/
Kaleh.cfg
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Kaleh.cfg
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#textdomain wesnoth-utbs
#define KALEH_LEVEL_BONUS
# We increase damage by one when we increase the level.
[effect]
apply_to=attack
times=per level
increase_damage=1
[/effect]
#enddef
#define KALEH_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME
[advancement]
max_times=1
always_display=yes
[effect]
apply_to=hitpoints
increase_total={HP_INCREMENT}
increase={HP_INCREMENT}
[/effect]
[effect]
apply_to=max_experience
increase={XP_INCREMENT}
[/effect]
[effect]
apply_to=variation
name={VARIATION_NAME}
[/effect]
{EFFECT_WML}
[/advancement]
#enddef
# ADVANCEMENTS:
#define KALEH_LEADERSHIP VARIANT_NAME
{KALEH_ADVANCEMENT 3 8 (
id=leadership
description= _ "a leader in battle"
image=units/elves-desert/kaleh-leading.png
[effect]
apply_to=new_ability
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_BOLAS VARIANT_NAME
{KALEH_ADVANCEMENT 4 6 (
id=bolas
description= _ "trained by Nym in using the bolas"
image=attacks/bolas.png
[effect]
apply_to=new_attack
name=bolas
description= _"bolas"
icon=attacks/bolas.png
type=impact
range=ranged
damage=4
number=2
[specials]
{WEAPON_SPECIAL_SLOW}
[/specials]
[/effect]
[effect]
apply_to=attack
name=bolas
times=per level
increase_damage=1
[/effect]
[effect]
apply_to=new_animation
[attack_anim]
[filter_attack]
name=bolas
[/filter_attack]
missile_start_time=-150
[missile_frame]
duration=150
image=projectiles/bolas-n.png
image_diagonal=projectiles/bolas-ne.png
[/missile_frame]
start_time=-300
[frame]
image=units/elves-desert/kaleh.png:300
[/frame]
{SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300}
[/attack_anim]
[/effect]
) {VARIANT_NAME}}
#enddef
# Special macro to add the damage bonus per level. Use only once!
#define KALEH_SWORD_FIRST VARIANT_NAME
{KALEH_ADVANCEMENT 6 4 (
id=sword
description= _ "a better swordsman"
image=attacks/sword-elven.png
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
{KALEH_LEVEL_BONUS}
) {VARIANT_NAME}}
#enddef
#define KALEH_SWORD VARIANT_NAME
{KALEH_ADVANCEMENT 6 4 (
id=sword
description= _ "a better swordsman"
image=attacks/sword-elven.png
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_SWORD2 VARIANT_NAME
{KALEH_ADVANCEMENT 6 6 (
id=sword2
description= _ "a better swordsman"
image=attacks/sword-elven.png
require_amla=sword
[effect]
apply_to=attack
range=melee
increase_damage=2
[/effect]
) {VARIANT_NAME}}
#enddef
# Special macro to add the damage bonus per level. Use only once!
#define KALEH_BOW_FIRST VARIANT_NAME
{KALEH_ADVANCEMENT 4 4 (
id=bow
description= _ "a better archer"
image=attacks/bow-elven.png
[effect]
apply_to=attack
name=bow
increase_damage=1
increase_attacks=1
[/effect]
{KALEH_LEVEL_BONUS}
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW VARIANT_NAME
{KALEH_ADVANCEMENT 4 4 (
id=bow
description= _ "a better archer"
image=attacks/bow-elven.png
[effect]
apply_to=attack
name=bow
increase_damage=1
increase_attacks=1
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW2 VARIANT_NAME
{KALEH_ADVANCEMENT 4 6 (
id=bow2
description= _ "a better archer"
image=attacks/bow-elven.png
require_amla=bow
[effect]
apply_to=attack
name=bow
increase_damage=2
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_BOW3 VARIANT_NAME
{KALEH_ADVANCEMENT 4 8 (
id=bow3
description= _ "a marksman with the bow"
image=attacks/bow-elven.png
require_amla=bow2
[effect]
apply_to=attack
name=bow
increase_damage=1
[set_specials]
{WEAPON_SPECIAL_MARKSMAN}
[/set_specials]
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_SUSTENANCE VARIANT_NAME
{KALEH_ADVANCEMENT 5 8 (
id=sustenance
description= _ "gain +20% resistance under the sun"
image=attacks/sand-storm.png
require_amla=bow
[effect]
apply_to=new_ability
[abilities]
[resistance]
id=sustenance
name= _ "sustenance"
description= _ "This unit’s resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected."
