DEFENSE (and AIKIDO ability)

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Lyrax
Posts: 28
Joined: October 13th, 2009, 7:54 pm

Re: DEFENSE (and AIKIDO ability)

Post by Lyrax »

Sure, I can translate for you! What good is knowing English if I can't? ;-)


ABILITY_HEALING_MINOR 0
heal others only, regain VALUE hp

ABILITY_HEALING_LESSER 0
heal others and slow poison, regain VALUE hp

ABILITY_HEALING_MAJOR 0
heal others and cure poison, regain VALUE hp

ABILITY_PROTECTION_FOREST 0
add resistance +VALUE to all allies if they are in a forest
(Not exactly sure what this is supposed to do/represent, or if I have it right)

ABILITY_ARMORED 0
add resistance VALUE against blade, pierce, impact

ABILITY_RECUPERATION 0
Unit regains VALUE hp at begining of turn, but will not cure poison without the help of a village or a unit with the 'cure' ability.

ABILITY_FOREST_RECUPERATION 0
regeneration without remove poison and only in forest land. regain VALUE hp at begining of turn
Elves are especially adept at caring for their own wounds when they are in forest lands, as they are familiar with all the herbs that ease pain and promote healing.

ABILITY_TREE_CLIMBER
Skirmisher when in forest(climb in the trees)
Elves are always known to be most deadly in the forest, and human tales abound concerning elves who have the ability to fight even while climbing, or as they more frequently say, leaping from tree to tree. This may be a slight exaggeration, but there is no doubting the forest mastery of the sylvan lords.

ABILITY_THORNS 0
at beginning of turn, make VALUE damage to adjacents enemys if in forest (because plants grows and are spiny).
(negative heal, ennemy dont go below 1)
Thorns, trees, ferns and even grasses grow at prodigious rates around these creatures. While in most cases this is little more than an inconvenience, it can be a true menace in the forest. There, the CREATURE encounters a sufficient mass of plant life that it will harm his opponents at every turn. While the damage from this growth is never lethal, it weakens those who would oppose the might of the forest, and primes them for the final blow.

ABILITY_HEDGE 0
sort of negative leadership for enemies
if enemy are in forest , have malus -VALUE%
The wild, unchecked growth of plant life around these creatures will hedge up the way of their enemies, making it harder for them to harm nature's servants.

ABILITY_HIDING
Give ambush to all near allies because dense foliage
Although a dryad in a forest may appear to be solitary or lonely, the fact of the matter is that they are rarely unattended, though they are masters at hiding their cohorts with the thick vegetation of forest life. When you see a lone dryad, it's only because you haven't yet seen who she is hiding.

ABILITY_PLANTATION
Each move , this unit create a forest on lands that are not special (no castle no village no mountains, no water)
There are creatures so incredibly attuned to nature that the earth cannot help but lavish them with gifts of great trees and thick undergrowth. Forests sprout in days where they would normally require decades to grow, which is a great boon to all the elves that follow.

ABILITY_FOOD 0
Each time this unit kills a unit, it gains VALUE hp.
While the eating habits of elvish hunters may seem barbaric to some, no kill is wasted and the hunter gains greater strength from consuming his enemies. It is the way of nature, and of the forest.

ABILITY_WOOD_ELEMENTAL UNIT_TYPE
Each time allied unit is killed on forest, wose is created and forest removed (transformed in grassland)
Creates UNIT_TYPE creature (only woses for now, and natures elementals in future -> see magic the gathering style)
The blood of nature's servants is a terrible thing for a forest to behold, and in the presence of some magic it is enough to make the trees rise up in anger against those who would defile it.

ABILITY_WOODWORK 0
At beginning of turn , generates VALUE gold if is on a forest

ABILITY_TUTOR 0
Increase XP gains of allied units by VALUE
Elvish weapon masters are sufficiently skilled that they turn their talents to overseeing the learning of their brethren. Under their tutelage, an aspiring young warrior will grow to greatness in a relatively short period of time.

