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* add new ship 'coastal raider', sprite and standing/moving animations mostly by Vilaliy Bakal * fix raider portrait * add WEAPON_SPECIAL_NAVAL_RAM * Iron Raider variant * better halo glow for fireship * change race=transport to race=ship
251 lines
9.3 KiB
INI
251 lines
9.3 KiB
INI
#textdomain wesnoth-help
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# Weapon special macros to be included in the SingleWML description of a unit.
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#define WEAPON_SPECIAL_UNWIELDY
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[disable]
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id=unwieldy
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name=_"unwieldy"
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description=_"This attack can only be used offensively."
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active_on=defense
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special_note=_ "This unit has an unwieldy weapon, which cannot be used defensively."
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[/disable]
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#enddef
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#define WEAPON_SPECIAL_BERSERK
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# Canned definition of the Berserk ability to be included in a
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# [specials] clause.
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[berserk]
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id=berserk
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name= _ "berserk"
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description= _ "Whether used offensively or defensively, this attack presses the engagement until one of the combatants is slain, or 30 rounds of attacks have occurred."
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special_note={INTERNAL:SPECIAL_NOTES_BERSERK}
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value=30
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[/berserk]
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#enddef
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#define WEAPON_SPECIAL_BACKSTAB
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# Canned definition of the Backstab ability to be included in a
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# [specials] clause.
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[damage]
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id=backstab
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name= _ "backstab"
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description= _ "When used offensively, this attack deals double damage if there is an enemy of the target on the opposite side of the target, and that unit is not incapacitated (turned to stone or otherwise paralyzed)."
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special_note={INTERNAL:SPECIAL_NOTES_BACKSTAB}
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multiply=2
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active_on=offense
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[filter_opponent]
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formula="
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enemy_of(self, flanker) and not flanker.petrified
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where
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flanker = unit_at(direction_from(loc, other.facing))
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"
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[/filter_opponent]
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[/damage]
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#enddef
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#define WEAPON_SPECIAL_PLAGUE_TYPE TYPE
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# Canned definition of the Plague ability to be included in a
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# [specials] clause (with type specifier).
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[plague]
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id=plague({TYPE})
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name= _ "plague"
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description= _ "When a unit is killed by a Plague attack, that unit is replaced with a unit on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages."
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type={TYPE}
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[/plague]
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#enddef
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#define WEAPON_SPECIAL_PLAGUE
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# Canned definition of the Plague ability to be included in a
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# [specials] clause.
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[plague]
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id=plague
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name= _ "plague"
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description= _ "When a unit is killed by a Plague attack, that unit is replaced with a Walking Corpse on the same side as the unit with the Plague attack. This doesn’t work on Undead or units in villages."
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special_note={INTERNAL:SPECIAL_NOTES_PLAGUE}
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type=Walking Corpse
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[/plague]
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#enddef
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#define WEAPON_SPECIAL_SLOW
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# Canned definition of the Slow ability to be included in a
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# [specials] clause.
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[slow]
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id=slow
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name= _ "slows"
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description= _ "This attack slows the target until it ends a turn. Slow halves the damage caused by attacks and the movement cost for a slowed unit is doubled. A unit that is slowed will feature a snail icon in its sidebar information when it is selected."
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special_note={INTERNAL:SPECIAL_NOTES_SLOW}
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[/slow]
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#enddef
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#define WEAPON_SPECIAL_PETRIFY
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# Canned definition of the Petrify ability to be included in a
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# [specials] clause.
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[petrifies]
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id=petrifies
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name= _ "petrifies"
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description= _ "This attack petrifies the target, turning it to stone. Units that have been petrified may not move or attack."
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special_note={INTERNAL:SPECIAL_NOTES_PETRIFY}
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[/petrifies]
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#enddef
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#define WEAPON_SPECIAL_MARKSMAN
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# Canned definition of the Marksman ability to be included in a
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# [specials] clause.
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[chance_to_hit]
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id=marksman
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name= _ "marksman"
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description= _ "When used offensively, this attack always has at least a 60% chance to hit."
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special_note={INTERNAL:SPECIAL_NOTES_MARKSMAN}
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value=60
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cumulative=yes
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active_on=offense
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[/chance_to_hit]
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#enddef
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#define WEAPON_SPECIAL_MAGICAL
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# Canned definition of the Magical (targeting) ability to be included in a
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# [specials] clause.
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[chance_to_hit]
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id=magical
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name= _ "magical"
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description= _ "This attack always has a 70% chance to hit regardless of the defensive ability of the unit being attacked."
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special_note={INTERNAL:SPECIAL_NOTES_MAGICAL}
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value=70
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cumulative=no
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[/chance_to_hit]
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#enddef
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#define WEAPON_SPECIAL_NAVAL_RAM
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# Canned definition of the Naval Ram ability to be included in a
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# [specials] clause.
