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Move all core units to the new special notes system
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CelticMinstrel committed Sep 2, 2019
1 parent 18edae9 commit 4221159
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Showing 151 changed files with 396 additions and 154 deletions.
3 changes: 2 additions & 1 deletion data/core/units/bats/Bat_Blood.cfg
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advances_to=Dread Bat
cost=21
usage=scout
description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "Blood Bats are so named because of their ruddy hue, which some mark as a symbol of their preferred diet. These creatures are fast and can drain the blood of those they attack, thereby gaining some of the health lost by their victims."
{SPECIAL_NOTE_DRAIN}
die_sound=bat-flapping.wav

[resistance]
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3 changes: 2 additions & 1 deletion data/core/units/bats/Bat_Dread.cfg
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{AMLA_DEFAULT}
cost=34
usage=scout
description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "The most vicious, predatory, and successful of the Blood Bats become Dread Bats, gaining the ability to drain not merely the blood but the very life energy of their victims."
{SPECIAL_NOTE_DRAIN}
die_sound=bat-flapping.wav

[resistance]
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3 changes: 2 additions & 1 deletion data/core/units/bats/Bat_Vampire.cfg
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advances_to=Blood Bat
cost=13
usage=scout
description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}
description= _ "Vampire bats are flying beasts that feed on the blood of other creatures. While their fangs are not very powerful, the health of victims is drained away along with their blood, and given to the Bats."
{SPECIAL_NOTE_DRAIN}
die_sound=bat-flapping.wav

[resistance]
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Arbiter.cfg
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cost=31
usage=fighter
profile=portraits/drakes/warden.png
description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes’ traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Arbiters take their caste duty of enforcing order very seriously. In order to better execute their duties, they have abandoned the drakes’ traditional hand-mounted claws and traded their spears for the spike and blade of the halberd. In their minds, the loss of maneuverability is a fair price for the raw heft the massive metal head provides. The thick plate these drakes wear protects them well against weapons that could slip between their scales."
{SPECIAL_NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/arbiter-defend-2.png" "units/drakes/arbiter-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
# [death]
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Clasher.cfg
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#wmllint: general spellings clasher Clasher clashers Clashers
description= _ "The Clashers are members of a unique caste among the drakes. Their thick armor, while compensating for the drakes’ natural weakness against spears and arrows, is so heavy and restricting that they are not able to fly or muster enough breath to use their inner fire. They have embraced this handicap, completely encasing their wings to emphasize that they do not need flight to triumph in battle.
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drake’s traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
This is also the only caste that is allowed to break taboo and fight with spears in addition to the drake’s traditional metal claws, which makes them particularly good at ""resolving"" territorial disputes with other drakes and enforcing the laws of their tribe."
{SPECIAL_NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
[attack]
name=war talon
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Flameheart.cfg
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{AMLA_DEFAULT}
cost=51
usage=mixed fighter
description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribe’s leader for supremacy, and only if he is sure of the support of his fellow drakes."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Flamehearts lack the strength to defeat other high-ranking drakes in single combat, but prefer in any case to avoid confrontation within the tribe. Experience has taught any drake of this stature the extent of his authority: where he can push those he leads and when it is best to leave them to their own devices. Only occasionally will a Flameheart challenge his tribe’s leader for supremacy, and only if he is sure of the support of his fellow drakes."
{SPECIAL_NOTE_LEADERSHIP}
die_sound=drake-die.ogg
{LEADING_ANIM "units/drakes/flameheart-lead-2.png" "units/drakes/flameheart-lead-1.png" 39,-29}
{DEFENSE_ANIM "units/drakes/flameheart-defend-2.png" "units/drakes/flameheart-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Flare.cfg
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advances_to=Drake Flameheart
cost=35
usage=mixed fighter
description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Respected for the heat of their flame and revered for their charisma, Flares aspire to become great leaders of their people, both in war and in peace. Though a small isolated tribe will sometimes accept a Flare as a leader, they are more often seen leading small war parties or mediating disputes with a subtle hand."
{SPECIAL_NOTE_LEADERSHIP}
die_sound=drake-die.ogg
{LEADING_ANIM "units/drakes/flare-lead-2.png" "units/drakes/flare-lead-1.png" 37,-19}
{DEFENSE_ANIM "units/drakes/flare-defend-2.png" "units/drakes/flare-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Glider.cfg
Expand Up @@ -17,7 +17,8 @@

