UserAgent: Mozilla/5.0 (X11; U; Linux i686; en-US; rv:1.7.8) Gecko/20050517 Firefox/1.0.4 (Debian package 1.0.4-2) IP: 64.81.113.168 URI: http://wesnoth.slack.it/?AttackWML - - - - - Index: AttackWML =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/AttackWML,v retrieving revision 1.9 diff -u -r1.9 AttackWML --- AttackWML 22 Jan 2005 18:28:24 -0000 1.9 +++ AttackWML 2 Jul 2005 02:46:58 -0000 @@ -1,45 +1,53 @@ -||describing an attack in WML|| +||the [attack] tag|| the following keys are used to describe an attack in WML: * //name// the name of the attack * //type// the damage type of the attack. +Used in determining resistance to this attack (see ||[resistances]||, UnitWML). Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'. * //special// the special abilitiy of the attack. Currently having more than 1 ability is not supported. See AbilitiesWML for a list of possible values * //icon// the image to use as an icon for the attack in the attack choice menu -* //range// the range of the attack - * 'short' default. the attack is melee - * 'long' the attack is ranged -* //hexes// the distance in hexes a weapon can be used (obsolete; units can no longer have multi-hex range attacks) +* //range// the range of the attack. +Used to determine the enemy's retaliation, which will be of the same type. +Also displayed on the status table in parentheses. + * 'short' default. displays "melee" + * 'long' displays "ranged" * //damage// the damage of the attack * //number// the number of strikes the attack has -* //attack_weight// helps the AI to choose which attack to use when attacking -* //defense_weight// used to determine which attack is used for defending +* //attack_weight// helps the AI to choose which attack to use when attacking; +highly weighted attacks are more likely to be used. +* //defense_weight// used to determine which attack is used for retaliation. +This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon. These tags are used to describe the attack's animation. Any number of them can be used in a single [attack] * ||[frame]|| describes one frame of the attack animation. - * //begin// when to start displaying this frame (in 1000th of second, 0 is the impact moment. For example, -500 is half a second before impact.) +Usually used for melee attacks (//range=short//). + * //begin// when to start displaying this frame (in milliseconds; 0 is the impact moment. For example, -500 is half a +second before impact.) * //end// when to stop displaying this frame * //xoffset// how much the image must be moved toward the enemy (in pixels) - * //image// the image to display during this frame. It should be at least axially symmetric about the vertical axis -as the program does not flip the image -for when the unit is facing the opposite direction. - * //halo// comma separated list of halo images to be displayed. Allow for at least 50 time units per image. If your -list contains 5 images, the amount of -time between the begin and end keys should be at least 250. - * //halo_x//, //halo_y// offset for the center of the halo image. 0,0 puts the center of the halo image on the center -of the unit -* ||[missile_frame]|| describes a missile image and how to display it + * //image// the image to display during this frame facing right; +it is flipped when the unit is facing the opposite direction. + * //halo// comma separated list of halo images to be displayed. +Allow for at least 50 time units per image. +If your list contains 5 images, the amount of time between the begin and end keys should be at least 250. + * //halo_x//, //halo_y// offset for the center of the halo image. +0,0 puts the center of the halo image on the center of the unit +* ||[missile_frame]|| describes a missile image and how to display it. +Usually used for ranged attacks (//range=long//). * //begin// when to start displaying this particular unit * //end// when to stop displaying this image * //xoffset// how much the image must be moved toward the enemy - * //image// the image to display - * //image_diagonal// the image to display if the unit is attacking diagonally + * //image// the image to display when the unit is attacking northwards. +Flipped horizontally if the unit attacks southwards. + * //image_diagonal// the image to display if the unit is attacking diagonally. +Displayed normally if the unit is facing northeast, otherwise flipped. * ||[sound]|| describes a sound to play during the attack * //sound// the sound to play if the attack hits * //sound_miss// the sound to play if the attack misses - * //time// when to start playing the sound (in 1000th of second, 0 is the impact moment) + * //time// when to start playing the sound (in milliseconds; 0 is the impact moment) ||See Also||
_______________________________________________ Wesnoth-wiki-changes mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/wesnoth-wiki-changes
