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#textdomain wesnoth-Genesis [unit_type] id=Halfling Ranger name= _ "Ranger" race=halfling gender=male,female image="units/halflings/ranger.png" {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=53 movement_type=halflingfoot movement=5 experience=150 level=3 alignment=neutral advances_to=null {AMLA_HALFLING_FIGHTER_RANGED} {AMLA_HALFLING_FIGHTER_MELEE} cost=51 usage=mixed fighter description= _ "" die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/halflings/ranger.png" "units/halflings/ranger.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=spear description= _ "spear" icon="attacks/spear.png" type=pierce range=melee damage=7 number=3 [/attack] [attack] name=javelin description= _ "javelin" type=pierce range=ranged damage=8 number=5 [specials] {WEAPON_SPECIAL_HARRY} [/specials] icon="attacks/javelin-human.png" [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/halflings/ranger.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/halflings/ranger.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/halflings/ranger.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=0 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-250 [frame] image="units/halflings/ranger.png" [/frame] attack_sound_start_time=-50 [attack_sound_frame] duration=100 sound={SOUND_LIST:THROW} [/attack_sound_frame] [if] hits=yes [attack_sound_frame] sound=spear.ogg [/attack_sound_frame] [/if] [/attack_anim] [female] name= _ "female^Ranger" gender=female image="units/halflings/ranger-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/halflings/ranger-female.png" "units/halflings/ranger-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=spear [/filter_attack] [if] [frame] image="units/halflings/ranger-female.png" [/frame] [/if] [else] [frame] image="units/halflings/ranger-female.png" [/frame] [/else] [frame] image="units/halflings/ranger-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] [frame] image="units/halflings/ranger-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Halfling Spearer name= _ "Spearer" race=halfling gender=male,female image="units/halflings/spearer.png" {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=28 movement_type=halflingfoot movement=5 experience=44 level=1 alignment=neutral advances_to=Halfling Piercer,Halfling Hunter cost=14 usage=mixed fighter description= _ "" die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/halflings/spearer.png" "units/halflings/spearer.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=spear description= _ "spear" icon="attacks/spear.png" type=pierce range=melee damage=9 number=2 [/attack] [attack] name=javelin description= _ "javelin" type=pierce range=ranged damage=6 number=2 icon="attacks/javelin-human.png" [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/halflings/spearer.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/halflings/spearer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/halflings/spearer.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] missile_start_time=0 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] start_time=-250 [frame] image="units/halflings/spearer.png" [/frame] attack_sound_start_time=-50 [attack_sound_frame] duration=100 sound={SOUND_LIST:THROW} [/attack_sound_frame] [if] hits=yes [attack_sound_frame] sound=spear.ogg [/attack_sound_frame] [/if] [/attack_anim] [female] name= _ "female^Spearer" gender=female image="units/halflings/spearer-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/halflings/spearer-female.png" "units/halflings/spearer-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=spear [/filter_attack] [if] [frame] image="units/halflings/spearer-female.png" [/frame] [/if] [else] [frame] image="units/halflings/spearer-female.png" [/frame] [/else] [frame] image="units/halflings/spearer-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=javelin [/filter_attack] [frame] image="units/halflings/spearer-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Halfling Weaver name= _ "Weaver" race=halfling gender=male,female image="units/halflings/weaver.png" {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=24 movement_type=halflingfoot movement=5 experience=50 level=1 alignment=neutral advances_to=Halfling Weaver cost=18 usage=mixed fighter description= _ "" die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/halflings/weaver.png" "units/halflings/weaver.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=distort description= _ "distort" type=arcane range=ranged damage=8 number=3 [specials] {WEAPON_SPECIAL_DISTORT} [/specials] icon=attacks/magic-missile.png [/attack] [attack_anim] [filter_attack] name=distort [/filter_attack] offset=0 {MAGIC_MISSILE 11 -20} {MAGIC_MISSILE_STAFF_FLARE -750 600 11 -20} start_time=-800 [frame] image="units/halflings/weaver.png" [/frame] {SOUND:HIT_AND_MISS magic-missile-[1~3].ogg magic-missile-[1~3]-miss.ogg -350} [/attack_anim] [female] name= _ "female^Weaver" gender=female image="units/halflings/weaver-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/halflings/weaver-female.png" "units/halflings/weaver-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=distort [/filter_attack] [frame] image="units/halflings/weaver-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-units [unit_type] id=Eldritch Form name= _ "Eldritch Form" race=undead image="units/undead/ghost-s-2.png" profile=portraits/undead/ghost.png {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=10 movement_type=undeadspirit movement=6 experience=25 level=0 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=21 usage=scout hide_help=true description= _ "" die_sound=wail-long.wav [portrait] size=400 side="left" mirror="false" image="portraits/undead/transparent/ghost.png" [/portrait] [portrait] size=400 side="right" mirror="true" image="portraits/undead/transparent/ghost.png" [/portrait] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [if] direction=s,se,sw [frame] image=units/undead/ghost-s-2.png:1,units/undead/ghost-s-attack-1.png:250,units/undead/ghost-s-2.png:1 [/frame] [/if] [else] direction=n,ne,nw [frame] image=units/undead/ghost-n-2.png:1,units/undead/ghost-n-attack-1.png:250,units/undead/ghost-n-2.png:1 [/frame] [/else] [/defend] [defense] impassable=50 [/defense] [attack] name=touch description=_"touch" icon=attacks/touch-undead.png type=arcane range=melee damage=5 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=wail description=_"wail" type=cold range=ranged damage=5 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=wail [/filter_attack] {MISSILE_FRAME_WAIL} start_time=-200 [if] direction=s,se,sw [frame] image="units/undead/ghost-s-2.png:25" [/frame] [frame] image="units/undead/ghost-s-attack-[1,2,1].png:[75,150,75]" [/frame] [frame] image="units/undead/ghost-s-2.png:25" [/frame] [/if] [else] direction=n,ne,nw [frame] image="units/undead/ghost-n-2.png:25" [/frame] [frame] image="units/undead/ghost-n-attack-[1,2,1].png:[75,150,75]" [/frame] [/else] attack_sound_start_time=-100 [attack_sound_frame] sound=wail-sml.wav [/attack_sound_frame] [/attack_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [if] direction=s,se,sw [frame] image="units/undead/ghost-s-2.png:25" [/frame] [frame] image="units/undead/ghost-s-attack-[1~3,2,1].png:[175*2,100,75*2]" [/frame] [frame] image="units/undead/ghost-s-2.png:25" [/frame] [/if] [else] direction=n,ne,nw [frame] image="units/undead/ghost-n-2.png:25" [/frame] [frame] image="units/undead/ghost-n-attack-[1~3,2,1].png:[175*2,100,75*2]" [/frame] [frame] image="units/undead/ghost-n-2.png:25" [/frame] [/else] attack_sound_start_time=-126 [attack_sound_frame] duration=1 [/attack_sound_frame] [attack_sound_frame] sound=wail-sml.wav [/attack_sound_frame] [/attack_anim] [standing_anim] direction=s,se,sw start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] image="units/undead/ghost-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250" [/frame] [/standing_anim] [standing_anim] direction=n,ne,nw start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] image="units/undead/ghost-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250" [/frame] [/standing_anim] [/unit_type]
#textdomain wesnoth-units [unit_type] id=Manifestation name= _ "Manifestation" race=undead image="units/undead/ghost-s-2.png" profile=portraits/undead/ghost.png {MAGENTA_IS_THE_TEAM_COLOR} hitpoints=17 movement_type=undeadspirit movement=7 experience=50 level=1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=21 usage=scout hide_help=true description= _ "The dream world is a strange one, in which imagination may become reality and the arcane plane may become one with the physical. Even the most inexperienced at manipulating this reality often find that they may manifest their thoughts into a semi-sentient being, one that may or may not be easily controlled, depending on the creator's willpower and affinity for arcane energies."+{SPECIAL_NOTES}+{SPECIAL_NOTES_DRAIN}+{SPECIAL_NOTES_SPIRIT}+{SPECIAL_NOTES_ARCANE} die_sound=wail-long.wav [portrait] size=400 side="left" mirror="false" image="portraits/undead/transparent/ghost.png" [/portrait] [portrait] size=400 side="right" mirror="true" image="portraits/undead/transparent/ghost.png" [/portrait] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [if] direction=s,se,sw [frame] image=units/undead/ghost-s-2.png:1,units/undead/ghost-s-attack-1.png:250,units/undead/ghost-s-2.png:1 [/frame] [/if] [else] direction=n,ne,nw [frame] image=units/undead/ghost-n-2.png:1,units/undead/ghost-n-attack-1.png:250,units/undead/ghost-n-2.png:1 [/frame] [/else] [/defend] [defense] impassable=50 [/defense] [attack] name=touch description=_"touch" icon=attacks/touch-undead.png type=arcane range=melee damage=5 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=wail description=_"wail" type=cold range=ranged damage=5 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=wail [/filter_attack] {MISSILE_FRAME_WAIL} start_time=-200 [if] direction=s,se,sw [frame] image="units/undead/ghost-s-2.png:25" [/frame] [frame] image="units/undead/ghost-s-attack-[1,2,1].png:[75,150,75]" [/frame] [frame] image="units/undead/ghost-s-2.png:25" [/frame] [/if] [else] direction=n,ne,nw [frame] image="units/undead/ghost-n-2.png:25" [/frame] [frame] image="units/undead/ghost-n-attack-[1,2,1].png:[75,150,75]" [/frame] [/else] attack_sound_start_time=-100 [attack_sound_frame] sound=wail-sml.wav [/attack_sound_frame] [/attack_anim] [attack_anim] [filter_attack] name=touch [/filter_attack] start_time=-500 offset=0.0~1.0:425,0.0:225 alpha=0.8~0.0:425,0.0~0.8:225 [if] direction=s,se,sw [frame] image="units/undead/ghost-s-2.png:25" [/frame] [frame] image="units/undead/ghost-s-attack-[1~3,2,1].png:[175*2,100,75*2]" [/frame] [frame] image="units/undead/ghost-s-2.png:25" [/frame] [/if] [else] direction=n,ne,nw [frame] image="units/undead/ghost-n-2.png:25" [/frame] [frame] image="units/undead/ghost-n-attack-[1~3,2,1].png:[175*2,100,75*2]" [/frame] [frame] image="units/undead/ghost-n-2.png:25" [/frame] [/else] attack_sound_start_time=-126 [attack_sound_frame] duration=1 [/attack_sound_frame] [attack_sound_frame] sound=wail-sml.wav [/attack_sound_frame] [/attack_anim] [standing_anim] direction=s,se,sw start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] image="units/undead/ghost-s-[2,1~3,2,1~3,2,1~3,2,1~3].png:250" [/frame] [/standing_anim] [standing_anim] direction=n,ne,nw start_time=0 alpha=0.8~0.4:1400,0.4~0.6:600,0.6~0.4:600,0.4~0.8:1400 [frame] image="units/undead/ghost-n-[2,1~3,2,1~3,2,1~3,2,1~3].png:250" [/frame] [/standing_anim] [/unit_type]
