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