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URI: http://wesnoth.slack.it/?AttackWML
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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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