Converted the terrain codes used in the ambush ability to the new format.

This commit is contained in:
Lari Nieminen 2007-04-24 17:33:02 +00:00
parent 2d0cbe8fb9
commit 4df30079dd

View file

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