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Index: CreatingNewUnits
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/CreatingNewUnits,v
retrieving revision 1.7
diff -u -r1.7 CreatingNewUnits
--- CreatingNewUnits    21 Jul 2005 07:04:43 -0000      1.7
+++ CreatingNewUnits    24 Jul 2005 00:55:57 -0000
@@ -1,23 +1,40 @@
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+ I admired her white butt and muscular legs as she climbed the ladder to the 
deck
 Units are enclosed in [unit] tags.
 The first attribute of a unit is the ||name|| key.
 This is displayed on the Status Table when a unit of this type is selected.
 It is also the value of the ||type|| attribute for these units (See 
BuildingScenarios).
-
 The ||race|| and ||gender|| keys indicate what kind of names units of this 
type should have.
 Values for ||race|| are
 'elf', 'human', 'dwarf', 'orc', 'goblin', 'ogre', 'merman', 'naga', 'troll', 
'undead', and 'monster'
 Units with race either ||undead|| or ||monster|| do not have traits.
 Units with ||race=undead|| cannot be poisoned.
 Values for ||gender|| are ||male|| and ||female|| (Default is ||male||).
-
 The next attributes are ||image||, ||image_defensive||, and ||profile||.
 These are the images of the unit when it is resting, defending, and talking, 
respectively.
 The default for the keys ||image_defensive|| and ||profile|| is the value for 
||image||.
-
 Next is the ||ability|| key.
 This is a list of strings which are listed as the abilities of the unit.
 The following strings give the unit an ability:
-
  illuminates: Units surrounding this unit recieve 25% lawful bonus.
  leadership: Units surrounding this unit recieve +1 damage.
  heals: Units surrounding this unit regenerate 4 HP per turn.
@@ -27,21 +44,15 @@
  skirmisher: The unit is unaffected by ZoC.
  ambush: The unit becomes invisible on forest.
  nightstalk: The unit becomes invisible during night.
-
 The ||hitpoints|| and ||movement|| keys input numbers.
 ||hitpoints|| is the amount of HP the unit has,
 and ||movement|| is the number of move points it recieves each turn.
-
 The ||movement_type|| key is a shortcut to information found in game.cfg.
 After the ||movement_type|| key, tags can be used to modify the unit's 
movement.
-
 The ||[movement costs]|| tag has keys equal to the name of the terrain,
 and values equal to the number of move points it takes to move onto a tile
 of that terrain type.
-
 Terrains:
-
-
  village
  castle
  grassland
@@ -55,35 +66,29 @@
  swamp water
  shallow water
  deep water
-
 The ||[defense]|| tag also has keys equal to the name of the terrain,
 and values equal to the percent chance the unit has of being hit
 while on a tile of that terrain type.
-
 The ||[resistance]|| tag has keys equal to attack types,
 and values equal to the percent damage that the unit takes
 from attacks of that type. The attack types are:
-
  blade
  pierce
  impact
  fire
  cold
  holy
-
 The next keys are ||experience|| and ||advanceto||.
 ||experience|| is the amount of experience the unit needs
 to advance to the unit with the name specified in ||advanceto||.
 If ||advanceto|| has multiple entries, the player will choose
 which unit to advance to.
 If ||advanceto=null||, then the unit cannot advance.
-
 The next keys are ||cost|| and ||level||.
 ||cost|| is how much gold the unit costs to recruit,
 and ||level|| is the upkeep cost of the unit.
 ||level|| is also the amount of XP another unit gets
 for fighting this one.
-
 The next keys are ||alignment|| and ||usage||.
 ||alignment|| tells how the unit's damage should be affected
 by the lawful bonus of the tile it is on.
@@ -91,28 +96,22 @@
 ||usage|| is the AI's interpretation of this unit.
 Values are 'fighter', 'scout', 'archer', 'mixed fighter',
 and 'null' (Default is null).
-
 The last keys are ||unit_description|| and ||get_hit_sound||.
 ||unit_description|| is the text that is displayed in the unit descriptor box.
 ||get_hit_sound|| is a .wav file in ||sounds/||
 that is played when the unit is hit.
-
 Next are the ||[attack]|| tags.
 The ||name|| key is the displayed name of the attack.
 The ||name|| key also affects the ||has_weapon|| filter
 (See BuildingScenariosIntermediate).
-
 Next are the ||type|| and ||range|| keys.
 ||type|| is an attack type.
 ||range|| is either 'short' or 'long'.
 'range=short' means melee, 'range=long' means ranged.
-
 The ||hexes|| key indicates a multiple-hex ranged attack.
 ||hexes|| is the number of spaces the attack can shoot. **this will be 
obsolete soon, supposedly**
-
 The ||special|| key is similar to the ||ability|| key.
 The values are:
-
  magical: This attack is guaranteed a 70% chance of hitting.
  marksman: This attack is guaranteed a 60% chance of hitting.
  drain: The unit gains health (?)% of the time whenever this attack hits.
@@ -122,28 +121,18 @@
  charge: Whenever the unit attacks with this attack, both it and the unit it 
attacks do +100% damage.
  backstab: Whenever there is a unit allied with this unit "behind" the unit 
that this attack attacks, then this attack
  does +100% damage.
-
 The last keys are ||damage|| and ||number||.
 ||damage|| is the amount of damage the attack does;
 ||number|| is the number of times it can hit with each attack.
-
 Next are the animation tags (Note: these are inside the ||[attack]|| tags).
 The ||[frame]|| tag contains the keys ||begin||, ||end||, and ||image||.
 ||begin|| and ||end|| specify in what period of time the frame should exist.
 These times are in milliseconds. 0 is when the attack hits.
 The ||image|| key is the unit image to switch to during this time.
-
 The ||[missile_frame]|| tag is like the ||[frame]|| tag,
 but ||image|| represents the image of the projectile.
 Also ||image_diagonal|| is the image when the attack is not north-south 
aligned.
-
 The ||[sound]|| tag takes the keys ||time|| (the time to play the sound)
 and ||sound|| (the sound to play).
-
 ||See Also||
-
 * EditingWesnoth
-
-
-
-




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