affect_self=yes
add=20
max_value=30
apply_to=blade,pierce,impact,fire,cold,arcane
[filter_base_value]
greater_than=-1
[/filter_base_value]
[filter]
[filter_location]
time_of_day=lawful
[/filter_location]
[/filter]
[/resistance]
[/abilities]
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_ARMOR VARIANT_NAME
{KALEH_ADVANCEMENT 6 10 (
id=armor
description= _ "gain +10% resistance to blade, pierce and impact"
image=attacks/heater-shield.png
require_amla="sword,sword2"
[effect]
apply_to=resistance
[resistance]
blade=-10
pierce=-10
impact=-10
[/resistance]
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_STUN VARIANT_NAME
{KALEH_ADVANCEMENT 4 10 (
id=stun
description= _ "gain a stunning attack that disrupts enemy ZOC"
image=attacks/scimitar.png
require_amla="sword"
[effect]
apply_to=attack
name=sword
[set_specials]
mode=append
[dummy]
id=stun
name= _ "stun"
description= _ "This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. Not active on defense."
name_inactive= _ "stun"
description_inactive= _ "This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. Not active on defense."
active_on=offense
[/dummy]
[/set_specials]
[/effect]
) {VARIANT_NAME}}
#enddef
#define KALEH_CAMOUFLAGE VARIANT_NAME
{KALEH_ADVANCEMENT 7 10 (
id=camouflage
description= _ "skilled in surviving the desert"
image=units/elves-desert/kaleh-defend.png
[effect]
apply_to=new_ability
[abilities]
[hides]
id=camouflage
name= _ "camouflage"
name_inactive= _ "camouflage"
description= _ "This unit can hide in desert dunes, desert mountains and craters, and remain undetected by its enemies.
Enemy units cannot see this unit while it is in desert dunes, desert mountains, oasis and craters, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement."
description_inactive= _ "This unit can hide in desert dunes, desert mountains and craters, and remain undetected by its enemies.
Enemy units cannot see this unit while it is in desert dunes, desert mountains, oasis and craters, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement."
affect_self=yes
[filter]
[filter_location]
terrain=Hd,Md,Dd^Dc,Dd^Do
[/filter_location]
[/filter]
[/hides]
[/abilities]
[/effect]
) {VARIANT_NAME}}
#enddef
[unit_type]
id=Kaleh
race=elf
name= _ "Kaleh of the Quenoth Elves"
image=units/elves-desert/kaleh.png
movement_type=desert_elf
movement=5
hitpoints=28
experience=22
level=1
profile=portraits/kaleh.png
alignment=lawful
advances_to=null
cost=14
usage=fighter
description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_SLOW}
die_sound={SOUND_LIST:ELF_HIT}
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-defend.png" units/elves-desert/kaleh.png {SOUND_LIST:ELF_HIT} melee}
{DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-ranged-defend.png" units/elves-desert/kaleh-ranged.png {SOUND_LIST:ELF_HIT} ranged}
# Melee damage increased by 1, ranged damage decreased by 1
[attack]
name=sword
description= _"sword"
type=blade
range=melee
damage=5
number=4
icon=attacks/sword-elven.png
[/attack]
[attack]
name=bow
description= _"bow"
type=pierce
range=ranged
damage=2
number=3
icon=attacks/bow-elven.png
[/attack]
[leading_anim]
start_time=-150
[frame]
image=units/elves-desert/kaleh-leading.png:300
[/frame]
[/leading_anim]
[attack_anim]
[filter_attack]
name=bow
[/filter_attack]
missile_start_time=-100
[missile_frame]
duration=100
image=projectiles/missile-n.png
image_diagonal=projectiles/missile-ne.png
[/missile_frame]
start_time=-445
[frame]
image="units/elves-desert/kaleh-ranged.png:65"
[/frame]
[frame]
image="units/elves-desert/kaleh-ranged-[1~4].png:[65,75*2,130]"
[/frame]
[frame]
image="units/elves-desert/kaleh-ranged.png:65"
[/frame]
{SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380}
[/attack_anim]
[attack_anim]
[filter_attack]
name=sword
[/filter_attack]
start_time=-200
[frame]
image=units/elves-desert/kaleh-melee-[1~2].png:[100,200]
[/frame]
[frame]
image=units/elves-desert/kaleh.png:100
[/frame]
{SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100}
[/attack_anim]
# Events for the Stun special here so it can be inherited
{WEAPON_SPECIAL_STUN_EVENTS}
# Initial variation. Not put in base unit so the advancements
# do not get inherited
[variation]
hide_help=yes
variation_id=Youth
inherit=yes
level=1
hitpoints=28
experience=22
name= _ "Desert Youth"
