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[Wesnoth-wiki-changes] AbilitiesWML
From: |
wiki |
Subject: |
[Wesnoth-wiki-changes] AbilitiesWML |
Date: |
Sat, 16 Oct 2004 22:19 +0200 |
UserAgent: Mozilla/5.0 Galeon/1.2.5 (X11; Linux i586; U;) Gecko/0
IP: 195.137.118.147
URI: http://wesnoth.slack.it/?AbilitiesWML
- - - - -
Index: AbilitiesWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/AbilitiesWML,v
retrieving revision 1.14
diff -u -r1.14 AbilitiesWML
--- AbilitiesWML 16 Oct 2004 20:15:35 -0000 1.14
+++ AbilitiesWML 16 Oct 2004 20:19:58 -0000
@@ -1,6 +1,7 @@
|| Abilities and their effects||
-There are two types of abilities: ones that apply to units (called
//abilities//) and weapon-based (called //specials//). A unit may have
multiple abilities,
+There are two types of abilities: ones that apply to units (called
//abilities//) and weapon-based (called
+//specials//). A unit may have multiple abilities,
but each attack can only have at most one special.
||Normal abilities||
@@ -17,7 +18,8 @@
* 'illuminates' all neighbouring hex will be "illuminated", in other words
have a different time of day (See TimeWML)
* 'teleport' the unit can move between any two allied villages for one move
point
* 'skirmisher' the unit ignores zone of control when moving, but still cannot
move directly through an enemy unit
-* 'ambush' the unit becomes invisible on forest. Invisible units cannot be
seen by enemies and do not possess zone of control, although if an enemy moves
+* 'ambush' the unit becomes invisible on forest. Invisible units cannot be
seen by enemies and do not possess zone of
+control, although if an enemy moves
next to one, it becomes visible again.
* 'nightstalk' the unit becomes invisible during night.
@@ -25,7 +27,7 @@
* 'charge' when attacking, both this weapon and defender get double damage
* 'poison' when this weapon hits, the defender becomes poisoned (see [status],
SingleUnitWML)
* 'slow' when this weapon hits, the defender becomes slowed (see [status],
SingleUnitWML)
-* 'stones' when this weapon hits, the defender becomes stoned (see [status],
SingleUnitWML)
+* 'stones' when this weapon hits, the defender turns to stone (see [status],
SingleUnitWML)
* 'magical' this weapon always has a 70% chance of hitting
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting
* 'drain' The controller of this weapon gains health equal to half the damage
done (rounded down) whenever this attack hits.