#textdomain wesnoth-help # Traits for the [modifications] clause of SingleWML descriptions #define TRAIT_LOYAL # Units with trait Loyal have no upkeep. [trait] id=loyal male_name= _ "loyal" female_name= _ "female^loyal" description= _ "Zero upkeep" [effect] apply_to=loyal [/effect] [/trait] #enddef #define TRAIT_UNDEAD # Units with trait Undead cannot be drained, poisoned, or plagued. [trait] id=undead availability="musthave" male_name= _ "undead" female_name= _ "female^undead" description= _ "Immune to drain, poison, and plague" [effect] apply_to=status add=unpoisonable [/effect] [effect] apply_to=status add=undrainable [/effect] [effect] apply_to=status add=unplagueable [/effect] [/trait] #enddef #define TRAIT_MECHANICAL # Units with trait Mechanical cannot be drained, poisoned, or plagued. [trait] id=mechanical availability="musthave" male_name= _ "mechanical" female_name= _ "female^mechanical" description= _ "Immune to drain, poison, and plague" [effect] apply_to=status add=unpoisonable [/effect] [effect] apply_to=status add=undrainable [/effect] [effect] apply_to=status add=unplagueable [/effect] [/trait] #enddef #define TRAIT_ELEMENTAL # Units with trait Elemental cannot be drained, poisoned, or plagued. [trait] id=elemental availability="musthave" male_name= _ "elemental" female_name= _ "female^elemental" description= _ "Immune to drain, poison, and plague" [effect] apply_to=status add=unpoisonable [/effect] [effect] apply_to=status add=undrainable [/effect] [effect] apply_to=status add=unplagueable [/effect] [/trait] #enddef #define TRAIT_STRONG # Units with trait Strong get a +1 increment in hitpoints and melee damage. [trait] id=strong male_name= _ "strong" female_name= _ "female^strong" [effect] apply_to=attack range=melee increase_damage=1 [/effect] [effect] apply_to=hitpoints increase_total=1 [/effect] [/trait] #enddef #define TRAIT_DEXTROUS # Units with trait Dextrous get a +1 to ranged damage. [trait] id=dextrous male_name= _ "dextrous" female_name= _ "female^dextrous" [effect] apply_to=attack range=ranged increase_damage=1 [/effect] [/trait] #enddef #define TRAIT_QUICK # Units with trait Quick have +1 movement and 5% less hitpoints. [trait] id=quick male_name= _ "quick" female_name= _ "female^quick" [effect] apply_to=movement increase=1 [/effect] [effect] apply_to=hitpoints increase_total=-5% [/effect] [/trait] #enddef #define TRAIT_INTELLIGENT # Units with trait Intelligent get a 20% decrease in XP required to advance. [trait] id=intelligent male_name= _ "intelligent" female_name= _ "female^intelligent" [effect] apply_to=max_experience increase=-20% [/effect] [/trait] #enddef #define TRAIT_RESILIENT # Units with trait Resilient get 4 more HP plus 1 per level. [trait] id=resilient male_name= _ "resilient" female_name= _ "female^resilient" [effect] apply_to=hitpoints increase_total=4 [/effect] [effect] apply_to=hitpoints times=per level increase_total=1 [/effect] [/trait] #enddef #define TRAIT_HEALTHY # Units with trait Healthy get 1 more HP plus 1 per level and always rest heal. [trait] id=healthy male_name= _ "healthy" female_name= _ "female^healthy" description= _ "Always rest heals" [effect] apply_to=hitpoints increase_total=1 [/effect] [effect] apply_to=hitpoints times=per level increase_total=1 [/effect] [/trait] #enddef #define TRAIT_FEARLESS # Units with trait Fearless fight normally during unfavorable day/night times. [trait] id=fearless male_name= _ "fearless" female_name= _ "female^fearless" description= _ "Fights normally during unfavorable times of day/night" [/trait] #enddef #define TRAIT_FEARLESS_MUSTHAVE # A clone of the above that would be generated even if random # trait generation is not used. This is needed for WCs and # Soullesses [trait] id=fearless availability="musthave" male_name= _ "fearless" female_name= _ "female^fearless" description= _ "Fights normally during unfavorable times of day/night" [/trait] #enddef #define TRAIT_FERAL_MUSTHAVE # Units with trait Feral only receive 50% defense in villages regardless of # the base terrain the village is on. [trait] id=feral availability="musthave" male_name= _ "feral" female_name= _ "female^feral" description= _ "Receives only 50% defense in land-based villages" [effect] apply_to=defense replace=true [defense] village=-50 [/defense] [/effect] [/trait] #enddef #define TRAIT_WEAK # Units with trait Weak get a -1 increment in hitpoints and melee damage. [trait] id=weak male_name= _ "weak" female_name= _ "female^weak" [effect] apply_to=attack range=melee increase_damage=-1 [/effect] [effect] apply_to=hitpoints increase_total=-1 [/effect] [/trait] #enddef #define TRAIT_SLOW # Units with trait Slow have -1 movement and 5% more hitpoints. [trait] id=slow male_name= _ "slow" female_name= _ "female^slow" [effect] apply_to=movement increase=-1 [/effect] [effect] apply_to=hitpoints increase_total=5% [/effect] [/trait] #enddef #define TRAIT_DIM # Units with trait Dim get a 20% increase in XP required to advance. [trait] id=dim male_name= _ "dim" female_name= _ "female^dim" [effect] apply_to=max_experience increase=20% [/effect] [/trait] #enddef #define TRAIT_AGED # Units with trait Aged get a 8 points HP decrease and have -1 movement and melee damage. [trait] id=aged male_name= _ "aged" female_name= _ "female^aged" [effect] apply_to=hitpoints increase_total=-8 [/effect] [effect] apply_to=movement increase=-1 [/effect] [effect] apply_to=attack range=melee increase_damage=-1 [/effect] [/trait] #enddef