ABILITY_VITALITY 0
At start of turn, gain VALUE Hp. Cumulative with heal or regeneration.

ABILITY_WOODLAND_VITALITY 0
at start of turn, gain VALUE Hp only in forest. cumulative with heal or regeneration.

story about vitality increased in forest and why

ABILITY_REFRESH 0
The same of VITALITE but now, it's a healer like that provide HP gain to allied

ABILITY_FOREST_REFRESH 0
The same of VITALITE_ARBORICOLE but now, it's a healer like that provide HP gain to allied

ABILITY_RICHES 0
Each time unit kills a unit, it gain gold = XP * VALUE.
It's like a "treasure" found on body-> it s not robbery, target unit will probably be "noble"

-----------------
(((
WEAPON_SPECIAL_MASTERY 0
like marksman but with param VALUE. (and for all type of weapons)

WEAPON_SPECIAL_ABILITY 0
like markman but with param VALUE. (and for all type of weapons)
only offense

WEAPON_SPECIAL_FEINT 0
like markman but with param VALUE. (and for all type of weapons)
only defense

WEAPON_SPECIAL_MAGIC 0
like magical but with param VALUE.

WEAPON_SPECIAL_MYSTIC 0
like magical but with param VALUE and only offense.

WEAPON_SPECIAL_PSYCHIC 0
like magical but with param VALUE and only defense.
)))

WEAPON_SPECIAL_MYSTIC_ATT
WEAPON_SPECIAL_MYSTIC_DEF
and
WEAPON_SPECIAL_MASTERY_ATT
WEAPON_SPECIAL_MASTERY_DEF
more clear to read and remember when coding
when add ability that make both def and att, just write both in unit wml
----------------------

WEAPON_SPECIAL_DOUBLEATTACK_DEF
number of attack * 2, only defense (it s because there is a unit with offensive attacks * 2, so strike are divised by 2, i have to do doubleattack in defense to egalize)

WEAPON_SPECIAL_ADROIT 0 ---> Adroitness
WEAPON_SPECIAL_EVITER 0 ---> Evasion
WEAPON_SPECIAL_ACROBATIE 0 ---> Acrobatic

WEAPON_SPECIAL_RETRAITE 0 --> Retrait ?? --> Retreat? Unit retreats from battle
decrease by VALUE number of attack of both attacker and defender

WEAPON_SPECIAL_BOUCLIER 0 ---> Shield ? --> Shield.
Adds -VALUE to damage taken


Okay, this is better. Not perfect, but better.
User avatar
Enchanteur
Posts: 72
Joined: September 28th, 2009, 11:05 am

Re: DEFENSE (and AIKIDO ability)

Post by Enchanteur »

Yours storys are excellents. It's was what I'm looking for !!
You are on the way !

I hurry up to end the units.
If you are agree to describe it too.......

There is a more story to tell in unit's description. And it's better to know these abilitys for a unit's writing. So you are perfect candidate now you know a little these ability !! :mrgreen:
French Player. For now, I'm working on creation of abilitys and units with WML. My goal is to make an enhanced version of Elves, playable with standard campains. HERE : http://forums.wesnoth.org/viewtopic.php ... 58&start=0
Lyrax
Posts: 28
Joined: October 13th, 2009, 7:54 pm

Re: DEFENSE (and AIKIDO ability)

Post by Lyrax »

I'm a decent writer. I can help you write the stories and flavor texts in English. Are you using translation software?

Je pense que votre Anglais est aussi mauvais que mon Français!
User avatar
Enchanteur
Posts: 72
Joined: September 28th, 2009, 11:05 am

Re: DEFENSE (and AIKIDO ability)

Post by Enchanteur »

Lyrax wrote:I'm a decent writer. I can help you write the stories and flavor texts in English. Are you using translation software?

