
The new tag takes ids instead of needing coordinates. So instead of storing units or hardcoding values, an attack can be done like this: ``` [test_do_attack_by_id] attacker=alice defender=bob weapon=0 [/test_do_attack_by_id] ``` Add a simpler unit for unit tests than the Elvish Archer / Orcish Grunt combo, cherry-picked from gfgtdf's PR #7589. This is a unit with a 10x1 melee attack, and 0% defense on all terrains. Remove the test race's undead_variation= For testing custom plague abilities, this triggered a warning when converting to any unit type that doesn't have variation_id=wolf, restricting tests to using only Walking Corpse and Soulless.
78 lines
1.7 KiB
INI
78 lines
1.7 KiB
INI
#textdomain wesnoth-test
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[units]
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{test/units/}
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[race]
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id=test
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name= _ "test"
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female_name= _ "test"
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plural_name= _ "tests"
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description= _ "test race"
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num_traits=2
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{ORCISH_NAMES}
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[/race]
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[movetype]
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name=fly
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flying=yes
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[movement_costs]
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{FLY_MOVE}
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cave=3
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fungus=3
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[/movement_costs]
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[defense]
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{FLY_DEFENSE 50}
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cave=80
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fungus=-70
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[/defense]
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{FLY_RESISTANCE}
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[special_note]
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note={INTERNAL:SPECIAL_NOTES_DEFENSE_CAP}
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[/special_note]
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[/movetype]
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# The main feature of this movetype is that it has 0% defense on all terrains,
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# so there's no need to use CHANCE_TO_HIT macros.
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[movetype]
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name=test_movetype_no_defense
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[movement_costs]
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shallow_water=2
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reef=2
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swamp_water=2
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flat=2
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sand=2
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forest=2
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hills=2
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village=2
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castle=2
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cave=2
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frozen=2
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fungus=2
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[/movement_costs]
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[defense]
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shallow_water=100
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reef=100
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swamp_water=100
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flat=100
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sand=100
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forest=100
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hills=100
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village=100
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castle=100
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cave=100
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frozen=100
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fungus=100
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[/defense]
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[resistance]
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blade=100
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pierce=100
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impact=100
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fire=100
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cold=100
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arcane=100
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[/resistance]
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[/movetype]
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[/units]
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