage when it is attacked.
+It takes damage normally when it attacks another unit.
+* 'teleport' the unit can move between any two allied villages for one 
Movement Point
 * 'nightstalk' the unit becomes invisible during night.
+* 'ambush' the unit is invisible in forests.
+An invisible unit cannot be seen (or attacked) unless it was attacked
+in the previous turn or is adjacent to an enemy unit.
+
 
 ||Attack specials||
-* 'charge' when attacking, both this weapon and defender get double damage
-* 'poison' when this weapon hits, the defender becomes poisoned (see [status], 
SingleUnitWML)
-* 'slow' when this weapon hits, the defender becomes slowed (see [status], 
SingleUnitWML)
-* 'stones' when this weapon hits, the defender turns to stone (see [status], 
SingleUnitWML)
-* 'magical' this weapon always has a 70% chance of hitting
-* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting
-* 'drain' The controller of this weapon gains health equal to half the damage 
done (rounded down) whenever this attack hits.
-* 'plague' The controller of this weapon is copied onto the tile that any unit 
this attack killed was on.
-* 'backstab' Whenever there is a unit that is
-  * on the same side(team) as this unit, and
-  * on the opposite side(position) from this unit of the unit that this weapon 
attacks,
-then this weapon does double damage
-* 'first strike' when this weapon is used to defend,
-the battle proceeds as if it were the attacker (i.e. it attacks first)
+* 'backstab' this attack does double damage (+100%) if there
+is a friendly unit on the opposite side of the defending unit.
+* 'charge' this attack does double damage,
+||and|| the defender does double damage to the attacker
+* 'drain' this attack heals the attacking unit by 50%
+of the damage done to the defender (rounding down)
+* 'first strike' this attack always hits first even when defending
+(i.e., it has a chance to kill the opponent before taking any damage)
+* 'magical' this weapon ignores terrain and always has a 70% chance of hitting
+* 'marksman' this weapon has a minimum of 60% chance of hitting when attacking
+* 'plague' if the defending unit is destroyed, it is replaced by a clone of 
the attacker.
+Undead or units in villages are immune.
+* 'poison' this weapon poisons the defender.
+Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 
HP.
+* 'slow' this weapon slows the defender until the end of their controllers' 
turn.
+Slowed units move at half normal speed and strike with one fewer attack
+(i.e., a 10-3 becomes a 10-2)
+* 'stone' this weapon stones the defender.
+Stoned units may not move or attack.
 
 ||See Also||
 




_______________________________________________
Wesnoth-wiki-changes mailing list
[email protected]
http://lists.nongnu.org/mailman/listinfo/wesnoth-wiki-changes

Reply via email to