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URI: http://wesnoth.slack.it/?UnitWML
 - - - - -
Index: UnitWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/UnitWML,v
retrieving revision 1.27
diff -u -r1.27 UnitWML
--- UnitWML     3 Jul 2005 14:53:31 -0000       1.27
+++ UnitWML     3 Jul 2005 16:52:50 -0000
@@ -2,6 +2,8 @@
 
 Each ||[unit]|| tag defines one unit type.
 
+Unit animation syntax is described in AnimationWML.
+
 The following key/tags are recognized:
 * //id// the value of the //type// key for units of this type.
   //type// keys are found in SingleUnitWML and FilterWML.
@@ -73,59 +75,30 @@
   The maximum times the unit can be awarded this advancement.
   * ||[effect]|| A modification applied to the unit whenever this advancement 
is chosen.
   See EffectWML
-
-The [unit] tag also recognizes the tag ||[attack]||, which is an
-attack for the unit.
-See AttackWML for a description of the syntax of [attack].
-
-
-||Animation and sound keys||
-
-Several keys of the [unit] tag are available to control the way
-units of this type will be animated, and the sounds associated
-with their actions.  All images assume the unit is facing right;
-when the unit is facing left the images will be reversed.
-* //image// the unit image displayed on the main map.
-* //image_moving// the image displayed while the unit is moving.
-* //image_defensive// the image for when the unit is defending.
-* //image_long// the image when the unit is using a
-  long-range attack (can be overloaded see AttackWML).
-* //image_short// the image when the unit is using a
-  short range attack (can be overloaded see AttackWML).
-* //image_defensive_long// the image when the unit is
-  defending against a long-range attack.
-* //image_defensive_short// the image when the unit is
-  defending against a short-range attack.
-* //image_leading// the image for when the unit is using
-  its leadership ability (if present).
-* //image_healing// the image for when the unit is using
-  its healing ability (if present).
-* //profile// the image when the unit is talking.
-  See [message], InterfaceActionsWML .
-* //get_hit_sound// the sound played when this unit is damaged.
-* //alpha// to what extent is the unit transparent (floating point value).
-* //die_sound// the sound played when the unit dies.
-* ||[defend]|| describes an animation for when this unit defends.
-  Multiple [defend]s tags can be used.
-  * //range// if this key is present, the attack must be at this range
-    in order for the animation to trigger. Values 'short', 'long'.
-  * //hits// whether the attack should hit in order for the
-    animation to trigger.
-  * ||[frame]|| describes one frame of the defense animation.
-    See [frame], AttackWML .
-* ||[death]|| describes an animation for when this unit dies.
-  Time 0 marks when the death blow hits, so start with time 0.
-  If you start with time //x//, Wesnoth will map everything to being 0
-  based by subtracting x from all the times in the animation.
-  If a unit has a defense animation, the defense animation will play
-  in full, followed by the death animation.
-  * ||[frame]|| describes one frame of the death animation.
-    See [frame], AttackWML .
-* ||[teleport_anim]|| describes an animation for when this unit teleports.
-  The frames before time 0 are used before the actual teleport takes place,
-  the ones after are displayed after (at the new location).
+* ||[attack]|| one of the unit's attacks.
+  * //name// the name of the attack;
+displayed on the status table and in the attack choice menu.
+Also used for the //has_weapon// key; see FilterWML
+  * //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 ability 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", while 'long' displays "ranged".
+  * //damage// the damage of this attack
+  * //number// the number of strikes per attack this weapon 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.
 
 ||See Also||
-* AttackWML
+
+* AnimationWML
 * ReferenceWML
 * TerrainWML




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