#textdomain wesnoth-Genesis #define ABILITY_IRON_BLOOD [resistance] id=iron_blood apply_to=blade,impact,pierce add=20 max_value=90 name= _ "iron blood" female_name= _ "female^iron blood" description= _ "This unit’s physical resistances are increased by 20% when defending." affect_self=yes active_on=defense [/resistance] #enddef #define ABILITY_INFUSE_HEALING3 [heals] value=3 id=healing affect_allies=yes name= _ "infuse" female_name= _ "female^infuse" description= _ "A unit cared for by this healer may heal up to 3 HP per turn or be cured of poison." affect_self=yes poison=cured [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/heals] #enddef #define ABILITY_INFUSE_HEALING6 [heals] value=6 id=healing affect_allies=yes name= _ "infuse" female_name= _ "female^infuse" description= _ "A unit cared for by this healer may heal up to 6 HP per turn or be cured of poison." affect_self=yes poison=cured [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/heals] #enddef #define ABILITY_INFUSE_HEALING9 [heals] value=9 id=healing affect_allies=yes name= _ "infuse" female_name= _ "female^infuse" description= _ "A unit cared for by this healer may heal up to 9 HP per turn or be cured of poison." affect_self=yes poison=cured [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/heals] #enddef #define ABILITY_INFUSE3 {ABILITY_UNPOISON} {ABILITY_INFUSE_HEALING3} #enddef #define ABILITY_INFUSE6 {ABILITY_UNPOISON} {ABILITY_INFUSE_HEALING6} #enddef #define ABILITY_INFUSE9 {ABILITY_UNPOISON} {ABILITY_INFUSE_HEALING9} #enddef #define WEAPON_SPECIAL_SOUL_SIPHON [dummy] id=soul_siphon name= _ "reap" name_inactive= _ "reap" description= _ "A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies." description_inactive= _ "A portion of the damage dealt by this attack is converted into healing energy and spread among nearby allies." [/dummy] #enddef #define SOUL_SIPHON WEAPON FACTOR [event] name=attacker_hits first_time_only=no [filter_attack] name={WEAPON} special=soul_siphon [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=no [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=ally [/store_unit] {VARIABLE counter 0} {VARIABLE heal_health $damage_inflicted} {VARIABLE_OP heal_health divide {FACTOR}} {FOREACH ally i} {VARIABLE_OP counter add 1} {NEXT i} [if] [variable] name=counter greater_than=0 [/variable] [then] {VARIABLE_OP heal_health divide $counter} [/then] [/if] {FOREACH ally i} [heal_unit] [filter] x,y=$ally[$i].x,$ally[$i].y [/filter] amount=$heal_health animate=yes restore_statuses=no [/heal_unit] {NEXT i} {CLEAR_VARIABLE heal_health} {CLEAR_VARIABLE counter} {CLEAR_VARIABLE ally} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] special=soul_siphon [/filter_second_attack] [store_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=no [/filter_adjacent] [not] x,y=$x1,$y1 [/not] [/filter] variable=ally [/store_unit] {VARIABLE counter 0} {VARIABLE heal_health $damage_inflicted} {VARIABLE_OP heal_health divide {FACTOR}} {FOREACH ally i} {VARIABLE_OP counter add 1} {NEXT i} [if] [variable] name=counter greater_than=0 [/variable] [then] {VARIABLE_OP heal_health divide $counter} [/then] [/if] {FOREACH ally i} [heal_unit] [filter] x,y=$ally[$i].x,$ally[$i].y [/filter] amount=$heal_health animate=yes restore_statuses=no [/heal_unit] {NEXT i} {CLEAR_VARIABLE heal_health} {CLEAR_VARIABLE counter} {CLEAR_VARIABLE ally} [/event] #enddef #define WEAPON_SPECIAL_MALEFICE [dummy] id=malefice name= _ "malefice" description= _ "When this attack kills a unit (level 3 and above), it gains 1 damage. Does not work against Undead and Demons." [/dummy] #enddef #define MALEFICE [event] id=special_malefice_die name=die first_time_only=no [filter] level=3 [not] race=undead,demon,elemental,magical [/not] [or] level=4 [not] race=undead,demon,elemental,magical [/not] [/or] [or] level=5 [not] race=undead,demon,elemental,magical [/not] [/or] [or] level=6 [not] race=undead,demon,elemental,magical [/not] [/or] [or] level=7 [not] race=undead,demon,elemental,magical [/not] [/or] [and] [not] race=undead,demon,elemental,magical [/not] [/and] [/filter] [filter_second_attack] special=malefice [/filter_second_attack] [store_unit] [filter] x,y=$x2,$y2 [/filter] [not] x,y=$x1,$y1 [/not] [/store_unit] [object] [filter] x,y=$x2,$y2 [/filter] duration=forever silent=yes [effect] apply_to=attack special=malefice increase_damage=1 [/effect] [/object] [/event] #enddef #define WEAPON_SPECIAL_AGONY [damage] id=agony name= _ "agony" name_inactive= _ "agony" description= _ "The immense pain resulting from this attack causes enemies to deal 30% less damage." description_inactive= _ "The immense pain resulting from this attack causes enemies to deal 30% less damage." apply_to=opponent multiply=0.7 [/damage] #enddef #define ABILITY_STRUT [dummy] id=strut name= _ "strut" name_inactive= _ "strut" description= _ "Adjacent undead units gain 2 extra movement points on each new turn." description_inactive= _ "Adjacent undead units gain 2 extra movement points on each new turn." [/dummy] #enddef #define STRUT [event] name=turn refresh first_time_only=no [store_unit] [filter] race=undead [filter_adjacent] ability=strut is_enemy=no [/filter_adjacent] [/filter] variable=fast_unit [/store_unit] [for] array=fast_unit [do] {VARIABLE_OP fast_unit[$i].moves add 2} [unstore_unit] variable=fast_unit[$i] find_vacant=no [/unstore_unit] [/do] [/for] {CLEAR_VARIABLE fast_unit} [/event] #enddef #define ABILITY_TRANSFUSION [dummy] id=transfusion name= _ "transfusion" name_inactive= _ "transfusion" description= _ "This unit deals damage to nearby enemies on each new turn and heals for the damage dealt." description_inactive= _ "This unit deals damage to nearby enemies on each new turn and heals for the damage dealt." [/dummy] #enddef #define TRANSFUSION [event] name=new turn first_time_only=no [store_unit] [filter] [filter_adjacent] ability=transfusion is_enemy=yes [/filter_adjacent] [/filter] variable=opp [/store_unit] [store_unit] [filter] ability=transfusion [/filter] variable=unit [/store_unit] {VARIABLE counter 0} {FOREACH opp i} {VARIABLE_OP counter add 1} {NEXT i} {FOREACH opp i} [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=6 delay=25 [/harm_unit] [if] [have_unit] x,y=$opp[$i].x,$opp[$i].y [/have_unit] [else] {VARIABLE exp $opp[$i].level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add $exp} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] {NEXT i} {VARIABLE_OP counter multiply 6} [heal_unit] [filter] ability=transfusion [/filter] amount=$counter animate=yes [/heal_unit] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE unit} {CLEAR_VARIABLE counter} [/event] #enddef #define ABILITY_IRON_WARDEN [dummy] id=iron warden name= _ "iron warden" name_inactive= _ "iron warden" description= _ "When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed." description_inactive= _ "When nearby allies are attacked by physical attacks, they heal for 30% of the damage dealt and return damage equal to the amount healed." [/dummy] #enddef #define IRON_WARDEN FACTOR [event] name=attacker_hits first_time_only=no [filter_attack] type=blade,impact,pierce [/filter_attack] [filter_second] [filter_adjacent] ability=iron warden is_enemy=no [/filter_adjacent] [/filter_second] [store_unit] [filter] x,y=$x2,$y2 [filter_adjacent] ability=iron warden is_enemy=no [/filter_adjacent] [/filter] variable=shielded [/store_unit] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=opp [/store_unit] {VARIABLE heal_health $damage_inflicted} {VARIABLE_OP heal_health divide {FACTOR}} [if] [variable] name=second_unit.hitpoints greater_than=0 [/variable] [then] {FOREACH shielded i} [heal_unit] [filter] x,y=$shielded[$i].x,$shielded[$i].y [/filter] amount=$heal_health animate=yes restore_statuses=no [/heal_unit] {NEXT i} [harm_unit] [filter] x,y=$x1,$y1 [/filter] amount=$heal_health animate=yes fire_event=yes [/harm_unit] [/then] [/if] [if] [have_unit] x,y=$x1,$y1 [/have_unit] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP second_unit.experience add $exp} {CLEAR_VARIABLE exp} [unstore_unit] variable=second_unit find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE heal_health} {CLEAR_VARIABLE shielded} [/event] #enddef #define WEAPON_SPECIAL_MORTAL_MASQUE [swarm] id=mortal_masque name= _ "mortal masque" description= _ "This attack gains up to 9 strikes when this unit is wounded." swarm_attacks_min=9 [/swarm] #enddef
#textdomain wesnoth-Genesis #define IMMOLATE [event] name=attacker_hits first_time_only=no [filter_attack] special=immolate [/filter_attack] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [/filter] variable=opp [/store_unit] {FOREACH opp i} [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=$damage_inflicted damage_type=fire delay=25 [/harm_unit] [if] [have_unit] x,y=$opp[$i].x,$opp[$i].y [/have_unit] [else] {VARIABLE exp $opp[$i].level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] {NEXT i} {CLEAR_VARIABLE opp} [/event] #enddef #define WEAPON_SPECIAL_IMMOLATE [dummy] id=immolate name= _ "immolate" name_inactive= _ "immolate" description= _ "The damage inflicted by this attack will spread to all nearby enemies." description_inactive= _ "The damage inflicted by this attack will spread to all nearby enemies." [/dummy] #enddef #define WEAPON_SPECIAL_OBLITERATE [damage] id=obliterate name= _ "obliterate" description= _ "When used offensively, this attack gains a large amount of damage." multiply=2.5 active_on=offense [/damage] #enddef #define ABILITY_STORM_SHIELD [dummy] id=storm_shield name= _ "storm shield" name_inactive= _ "storm shield" description= _ "This unit returns damage when attacked. This damage ignores resistances." description_inactive= _ "This unit returns damage when attacked. This damage ignores resistances." [/dummy] #enddef #define STORM_SHIELD [event] name=attacker_hits first_time_only=no [filter_second] ability=storm_shield [/filter_second] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=self [/store_unit] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {VARIABLE stormshield $damage_inflicted} {VARIABLE_OP stormshield multiply 0.67} [harm_unit] [filter] x,y=$x1,$y1 [/filter] fire_event=yes animate=yes amount=$stormshield delay=100 [/harm_unit] [if] [have_unit] x,y=$x1,$y1 [/have_unit] [else] {VARIABLE exp $self.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP opp.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=opp find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE self} {CLEAR_VARIABLE stormshield} [/event] #enddef #define ABILITY_FIRE_SHIELD [dummy] id=fire_shield name= _ "fire shield" name_inactive= _ "fire shield" description= _ "This unit returns fire damage when attacked by melee attacks." description_inactive= _ "This unit returns fire damage when attacked by melee attacks." [/dummy] #enddef #define FIRE_SHIELD [event] name=attacker_hits first_time_only=no [filter_second] ability=fire_shield [/filter_second] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=self [/store_unit] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {VARIABLE fireshield $damage_inflicted} {VARIABLE_OP fireshield multiply 0.5} [harm_unit] [filter] x,y=$x1,$y1 [/filter] fire_event=yes animate=yes amount=$fireshield damage_type=fire delay=100 [/harm_unit] [if] [have_unit] x,y=$x1,$y1 [/have_unit] [else] {VARIABLE exp $self.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP opp.