wesnoth-wiki-changes
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

[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.






reply via email to

[Prev in Thread] Current Thread [Next in Thread]