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 - - - - -
Index: UnitWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/UnitWML,v
retrieving revision 1.22
diff -u -r1.22 UnitWML
--- UnitWML     19 May 2005 19:59:23 -0000      1.22
+++ UnitWML     13 Jun 2005 19:29:10 -0000
@@ -3,112 +3,136 @@
 [unit] tags are stored in the directory units/.
 Each [unit] tag defines one unit type.
 
-the following keys are recognized.
-* //id// the value that must be entered in a ||type|| key to describe this 
unit type.
-* //name// (translatable) displayed in the Status Table for units of this type.
-
+The following keys of the [unit] tag are recognized.
+* //id// the value that must be entered in a ||type||
+  key to describe this unit type.
+* //name// (translatable) displayed in the Status Table
+  for units of this type.
 * //race// used in standard unit filter (see FilterWML).
-Also a shortcut to the keys
-//num_traits//, //markov_chain_size//, //not_living//, //male_names//, and 
//female_names//
-(see UnitsWML for information on shortcuts).
-* //num_traits// the number of traits that units of this type should recieve 
when they are recruited.
-* //male_names//, //female_names// a list of names.
-* //markov_chain_size// the wesnoth engine will cut the names provided in the 
keys above into syllables, and will then
-run
-a probability algorithm to guess from your name list what syllables fit well 
together, can start or end a name. this key
-tells the name generation engine how long a syllable is for that particular 
race. default is 2 letters.<br/>In my
-experience, the two above keys only work properly inside a [race] tag.
-* //not_living// units of this type cannot be poisoned, drained from, or 
plagued (see AbilitiesWML).
+  Also a shortcut to the keys //num_traits//, //markov_chain_size//,
+  //not_living//, //male_names//, and //female_names//
+  (see UnitsWML for information on shortcuts).
+* //num_traits// the number of traits that units of this
+  type should receive when they are recruited,
+  overriding the value set in the [race] tag.
 * //gender// has a value of either //male// or //female//,
-and determines which of the keys //male_names// and //female_names// should be 
read.
-When a unit of this type is recruited,
-it will be randomly assigned a name by the random name generator, which will 
use these names as a base.
-
-(all images assume the unit is facing right; when the unit is facing left the 
images will be inverted.)
-* //image// the unit image displayed on the main map
-* //image_moving// the image displayed while the unit is moving
-* //image_defensive// the image for when the unit is defending
-* //image_long// the image when the unit is using a long-range attack (can be 
overloaded see AttackWML)
-* //image_short// the image when the unit is unisng a short range attack (can 
be overloaded see AttackWML)
-* //image_defensive_long// the image when the unit is defending against a 
long-range attack
-* //image_defensive_short// the image when the unit is defending against a 
short-range attack
-* //image_leading// the image for when the unit is using its leadership 
ability (if present)
-* //image_healing// the image for when the unit is using its healing ability 
(if present)
-* //profile// the image when the unit is talking. See [message], 
InterfaceActionsWML
-* //unit_description// (translatable) the text displayed in the unit 
descriptor box for this unit.
-Default 'No description available...'
-* //get_hit_sound// the sound played when this unit is damaged.
-* //alpha// to what extent is the unit transparent (float)
-* //die_sound// the sound played when the unit dies
-* ||[defend]|| describes an animation for when this unit defends. Multiple 
[defend]s can be used
-  * //range// if this key is present, the attack must be at this range in 
order for the animation to trigger.
-Values 'short', 'long'
-  * //hits// whether the attack should hit in order for the animation to 
trigger
-  * ||[frame]|| describes one frame of the defense animation. See [frame], 
AttackWML
-* ||[death]|| describes an animation for when this unit dies.  Time 0 marks 
when the death blow hits, so start with time
-0.  If you start with time //x//,
-Wesnoth will map everything to being 0 based by subtracting x from all the 
times in the animation.  If a unit has a
-defense animation, the defense
-animation will play in full, followed by the death animation.
-  * ||[frame]|| describes one frame of the death animation. See [frame], 
AttackWML
-* ||[teleport_anim]|| describes an animation for when this unit teleports. the 
frames before time 0 are used before the
-actual teleport takes place, the ones after are displayed after (at the new 
location)
-
-* //movetype// a shortcut to the tags ||[movement_costs]||, ||[defense]||, and 
||[resistance]||, and to the
-keys //flies//, .
