Commit graph

46 commits

Author SHA1 Message Date
gfgtdf
b21c110f30 run wmlindent 2020-10-19 23:53:52 +02:00
gfgtdf
5cb93694c6 move loyal overlays to the loyal trait
since the recent changes to overlays= in particular 1a7724e547,
e71033374c and b2cd1cf6c [unit]overlays= is no longer the
recommended way to add an overlay and the use of the
apply_to=overlay effect is reccomended instead, so adding it
to the [trait] is the most natural option here.

this in particular fixes #4058 . Also people simply forgetting the
IS_LOYAL macro was a not-so-uncommon cause of bugs.

In some cases people want to give the LOYAL trait without giving the
loyal overlays for those cases i added a optional OVERLAY parameter to
the {TRAIT_LOYAL} macro, also heroes should now use {TRAIT_LOYAL_HERO}
instead which uses the hero overlay. The IS_LOYAL and IS_HERO macros are
no longer needed in combination with those traits.
2019-08-25 20:36:35 +02:00
gfgtdf
d98525d951 replace true/false with yes/no in mainline 2016-12-09 02:55:59 +01:00
Charles Dang
a6dd6c668c Ran wmlindent and fixed badly formatted code 2016-08-05 13:46:39 +11:00
Bär Halberkamp
4e71bbe448 Generate trait help instead of hardcoding
Introduces a new key "help_text=" in [trait]
2016-07-29 18:44:10 -04:00
Ignacio R. Morelle
cfcef0e4b2 WML style cleanup 2014-07-22 19:43:00 -04:00
gfgtdf
3204e4eb56 add healthy and fearless [effect]s
so we don't have to these these traits specialy.
2014-07-19 02:19:26 +02:00
Alexander van Gessel
d82762b87d Split the 'not_living' unit status into...
...unpoisonable, undrainable and unplagueable
2012-12-31 01:03:53 +01:00
Steven Panek
612b962d9f Fixed a grammatical error in feral's description. 2011-12-30 10:20:02 +00:00
Gunter Labes
b0210d83ed Changed the 'feral' trait to give 50% instead of 40% defense on villages. 2011-05-08 15:03:59 +00:00
Steven Panek
2a19b08421 Added serial commas. 2011-02-20 23:28:55 +00:00
Nils Kneuper
bc1d7ec1a5 create textdomain wesnoth-help (part3)
load the textdomain ingame

change the textdomain for some relevant files
2010-12-22 11:36:22 +00:00
Lari Nieminen
e3c91b01a7 Made feral's defense effect be applied by the trait itself. 2010-10-25 00:04:58 +00:00
Steven Panek
f3052d1159 Moved the elemental trait to core;...
...gave the trait to DW's Fire Guardian for consistency with UtBS's.
2010-10-07 21:21:39 +00:00
Lari Nieminen
9084ba279f Gave bats the feral trait, capping their defense in any village to 40%. 2010-09-12 22:39:00 +00:00
Eric S. Raymond
cbbd79358b Recreate new translation item for female^aged...
...now that string freeze is off. Addresses bug #15212: Trait "Aged":
wrong gender, but translations will need to be updated of course.
2010-03-25 12:26:09 +00:00
Nils Kneuper
d2c2ac50f8 revert new string from 2010-01-26T18:03:17Z!esr@thyrsus.com,
...the new translated string (will be moved into the comment section
of the po file) can stay in the file po/wesnoth/it.po fixing the bug
has to wait till 1.8 is tagged

original commit msg:
Address bug #15212: Trait "Aged": wrong gender.
2010-01-26 21:13:17 +00:00
Eric S. Raymond
8f80a38675 Address bug #15212: Trait "Aged": wrong gender. 2010-01-26 18:03:17 +00:00
Fabian Müller
52330452b0 Revert part of 2009-09-11T18:12:53Z!fabianmueller5@gmx.de.
Defining a new team color for loyal units will make problems with UMC
that don't use the normal red team coloration for side one.