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=opp find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE self} {CLEAR_VARIABLE stormshield} [/event] #enddef #define OBLITERATE WEAPON DMG [event] id=obliterate handler name=attacker_hits first_time_only=no [filter_attack] name={WEAPON} special=obliterate [/filter_attack] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {VARIABLE obliterate {DMG}} [harm_unit] [filter] x,y=$x2,$y2 [/filter] fire_event=yes animate=yes amount=$obliterate delay=100 [/harm_unit] [if] [have_unit] x,y=$x2,$y2 [/have_unit] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE obliterate} [/event] #enddef #define ABILITY_BLESSING_SHARDIA [leadership] id=blessing_shardia value=10 cumulative=yes name= _ "blessing of shardia" female_name= _ "female^blessing of shardia" description= _ "This unit gains 10% damage during the day." affect_self=yes [filter_self] [filter_location] time_of_day=lawful [/filter_location] [/filter_self] [/leadership] #enddef #define ABILITY_KINDLE [regenerate] value=11 id=kindle name= _ "kindle" female_name= _ "female^kindle" description= _ "The unit will heal itself 11 HP per turn. If it is poisoned, it will remove the poison instead of healing." affect_self=yes poison=cured [/regenerate] #enddef #define ABILITY_HELIOSPHERE [resistance] id=heliosphere name= _ "heliosphere" female_name= _ "female^heliosphere" description= _ "Nearby allies gain 20% resistance to fire and cold damage." affect_self=yes affect_allies=yes apply_to=fire,cold add=20 max_value=90 [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/resistance] #enddef #define ABILITY_PYROKINESIS [leadership] id=pyrokinesis1 name= affect_self=yes affect_allies=no cumulative=yes value=7 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=1 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis2 name= affect_self=yes affect_allies=no cumulative=yes value=14 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=2 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis3 name= affect_self=yes affect_allies=no cumulative=yes value=21 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=3 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis4 name= affect_self=yes affect_allies=no cumulative=yes value=28 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=4 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis5 name= affect_self=yes affect_allies=no cumulative=yes value=35 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=5 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis6 name= affect_self=yes affect_allies=no cumulative=yes value=42 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=6 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] [leadership] id=pyrokinesis_gui name= _ "pyrokinesis" female_name= _ "female^pyrokinesis" name_inactive= _ "pyrokinesis" description= _ "Every adjacent unit with a fire attack increases this unit's damage by 7%." affect_self=yes affect_allies=no cumulative=yes value=0 [filter] [filter_adjacent] adjacent=n,ne,se,s,sw,nw count=1-6 is_enemy=no [has_attack] type=fire [/has_attack] [/filter_adjacent] [/filter] [/leadership] #enddef #define WEAPON_SPECIAL_INCINERATE [damage] id=incinerate name= _ "incinerate" description= _ "When used offensively, this attack gains 50% damage." multiply=1.5 active_on=offense [/damage] #enddef
#textdomain wesnoth-Genesis #define AMLA_HALFLING_FIGHTER_MELEE [advancement] max_times=-1 description=_"increased melee damage" image="attacks/spear.png" id=amla_melee_halfling_fighter strict_amla=yes [effect] apply_to=attack range=melee increase_damage=1 heal_full=yes [/effect] [effect] apply_to=max_experience increase=35% [/effect] [/advancement] #enddef #define AMLA_HALFLING_FIGHTER_RANGED [advancement] max_times=-1 description=_"stronger ranged attacks" image="attacks/javelin-human.png" id=amla_ranged_halfling_fighter strict_amla=yes [effect] apply_to=attack name=mystic fire increase_damage=1 heal_full=yes [/effect] [effect] apply_to=max_experience increase=35% [/effect] [/advancement] #enddef #define AMLA_HALFLING_FIGHTER_HITPOINTS [advancement] strict_amla=yes max_times=-1 id=amla_default description= _ "increased hitpoints" image="icons/amla-default.png" [effect] apply_to=hitpoints increase_total=3 heal_full=yes [/effect] [effect] apply_to=max_experience increase=50% [/effect] [effect] apply_to=status remove=poisoned [/effect] [effect] apply_to=status remove=slowed [/effect] [/advancement] #enddef #define WEAPON_SPECIAL_HARRY [slow] id=halfling_harry name= _ "harry" name_inactive= _ "harry" description= _ "This attack slows enemies under 50% life." description_inactive= _ "This attack slows enemies under 50% life." [filter_opponent] formula=self.(hitpoints<0.5*max_hitpoints) [/filter_opponent] [/slow] #enddef #define WEAPON_SPECIAL_IMPALE25 [damage] id=halfling_impale25 name= _ "impale" name_inactive= _ "impale" description= _ "This attack deals 25% bonus damage to slowed enemies." description_inactive= _ "This attack deals 25% bonus damage to slowed enemies." multiply=1.25 [filter_opponent] status=slowed [/filter_opponent] [/damage] #enddef #define WEAPON_SPECIAL_IMPALE50 [damage] id=halfling_impale50 name= _ "impale" name_inactive= _ "impale" description= _ "This attack deals 50% bonus damage to slowed enemies." description_inactive= _ "This attack deals 50% bonus damage to slowed enemies." multiply=1.50 [filter_opponent] status=slowed [/filter_opponent] [/damage] #enddef #define WEAPON_SPECIAL_DISTORT [chance_to_hit] id=halfling_distort name= _ "distort" description= _ "This attack has a 90% chance to hit if the enemy's attack type is fire, cold, or arcane." value=90 cumulative=no [filter_opponent] [filter_weapon] type=fire,cold,arcane [/filter_weapon] [/filter_opponent] [/chance_to_hit] #enddef #define WEAPON_SPECIAL_CONTORT [damage] id=halfling_contort_reduce name= _ "contort" name_inactive= _ "contort" description= _ "This attack gains 30% damage on offense and drains " description_inactive= _ "Against fire, cold, and arcane attacks, this attack reduces damage by 30% and gains an equivalent amount of damage." apply_to=opponent multiply=0.7 [/damage] [damage] id=halfling_contort_gain apply_to=self add=$($other_unit. [/damage] #enddef
#textdomain wesnoth-Genesis #define WEAPON_SPECIAL_DRAIN70 [drains] id=drain70 value=70 name= _ "siphon" description= _ "This attack draws out small amounts of energy from the enemies it harms." [/drains] #enddef #define WEAPON_SPECIAL_DRAIN40 [drains] id=drain40 value=40 name= _ "siphon" description= _ "This attack draws out small amounts of energy from the enemies it harms." [/drains] #enddef #define WEAPON_SPECIAL_DRAIN30 [drains] id=drain30 value=30 name= _ "siphon" description= _ "This attack draws out small amounts of energy from the enemies it harms." [/drains] #enddef #define ABILITY_NIGHT_HUNTER [skirmisher] id=night_hunter_skirmish name= _ "night hunter" description= _ "This unit ignores enemy zones of control and gains an additional 30% damage at night." affect_self=yes [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] [/skirmisher] [leadership] id=night_hunter_dmg value=30 cumulative=yes affect_self=yes [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] [/leadership] #enddef #define ABILITY_VOID_WARDEN [resistance] id=void_warden_resist add=10 max_value=90 name= _ "void warden" description= _ "This unit heals 6 HP and gains +10% to all resistances (up to 90%) at night." affect_self=yes affect_allies=no affect_enemies=no [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] [/resistance] [regenerate] id=void_warden_regen value=6 affect_self=yes [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] poison=cured [/regenerate] #enddef #define ABILITY_CLARITY [resistance] id=clarity sub=10 max_value=90 apply_to=cold,arcane name= _ "clarity" female_name= _ "female^clarity" description= _ "This unit reduces nearby enemies' cold and arcane resistances by 10% at level 3, 20% at level 4, and 30% at level 5." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] [filter_adjacent] ability=clarity level=3 [/filter_adjacent] [/filter] [/affect_adjacent] [/resistance] [resistance] id=clarity sub=20 max_value=90 apply_to=cold,arcane affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] [filter_adjacent] ability=clarity level=4 [/filter_adjacent] [/filter] [/affect_adjacent] [/resistance] [resistance] id=clarity sub=30 max_value=90 apply_to=cold,arcane affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] [filter] [filter_adjacent] ability=clarity level=5,6,7,8,9,10 [/filter_adjacent] [/filter] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/resistance] #enddef #define ABILITY_CLAIRVOYANCE [teleport] id=clairvoyance name= _ "clairvoyance" female_name= _ "female^clairvoyance" description= _ "This unit may teleport to allied units." [tunnel] id=clairvoyance [source] terrain=* [/source] [filter] ability=clairvoyance [/filter] [target] [filter_adjacent_location] [filter] side=$teleport_unit.side [/filter] [/filter_adjacent_location] [/target] [/tunnel] [/teleport] #enddef #define WEAPON_SPECIAL_ECLIPSE [dummy] id=eclipse name= _ "eclipse" name_inactive= _ "eclipse" description= _ "This attack reduces the enemy's hitpoints by 50% prior to combat." description_inactive= _ "This attack reduces the enemy's hitpoints by 50% prior to combat." [/dummy] #enddef #define ECLIPSE WEAPON FACTOR [event] name=attack first_time_only=no [filter_attack] name={WEAPON} special=eclipse [/filter_attack] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {VARIABLE obliterate $opp.hitpoints} {VARIABLE_OP obliterate divide {FACTOR}} [harm_unit] [filter] x,y=$x2,$y2 [/filter] fire_event=yes animate=yes amount=$obliterate delay=50 [/harm_unit] [if] [have_unit] x,y=$x2,$y2 [/have_unit] [then][/then] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] #{CLEAR_VARIABLE opp} #{CLEAR_VARIABLE obliterate} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} special=eclipse [/filter_second_attack] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=opp [/store_unit] {VARIABLE obliterate opp.hitpoints} {VARIABLE_OP obliterate divide {FACTOR}} [harm_unit] [filter] x,y=$x1,$y1 [/filter] fire_event=yes animate=yes amount=$obliterate delay=50 [/harm_unit] [if] [have_unit] x,y=$x1,$y1 [/have_unit] [then][/then] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP second_unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=second_unit find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE obliterate} [/event] #enddef
#textdomain wesnoth-Genesis #define DEMON_NAMES markov_chain_size=2 male_names=_ "Abalam,Abbadon,Abigor,Adanor,Aderius,Adramalech,Agaliarept,Agares,Aim,Akvan,Alastar,Aldebaran,Alocer,Amducious,Amdusias,Amon,Ananiel,Andhaka,Andras,Andrealphus,Andromalius,Antares,Apep,Arael,Araqiel,Arioch,Arkanthor,Armaros,Asael,Asag,Asb'el,Ash,Asmodeus,Astaroth,Azazel,Baal,Baalberith,Balam,Balberith,Babeal,Baphomet,Baraqel,Barbas,Barbatos,Batariel,Bathin,Beball,Beelzebub,Behamoth,Behemoth,Beleth,Belial,Beliel,Belphegore,Belthazor,Belzebuth,Beowulf,Berith,Beur,Bezaliel,Bifrons,Botis,Buer,Bune,Caim,Calan,Camal,Carniveau,Caror,Castor,Cerberus,Chamos,Chazaqiel,Chul,Corson,Daalberith,Dagon,Daniel,Dantalion,Decarabia,Deimos,Delchor,Demogorgon,Devan,Dubhor,Dumah,Dun,Edan,Edoru,El,Elan,Eligos,Espro,Espreon,Eurynomous,Fomalhaut,Flauros,Flereous,Focalor,Foras,Forcas,Forneus,Furcas,Furfur,Gaap,Gader'el,Glasya-Labolas,Gusion,Gwiti,Haagenti,Hal,Hade,Hades,Humbaba,Hyperion,Iblis,Idoru,Ivan,Ixthal,Izilen,Ipos,Jetral,Jetrel,Jevan,Jevyan,Jutas,Juvart,Kabhanda,Kain,Kairus,Kakko,Kari,Kariel,Karo,Kasadya,Kasdaye,Kimaris,Kobal,Kokabiel,Kri,Krin,Kuno,Kuro,Landar,Lasaroth,Legion,Lempo,Lenthar,Lenvan,Leonard,Leraje,Lix Tetrax,Lor,Lorath,Loriel,Lorez,Lucifer,Lucifuge Rofocale,Maeglhir,Maeglhor,Magnus,Malal,Malphas,Malthus,Mammon,Marchocias,Maricha,Mastema,Melchom,Melchor,Mephisto,Mephistopholes,Mesphito,Merihim,Merloc,Moloch,Morax,Murdoc,Mulciber,Murmur,Naberius,Nale,Name,Nate,Nati,Nebiros,Neqa'el,Nergal,Nisroch,Noy,Noyga,Noyra,Noyze,Oeillet,Olivier,Optimus,Orcus,Orias,Ornias,Orobas,Ose,Oulotep,Pan,Paimon,Pazuzu,Penemue,Phlegathon,Phenex,Phobos,Pinem'e,Pithius,Piru,Pluto,Procell,Pruflas,Purson,Pytho,Python,Pythos,Rahab,Rahovart,Ramiel,Raum,Ravanal,Raven,Razakel,Regent,Regulus,Rimmon,Rhotomago,Ronove,Ronwe,Rosier,Sabnock,Sahaqel,Saleos,Samael,Samigina,Samyaza,Santa,Sariel,Satan,Satanachia,Satariel,Seir,Sephiroth,Sephit,Shaitan,Shamsiel,Shax,Shezmu,Sid,Sidragasum,Sin,Sith,Sitri,Sonnillon,Sorum,Soufflet,Spar,Stolas,Surgat,Tabaet,Taliz,Tamiel,Tan,Tannin,Tar,Taurus,Teeraal,Temeluchus,Thammuz,Theracar,Thor,Thorin,Thurin,Triel,Troy,Turiel,Turin,Turon,Umbriel,Urobach,Val,Valac,Valefar,Vapula,Vassago,Verrine,Vine,Vual,Xan,Xandros,Xaphan,Xen,Yael,Yanqui,Yeqon,Yeter'el,Yhangor,Yomiel,Yuki,Zagan,Zama,Zaqiel,Zepar,Zet,Zeth,Zhan,Zhangor,Zhunol,Zort,Zorg,Zudo,Zuno" female_names=_ "Aba,Ada,Aderi,Agiel,Agrat-bat-mahlaht,Alie,Aly,Alya,Ammit,Amy,Ania,Analia,Anadea,Anadya,Anna,Ariel,Ashtaroth,Astarte,Astoreth,Azura,Bellatrix,Beryla,Bruxe,Charis,Charybdis,Charon,Charusse,Chi,Chia,Dana,Dane,Dara,Darma,Dela,Delepitore,Delirya,Deluna,Demona,Deth,Devila,Devira,Devyan,Drama,Dul,Duna,Eisheth