-See UnitsWML for information on shortcuts.
-* ||[movement_costs]|| describes how fast the unit moves on different terrains.
-Takes in any string as a key.
-The attribute ||//terrain//=//speed//||
-makes the unit use //speed// move points to move onto terrain with 
||name=//terrain//||.
-* ||[defense]|| describes how likely the unit is to be hit on different 
terrains.
-The attribute ||//terrain//=//defense//||
-makes the unit have a //defense// % chance to be hit in terrain with 
||name=//terrain//||.
-* ||[resistance]|| describes how much damage the unit takes from different 
types of attacks.
-The attribute ||//type//=//resistance//||
-makes the unit take //resistance// % damage from attacks with 
||type=//type//|| (See AttackWML).
-* //flies// is either //true// or //false//.
-A unit that flies does not have its height adjusted for different terrains.
-
-After max level advancement support:
-* ||[advancement]|| describes what happens to a unit when it reaches the XP 
required for advancement.
-  If the unit has advanceto=null set, the action specified by the advancement 
tag automatically happens.
-  However, if the unit both can level up into a new unit and has an 
advancement tag set, the player will get
-  to choose whether or not the unit should level up or get the advancement.
-* //id//: normal internationalization id.
-* //description//: a description of the advancement
-* //max_times//: the maximum times the unit can be awarded this advancement. 
Defaults to 1.
-* ||[effect]||: Each [advancement] tag contains [effect] tags which are in the 
exact same format as the [effect] tags
-inside a [trait] tag.
-See EffectWML
-
-See Also TerrainWML
+  and determines which of the keys //male_names// and //female_names//
+  should be read. When a unit of this type is recruited,
+  it will be randomly assigned a name by the random name generator,
+  which will use these names as a base.
 * //ability// a list of the unit's abilities.
-See AbilitiesWML for a description of abilities.
-* //hitpoints// the maximum HP that the unit has, and the HP it has when it is 
created
-* //movement// the number of move points that this unit recieves each turn
-* //experience//, //advanceto// When this unit has experience equal to 
//experience//,
-it is replaced by a unit of the type that the value of //advanceto// refers to.
-All modifications that have been done to the unit are applied to the unit it 
is replaced by.
-* //cost// when a player recruits a unit of this type, he loses //cost// gold.
-If this would cause him to have <0 gold, he cannot recruit the unit.
+  See AbilitiesWML for a description of abilities.
+* //hitpoints// the maximum HP that the unit has, and the HP it has
+  when it is created.
+* //movement// the number of move points that this unit recieves each turn.
+* //experience//, //advanceto// When this unit has experience equal to
+  //experience//, it is replaced by a unit of the type that the value of
+  //advanceto// refers to. All modifications that have been done to the
+  unit are applied to the unit it is replaced by.
+* //cost// when a player recruits a unit of this type, the player
+  loses //cost// gold. If this would cause gold to drop below 0,
+  the unit cannot be recruited.
 * //level// the amount of upkeep the unit costs.
-After this unit fights, its opponent gains //level// experience.
-See also kill_experience (GameConfigWML), and leadership
-(AbilitiesWML).
+  After this unit fights, its opponent gains //level// experience.
+  See also kill_experience (GameConfigWML), and leadership (AbilitiesWML).
 * //alignment// how the unit's damage should be affected by its lawful bonus
-(See TimeWML).
-* //usage// the way that the AI should recruit this unit, as determined by the 
scenario designer.
-(See //recruitment_pattern//, AiWML). The following are conventions on use:
-  * 'scout' Fast
-  * 'fighter' Melee fighter
-  * 'archer' Ranged fighter
-  * 'mixed fighter' Melee and ranged fighter
-  * 'healer' Specialty 'heals' or 'cures'
+  (See TimeWML).
+* //usage// the way that the AI should recruit this unit, as determined
+  by the scenario designer. (See //recruitment_pattern//, AiWML).
+  The following are conventions on usage:
+  * 'scout' Fast,
+  * 'fighter' Melee fighter,
+  * 'archer' Ranged fighter,
+  * 'mixed fighter' Melee and ranged fighter, and
+  * 'healer' Specialty 'heals' or 'cures'.
