wesnoth/data/core/macros/traits.cfg
Alexander van Gessel d82762b87d Split the 'not_living' unit status into...
...unpoisonable, undrainable and unplagueable
2012-12-31 01:03:53 +01:00

296 lines
7.3 KiB
INI

#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