wesnoth/data/traits.cfg
Dave White bb9731185a made it so undead units have a dummy 'undead' trait...
...with a description of the effects of being race undead
2005-03-11 02:40:00 +00:00

88 lines
1.2 KiB
INI
Executable File

#define TRAIT_LOYAL
[trait]
id=loyal
name= _ "loyal"
description= _ "Zero upkeep"
[effect]
apply_to=loyal
[/effect]
[/trait]
#enddef
#define TRAIT_UNDEAD
[trait]
id=undead
name= _ "undead"
description= _ "Immune to poison"
[/trait]
#enddef
#define TRAIT_STRONG
[trait]
id=strong
name= _ "strong"
[effect]
apply_to=attack
range=short
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=2
heal_full=yes
[/effect]
[/trait]
#enddef
#define TRAIT_DEXTROUS
[trait]
id=dextrous
name= _ "dextrous"
[effect]
apply_to=attack
range=long
increase_damage=1
[/effect]
[/trait]
#enddef
#define TRAIT_QUICK
[trait]
id=quick
name= _ "quick"
[effect]
apply_to=movement
increase=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=-10%
heal_full=yes
[/effect]
[/trait]
#enddef
#define TRAIT_INTELLIGENT
[trait]
id=intelligent
name= _ "intelligent"
[effect]
apply_to=max_experience
increase=-20%
[/effect]
[/trait]
#enddef
#define TRAIT_RESILIENT
[trait]
id=resilient
name= _ "resilient"
[effect]
apply_to=hitpoints
increase_total=7
#make sure the unit starts at full health
heal_full=yes
[/effect]
[/trait]
#enddef