Converted the terrain codes used in the ambush ability to the new format.
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1 changed files with 25 additions and 25 deletions
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@ -21,7 +21,7 @@ A poisoned unit cannot be cured of its poison by a healer, and must seek the car
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#enddef
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#define ABILITY_CURES
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# Canned definition of the cure ability (which entails heal+8) to be included
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# Canned definition of the cure ability (which entails heal+8) to be included
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# in an [abilities] clause..
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[heals]
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value=8
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@ -87,7 +87,7 @@ This unit's resistances are doubled, up to a maximum of 50%, when defending. Vul
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#enddef
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#define ABILITY_LEADERSHIP_LEVEL_1
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# Canned definition of the Leadership (level 1) ability to be included in an
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# Canned definition of the Leadership (level 1) ability to be included in an
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# [abilities] clause.
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[leadership]
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id=leadership
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@ -109,7 +109,7 @@ Adjacent friendly units of lower level will do more damage in battle. When a uni
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#enddef
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#define ABILITY_LEADERSHIP_LEVEL_2
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# Canned definition of the Leadership (level 2) ability to be included in an
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# Canned definition of the Leadership (level 2) ability to be included in an
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# [abilities] clause.
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[leadership]
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id=leadership
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@ -143,7 +143,7 @@ Adjacent friendly units of lower level will do more damage in battle. When a uni
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#enddef
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#define ABILITY_LEADERSHIP_LEVEL_3
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# Canned definition of the Leadership (level 3) ability to be included in an
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# Canned definition of the Leadership (level 3) ability to be included in an
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# [abilities] clause.
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[leadership]
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id=leadership
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@ -189,7 +189,7 @@ Adjacent friendly units of lower level will do more damage in battle. When a uni
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#enddef
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#define ABILITY_LEADERSHIP_LEVEL_4
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# Canned definition of the Leadership (level 4) ability to be included in an
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# Canned definition of the Leadership (level 4) ability to be included in an
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# [abilities] clause.
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[leadership]
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id=leadership
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@ -247,7 +247,7 @@ Adjacent friendly units of lower level will do more damage in battle. When a uni
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#enddef
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#define ABILITY_LEADERSHIP_LEVEL_5
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# Canned definition of the Leadership (level 5) ability to be included in an
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# Canned definition of the Leadership (level 5) ability to be included in an
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# [abilities] clause.
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[leadership]
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id=leadership
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@ -329,7 +329,7 @@ This unit is skilled in moving past enemies quickly, and ignores all enemy Zones
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#enddef
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#define ABILITY_ILLUMINATES
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# Canned definition of the Illuminates ability to be included in an
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# Canned definition of the Illuminates ability to be included in an
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# [abilities] clause.
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[illuminates]
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id=illumination
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@ -346,7 +346,7 @@ Any units adjacent to this unit will fight as if it were dusk when it is night,
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#enddef
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#define ABILITY_TELEPORT
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# Canned definition of the TELEPORT ability to be included in an
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# Canned definition of the TELEPORT ability to be included in an
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# [abilities] clause.
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[teleport]
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id=teleport
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@ -357,7 +357,7 @@ This unit may teleport between any two friendly villages using one of its moves.
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#enddef
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#define ABILITY_AMBUSH
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# Canned definition of the Ambush ability to be included in an
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# Canned definition of the Ambush ability to be included in an
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# [abilities] clause.
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[hides]
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id=ambush
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@ -375,14 +375,14 @@ Enemy units cannot see or attack this unit when it is in forest, except for any
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[filter_self]
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[filter_location]
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terrain_format=1
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terrain=Ff,Ft,Fa
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terrain=Gs^Fp,Aa^Fpa
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[/filter_location]
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[/filter_self]
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[/hides]
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#enddef
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#define ABILITY_NIGHTSTALK
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# Canned definition of the Nightstalk ability to be included in an
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# Canned definition of the Nightstalk ability to be included in an
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# [abilities] clause.
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[hides]
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id=nightstalk
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@ -406,7 +406,7 @@ Enemy units cannot see or attack this unit at night, except for any turn immedia
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#enddef
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#define ABILITY_SUBMERGE
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# Canned definition of the Submerge ability to be included in an
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# Canned definition of the Submerge ability to be included in an
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# [abilities] clause.
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[hides]
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id=submerge
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@ -436,7 +436,7 @@ Enemy units cannot see or attack this unit when it is in deep water, except for
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#weapons specials
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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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# 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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@ -448,7 +448,7 @@ Whether used offensively or defensively, this attack presses the engagement unti
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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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# 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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@ -462,7 +462,7 @@ This attack deals double damage if there is an enemy of the target on the opposi
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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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# 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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@ -474,7 +474,7 @@ When a unit is killed by a Plague attack, that unit is replaced with a unit iden
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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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# Canned definition of the Plague ability to be included in a
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# [specials] clause (without type specifier).
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[plague]
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id=plague
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@ -485,7 +485,7 @@ When a unit is killed by a Plague attack, that unit is replaced with a unit iden
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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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# 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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@ -496,7 +496,7 @@ This attack slows the target until it ends a turn. Slow halves the damage caused
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#enddef
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#define WEAPON_SPECIAL_STONE
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# Canned definition of the Stone ability to be included in a
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# Canned definition of the Stone ability to be included in a
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# [specials] clause.
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[stones]
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id=stones
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@ -507,7 +507,7 @@ This attack turns the target to stone. Units that have been turned to stone may
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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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# 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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@ -521,7 +521,7 @@ When used offensively, this attack always has at least a 60% 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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# 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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@ -534,7 +534,7 @@ This attack always has a 70% 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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# Canned definition of the Swarm ability to be included in a
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# [specials] clause.
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[attacks]
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id=swarm
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@ -545,7 +545,7 @@ The number of strikes of this attack decreases when the unit is wounded. The num
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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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# 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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@ -559,7 +559,7 @@ This attack deals double damage to the target. It also causes this unit to take
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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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# 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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@ -570,7 +570,7 @@ This unit drains health from living units, healing itself for half the amount of
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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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# 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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@ -581,7 +581,7 @@ This unit always strikes first with this attack, even if they are defending."
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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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# 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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