Zenunil,Elandra,Elenia,Elestria,Eloh,Elyna,Elynea,Elynia,Elyra,Elyria,Elyssa,Elyza,Empusa,Enea,Eryssa,Ethea,Euryale,Evila,Evira,Fae,Faira,Fania,Faria,Gaia,Gremory,Gresil,Hecate,Ira,Irda,Irdya,Irene,Iridya,Iril,Iruel,Isa,Issyl,Ivana,Ivyel,Izara,Jarla,Jevyan,Juno,Kaia,Kalah,Kalari,Kaleh,Kali,Kana,Karma,Kazen,Kendria,Kia,Kindite,Kuna,Kyrah,Lamashtu,Lamia,Lara,Leliel,Leviathan,Lilia,Lilim,Lilin,Lilith,Lilitu,Lilya,Listra,Liza,Lua,Lucia,Lucile,Luna,Lyda,Lyla,Lyra,Magna,Maia,Mara,Medusa,Melia,Melchiresa,Melusine,Midara,Mir,Mir Kaleh,Mistra,Moira,Moria,Musah,Myria,Naamah,Nadia,Naia,Nala,Nara,Narya,Nebula,Neura,Neuralger,Nidia,Nika,Nirvana,Nirvenia,Nora,Norma,Nyada,Nystra,Nyxa,Onoskelis,Pia,Prosperpine,Rangda,Rusalka,Sabata,Satana,Sela,Shar,Share,Sharael,Sheol,Selene,Shia,Sonnielion,Stheno,Sul,Summa,Sunna,Sycorax,Syl,Sylestria,Sylin,Sylith,Symia,Syn,Synara,Synestria,Tada,Talah,Talam,Taweret,Thanadria,Thea,Thia,Thiana,Thiara,Tial,Tora,Tundra,Turen,Tzitzimime,Uma,Umbria,Unarya,Unia,Unsere,Uzza,Vena,Verna,Verrier,Vepar,Vulpecula,Xandar,Xana,Xandria,Xeth,Xia,Xindra,Xindar,Yuki,Yun,Yuna,Yuni,Zana,Zephyr,Zhul,Zidya,Zilla,Zuna,Zynara,Zythara" #enddef [race] id=demon male_name= _ "race^Demon" female_name= _ "race+female^Demoness" plural_name= _ "race^Demons" description= _ "Often considered the most powerful 'true race', demons are the dominant species on most of the known worlds. Most demons are physically agile and powerful while also possessing an innate affinity for fire. The lesser demons, however, possess almost no ability to wield magic, the opposite of their counterparts in the Fae and faerie. Specifically, their own internal energies provide a conduit for the generation of fire, but it is virtually impossible for a regular demon to channel the latent magical energy in ambient world, or to direct their own fire with any reasonable accuracy. Despite this, the raw power that even a regular demon wields has earned them a reputation for being quite destructive, even if this is not entirely true. On the other hand, there are the demon lords, who are notably different compared to the lesser demons that they command. It is a strange observation that the more powerful demon lords are not simply just a case of the 'strongest demons', but are actually possessed of wholly different characteristics than their brethren. For one thing, many demon lords do have an innate affinity to magic and use it as a primary tool in combat. For another, despite their great power, they may not be wholly combative: it is not uncommon that a demon lord will be protective of his or her subjects, which belies the often aggressive nature of the lesser ones. Physically, demon lords may even resemble faerie, which further lends to the suspicion that demon lords are actually of a separate species altogether. It is known that the demons were the first race to be created when the ten worlds of the Guardians were first made, and it is also suspected that these demons were somehow modelled after the First Gods, albeit with drastically reduced power. However, there is very little known about Creation, and virtually no evidence to support or deny the origins of the demons or their rulers, the demon lords and the Guardians. The secrets known at the highest level are kept tightly concealed, for such knowledge could upset the balance of the universe and send it spiralling into ruin and chaos." {DEMON_NAMES} num_traits=2 undead_variation=null ignore_global_traits=yes {TRAIT_FEARLESS} {TRAIT_STRONG} {TRAIT_DEXTROUS} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/race] [race] id=halfling male_name= _ "race^Halfling" female_name= _ "race+female^Halfling" plural_name= _ "race^Halflings" description= _ "Though demons typically look down upon humans as one of the 'lesser' races, their close proximity on Ethea inevitably leads to a good amount of crossbreeding. These resulting 'Halflings' are possessed of an odd mix of abilities - they are neither as physically agile or powerful as true demons, nor do they have the high propensity for channeling external magic like pure humans do. Instead, their very essence, as mixed-blood creatures, is an unstable one. Halfling energies are easily mutable and can be readily changed to suit the occasion, whether it is to catch an enemy by surprise through shapeshifting, or exploiting a weakness to a certain type of magic. Halflings are usually viewed warily by humans and with disdain by demons, in part because both races view these mixlings as a bastard byproduct of relationships that were never meant to be. Nevertheless, they exist in large enough numbers to form their own communities and fend for themselves should the need arise. Though typically thought of as weaker than regular demons, certain Halflings are exceedingly dangerous due to their essence-shifting abilities. In particular, powerful shapeshifters are known to be nearly impossible to truly kill and can even fight on par with demon lords." {DEMON_NAMES} num_traits=2 undead_variation=null ignore_global_traits=yes {TRAIT_FEARLESS} {TRAIT_STRONG} {TRAIT_DEXTROUS} {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} [/race] [movetype] name=demonfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=2 reef=2 swamp_water=2 flat=1 sand=2 forest=2 hills=2 mountains=2 village=1 castle=1 cave=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=2 fungus=2 [/movement_costs] [defense] deep_water=70 shallow_water=70 reef=60 swamp_water=50 flat=50 sand=50 forest=30 hills=40 mountains=30 village=30 castle=30 cave=40 unwalkable=50 impassable=90 frozen=70 fungus=30 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=100 arcane=110 [/resistance] [/movetype] [movetype] name=demonfly flies=true [movement_costs] deep_water=1 shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=2 village=1 castle=1 cave=2 unwalkable=1 impassable={UNREACHABLE} frozen=1 fungus=2 [/movement_costs] [defense] deep_water=50 shallow_water=50 reef=50 swamp_water=50 flat=50 sand=50 forest=50 hills=50 mountains=50 village=50 castle=50 cave=50 unwalkable=50 impassable=50 frozen=50 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=100 arcane=110 [/resistance] [/movetype] [movetype] name=voiddemon flies=true [movement_costs] deep_water=1 shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=1 village=1 castle=1 cave=1 unwalkable=1 impassable=1 frozen=1 fungus=1 [/movement_costs] [defense] deep_water=50 shallow_water=50 reef=50 swamp_water=50 flat=50 sand=50 forest=50 hills=50 mountains=50 village=50 castle=50 cave=50 unwalkable=30 impassable=30 frozen=50 fungus=50 [/defense] [resistance] blade=60 pierce=60 impact=60 fire=90 cold=30 arcane=30 [/resistance] [/movetype] [movetype] name=valdemonfoot [movement_costs] deep_water=3 shallow_water=2 reef=2 swamp_water=2 flat=1 sand=2 forest=2 hills=2 mountains=3 village=1 castle=1 cave=1 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=2 fungus=2 [/movement_costs] [defense] deep_water=60 shallow_water=60 reef=60 swamp_water=60 flat=70 sand=70 forest=60 hills=50 mountains=40 village=60 castle=60 cave=60 unwalkable=50 impassable=90 frozen=70 fungus=60 [/defense] [resistance] blade=80 pierce=80 impact=100 fire=90 cold=100 arcane=110 [/resistance] [/movetype] # A combination of demonfoot and armoredfoot [movetype] name=lumerilfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=4 reef=3 swamp_water=4 flat=1 sand=2 forest=2 hills=3 mountains={UNREACHABLE} village=1 castle=1 cave=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=4 fungus=2 [/movement_costs] [defense] deep_water=90 shallow_water=90 reef=80 swamp_water=90 flat=70 sand=80 forest=60 hills=60 mountains=90 village=60 castle=50 cave=60 unwalkable=90 impassable=90 frozen=80 fungus=60 [/defense] [resistance] blade=50 pierce=60 impact=90 fire=100 cold=100 arcane=110 [/resistance] [/movetype] [movetype] name=halflingfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=2 reef=2 swamp_water=2 flat=1 sand=2 forest=2 hills=2 mountains=2 village=1 castle=1 cave=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=2 fungus=2 [/movement_costs] [defense] deep_water=80 shallow_water=80 reef=70 swamp_water=70 flat=60 sand=60 forest=40 hills=50 mountains=40 village=40 castle=40 cave=50 unwalkable=50 impassable=90 frozen=80 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=100 arcane=100 [/resistance] [/movetype] {~add-ons/Genesis/units/demons} {~add-ons/Genesis/units/demons/black} {~add-ons/Genesis/units/demons/red} {~add-ons/Genesis/units/demons/fiend} {~add-ons/Genesis/units/demons/void} {~add-ons/Genesis/units/demons/fighter} {~add-ons/Genesis/units/demons/hybrid} {~add-ons/Genesis/units/demons/yuure}
#textdomain wesnoth-Genesis #define TRAIT_SYLVAN [trait] id=sylvan availability="musthave" male_name= _ "sylvan" female_name= _ "female^sylvan" description= _ "Immune to poison and plague" [effect] apply_to=status add=unpoisonable [/effect] [effect] apply_to=status add=unplagueable [/effect] [/trait] #enddef [race] id=fae male_name= _ "race^Fae" female_name= _ "race+female^Fae" plural_name= _ "race^Fae" description= _"What is a Fae? Physically, the vast majority of these mysterious beings closely resemble the faerie peoples, and superficially, it is often impossible to tell the two apart. Fae are typically masters of mysticism and deception, allowing them to reside alongside their supposed kin usually without question. What separates the Fae from other creatures is that, they are not possessed of true flesh and blood; they are inherently magical creatures, capable of generating great energy from within themselves, rather than channeling the energies of the natural forces around them. It may appear that a Fae will bleed when cut and weaken when wounded, but this is a facade kept by the Fae in order to hide their identities. Most Fae are also highly resilient to magical attacks, depending on which element they have the most affinity to. Although they number extremely few, each Fae is a highly powerful being capable of great destruction. Possessed of enormous power, and utterly unpredictable, the Fae are often feared and shunned by mortal races, or sought after by the Guardians for their abilities. Fear of the Guardians and an inability to coexist with mortals (except when under the guise of their magics) usually drives the Fae to remain aloof." num_traits=0 markov_chain_size=2 {TRAIT_SYLVAN} [/race] #define FAE_MOVE [movement_costs] deep_water=1 shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=1 village=1 castle=1 cave=1 frozen=1 fungus=1 unwalkable=1 [/movement_costs] #enddef [movetype] name=guardian flying=yes {FAE_MOVE} [defense] deep_water=50 shallow_water=50 reef=50 swamp_water=50 flat=50 sand=50 forest=30 hills=40 mountains=30 village=30 castle=30 cave=50 unwalkable=60 impassable=60 frozen=50 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=100 arcane=50 [/resistance] [/movetype] #{~add-ons/Genesis/units/fae} {~add-ons/Genesis/units/guardians}
