/
traits.cfg
346 lines (316 loc) · 12.9 KB
/
traits.cfg
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
#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"
help_text= _ "<italic>text='Loyal'</italic> units don’t incur upkeep. Most units incur an upkeep cost at the end of every turn, which is equal to their level. Loyal units do not incur this cost." + _ "
During campaigns, certain units may opt to join the player’s forces of their own volition. These units are marked with the loyal trait. Although they may require payment to be recalled, they never incur any upkeep costs. This can make them invaluable during a long campaign, when gold is in short supply. This trait is never given to recruited units, so it may be unwise to dismiss such units or to send them to a foolish death."
[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"
help_text= _ "<italic>text='Undead'</italic> units are immune to poison, drain, and plague." + _ "
Undead units generally have undead as their only trait. Since undead units are the bodies of the dead, risen to fight again, poison has no effect upon them. This can make them invaluable in dealing with foes who use poison in conjunction with their attacks."
[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"
help_text= _ "<italic>text='Mechanical'</italic> units are immune to poison, drain, and plague." + _ "
Mechanical units generally have mechanical as their only trait. Since mechanical units don’t really have life, drain, poison, and plague have no effect upon them."
[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"
help_text= _ "<italic>text='Elemental'</italic> units are immune to poison, drain, and plague." + _ "
Elemental units generally have elemental as their only trait. Since elemental units are energy-based beings, drain, poison, and plague have no effect upon them."
[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"
help_text= _ "<italic>text='Strong'</italic> units do 1 more damage for every successful strike in melee combat, and have 1 additional hitpoint." + _ "
While useful for any close-combat unit, strong is most effective for units who have a high number of swings such as the elvish fighter. Strong units can be very useful when a tiny bit of extra damage is all that is needed to turn a damaging stroke into a killing blow."
[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"
help_text= _ "<italic>text='Dextrous'</italic> units do 1 more damage for every successful strike in ranged combat." + _ "
Dextrous is a trait possessed only by elves. The elven people are known for their uncanny grace, and their great facility with the bow. Some, however, are gifted with natural talent that exceeds their brethren. These elves inflict an additional point of damage with each arrow."
[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"
help_text= _ "<italic>text='Quick'</italic> units have 1 extra movement point, but 5% less hitpoints than usual." + _ "
Quick is the most noticeable trait, particularly in slower moving units such as trolls or heavy infantry. Units with the quick trait often have greatly increased mobility in rough terrain, which can be important to consider when deploying your forces. Also, quick units aren’t quite as tough as units without this trait and are subsequently less good at holding contested positions."
[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"
help_text= _ "Intelligent units require 20% less experience than usual to advance." + _ "
<italic>text='Intelligent'</italic> units are very useful at the beginning of a campaign as they can advance to higher levels more quickly. Later in campaigns Intelligent is not quite as useful because the <italic>text='After Maximum Level Advancement'</italic> (AMLA) is not as significant a change as advancing a level. If you have many ‘maximum level’ units you may wish to recall units with more desirable traits."
[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"
help_text= _ "<italic>text='Resilient'</italic> units have an additional 4 hitpoints, and gain 1 more per level." + _ "
Resilient units can be useful at all stages of a campaign, and this is a useful trait for all units. Resilient is often most helpful as a trait when it occurs in a unit that has some combination of low hitpoints, good defense, or high resistances. Resilient units are especially useful for holding strategic positions against opponents."
[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"
help_text= _ "Renowned for their vitality, some dwarves are sturdier than others and can rest even when traveling." + _ "
<italic>text='Healthy'</italic> units have 1 additional hitpoint, and gain 1 more per level. They will also heal 2 hitpoints each turn, regardless of whether they engaged in combat the turn before."
[effect]
apply_to="healthy"
[/effect]
[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"
help_text= _ "Aversion to light and dark holds no sway over these brave individuals."
[effect]
apply_to="fearless"
[/effect]
[/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"
help_text= _ "Aversion to light and dark holds no sway over these brave individuals."
[effect]
apply_to="fearless"
[/effect]
[/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"
help_text= _ "Dwellings of sentient beings are not easily used for cover by feral creatures of low intelligence. As a result, <italic>text='feral'</italic> units receive a maximum of 50% defense in any land-based village regardless of base terrain."
[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"
help_text= _ "Units with the <italic>text='weak'</italic> trait receive a 1 point decrease in hitpoints and melee damage."
[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"
help_text= _ "<italic>text='Slow'</italic> units have 1 less movement point but 5% more hitpoints." + _ "
Thick-bodied and clumsy, slow individuals of goblins and other species take a movement penalty but are compensated for it with a slight increase in endurance."
[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"
help_text= _ "Units with trait <italic>text='dim'</italic> suffer a 20% increase in experience required to advance." + _ "
Dim is a trait all too common in goblins and other lesser species. There are reasons these species are lesser, and this is one of them."
[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"
help_text= _ "Units with the <italic>text='aged'</italic> trait have 8 hitpoints less and suffer from a 1 point decrease in movement and melee damage."
[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