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IP: 64.81.113.168
URI: http://wesnoth.slack.it/?EffectWML
 - - - - -
Index: EffectWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/EffectWML,v
retrieving revision 1.8
diff -u -r1.8 EffectWML
--- EffectWML   13 Jun 2005 19:40:43 -0000      1.8
+++ EffectWML   2 Jul 2005 03:10:58 -0000
@@ -3,14 +3,18 @@
 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.
+Modifications are permanent changes to a unit;
+currently there is no way of removing a 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//.
+The following keys are always recognized for [effect]:
+* //unit_type// only apply this effect if the affected unit's type name
+  matches //unit_type// (can be a list of types).
+* //apply_to// describes what the effect actually affects.
+[effect] uses different keys depending on the value of //apply_to//.
 
 //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 .
+* "new_attack" will use all other keys and tags 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.
@@ -20,8 +24,9 @@
   * //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.
+    This can be positive or negative, so you can use it to decrease damage as 
well.
+    If it ends in a percent('||%||'),
+    the change in damage will be a percentage ratio of the attack's original 
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.
@@ -42,13 +47,12 @@
 * "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.
+* "loyal" no keys associated. The affected 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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