#textdomain wesnoth-Genesis [race] id=faerie female_name= _ "race^Faerie" male_name= _ "race+male^Faerie" plural_name= _ "race^Faeries" description= _ "Of all the races, the faerie were the second to be made at the start of Creation. Supposedly, these mystical beings were created in the likeness of the Guardian Xia'el and many inherited powers similar to hers: faerie show a deep connection to the earth and arcane, among other elements. It is for this reason that on Irdya alone, the faerie are the dominant race, and there exist no demons at all. The distinct physical characteristics of the faerie make them easy to identify; even among all the different types, the wings and beauty of form are always evident. It is also typical to find faerie in natural settings, usually in deep forests, where they can commune with nature and where they are closest to the powers that birthed them. By nature, most faerie tend to be caring and observant, though sometimes mischievous in nature. Certainly, they can be somewhat aloof to lesser races, and especially to demons, whom they tend to view as the forces of destruction in the universe. Faerie usually show a deep connection to life-giving powers, and although they cannot create life on their own, they foster and nurture it, although their relatively high magical powers can just as easily destroy it as well. However, faerie are typically pacifistic and will not attack unless heavily provoked, much unlike the demons. It is worth noting that faeries, while showing an innate affinity to magic, are still very much physical creatures: they are limited in their bodies, just like the other races. The abilities of a faerie heavily depends on the physical flesh. It is the soul that is tied to the physical body, and not the other way around; in other words, while wounds can be healed, regeneration is a different matter altogether. Physical strength is not common among faerie, though relative to lesser races like humans, the faerie can be deceptively strong. However, their greater physical abilities lie in endurance and agility, which they use to great advantage to outmaneuver their opponents, especially in the shadowed forests that they inhabit." num_traits=2 ignore_global_traits=yes {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} {TRAIT_DEXTROUS} markov_chain_size=3 {ELVISH_NAMES} undead_variation=null [/race] [movetype] name=faerie flies=yes [movement_costs] deep_water=2 shallow_water=1 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=2 village=1 castle=1 cave=1 frozen=1 fungus=1 [/movement_costs] [defense] deep_water=60 shallow_water=60 reef=50 swamp_water=60 flat=50 sand=60 forest=40 hills=50 mountains=40 village=40 castle=40 cave=60 frozen=60 fungus=50 [/defense] [resistance] fire=90 cold=90 arcane=80 blade=100 pierce=100 impact=100 [/resistance] [/movetype] [movetype] name=yousei flies=yes [movement_costs] deep_water=2 shallow_water=2 reef=1 swamp_water=1 flat=1 sand=1 forest=1 hills=1 mountains=2 village=1 castle=1 cave=2 frozen=1 fungus=1 [/movement_costs] [defense] deep_water=70 shallow_water=70 reef=60 swamp_water=60 flat=50 sand=60 forest=40 hills=50 mountains=40 village=40 castle=40 cave=60 frozen=60 fungus=50 [/defense] [resistance] fire=100 cold=100 arcane=100 blade=90 pierce=90 impact=90 [/resistance] [/movetype] #{~add-ons/Genesis/units/faeries}
#textdomain wesnoth-Genesis {~add-ons/Genesis/units/fake}
#textdomain wesnoth-After_the_Storm [race] id=imps male_name= _ "race^Imp" female_name= _ "race+female^Imp" plural_name= _ "race^Imps" description= _ "Lesser demons are frequently and incorrectly classified in a separate group of their own. Although they generally lack the magic abilities and intellectual power of their better known relatives, their numbers and raw strength usually suffice to compensate." {DEMON_NAMES} num_traits=2 ignore_global_traits=yes undead_variation=null {TRAIT_STRONG} {TRAIT_QUICK} {TRAIT_RESILIENT} {TRAIT_WEAK} {TRAIT_SLOW} {TRAIT_DIM} [/race] [movetype] name=impfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=2 reef=2 swamp_water=2 flat=1 sand=2 forest=2 hills=2 mountains=3 village=1 castle=1 cave=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=3 fungus=2 [/movement_costs] [defense] deep_water=70 shallow_water=70 reef=60 swamp_water=60 flat=50 sand=50 forest=30 hills=40 mountains=30 village=30 castle=30 cave=40 unwalkable=50 impassable=90 frozen=70 fungus=30 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=110 arcane=110 [/resistance] [/movetype] {~add-ons/Genesis/units/imps}
#textdomain wesnoth-After_the_Storm [movetype] name=houndfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=2 swamp_water=2 reef=2 flat=1 sand=2 forest=2 hills=2 mountains=3 village=1 castle=1 cave=3 unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen=2 fungus=2 [/movement_costs] [defense] deep_water=80 shallow_water=80 swamp_water=70 reef=70 flat=70 sand=70 forest=50 hills=60 mountains=50 village=60 castle=50 cave=70 unwalkable=50 impassable=90 frozen=80 fungus=50 [/defense] [resistance] blade=100 pierce=110 impact=100 fire=100 cold=100 arcane=110 [/resistance] [/movetype] {~add-ons/Genesis/units/monsters}
#textdomain wesnoth-Genesis [unit_type] id=Demon Galerunner name= _ "Galerunner" race=demon gender=male,female image="units/demons-other/galerunner.png" hitpoints=46 movement_type=demonfly movement=10 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=60 usage=scout [abilities] {ABILITY_SKIRMISHER} [/abilities] description= _ "With extensive training, demons that focus most of their strength into their wings gain vastly improved maneuverability. The force of their wings can produce surprisingly powerful blasts of wind in unrelenting streams, while their speed allows them to strike first when engaging in melee combat. The combination of these abilities provides a potent tool for these demons to hunt down and kill isolated targets, allowing them to excel in skirmishes." {DEFENSE_ANIM "units/demons-other/galerunner.png" "units/demons-other/galerunner.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee damage=7 number=4 [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack] name=gale force description=_"gale force" icon=attacks/faerie-fire.png type=impact range=ranged damage=6 number=7 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/galerunner.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/galerunner.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons-other/demon-winged-attack2.png" image="units/demons-other/galerunner.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gale force [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS gust.wav gust.wav -450} [frame] image="units/demons-other/galerunner.png" [/frame] [/attack_anim] [female] name= _ "female^Galerunner" gender=female image="units/demons-other/galerunner-female.png" {DEFENSE_ANIM "units/demons-other/galerunner-female.png" "units/demons-other/galerunner-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/galerunner-female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/galerunner-female.png" [/frame] [/else] [frame] #image="units/demons-other/demon-winged+female-attack2.png" image="units/demons-other/galerunner-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=gale force [/filter_attack] [frame] image="units/demons-other/galerunner-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Stormbringer name= _ "Stormbringer" race=demon gender=male,female image="units/demons-other/stormbringer.png" hitpoints=54 movement_type=demonfly movement=7 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=56 usage=scout [abilities] {ABILITY_SKIRMISHER} [/abilities] description= _ "Often the harbingers of greater forces, 'Stormbringers' are usually used as the initial strike force in heavy assaults. Their abilities are well-suited to this task: fire, by its very nature, is more powerful used on the offensive, and the Stormbringers' mastery of it allows them to greatly weaken opposing armies before their other brethren arrive. In melee combat, their natural agility combined with the increased mobility from their wings allows them to use their claws to maximum effect, enough to slash straight through flesh and bone with ease." {DEFENSE_ANIM "units/demons-other/stormbringer.png" "units/demons-other/stormbringer.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [resistance] fire=70 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-flaming.png type=blade range=melee damage=9 number=3 [/attack] [attack] name=storm description= _ "storm" icon=attacks/fireball.png type=fire range=ranged damage=12 number=3 [specials] {WEAPON_SPECIAL_BLAZE} {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/stormbringer.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/stormbringer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons-other/demon-winged-attack2.png" image="units/demons-other/stormbringer.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=storm [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/stormbringer.png" [/frame] [frame] begin=-175 end=-50 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/stormbringer.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 #image="units/demons-other/demon-winged-range2.png" image="units/demons-other/stormbringer.png" [/frame] [frame] begin=50 end=100 #image="units/demons-other/demon-winged-range3.png" image="units/demons-other/stormbringer.png" [/frame] [/attack_anim] [female] name= _ "female^Stormbringer" gender=female image="units/demons-other/stormbringer-female.png" {DEFENSE_ANIM "units/demons-other/stormbringer-female.png" "units/demons-other/stormbringer-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/stormbringer-female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/stormbringer-female.png" [/frame] [/else] [frame] #image="units/demons-other/demon-winged+female-attack2.png" image="units/demons-other/stormbringer-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=storm [/filter_attack] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/stormbringer-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/stormbringer-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range2.png" image="units/demons-other/stormbringer-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range3.png" image="units/demons-other/stormbringer-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Windlasher name= _ "Windlasher" race=demon gender=male,female image="units/demons-other/windlasher.png" hitpoints=36 movement_type=demonfly movement=8 experience=100 level=2 alignment=chaotic advances_to=Demon Galerunner cost=27 usage=scout [abilities] {ABILITY_SKIRMISHER} [/abilities] description= _ "With training, a demon's wings can become surprisingly strong and can serve as a weapon in of themselves. By focusing their inner power into their wings some demons gain the ability to create powerful blasts of air in place of the usual fire that their kin produce. The increased strength in their wings also allows them to fly further and faster, making them both excellent skirmishers and scouts." {DEFENSE_ANIM "units/demons-other/windlasher.png" "units/demons-other/windlasher.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=claws description= _ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=6 number=3 [/attack] [attack] name=wind lash description=_"wind lash" icon=attacks/faerie-fire.png type=impact range=ranged damage=5 number=6 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/windlasher.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/windlasher.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons-other/demon-winged-attack2.png" image="units/demons-other/windlasher.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=wind lash [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS gust.wav gust.wav -450} [frame] image="units/demons-other/windlasher.png" [/frame] [/attack_anim] [female] name= _ "female^Windlasher" gender=female image="units/demons-other/windlasher-female.png" {DEFENSE_ANIM "units/demons-other/windlasher-female.png" "units/demons-other/windlasher-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/windlasher-female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/windlasher-female.png" [/frame] [/else] [frame] #image="units/demons-other/demon-winged+female-attack2.png" image="units/demons-other/windlasher-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=wind lash [/filter_attack] [frame] image="units/demons-other/windlasher-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Winged Demon name= _ "Winged Demon" race=demon gender=male,female image="units/demons-other/winged.png" hitpoints=28 movement_type=demonfly movement=6 experience=35 level=1 alignment=chaotic advances_to=Demon Zephyr, Demon Windlasher cost=14 usage=scout description= _ "Some demons go through a different maturing process and grow large webbed wings, which allow them to use their enormous strength to fly across great distances. As weapons and armor could only hinder them in flight, they must rely on their species’ strong build, long and sharp claws, and their limited control of fire to strike at their prey from above." {DEFENSE_ANIM "units/demons-other/winged.png" "units/demons-other/winged.