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[disable]
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id=naval_ram
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name=_"naval ram"
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description=_"This attack can only be used against units in water terrain."
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[filter_opponent]
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[filter_location]
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[not]
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terrain="W*,S*"
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[/not]
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[/filter_location]
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[/filter_opponent]
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special_note=_ "This unit has an attack that can only be used against units in watery terrain."
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[/disable]
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[damage]
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id=charge
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name= _ "charge"
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description= _ "When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target’s counterattack."
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special_note={INTERNAL:SPECIAL_NOTES_CHARGE}
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multiply=2
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apply_to=both
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active_on=offense
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[/damage]
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#enddef
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#define WEAPON_SPECIAL_HONED
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# Canned definition of the Honed ability to be included in a
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# [specials] clause.
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[chance_to_hit]
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id=honed
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name= _ "honed"
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description= _ "This attack is 10% more accurate than other attacks."
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special_note= _ "This unit’s “honed” attack is slightly more accurate than other attacks."
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add=10
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cumulative=yes
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[/chance_to_hit]
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#enddef
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#define WEAPON_SPECIAL_SWARM
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# Canned definition of the Swarm ability to be included in a
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# [specials] clause.
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[swarm]
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id=swarm
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name= _ "swarm"
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description= _ "The number of strikes of this attack decreases when the unit is wounded. The number of strikes is proportional to the percentage of its of maximum HP the unit has. For example a unit with 3/4 of its maximum HP will get 3/4 of the number of strikes."
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special_note={INTERNAL:SPECIAL_NOTES_SWARM}
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[/swarm]
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#enddef
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#define WEAPON_SPECIAL_CHARGE
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# Canned definition of the Charge ability to be included in a
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# [specials] clause.
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[damage]
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id=charge
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name= _ "charge"
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description= _ "When used offensively, this attack deals double damage to the target. It also causes this unit to take double damage from the target’s counterattack."
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special_note={INTERNAL:SPECIAL_NOTES_CHARGE}
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multiply=2
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apply_to=both
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active_on=offense
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[/damage]
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#enddef
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#define WEAPON_SPECIAL_GUARD
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# Canned definition of the Guard ability to be included in a
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# [specials] clause.
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[damage]
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id=guard
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name= _ "guard"
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description= _ "This attack blocks half of the damage from its target’s strikes."
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special_note= _ "This unit’s guarding attack can halve incoming damage, but only when used in combat."
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multiply=0.5
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apply_to=opponent
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[/damage]
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#enddef
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#define WEAPON_SPECIAL_DRAIN
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# Canned definition of the Drain ability to be included in a
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# [specials] clause.
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[drains]
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id=drains
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name= _ "drains"
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description= _ "This unit drains health from living units, healing itself for half the amount of damage it deals (rounded down)."
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special_note={INTERNAL:SPECIAL_NOTES_DRAIN}
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[/drains]
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#enddef
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#define WEAPON_SPECIAL_FIRSTSTRIKE
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# Canned definition of the First-strike ability to be included in a
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# [specials] clause.
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[firststrike]
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id=firststrike
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name= _ "first strike"
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description= _ "This unit always strikes first with this attack, even if they are defending."
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special_note={INTERNAL:SPECIAL_NOTES_FIRSTSTRIKE}
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[/firststrike]
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#enddef
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#define WEAPON_SPECIAL_POISON
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# Canned definition of the Poison ability to be included in a
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# [specials] clause.
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[poison]
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id=poison
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name= _ "poison"
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description= _ "This attack poisons living targets. Poisoned units lose 8 HP every turn until they are cured or are reduced to 1 HP. Poison cannot, of itself, kill a unit."
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special_note={INTERNAL:SPECIAL_NOTES_POISON}
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[/poison]
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#enddef
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#define WEAPON_SPECIAL_STUN
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# Canned definition of the Stun ability to be included in a
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# [specials] clause.
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[stun]
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id=stun
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name= _ "stun"
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description= _ "This attack hits so hard that the opponent is dazed and can no longer enforce a zone of control. The effect wears off on the opponent’s next turn."
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special_note=_ "This unit is able to stun its enemies, disrupting their zones of control."
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[/stun]
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#enddef
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#define WEAPON_SPECIAL_ARCANE
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# Canned definition of the Arcane ability to be included in a
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# [specials] clause.
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[damage_type]
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id=arcane_damage
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name= _ "arcane"
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description= _ "This attack combines the arcane type with the type of weapon used so that resistance to the arcane type does not penalize the user."
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special_note=_ "This unit can use the arcane type when the opponent is particularly sensitive to it in relation to the weapon on which it is applied."
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alternative_type=arcane
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[/damage_type]
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#enddef
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