description= _ "Many drakes enjoy the flow of air over scales, leading them to don the light robes of the Glider caste. The long forays to the far reaches of the tribal territory are their passion, though other drakes often wonder what could lead someone to take on the drudgery of hunting when more glory could be found on the battlefield.
Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes’ ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance – and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
Most often, Gliders hunt larger game like deer, swine, or dolphins; the drakes’ ancestral ability to aim fire, hampered in other castes by armor, is invaluable for flushing and herding the quarry without harming it. If a Glider is called to the battlefield, he prefers to harass the enemy from a distance – and if all else fails, he will fight with his feet, keeping his precious wings as far from the enemy as possible."
{SPECIAL_NOTE_MARKSMAN}

die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/glider-defend-2.png" "units/drakes/glider-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Hurricane.cfg
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{AMLA_DEFAULT}
cost=43
usage=scout
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes’ military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where it’s least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "Hurricane Drakes have moved above the menial hunting and gathering to which the lower members of their caste are relegated. They are an integral part of the drakes’ military, scouting ahead of the main forces, carrying messages across the battlefield, and falling upon the enemy where it’s least expected. Being allowed—grudgingly—to train with the newcomers from other castes has increased their skill in combat, but their greatest strength still lies in their speed and flight."
{SPECIAL_NOTE_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/hurricane-defend-2.png" "units/drakes/hurricane-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[recruit_anim]
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Sky.cfg
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advances_to=Hurricane Drake
cost=30
usage=scout
description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
description= _ "The lightweight ceramic armor that the Sky Drakes wear is a symbol of their rank, glazed silver to honor their connection to the air. As leaders of the hunt, they are often away from their homes for long periods of time. Each tries to bring as much game home as possible, competing to gain the respect of their tribe and, just possibly, time with one of the closely-guarded drake females."
{SPECIAL_NOTE_MARKSMAN}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/sky-defend-2.png" "units/drakes/sky-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[recruit_anim]
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3 changes: 2 additions & 1 deletion data/core/units/drakes/Warden.cfg
Expand Up @@ -15,7 +15,8 @@
cost=46
usage=fighter
profile=portraits/drakes/warden.png
description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half."+{SPECIAL_NOTES}+{SPECIAL_NOTES_FIRSTSTRIKE}
description= _ "Wardens are set apart from the rest of the Clasher caste by two things: their ornate helms, modeled after their dragon ancestors, and the care with which they drape their armored wings in brightly colored cloth before reporting for duty. Though this mode of dress stems from the pride they feel for their role in drake society, it is far from ceremonial. Their cumbersome bronze plate is the strongest work from the Drake forges, and their halberds can cleave a human in half."
{SPECIAL_NOTE_FIRSTSTRIKE}
die_sound=drake-die.ogg
{DEFENSE_ANIM "units/drakes/warden-defend-2.png" "units/drakes/warden-defend-1.png" {SOUND_LIST:DRAKE_HIT} }
[resistance]
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4 changes: 3 additions & 1 deletion data/core/units/dunefolk/Alchemist.cfg
Expand Up @@ -18,7 +18,9 @@
[abilities]
{ABILITY_REGENERATES}
[/abilities]
description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens’ focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists’ art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated."+{SPECIAL_NOTES}+{SPECIAL_NOTES_POISON}+{SPECIAL_NOTES_REGENERATES}
description= _ "To the Dunefolk, alchemy is less a form of philosophy or science, and more of an extension of the phytology that is practiced by herbalists. However, in contrast to their brethrens’ focus on herbs for medicine and healing, Alchemists utilize various plants and naturally occurring venoms to concoct potent poisons. Though useful for weakening tough enemies, the Alchemists’ art is viewed warily by other Dunefolk, for it is often employed for espionage and assassination. Nevertheless, almost every caravan will contain at least one Alchemist for precisely this reason — the political advantage from the threat of nearly untraceable poisons is not to be underestimated."
{SPECIAL_NOTE_POISON}
{SPECIAL_NOTE_REGENERATES}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/alchemist.png" "units/dunefolk/alchemist.png" {SOUND_LIST:HUMAN_HIT} }