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [resistance] fire=90 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-flaming.png type=blade range=melee damage=5 number=3 [/attack] [attack] name=fireball description= _ "fireball" icon=attacks/fireball.png type=fire range=ranged damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/winged.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/winged.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons-other/demon-winged-attack2.png" image="units/demons-other/winged.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/winged.png" [/frame] [frame] begin=-175 end=-50 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/winged.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 #image="units/demons-other/demon-winged-range2.png" image="units/demons-other/winged.png" [/frame] [frame] begin=50 end=100 #image="units/demons-other/demon-winged-range3.png" image="units/demons-other/winged.png" [/frame] [/attack_anim] [female] name= _ "female^Winged Demon" gender=female image="units/demons-other/winged-female.png" {DEFENSE_ANIM "units/demons-other/winged-female.png" "units/demons-other/winged-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/winged-female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/winged-female.png" [/frame] [/else] [frame] #image="units/demons-other/demon-winged+female-attack2.png" image="units/demons-other/winged-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/winged-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/winged-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range2.png" image="units/demons-other/winged-female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range3.png" image="units/demons-other/winged-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Zephyr name= _ "Demon Zephyr" race=demon gender=male,female image="units/demons-other/zephyr.png" hitpoints=41 movement_type=demonfly movement=7 experience=90 level=2 alignment=chaotic advances_to=Demon Stormbringer cost=27 usage=scout [abilities] {ABILITY_SKIRMISHER} [/abilities] description= _ "As demons grow acclimated to their wings, they learn to use the increased mobility and height to their advantage. Though they do not necessarily grow physically stronger, the momentum from flight allows for increased force when slashing with their claws, and the leverage from the air allows them to gauge the weak points in an enemy's defense where their fireballs can do more damage." {DEFENSE_ANIM "units/demons-other/zephyr.png" "units/demons-other/zephyr.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [resistance] fire=80 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-flaming.png type=blade range=melee damage=7 number=3 [/attack] [attack] name=fireball description= _ "fireball" icon=attacks/fireball.png type=fire range=ranged damage=9 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/zephyr.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons-other/demon-winged-attack1.png" image="units/demons-other/zephyr.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons-other/demon-winged-attack2.png" image="units/demons-other/zephyr.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/zephyr.png" [/frame] [frame] begin=-175 end=-50 #image="units/demons-other/demon-winged-range1.png" image="units/demons-other/zephyr.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 #image="units/demons-other/demon-winged-range2.png" image="units/demons-other/zephyr.png" [/frame] [frame] begin=50 end=100 #image="units/demons-other/demon-winged-range3.png" image="units/demons-other/zephyr.png" [/frame] [/attack_anim] [female] name= _ "female^Demoness Zephyr" gender=female image="units/demons-other/zephyr+female.png" {DEFENSE_ANIM "units/demons-other/zephyr+female.png" "units/demons-other/zephyr+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/zephyr+female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/demon-winged+female-attack1.png" image="units/demons-other/zephyr+female.png" [/frame] [/else] [frame] #image="units/demons-other/demon-winged+female-attack2.png" image="units/demons-other/zephyr+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/zephyr+female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range1.png" image="units/demons-other/zephyr+female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range2.png" image="units/demons-other/zephyr+female.png" [/frame] [frame] #image="units/demons-other/demon-winged+female-range3.png" image="units/demons-other/zephyr+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Black Demon name= _ "Black Demon" race=demon gender=male,female image="units/demons/black/black-male.png" profile="portraits/demons/demon-black-male.png" hitpoints=33 movement_type=demonfly movement=5 experience=100 level=2 alignment=chaotic advances_to=Demon Voidhunter,Demon Voidreaver cost=31 usage=mixed fighter description= _ "The area outside of the boundary of the universe is commonly referred to as the 'void', an empty space in which, it is supposed, no energy and life exists. Even brief exposure to the void corrupts the body and soul, sapping the life force of living beings and destroying their minds, no matter how powerful they are. Demons who have been touched by the void become creatures with immense destructive force, but warped minds and insatiable emptiness." {DEFENSE_ANIM "units/demons/black/black-male.png" "units/demons/black/black-male.png" {SOUND_LIST:HUMAN_HIT} } die_sound=lich-die.ogg [resistance] cold=70 arcane=70 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-flaming.png type=blade range=melee damage=10 number=3 [/attack] [attack] name=void essence description= _ "void essence" icon=attacks/fireball.png type=cold range=ranged damage=13 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/black/black-male.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/black/black-male.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/black/black-male.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=void essence [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 image="units/demons/black/black-male.png" [/frame] [frame] begin=-175 end=-50 image="units/demons/black/black-male.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 image="units/demons/black/black-male.png" [/frame] [frame] begin=50 end=100 image="units/demons/black/black-male.png" [/frame] [/attack_anim] [female] name= _ "female^Black Demoness" gender=female image="units/demons/black/black.png" profile="portraits/demons/demon-black.png" {DEFENSE_ANIM "units/demons/black/black.png" "units/demons/black/black.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound=lich-die.ogg [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] image="units/demons/black/black.png" [/frame] [/if] [else] [frame] image="units/demons/black/black.png" [/frame] [/else] [frame] image="units/demons/black/black.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=void essence [/filter_attack] [frame] image="units/demons/black/black.png" [/frame] [frame] image="units/demons/black/black.png" [/frame] [frame] image="units/demons/black/black.png" [/frame] [frame] image="units/demons/black/black.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Reaper name= _ "Reaper" race=demon gender=male,female image="units/demons/black/reaper-male.png" {TRAIT_UNDEAD} hitpoints=47 movement_type=demonfly movement=9 experience=200 level=4 bar_offset_x,bar_offset_y=0,0 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=96 usage=scout description= _ "With enough time spent in the void, a demon eventually loses both its soul and its living qualities, becoming an embodiment of nothingness itself. Usually its body is consumed entirely along with its spirit, but in some cases the body remains and eventually finds its way out of the void. Like their lesser cousins, these demons no longer possess any sort of sentience and have only one instinct, to hunt and kill in the name of the void. However, these demons are additionally imparted with the ability to open rifts into the void, allowing them to reap the souls of those they have slain and sacrifice them to the darkness. And, on very rare occasions, if the reaped soul manages to withstand the void for a prolonged period, it, too, is transformed into a reaper whose only purpose is to feed more energy into the void." {DEFENSE_ANIM "units/demons/black/reaper-male.png" "units/demons/black/reaper-male.png" wail.wav } die_sound=lich-die.ogg [resistance] blade=70 pierce=70 impact=70 fire=80 cold=60 arcane=60 [/resistance] [movement_costs] mountains=1 cave=1 fungus=1 impassable=9 [/movement_costs] [attack] name=void scythe description=_"void scythe" icon=attacks/claws-undead.png type=blade range=melee damage=17 number=3 [specials] {WEAPON_SPECIAL_BACKSTAB} [/specials] [/attack] [attack] name=abyss description=_"abyss" icon=attacks/hellbent-tide.png type=arcane range=ranged damage=25 number=1 [specials] {WEAPON_SPECIAL_ABYSS} [/specials] [/attack] {ABEYANCE "abyss" 15} [attack_anim] [filter_attack] name=void scythe [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/black/reaper-male.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/black/reaper-male.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/black/reaper-male.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=abyss [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 image="units/demons/black/reaper-male.png" [/frame] [frame] begin=-175 end=-50 image="units/demons/black/reaper-male.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 image="units/demons/black/reaper-male.png" [/frame] [frame] begin=50 end=100 image="units/demons/black/reaper-male.png" [/frame] [/attack_anim] [female] name= _ "female^Reaper" gender=female image="units/demons/black/reaper.png" {DEFENSE_ANIM "units/demons/black/reaper.png" "units/demons/black/reaper.png" wail-sml.wav } die_sound=lich-die.ogg [attack_anim] [filter_attack] name=void scythe [/filter_attack] [if] [frame] image="units/demons/black/reaper.png" [/frame] [/if] [else] [frame] image="units/demons/black/reaper.png" [/frame] [/else] [frame] image="units/demons/black/reaper.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=abyss [/filter_attack] [frame] image="units/demons/black/reaper.png" [/frame] [frame] image="units/demons/black/reaper.png" [/frame] [frame] image="units/demons/black/reaper.png" [/frame] [frame] image="units/demons/black/reaper.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Voidhunter name= _ "Voidhunter" race=demon gender=male,female image="units/demons/black/voidhunter-male.png" hitpoints=41 movement_type=demonfly movement=7 experience=300 level=3 alignment=chaotic advances_to=Demon Reaper cost=64 usage=mixed fighter description= _ "Incursions into the void are not only limited by number, but also by duration. An extended visit to the void entails certain death for the vast majority of creatures; however, some demons who possess an affinity to the void are able to stay within it for long periods of time and are imparted with even more of its essence than other demons. As such, they become powerful creatures who absorb the void's energies into themselves, allowing them to channel its power directly to decompose their targets. Yet the toll this takes on their bodies is enormous, for no ordinary mind can handle the purity of oblivion, and repeated use leaves these demons with nothing but the instinct to hunt in a futile attempt to sate the emptiness that oblivion incurs." {DEFENSE_ANIM "units/demons/black/voidhunter-male.png" "units/demons/black/voidhunter-male.png" {SOUND_LIST:HUMAN_HIT} } die_sound=lich-die.ogg [resistance] blade=80 pierce=80 impact=90 fire=90 cold=70 arcane=70 [/resistance] [attack] name=nether blade description=_"nether blade" icon=attacks/claws-undead.png type=blade range=melee damage=14 number=3 [specials] {WEAPON_SPECIAL_BACKSTAB} [/specials] [/attack] [attack] name=oblivion description=_"oblivion" icon=attacks/fireball.png type=arcane range=ranged damage=20 number=1 [specials] {WEAPON_SPECIAL_OBLIVION} [/specials] [/attack] {ABEYANCE "oblivion" 10} [attack_anim] [filter_attack] name=nether blade [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/black/voidhunter-male.