# Special macros to add the damage bonus per level. Use only once!
{KALEH_SWORD_FIRST Fighter}
{KALEH_BOW_FIRST Fighter}
[/variation]
# Generic Fighter variation tree.
#define KALEH_FIGHTER VARIANT_NAME
{KALEH_BOLAS {VARIANT_NAME}}
{KALEH_SWORD {VARIANT_NAME}}
{KALEH_BOW {VARIANT_NAME}}
{KALEH_BOW2 {VARIANT_NAME}}
{KALEH_BOW3 {VARIANT_NAME}}
{KALEH_CAMOUFLAGE {VARIANT_NAME}}
{KALEH_SUSTENANCE {VARIANT_NAME}}
{KALEH_ARMOR {VARIANT_NAME}}
{KALEH_STUN {VARIANT_NAME}}
#enddef
[variation]
hide_help=yes
variation_id=Fighter
inherit=yes
level=1
hitpoints=28
experience=28
name= _ "Desert Fighter"
{KALEH_LEADERSHIP Captain }
{KALEH_SWORD2 Hero }
{KALEH_FIGHTER Fighter1}
[/variation]
[variation]
hide_help=yes
variation_id=Fighter1
inherit=yes
level=2
hitpoints=28
experience=40
name= _ "Desert Fighter"
{KALEH_LEADERSHIP Captain2}
{KALEH_SWORD2 Hero2 }
{KALEH_FIGHTER Fighter2}
[/variation]
[variation]
hide_help=yes
variation_id=Fighter2
inherit=yes
level=2
hitpoints=28
experience=50
name= _ "Desert Fighter"
{KALEH_LEADERSHIP Captain3}
{KALEH_SWORD2 Hero3 }
{KALEH_FIGHTER Fighter3}
[/variation]
[variation]
hide_help=yes
variation_id=Fighter3
inherit=yes
level=3
hitpoints=28
experience=80
name= _ "Desert Fighter"
{KALEH_LEADERSHIP Captain3}
{KALEH_SWORD2 Hero3 }
{KALEH_FIGHTER Fighter3}
[/variation]
# Captain variation tree - reached when leadership is chosen
# disables sword2 and thus armor
# reduces XP requirements by 3 per variation
#define KALEH_CAPTAIN VARIANT_NAME
{KALEH_LEADERSHIP {VARIANT_NAME}}
{KALEH_FIGHTER {VARIANT_NAME}}
#enddef
[variation]
hide_help=yes
variation_id=Captain
inherit=yes
level=2
hitpoints=28
experience=37
name= _ "Desert Captain"
{KALEH_CAPTAIN Captain2}
[/variation]
[variation]
hide_help=yes
variation_id=Captain2
inherit=yes
level=2
hitpoints=28
experience=44
name= _ "Desert Captain"
{KALEH_CAPTAIN Captain3}
[/variation]
[variation]
hide_help=yes
variation_id=Captain3
inherit=yes
level=3
hitpoints=28
experience=71
name= _ "Desert Marshal"
{KALEH_CAPTAIN Captain3}
{AMLA_DEFAULT}
[+advancement]
require_amla=leadership,bolas,camouflage,bow,bow2,bow3,sword,sustenance,stun
[/advancement]
[/variation]
# Hero variation tree - reached when sword2 is chosen
# disables leadership
# gives +3 HP per variation
#define KALEH_HERO VARIANT_NAME
{KALEH_SWORD2 {VARIANT_NAME}}
{KALEH_FIGHTER {VARIANT_NAME}}
#enddef
[variation]
hide_help=yes
variation_id=Hero
inherit=yes
level=2
hitpoints=31
experience=40
name= _ "Desert Hero"
{KALEH_HERO Hero2}
[/variation]
[variation]
hide_help=yes
variation_id=Hero2
inherit=yes
level=2
hitpoints=34
experience=50
name= _ "Desert Hero"
{KALEH_HERO Hero3}
[/variation]
[variation]
hide_help=yes
variation_id=Hero3
inherit=yes
level=3
hitpoints=37
experience=80
name= _ "Desert Champion"
{KALEH_HERO Hero3}
{AMLA_DEFAULT}
[+advancement]
require_amla=armor,bolas,camouflage,bow,bow2,bow3,sword,sword2,sustenance,stun
[/advancement]
[/variation]
[/unit_type]