UserAgent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X Mach-O; en-US; rv:1.7.8) Gecko/20050511 Firefox/1.0.4 IP: 198.54.202.226 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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