+* //unit_description// (translatable) the text displayed in the
+  unit descriptor box for this unit. Default 'No description available...'.
+* //movetype// a shortcut to the tags ||[movement_costs]||, ||[defense]||,
+  and ||[resistance]||, and to the keys //flies//, .
+  See UnitsWML for information on shortcuts.
+* ||[movement_costs]|| describes how fast the unit moves on different
+  terrains. Takes any string as a key. The attribute
+  ||//terrain//=//speed//|| makes the unit use //speed// move
+  points to move onto terrain with ||name=//terrain//||.
+* ||[defense]|| describes how likely the unit is to be hit on different
+  terrains. The attribute ||//terrain//=//defense//|| makes the unit
+  have a //defense// % chance to be hit in terrain with ||name=//terrain//||.
+* ||[resistance]|| describes how much damage the unit takes from
+  different types of attacks. The attribute ||//type//=//resistance//||
+  makes the unit take //resistance// % damage from attacks
+  with ||type=//type//|| (See AttackWML).
+* //flies// is either //true// or //false//.
+  A unit that flies does not have its height adjusted for different terrains.
 
-The unit tag also recognizes the tag ||[attack]||, which is an attack for the 
unit.
+The [unit] tag also recognizes the tag ||[attack]||, which is an
+attack for the unit.
 See AttackWML for a description of the syntax of [attack].
 
+
+||Animation and sound keys||
+
+Several keys of the [unit] tag are available to control the way
+units of this type will be animated, and the sounds associated
+with their actions.  All images assume the unit is facing right;
+when the unit is facing left the images will be reversed.
+* //image// the unit image displayed on the main map.
+* //image_moving// the image displayed while the unit is moving.
+* //image_defensive// the image for when the unit is defending.
+* //image_long// the image when the unit is using a
+  long-range attack (can be overloaded see AttackWML).
+* //image_short// the image when the unit is using a
+  short range attack (can be overloaded see AttackWML).
+* //image_defensive_long// the image when the unit is
+  defending against a long-range attack.
+* //image_defensive_short// the image when the unit is
+  defending against a short-range attack.
+* //image_leading// the image for when the unit is using
+  its leadership ability (if present).
+* //image_healing// the image for when the unit is using
+  its healing ability (if present).
+* //profile// the image when the unit is talking.
+  See [message], InterfaceActionsWML .
+* //get_hit_sound// the sound played when this unit is damaged.
+* //alpha// to what extent is the unit transparent (floating point value).
+* //die_sound// the sound played when the unit dies.
+* ||[defend]|| describes an animation for when this unit defends.
+  Multiple [defend]s tags can be used.
+  * //range// if this key is present, the attack must be at this range
+    in order for the animation to trigger. Values 'short', 'long'.
+  * //hits// whether the attack should hit in order for the
+    animation to trigger.
+  * ||[frame]|| describes one frame of the defense animation.
+    See [frame], AttackWML .
+* ||[death]|| describes an animation for when this unit dies.
+  Time 0 marks when the death blow hits, so start with time 0.
+  If you start with time //x//, Wesnoth will map everything to being 0
+  based by subtracting x from all the times in the animation.
+  If a unit has a defense animation, the defense animation will play
+  in full, followed by the death animation.
+  * ||[frame]|| describes one frame of the death animation.
+    See [frame], AttackWML .
+* ||[teleport_anim]|| describes an animation for when this unit teleports.
+  The frames before time 0 are used before the actual teleport takes place,
+  the ones after are displayed after (at the new location).
+
+
+After max level advancement support:
+* ||[advancement]|| describes what happens to a unit when it reaches the XP
+  required for advancement. If the unit has advanceto=null set, the action
+  specified by the advancement tag automatically happens. However, if the
+  unit both can level up into a new unit and has an advancement tag set,
+  the player will get to choose whether or not the unit should level up
+  or get the advancement.
+* //id//: normal internationalization id.
+* //description//: a description of the advancement.
+* //max_times//: the maximum times the unit can be awarded this
+  advancement. Defaults to 1.
+* ||[effect]||: Each [advancement] tag contains [effect] tags which are
+  in the exact same format as the [effect] tags inside a [trait] tag.
+
+
 ||See Also||
 * AttackWML
 * ReferenceWML
+* EffectWML
+* TerrainWML




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