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 1.10 diff -u -r1.10 AttackWML --- AttackWML 2 Jul 2005 02:46:58 -0000 1.10 +++ AttackWML 3 Jul 2005 16:33:36 -0000 @@ -1,55 +1,5 @@ -||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. -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; -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. -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 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 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 milliseconds; 0 is the impact moment) +See UnitWML,AnimationWML ||See Also|| -* UnitWML * ReferenceWML
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