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/?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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