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/black/voidhunter-male.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/black/voidhunter-male.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=oblivion [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 image="units/demons/black/voidhunter-male.png" [/frame] [frame] begin=-175 end=-50 image="units/demons/black/voidhunter-male.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 image="units/demons/black/voidhunter-male.png" [/frame] [frame] begin=50 end=100 image="units/demons/black/voidhunter-male.png" [/frame] [/attack_anim] [female] name= _ "female^Voidhunter" gender=female image="units/demons/black/voidhunter.png" {DEFENSE_ANIM "units/demons/black/voidhunter.png" "units/demons/black/voidhunter.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound=lich-die.ogg [attack_anim] [filter_attack] name=nether blade [/filter_attack] [if] [frame] image="units/demons/black/voidhunter.png" [/frame] [/if] [else] [frame] image="units/demons/black/voidhunter.png" [/frame] [/else] [frame] image="units/demons/black/voidhunter.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=oblivion [/filter_attack] [frame] image="units/demons/black/voidhunter.png" [/frame] [frame] image="units/demons/black/voidhunter.png" [/frame] [frame] image="units/demons/black/voidhunter.png" [/frame] [frame] image="units/demons/black/voidhunter.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Voidreaver name= _ "Voidreaver" race=demon gender=male,female image="units/demons/black/voidreaver-male.png" hitpoints=43 movement_type=demonfly movement=6 experience=250 level=3 alignment=chaotic advances_to=Demon Voidwatcher cost=60 usage=mixed fighter description= _ "It is rare for one who has gazed into the abyss to return for more, but there exist those demons who dare to brave the void repeatedly. The fewer that survive return with the ability to summon the basic essence of the void, imbuing them with even greater destructive force. However, in return, their minds are consumed by the darkness and they are left with only two basic instincts - the instinct to survive, and kill." {DEFENSE_ANIM "units/demons/black/voidreaver-male.png" "units/demons/black/voidreaver-male.png" {SOUND_LIST:HUMAN_HIT} } die_sound=lich-die.ogg [resistance] fire=70 cold=50 arcane=60 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-flaming.png type=blade range=melee damage=11 number=3 [/attack] [attack] name=void essence description= _ "void essence" icon=attacks/fireball.png type=cold range=ranged damage=18 number=3 [specials] {WEAPON_SPECIAL_CHAOS} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/black/voidreaver-male.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/black/voidreaver-male.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/black/voidreaver-male.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=void essence [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 image="units/demons/black/voidreaver-male.png" [/frame] [frame] begin=-175 end=-50 image="units/demons/black/voidreaver-male.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 image="units/demons/black/voidreaver-male.png" [/frame] [frame] begin=50 end=100 image="units/demons/black/voidreaver-male.png" [/frame] [/attack_anim] [female] name= _ "female^Voidreaver" gender=female image="units/demons/black/voidreaver.png" {DEFENSE_ANIM "units/demons/black/voidreaver.png" "units/demons/black/voidreaver.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound=lich-die.ogg [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] image="units/demons/black/voidreaver.png" [/frame] [/if] [else] [frame] image="units/demons/black/voidreaver.png" [/frame] [/else] [frame] image="units/demons/black/voidreaver.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=void essence [/filter_attack] [frame] image="units/demons/black/voidreaver.png" [/frame] [frame] image="units/demons/black/voidreaver.png" [/frame] [frame] image="units/demons/black/voidreaver.png" [/frame] [frame] image="units/demons/black/voidreaver.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Voidwatcher name= _ "Voidwatcher" race=demon gender=male,female {TRAIT_UNDEAD} image="units/demons/black/voidwatcher-male.png" hitpoints=53 movement_type=demonfly movement=6 experience=200 level=4 alignment=chaotic advances_to=null {TRAIT_SPIRIT} {AMLA_DEFAULT} cost=90 usage=mixed fighter description= _ "With enough incursions into the void, a demon loses not only its mind, but also its soul, becoming a being trapped between life and death. Though their minds are already long withered away, their sheer instinct to survive and kill causes them to become agents of incredible destruction wrought by the void." {DEFENSE_ANIM "units/demons/black/voidwatcher-male.png" "units/demons/black/voidwatcher-male.png" wail.wav } die_sound=lich-die.ogg [resistance] fire=50 cold=30 arcane=50 [/resistance] [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee damage=12 number=3 [/attack] [attack] name=vitiate description=_"vitiate" icon=attacks/fireball.png type=arcane range=ranged damage=13 number=4 [specials] {WEAPON_SPECIAL_DRAIN100} [/specials] [/attack] [attack] name=void blast description=_"void blast" icon=attacks/fireball.png type=cold range=ranged damage=23 number=3 [specials] {WEAPON_SPECIAL_CHAOS} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/black/voidwatcher-male.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/black/voidwatcher-male.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/black/voidwatcher-male.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=vitiate,void blast [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} [frame] begin=-250 end=-175 image="units/demons/black/voidwatcher-male.png" [/frame] [frame] begin=-175 end=-50 image="units/demons/black/voidwatcher-male.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 image="units/demons/black/voidwatcher-male.png" [/frame] [frame] begin=50 end=100 image="units/demons/black/voidwatcher-male.png" [/frame] [/attack_anim] [female] name= _ "female^Voidwatcher" gender=female image="units/demons/black/voidwatcher.png" {DEFENSE_ANIM "units/demons/black/voidwatcher.png" "units/demons/black/voidwatcher.png" wail-sml.wav } die_sound=lich-die.ogg [attack_anim] [filter_attack] name=claws [/filter_attack] [if] [frame] image="units/demons/black/voidwatcher.png" [/frame] [/if] [else] [frame] image="units/demons/black/voidwatcher.png" [/frame] [/else] [frame] image="units/demons/black/voidwatcher.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=vitiate,void blast [/filter_attack] [frame] image="units/demons/black/voidwatcher.png" [/frame] [frame] image="units/demons/black/voidwatcher.png" [/frame] [frame] image="units/demons/black/voidwatcher.png" [/frame] [frame] image="units/demons/black/voidwatcher.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Berserker name= _ "Berserker" race=demon gender=male,female image="units/demons/fiend/berserker.png" profile="portraits/demons/demon-berserker.png" hitpoints=46 movement_type=demonfoot movement=5 experience=100 level=2 alignment=chaotic advances_to=Demon Hellion cost=36 usage=archer description= _ "The acrobatic 'dance of embers' that these demons are renowned for relies on the use of their agility to skit around enemies while maintaining a constant stream of fire. This, of course, requires immense skill, for these demons must be able to both remain focused on dodging attacks and remaining just out of melee range, while still being able to release enough power to allow their flames to do any real damage." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/fiend/berserker-defend.png" "units/demons/fiend/berserker.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description= _ "axe" type=blade range=melee damage=10 number=3 icon=attacks/axe-undead.png [/attack] [attack] name=rage description= _ "rage" type=fire range=ranged damage=10 number=3 icon=attacks/fireball.png [specials] {WEAPON_SPECIAL_BERSERK} [/specials] [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-325 [frame] image="units/demons/fiend/berserker-melee[1~5].png:[125*2,75*2,100]" [/frame] [frame] image="units/demons/fiend/berserker-melee4.png:75" [/frame] [frame] image="units/demons/fiend/berserker-melee3.png:50" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=rage [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-450 [frame] image="units/demons/fiend/berserker-ranged[1~2].png:[125,75]" [/frame] [frame] image="units/demons/fiend/berserker-ranged[3~4].png:75" sound=fire.wav [/frame] [frame] image="units/demons/fiend/berserker-ranged4.png:150" [/frame] [/attack_anim] [female] name= _ "female^Berserker" gender=female image="units/demons/fiend/berserker-female.png" profile="portraits/demons/demon-berserker-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/fiend/berserker-female-defend.png" "units/demons/fiend/berserker-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-325 [frame] image="units/demons/fiend/berserker-female-melee[1~5].png:[125*2,75*2,100]" [/frame] [frame] image="units/demons/fiend/berserker-female-melee4.png:75" [/frame] [frame] image="units/demons/fiend/berserker-female-melee3.png:50" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=rage [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-450 [frame] image="units/demons/fiend/berserker-female-ranged[1~2].png:[125,75]" [/frame] [frame] image="units/demons/fiend/berserker-female-ranged[3~4].png:75" sound=fire.wav [/frame] [frame] image="units/demons/fiend/berserker-female-ranged4.png:150" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Fiend name= _ "Fiend" race=demon gender=male,female image="units/demons/fiend/fiend.png" profile="portraits/demons/demon-fiend.png" hitpoints=31 movement_type=demonfoot movement=5 experience=50 level=1 alignment=chaotic advances_to=Demon Berserker cost=19 usage=archer description= _ "Although most Urdemons are not noted for being particularly savage, a select few make war their specialty and are capable of matching even the most brutal among other demon subspecies. Dubbed 'Fiends' by their enemies, the name refers to the disposition of these warriors on the battlefield, where they fight in a skillful, agile frenzy. Fighting unrelentingly without pause, these demons hurl an endless stream of fire at their enemies from just out of melee range, dancing gracefully through blade and shield as they cut a path through enemy lines." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/fiend/fiend-melee2.png" "units/demons/fiend/fiend.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description= _ "axe" icon="attacks/axe-deathblade.png" type=blade range=melee damage=6 number=3 [/attack] [attack] name=rage description= _ "rage" type=fire range=ranged damage=6 number=3 icon=attacks/fireball.png [specials] {WEAPON_SPECIAL_BERSERK} [/specials] [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-325 [frame] image="units/demons/fiend/fiend-melee[1~6].png:[125*2,75*2,150,100]" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=rage [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons/fiend/fiend-ranged[1~2].png:75" [/frame] [frame] image="units/demons/fiend/fiend-ranged[3~4].png:75" sound=fire.wav [/frame] [frame] image="units/demons/fiend/fiend-ranged4.png:150" [/frame] [/attack_anim] [female] name= _ "female^Fiend" gender=female image="units/demons/fiend/fiend-female.png" profile="portraits/demons/demon-fiend-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/fiend/fiend-female-melee2.png" "units/demons/fiend/fiend-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-325 [frame] image="units/demons/fiend/fiend-female-melee[1~6].png:[125*2,75*2,150,100]" [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=rage [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons/fiend/fiend-female-ranged[1~2].png:75" [/frame] [frame] image="units/demons/fiend/fiend-female-ranged[3~4].png:75" sound=fire.wav [/frame] [frame] image="units/demons/fiend/fiend-female-ranged4.png:150" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Hellion name= _ "Hellion" race=demon gender=male,female image="units/demons/fiend/hellion.png" profile="portraits/demons/demon-berserker.png" hitpoints=60 movement_type=demonfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=61 usage=mixed fighter description= _ "Unlike their lesser cousins, those dubbed 'Hellion' throw all caution to the winds when engaged in combat - whether by blade or by fire, the target of a Hellion's assault is locked in a duel to the death. Often times, the presence of just one of these demons is enough to break through enemy lines and plunge a battle into disarray, though the Hellions thrive most once the fight has already devolved into chaos and after ordered lines have been broken." