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Magic engine 1.13 key
Magic engine 1.13 key






magic engine 1.13 key

  • affect_allies: if equal to 'yes', the ability will affect units from the same and allied sides in the specified adjacent hexes.
  • affect_self: if equal to 'yes' (default), the ability will affect the unit that has it.
  • special_note ( Version 1.15.14 and later only) Translatable string, which will be displayed in the unit’s help.
  • Defaults to description if not specified.
  • description_inactive: the (translatable) description of the ability when inactive.
  • magic engine 1.13 key

    description: the (translatable) description of the ability.Defaults to name_inactive if not specified. female_name_inactive: the (translatable) name of the ability when inactive and possessed by a female unit.Defaults to name if not specified if the ability is supposed to be not displayed when inactive, you must explicitly set name_inactive to an empty string (nothing after the equals sign). name_inactive: the (translatable) name of the ability when inactive.female_name: the (translatable) name of the ability when possessed by a female unit.name: the (translatable) name of the ability.However, do not precede those parentheses with a dollar sign like $(.), since that will erase the self variable. In order to use a formula in these keys, you must enclose it in parentheses. ( Version 1.13.? and later only) All keys inside any ability that expects a numeric value will also accept formulas using For abilities without 'apply_to=opponent' this is always the same as 'student'. other: (unit) the unit whose stats get modified from the ability.defender: (unit) for attack-related abilities and weapon specials, this is the defending unit during the attack.attacker: (unit) for attack-related abilities and weapon specials, this is the attacking unit during the attack.student: (unit) for leadership-like abilities this is the unit that is adjacent to the unit that has the ability.self: (unit) the unit that has the ability.( Version 1.15.? and later only) When using formulas in abilities and weapon specials, the following formula variables are available: Note: a dummy ability must have an id for the name and description to display.Īvailable formula variables in Abilities and Weapon Specials These tags still use the same common keys and tags as every other ability. Most weapon specials are supported however, plagues, heal_on_hit, and swarm are not.Īny other name is valid (for example ), but will result in an ability that does nothing but report it's there. ( Version 1.15.0 and later only) A tag matching a weapon special tag, for example, will confer that weapon special to units based on the given conditions.: renders the unit invisible to enemies.: modifies the time of day adjacent to the affected units.: modifies the resistance of a unit to damage.: modifies the hitpoints of a unit at the beginning of the unit's turn.: modifies the hitpoints of a unit at the beginning of the healer's turn.The following tags are used to describe an ability in WML: A unit may have multiple abilities and an attack can have multiple specials. There are two types of abilities: ones that apply to units (called abilities) and ones that only apply when using a particular attack (called specials or weapon specials). 3.2 Common keys and tags for specials with a value.3.1 Common keys and tags for every weapon special.

    magic engine 1.13 key

    2.10 Extra tags and keys used by weapon special abilities.2.5 Extra keys and tags used by the ability.2.2 Common keys and tags for every ability.2.1 Available formula variables in Abilities and Weapon Specials.








    Magic engine 1.13 key