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URI: http://wesnoth.slack.it/?EffectWML
 - - - - -
Index: EffectWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/EffectWML,v
retrieving revision 1.7
diff -u -r1.7 EffectWML
--- EffectWML   23 Apr 2005 08:47:05 -0000      1.7
+++ EffectWML   13 Jun 2005 19:40:43 -0000
@@ -1,44 +1,54 @@
 ||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
+Any number of [effect] tags can be used to describe a complete
+modification.
 
-there is one mandatory key, the //apply_to// key, which describes what the 
effect actually affects.
-[effect] uses different keys depending on the value of //apply_to//.
-//apply_to// can take the following values
+There is one mandatory key, the //apply_to// key, which describes
+what the effect actually affects. [effect] uses different keys
+depending on the value of //apply_to//.
 
-* "new_attack" will use all other keys as the description of an attack that 
will be added to the unit. See AttackWML
+//apply_to// can take the following values:
+* "new_attack" will use all other keys 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
+  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, or a percent, so you can use it to decrease 
damage as well
-  * //increase_attacks// increases the number of attack strikes.
-Like //increase_damage//, it can be negative
-* "hitpoints" modifies the unit 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 percent
- * //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 
percent
-* "loyal" no keys associated, the 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. These are listed in StatusWML
- * //remove// a list of status modifications to remove
-
-* //unit_type// only apply this effect if the affected unit's type name 
matches //unit_type// (can be a list of types)
+    This can be positive or negative, or a percent, so you can use
+    it to decrease damage.
+  * //increase_attacks// increases the number of attack strikes. Like
+    //increase_damage//, it can be positive or negative, or a percentage.
+* "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 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. These are listed
+    in StatusWML .
+  * //remove// a list of status modifications to remove.
+* //unit_type// only apply this effect if the affected unit's type name
+  matches //unit_type// (can be a list of types).
 
 ||See Also||
 




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