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units: Add custom [special_note]s.
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jostephd committed Oct 19, 2019
1 parent f8c7455 commit 7f96d1f
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3 changes: 3 additions & 0 deletions data/core/units/drakes/Arbiter.cfg
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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_note]
note= _ "Compared to other drakes, Drake Arbiters have a higher resistance to ‘pierce’ attacks."
[/special_note]
{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} }
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3 changes: 3 additions & 0 deletions data/core/units/drakes/Warden.cfg
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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_note]
note= _ "Compared to other drakes, Drake Wardens have a higher resistance to ‘pierce’ attacks."
[/special_note]
{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} }
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3 changes: 3 additions & 0 deletions data/core/units/elves/Avenger.cfg
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description= _ "The curious name of the Elvish ‘Avengers’ comes from a tactic often employed by these master rangers. The enemy is allowed to break through a feint defense and when the vulnerable troops behind the front line follow, these archers break cover and attack, cutting supply lines and surrounding the enemy in one fell stroke. This has, at times, been interpreted as a form of vengeance for their brethren lost earlier in the battle. While not so base in design, it is not at all inaccurate.
Even more than other elves, Avengers are a part of the realm of the forests, spending most of their time living among the arboreal creatures and learning the hidden secrets in the woods. As the keepers of nature, these elves have the propensity to explore the wilds even beyond the boundaries of the forests and are adept at traversing rough terrains like mountains and deserts. Even in such unfamiliar territories, Avengers are already powerful combatants; in their homes in the trees, they are nigh unassailable, capable of assassinating enemies from the shadows with little chance of retaliation. It is this ability which instills the most fear into any invading army, for fighting a force that can barely be tracked or seen in the forests leaves very little room for counterattack and customarily results in crushing defeat."
[special_note]
note= _ "Compared to other elves, Elvish Avengers have superior movement and defense on sand, shallow water, and mountains."
[/special_note]
{NOTE_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
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3 changes: 3 additions & 0 deletions data/core/units/elves/Ranger.cfg
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cost=38
usage=mixed fighter
description= _ "The silent watchers of the forests, rangers are masters of stealth and reconnaissance. Many are explorers and loners, preferring to travel alone along the paths between the towering trees and among the unspoiled natural beauty of their homes, of which they are fiercely protective. While they possess considerable skill in both blade and bow, rangers are a little less adept at fighting other warriors on even terms, preferring instead to ambush their enemies from the shadows in the woods. A surprise attack from rangers can cripple even a force many times their size, and attacking armies often choose to withdraw rather than risk a game of guerrilla warfare with rangers in the forests."
[special_note]
note= _ "Compared to other elves, Elvish Rangers have superior movement and defense on sand, shallow water, and mountains."
[/special_note]
{NOTE_AMBUSH}
die_sound={SOUND_LIST:ELF_HIT}
[movement_costs]
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3 changes: 3 additions & 0 deletions data/core/units/humans/Loyalist_Halberdier.cfg
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description= _ "A halberd is a heavy weapon and difficult to use, but very powerful in the hands of an expert. It is also much more flexible than the spear from which it descended. As any halberdier can tell you, the weapon possesses four primary striking points, two more than a spear or pike; these are the tip, the blade, the spike at the base of the shaft, and the inner point on the blade, which can be used in a motion pulling back towards the wielder. All this makes for a very versatile weapon in melee, especially against cavalry.
However, a halberd is notably more expensive to craft than a spear, and in the hands of a novice, much less effective. In the armies of Wesnoth, it is customary only to grant these weapons to veteran pikemen, who have proven that they have the skill to employ them properly on the field of war."
[special_note]
note= _ "Compared to other loyalists, Halberdiers have a higher resistance to ‘pierce’ attacks."
[/special_note]
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/halberdier-defend.png" "units/human-loyalists/halberdier.png" {SOUND_LIST:HUMAN_HIT} }
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3 changes: 3 additions & 0 deletions data/core/units/humans/Loyalist_Pikeman.cfg
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cost=25
usage=fighter
description= _ "Promising spearmen in the armies of Wesnoth are often graduated to wielding pikes, and are outfitted with something far superior to the motley collection of leather armor they wore as recruits. A pike is a much longer weapon than a spear, and thus facilitates different combat tactics. A wall of pikemen is the bane of any cavalry charge, and with proper discipline and tactics, pikemen can also hold most other infantry at bay."
[special_note]
note= _ "Compared to other loyalists, Pikemen have a higher resistance to ‘pierce’ attacks."
[/special_note]
{NOTE_FIRSTSTRIKE}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/pikeman-defend.png" "units/human-loyalists/pikeman.png" {SOUND_LIST:HUMAN_HIT} }
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6 changes: 6 additions & 0 deletions data/core/units/humans/Loyalist_Royal_Guard.cfg
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description= _ "Royal Guards are picked from the best swordsmen in Wesnoth. Serving under any of the higher nobility, they function as bodyguards, and partly as a badge of office for their employers. A special force of Royal Guards is stationed at the capital, guarding the palace grounds and the royal family. Because of their trusted relationship to their superiors, they, rather than mercenaries, are often deployed on missions of crucial import. Their reliability and mastery of close combat are their best assets, for which they are well-renowned."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/royalguard-defend-2.png" "units/human-loyalists/royalguard-defend-1.png" {SOUND_LIST:HUMAN_HIT} }
[special_note]
note= _ "Compared to other loyalists, Royal Guards have a higher resistance to ‘blade’ and ‘impact’ attacks."
