wesnoth/data/core/macros/traits.cfg

163 lines
4.1 KiB
INI

#textdomain wesnoth
# 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=not_living
[/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=not_living
[/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 2 more HP and can move and rest in the same turn.
[trait]
id=healthy
male_name= _ "healthy"
female_name= _ "female^healthy"
description= _ "Can rest while moving"
[effect]
apply_to=hitpoints
increase_total=2
[/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