Je pense que votre Anglais est aussi mauvais que mon Français!
Hello.. I write very well too, but in french ! :)
I had writed SF storys, humourous storys, and created extensions for magic the gathering.

About what you wrote : it's not only a question to be able making beautiful sentences and goods words.
Look, you wrote :
Although a dryad in a forest may appear to be solitary or lonely, the fact of the matter is that they are rarely unattended, though they are masters at hiding their cohorts with the thick vegetation of forest life. When you see a lone dryad, it's only because you haven't yet seen who she is hiding.

Here, there is much more than just writring well. You found the exact "good" story. It's inventive, creative and with a spiritual idea. This description is your best i think. Others are goods too, and viewed from an english level like mine, it look like litterature.
So if you have more ideas, you can put it, because i will include descriptions at the last moment when rest of the work is done. You have time to re-write what you want if you find best.

I like write too and tell storys but i don't have time because coding AND : the units and abilitys themselves tell storys, so I think it's better than another one write descriptions, because it add more than the view I allready have.

For the abilitys name, it's important to have the good name now because, i code with it (for now, i must rewrite unit's I made with good names).

Can you finish the ability's please ? with the short description (with +"+{VALUE}+" ) when needed.
So description will be :

For all abilitys :

1 Short description : technical and simple, just give information to the player about gameplay and stats. no flavour.

Empty line

1 long description : storys you make with the "+++" abilitys. Long descriptions are facultatives and i just indicated the ability's that really need it with the "+++".


Last evening i worked late to do my best to rewrite unit's in a recapitulative worksheet with all stats and abilitys but it's a long work and I couldnt end it in one evening. So I will post it next week and will create a new thread in forum "translation" or "factions" more probably.
Then it will be time to "balance" unit's, and create the descriptions.

last moment :
I must include an new ability for the elvish hunter:
WEAPON_SPECIAL_WOODTRAPP VALUE_DAMAGE VALUE_HIT
-> new range "trapp", so no counter attack, have always SLOW.
it look like this :
attack : 10-1 "trapp" WEAPON_SPECIAL_WOODTRAPP 12 60
If done in a forest ---> and 12 to damage and chance to hit are always 60%.
in all case, add SLOW to effects.



For this : WEAPON_SPECIAL_MASTERY, WEAPON_SPECIAL_ABILITY, WEAPON_SPECIAL_FEINT, WEAPON_SPECIAL_MAGIC, WEAPON_SPECIAL_MYSTIC, WEAPON_SPECIAL_PSYCHIC.

I make only This now :
WEAPON_SPECIAL_MYSTIC_ATT
WEAPON_SPECIAL_MYSTIC_DEF
WEAPON_SPECIAL_MYSTIC (both)
and
WEAPON_SPECIAL_MASTERY_ATT
WEAPON_SPECIAL_MASTERY_DEF
WEAPON_SPECIAL_MASTERY (both)


Thanks again for this great work
French Player. For now, I'm working on creation of abilitys and units with WML. My goal is to make an enhanced version of Elves, playable with standard campains. HERE : http://forums.wesnoth.org/viewtopic.php ... 58&start=0
User avatar
Enchanteur
Posts: 72
Joined: September 28th, 2009, 11:05 am

Re: DEFENSE (and AIKIDO ability)

Post by Enchanteur »

Lyrax wrote:I'm a decent writer. I can help you write the stories and flavor texts in English. Are you using translation software?

Je pense que votre Anglais est aussi mauvais que mon Français!
Hello, I'm sorry for this waiting, but edit the worksheet of stats of my new units take more time I expected.
For now, there is a full list with stats and abilities, but I'm still adding Weapons specials, and after, I will need to look again for balacing, maybe remove some abilities, or update stats because i realised that the units are underpowered at this time.
French Player. For now, I'm working on creation of abilitys and units with WML. My goal is to make an enhanced version of Elves, playable with standard campains. HERE : http://forums.wesnoth.org/viewtopic.php ... 58&start=0
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