This fixes bug #14591.
2009-10-24 15:35:40 +00:00
Gunter Labes
0f03c1f8dc Made units with the 'healthy' trait always rest heal...
...but take normal damage from poison.
2009-09-21 00:26:04 +00:00
Fabian Müller
0368ad25df Core macros: Defined new team colors for loyal and important units.
The {LOYAL} trait macro should change that for every units in all
campaign that is loyal and on side1.
2009-09-11 18:12:53 +00:00
Fabian Müller
60b5936342 New "Aged trait" for campaigns, decrease of HP by 8, melee and movement -1 2009-04-08 17:48:48 +00:00
Gunter Labes
5b3dff29e5 updated the healthy trait description 2008-12-14 23:37:19 +00:00
Gunter Labes
dbed0767a5 Balancing changes:
* Changed the race of the Wolf Rider line from goblin to wolf.
* Added the traits weak, slow and dim and made the goblin race use them.
* Made the goblin race get 1 random trait instead of 2.
* Increased the movement of the Goblin Spearman line from 4 to 5.
* Increased the melee attack of the Goblin Spearman from 4-3 to 6-3.
* Increased the melee attack of the Goblin Impaler from 7-3 to 8-3.
* Increased the melee attack of the Goblin Rouser from 6-3 to 7-3.
2008-10-05 17:57:45 +00:00
Gunter Labes
e4ce234286 Made units with the healthy trait take half the damage from poison. 2008-09-09 21:08:45 +00:00
Gunter Labes
f3b0ae8c50 documentation update for the 'healthy' change 2008-06-10 19:53:09 +00:00
Gunter Labes
716889988f changed the healthy trait to give 1HP and 1HP per level instead of 2HP 2008-06-09 17:15:34 +00:00
Eric S. Raymond
364a4decbd wmlindent strikes again. 2008-03-07 21:26:44 +00:00
Eric S. Raymond
aba249cf83 Move all #textdomain declarations to line 1 at Ivanovic's request. 2008-02-05 21:56:35 +00:00
Gunter Labes
5c449df942 revert 2007-10-04T14:51:04Z!esr@thyrsus.com
improve the trait tooltips
2007-10-04 17:09:56 +00:00
Eric S. Raymond
11285a1cd0 Give all traits descriptions. 2007-10-04 14:51:04 +00:00
Benoît Timbert
bbbeb3df2f WC/Soulless fix: make a second version of fearless
that will be given even if the random trait generation is disabled
2007-09-18 20:39:47 +00:00
Bruno Wolff III
45eff316cd This puts back 2007-08-15T13:11:46Z!bruno@wolff.to with a couple of changes...
...to cope with code drift and
to throw an error on unknown unit types.
2007-08-18 04:04:45 +00:00
Eric S. Raymond
42d697871e Reverted brunowolff's commit 19551,
it caused many loads to bomb out failing an assertion near the random
number generator.
2007-08-17 04:07:09 +00:00
Bruno Wolff III
a1da27a34f Set not_living based on the undead and mechanical traits...
...in a manner consistant with other trait definititions. Get rid of
not_living key from race. Still need to put back a way for AI to tell
if a unit_type is going to be not_living.
2007-08-15 15:03:56 +00:00
Bruno Wolff III
1e19407281 Make random_traits = "yes" the default.
This makes the feature more powerful as well. You can define less than
the max number of traits manually and have the remainder filled in
randomly. It also forces undead and mechanical to always be assigned
when available for a unit.

Currently no random traits are assigned to leaders. The problem is
that random number generation triggered by the leader creation isn't
properly handled in MP games, so only must have traits can be given
out currently.  This is controlled by [trait] configuration, so down
the road traits that are not unbalancing for MP play (quick was
especially seen as a problem for MP) may be given to leaders.
2007-08-15 13:11:46 +00:00
Gunter Labes
1652768910 updated the WML comments 2007-07-19 17:34:53 +00:00
Benoît Timbert
33cbfe8aa7 Sapient had a better idea for the per level bonus, thus :
- reverted my previous *_per_level implementation

- implement the new times= [effect] key to apply an effect more than once.

The default is to apply the effect once

The other possible value is "per level" wich mean the effect will be
applied level time, where "level" is the level of the unit.
2007-07-18 22:44:45 +00:00
Gunter Labes
f36af6561c [[Balancing changes]]
* changed the 'resilient' trait from +3HP +10% to +4HP + 1HP * unit level
* decreased the HP reduction of the 'quick' trait from 10% to 5%
* decreased the HP addition of the 'healthy' trait from +3HP to +2HP
* decreased the blade and impact resistance of saurians from 0% to -10%
* decreased the fire resistance of saurians from -10% to -20%
* increased the pierce resistance of saurians from 10% to 20%
* increased the HP of saurians by 4HP
* increased the XP requirement of the Saurian Skirmisher and Augur by 2
* increased the melee attack of the Ruffian from 4-2 to 5-2
2007-07-18 20:35:17 +00:00
Benoît Timbert
1a8d02e68d [effect] can add a per_level bonus
(ie a bonus that is equal to value*level) for movement & HP

new key for movement : increase_per_level

new keys for HP : increase_per_level & increase_total_per_level

(this also add two translatable strings)

Also changed the Resilient to +4 HP +1 HP/level (this is what the MP
dev wanted) The help will need to be updated.
2007-07-18 19:06:54 +00:00
Benoît Timbert
0bc25bb7c9 New "mechanical" trait for mechanical unit.
This is only meant to display those units are immune to plague, poison and drain

mention the drain and plague immunity in the "undead" trait description.
2007-07-13 16:48:38 +00:00
Eric S. Raymond
5f58e50664 Reindented all macros except utils.cfg,
that has unbalanced FOREACH/NEXT in it and will need to be
hand-checked.
2007-06-29 11:19:19 +00:00
Benoît Timbert
ffc8a8e220 Changed the logic for the healthy trait to make the trait more useful.
Now "Healthy" no longer bring a double resting bonus, but instead
means that the unit can still rest after a movement.
2007-06-14 00:34:53 +00:00
Mark de Wever
f7f98e883f fixes a comment typo 2007-06-13 15:30:33 +00:00
Benoît Timbert
e1f0fd9c2e Fix the healthy trait comment 2007-06-10 23:27:20 +00:00
Lari Nieminen
7f02e3438a Moved all the rest of the .cfg's in core/ containing only macro definitions...
...to core/macros/.
2007-06-10 11:17:28 +00:00
Renamed from data/core/traits.cfg (Browse further)