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4 changes: 3 additions & 1 deletion data/core/units/dunefolk/Apothecary.cfg
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advances_to=Dune Luminary
cost=33
usage=fighter
description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."+{SPECIAL_NOTES}+{SPECIAL_NOTES_EXTRA_HEAL}+{SPECIAL_NOTES_REGENERATES}
description= _ "Even in the absence of battle, infection and injury are common plights in the harsh desert sands. Dunefolk healers, in particular, require vast knowledge of herbs and medicine in comparison with healers of other races; the lack of magic combined with the meager plantlife in the desert results in great difficulty in treating the plethora of ailments and poisons that plague the dune peoples. Apothecaries are typically more knowledgeable and well-traveled compared to their less experienced brethren, but the title is usually applied to those who undertake the complex task of tending to valuable medicinal plants. The Dunefolk have no means of healing without the necessary materials, and thus Apothecaries possess a special role in supporting the remedial arts of their kind."
{SPECIAL_NOTE_EXTRA_HEAL}
{SPECIAL_NOTE_SELF_HEAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/apothecary.png" "units/dunefolk/apothecary.png" {SOUND_LIST:HUMAN_HIT} }

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3 changes: 2 additions & 1 deletion data/core/units/dunefolk/Blademaster.cfg
Expand Up @@ -21,7 +21,8 @@
usage=fighter
description= _ "Dunefolk swordsmen are known for playing a game called the ‘Laeqad Challenge’, in which Laeqads—thick, sturdy reeds that are several sword-lengths in height—are hurled at them like javelins and they attempt to split the reed length-wise in midair. The trick to the game is that the reed is not circularly symmetric: most of the stalk is quite hard, but there is a thin line across the cross section that is softer and easier to cut. For even an experienced swordsman, splitting an entire Laeqad down its length would be an extraordinary achievement; most would be hard-pressed to cut even a single sword length, given the precise aim required to line up the blade with the reed’s soft spot. For a Blademaster, however, splitting several Laeqads in quick succession is quite ordinary, and some are even able to cut through two or three reeds simultaneously with a single sword swish.
This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications."+{SPECIAL_NOTES}+{SPECIAL_NOTES_MARKSMAN}
This game has more practical implications in real battles. No matter how elusive or well-armored the fighter, against a Blademaster, it often seems like the defense does not even exist. These warriors are undoubtedly the masters of offensive swordsmanship and are capable of subverting even the strongest fortifications."
{SPECIAL_NOTE_MARKSMAN}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/blademaster.png" "units/dunefolk/blademaster.png" {SOUND_LIST:HUMAN_HIT} }

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3 changes: 2 additions & 1 deletion data/core/units/dunefolk/Captain.cfg
Expand Up @@ -22,7 +22,8 @@
[abilities]
{ABILITY_LEADERSHIP}
[/abilities]
description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains’ abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}
description= _ "Traditionally hailing from noble or military families, Dune Captains are the core of any Dunefolk platoon. Usually a position filled based on heritage rather than merit, Captains are those who are often relatively weak with the blade, but still reasonably trained in tactics. Unlike other leaders, the Captains’ abilities lie largely in directing their troops to strategically advantageous positions rather than directly raising their morale. The presence of such a commander is rarely inspiring for most Soldiers, but they are still quick to follow the expert tactical direction of their officers."
{SPECIAL_NOTE_LEADERSHIP}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/dunefolk/captain.png" "units/dunefolk/captain.png" {SOUND_LIST:HUMAN_HIT} }

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