[/special_note]
[special_note]
note= _ "Compared to other loyalists, Royal Guards have more movepoints."
[/special_note]
[resistance]
blade=80
impact=80
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3 changes: 3 additions & 0 deletions data/core/units/humans/Loyalist_Swordsman.cfg
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description= _ "An experienced soldier will often save enough to equip himself with a suit of scale or chain armor, and a sturdy broadsword. Though trading their spears for swords can be a jarring change, most spearmen will leap at the chance, knowing all too well the limitations of the weapon they are leaving behind. A sword is not without its own drawbacks, but is more versatile than a spear, and much better in close quarters."
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-loyalists/swordsman-defend.png" "units/human-loyalists/swordsman.png" {SOUND_LIST:HUMAN_HIT} }
[special_note]
note= _ "Compared to other loyalists, Swordsmen have a higher resistance to ‘blade’ and ‘impact’ attacks."
[/special_note]
[resistance]
blade=80
impact=80
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3 changes: 3 additions & 0 deletions data/core/units/humans/Mage_Arch.cfg
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description= _ "The title of Arch Mage is traditionally conferred only after a lifetime of study and achievement to match. Arch Magi are often employed in positions of education, or as advisors to those sensible enough to seek the fruits of their wisdom. Many tend to wealthy patrons, a profitable enterprise for both as, outside of the occasional thaumaturgy or word of advice, it gives the mage leave to pursue their research undisturbed. From this flows the greater body of human knowledge; the sciences, the philosophies, and the arts which give beauty to the world at large.
Though not trained for any sort of combat, if need arises an Arch Mage can unleash the full power of their art, something which is not to be taken lightly."
[special_note]
note= _ "Compared to other mages, Arch Mages have a higher resistance to ‘fire’ attacks."
[/special_note]
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/arch-mage-defend.png" "units/human-magi/arch-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
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3 changes: 3 additions & 0 deletions data/core/units/humans/Mage_Great.cfg
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description= _ "Any person who is even considered for the title of Great Mage is quite nearly a legend in their own time, and town criers have forcibly learnt discretion in applying the title. Merit for the title is carefully considered by a council of the leading magi of the age, and the conferment of the title is given only by a majority vote. Regardless, anyone who is seriously nominated for the honor of being called a Great Mage is, without question, a master of their art, and has surpassed almost any of their peers in skill.
Though they are not warriors, by any means, the application of their art to combat is something that often causes other soldiers to stand aside in awe."
[special_note]
note= _ "Compared to other mages, Great Mages have a higher resistance to ‘fire’ attacks."
[/special_note]
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_OLD_DIE}
{DEFENSE_ANIM "units/human-magi/great-mage-defend.png" "units/human-magi/great-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
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3 changes: 3 additions & 0 deletions data/core/units/humans/Mage_Red.cfg
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description= _ "Upon the successful culmination of their apprenticeship, a mage is stripped of the brown robes of an apprentice and given the ruddy cloak of a master. The significance of this change is often lost on the peasantry, who mistakenly title Master Magi as ‘Red Magi’. Likewise, the symbolism of the change in colors is often mistaken to signify the mage’s ability to seemingly conjure fire from nothing but thin air, a trick which, although undeniably useful, is viewed by the magi themselves as a crass application of their hard-won knowledge.
Though physically frail, and untrained as warriors, the ‘Red Magi’ have a number of tricks up their sleeves, including the gouts of fire which may have cemented their colloquial name."
[special_note]
note= _ "Compared to other mages, Red Mages have a higher resistance to ‘fire’ attacks."
[/special_note]
{NOTE_MAGICAL}
die_sound={SOUND_LIST:HUMAN_DIE}
{DEFENSE_ANIM "units/human-magi/red-mage-defend.png" "units/human-magi/red-mage.png" {SOUND_LIST:HUMAN_OLD_HIT} }
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3 changes: 3 additions & 0 deletions data/core/units/humans/Mage_White.cfg
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description= _ "Some magi, as they learn about the world around them, and learn the truth of the suffering and squalor in which humanity too often lives, find that they cannot bring themselves to be cloistered into a life of study. These men and women give up the life of a mage, and join monastic orders, dedicating the skills they have been given to the good of all. After their ordination, they often travel the world, ministering to sickness and injury.
Though not trained for combat, they are a potent ally against magical or unnatural things."
[special_note]
note= _ "Compared to other mages, White Mages have a higher resistance to ‘arcane’ attacks."
[/special_note]
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
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3 changes: 3 additions & 0 deletions data/core/units/humans/Mage_of_Light.cfg
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description= _ "After years of experience, the most devout of white magi develop vast spiritual powers. By strict devotion to the path of the light, they can call upon its aid to chase away the shadows of the night.
Following a strict code of piety and honor, these men and women work tirelessly to bring life and order to the troubled world in which they live."
[special_note]
note= _ "Compared to other mages, Mages of Light have a higher resistance to ‘arcane’ attacks."
[/special_note]
{NOTE_MAGICAL}
{NOTE_ARCANE}
{NOTE_CURES}
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