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/fiend/hellion-defend.png" "units/demons/fiend/hellion-defend.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=ragemelee description= _ "rage" type=blade range=melee damage=14 number=3 icon=attacks/axe-undead.png [specials] {WEAPON_SPECIAL_BERSERK} [/specials] [/attack] [attack] name=rageranged description= _ "rage" type=fire range=ranged damage=14 number=3 icon=attacks/fireball.png [specials] {WEAPON_SPECIAL_BERSERK} [/specials] [/attack] [attack_anim] [filter_attack] name=ragemelee [/filter_attack] start_time=-400 [frame] image="units/demons/fiend/hellion-attack1.png:200" [/frame] [frame] image="units/demons/fiend/hellion-melee2.png:100" [/frame] [frame] image="units/demons/fiend/hellion-melee3.png:75" [/frame] [if] hits=yes [frame] image="units/demons/fiend/hellion-melee4.png:50" sound=axe.ogg [/frame] [frame] image="units/demons/fiend/hellion-melee4.png:150" [/frame] [/if] [else] hits=no [frame] image="units/demons/fiend/hellion-melee4.png:200" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] image="units/demons/fiend/hellion-melee3.png:50" [/frame] [frame] image="units/demons/fiend/hellion.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=rageranged [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-450 [frame] image="units/demons/fiend/hellion-attack1.png:75" [/frame] [frame] image="units/demons/fiend/hellion-ranged2.png:75" [/frame] [frame] image="units/demons/fiend/hellion-ranged3.png:75" [/frame] [frame] image="units/demons/fiend/hellion-ranged3.png:175" sound=fire.wav [/frame] [frame] image="units/demons/fiend/hellion-attack1.png:50" [/frame] [/attack_anim] [female] name= _ "female^Hellion" gender=female image="units/demons/fiend/hellion-female.png" profile="portraits/demons/demon-berserker-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/fiend/hellion-female-defend.png" "units/demons/fiend/hellion-female-defend.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=ragemelee [/filter_attack] start_time=-400 [frame] image="units/demons/fiend/hellion-female-attack1.png:200" [/frame] [frame] image="units/demons/fiend/hellion-female-melee2.png:100" [/frame] [frame] image="units/demons/fiend/hellion-female-melee3.png:75" [/frame] [if] hits=yes [frame] image="units/demons/fiend/hellion-female-melee4.png:50" sound=axe.ogg [/frame] [frame] image="units/demons/fiend/hellion-female-melee4.png:150" [/frame] [/if] [else] hits=no [frame] image="units/demons/fiend/hellion-female-melee4.png:200" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] image="units/demons/fiend/hellion-female-melee3.png:50" [/frame] [frame] image="units/demons/fiend/hellion-female.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=rageranged [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-450 [frame] image="units/demons/fiend/hellion-female-attack1.png:75" [/frame] [frame] image="units/demons/fiend/hellion-female-ranged2.png:75" [/frame] [frame] image="units/demons/fiend/hellion-female-ranged3.png:75" [/frame] [frame] image="units/demons/fiend/hellion-female-ranged3.png:175" sound=fire.wav [/frame] [frame] image="units/demons/fiend/hellion-female-attack1.png:50" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Harbinger name= _ "Harbinger" race=demon gender=female image="units/demons/harbinger.png" hitpoints=71 movement_type=demonfoot movement=6 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=110 usage=mixed fighter [resistance] blade=80 pierce=80 impact=80 cold=100 fire=10 arcane=80 [/resistance] description= _ "The counterpart to the Stromguarde caste, the Harbingers are powerful offensive combatants, usually used as special strike forces to destroy crucial enemy bases and supply lines. Their special ability, often referred to as 'Scorched Earth' by their enemies, is fitting of its name - anything that the Harbingers' power touches is razed to the ground, be it terrain, fortification, or living being alike. The same power is channeled into their blades, which burn more than they cut, inflicting unimaginable agony on those that are not outright killed by the Harbingers' attacks." die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/harbinger.png" "units/demons/harbinger.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [abilities] {ABILITY_BLITZ} [/abilities] [attack] name=ebony brand description= _ "ebony brand" type=fire range=melee damage=14 number=4 icon=attacks/battleaxe-undead.png [/attack] [attack] name=scorched earth description= _ "scorched earth" type=fire range=ranged damage=21 number=2 icon=attacks/lightning.png [specials] {WEAPON_SPECIAL_SCORCHED_EARTH} [/specials] [/attack] {SCORCHED_EARTH 10 3} {BLITZ} [attack_anim] [filter_attack] name=ebony brand [/filter_attack] start_time=-250 [frame] duration=150 image="units/demons/harbinger.png" [/frame] [if] hits=yes [frame] duration=200 image="units/demons/harbinger.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/demons/harbinger.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=75 image="units/demons/harbinger.png" [/frame] [/attack_anim] #define HARBINGER_LIGHTNING DIRECTION_NUMBER [attack_anim] [filter_attack] name=scorched earth [/filter_attack] {LIGHTNING_BOLT {DIRECTION_NUMBER} } start_time=-300 {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300} [frame] image="units/demons/harbinger.png" [/frame] [/attack_anim] #enddef {HARBINGER_LIGHTNING 1} {HARBINGER_LIGHTNING 2} {HARBINGER_LIGHTNING 3} [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Stromguarde name= _ "Demon Stromguarde" race=demon gender=male,female image="units/demons/stromguarde.png" profile="portraits/demons/demon-stromguarde.png" hitpoints=83 movement_type=demonfoot movement=5 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=110 usage=mixed fighter [resistance] blade=70 pierce=70 impact=70 cold=120 fire=100 arcane=120 [/resistance] description= _ "The Stromguarde caste is responsible for keeping order on Ethea and is comprised of demons who specialize in neutralizing magic. Unlike regular Urdemons, the Stromguardes are capable of channeling focused ambient energy, redirecting any sorcery targeted at them into their rune-enhanced blades. Stromguardes are rarely the aggressors in battle and do not see much combat, since most of the lesser demons and younger demon lords respect them based on reputation alone. Of course, this is a well-founded respect, for a brigade of Stromguardes have the knowledge and ability to nullify almost any threat - even powerful demon lords." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/stromguarde.png" "units/demons/stromguarde.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=storm blade description= _ "storm blade" type=blade range=melee damage=12 number=4 icon=attacks/battleaxe-undead.png [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=lightning description= _ "lightning" type=fire range=ranged damage=14 number=4 icon=attacks/lightning.png [/attack] [attack] name=black fire description= _ "black fire" type=arcane range=ranged damage=11 number=3 icon=attacks/faerie-fire.png [specials] {WEAPON_SPECIAL_SPELLBIND1} [/specials] [/attack] [attack_anim] [filter_attack] name=storm blade [/filter_attack] start_time=-250 [frame] duration=150 image="units/demons/stromguarde.png" [/frame] [if] hits=yes [frame] duration=200 image="units/demons/stromguarde.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/demons/stromguarde.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=75 image="units/demons/stromguarde.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=black fire [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450} [frame] image="units/demons/stromguarde.png" [/frame] [/attack_anim] #define STROMGUARDE_LIGHTNING DIRECTION_NUMBER [attack_anim] [filter_attack] name=lightning [/filter_attack] {LIGHTNING_BOLT {DIRECTION_NUMBER} } start_time=-300 {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -300} [frame] image="units/demons/stromguarde.png" [/frame] [/attack_anim] #enddef {STROMGUARDE_LIGHTNING 1} {STROMGUARDE_LIGHTNING 2} {STROMGUARDE_LIGHTNING 3} [female] name= _ "female^Demoness Stromguarde" gender=female image="units/demons/stromguarde-female.png" profile= die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/stromguarde-female.png" "units/demons/stromguarde-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=storm blade [/filter_attack] [frame] image="units/demons/stromguarde-female.png" [/frame] [if] hits=yes [frame] image="units/demons/stromguarde-female.png" [/frame] [/if] [else] hits=no [frame] image="units/demons/stromguarde-female.png" [/frame] [/else] [frame] duration=75 image="units/demons/stromguarde-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=black fire [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} [frame] image="units/demons/stromguarde-female.png" [/frame] [/attack_anim] #define STROMGUARDE_FEMALE_LIGHTNING DIRECTION_NUMBER [attack_anim] [filter_attack] name=lightning [/filter_attack] {LIGHTNING_BOLT {DIRECTION_NUMBER} } [frame] image="units/demons/stromguarde-female.png" [/frame] [/attack_anim] #enddef {STROMGUARDE_FEMALE_LIGHTNING 1} {STROMGUARDE_FEMALE_LIGHTNING 2} {STROMGUARDE_FEMALE_LIGHTNING 3} [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Bladestorm name= _ "Demon Bladestorm" race=demon gender=male,female image="units/demons/fighter/bladestorm.png" profile="portraits/demons/demon-bladestorm.png" hitpoints=59 movement_type=demonfoot movement=6 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=63 usage=fighter [resistance] cold=70 fire=60 [/resistance] description= _ "In appearance alone, the only obvious distinguishing feature between these demons and their lesser cousins is the blackened color of their armor. Physically, they are slight of form, not much larger than the average human. They are not possessed of great raw strength, no more than those of other regular demons, nor are they capable of harnessing their inner energies to produce gouts of flame and ice, like their other kin. It is because of this that these demons are often underestimated by their foes. This, of course, is a fatal mistake to make, for what these demons lack in brute power, they make up for in blinding speed and agility, cutting apart their enemies before any chance of retaliation is possible." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/fighter/bladestorm.png" "units/demons/fighter/bladestorm.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=bladestorm description= _ "bladestorm" type=fire range=melee damage=9 number=7 icon=attacks/axe-undead.png [/attack] [attack_anim] [filter_attack] name=bladestorm [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/fighter/bladestorm.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/fighter/bladestorm.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/fighter/bladestorm.png" [/frame] [/attack_anim] [female] name= _ "female^Demoness Bladestorm" gender=female image="units/demons/fighter/bladestorm-female.png" profile="portraits/demons/fighter/demon-bladestorm-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/fighter/bladestorm-female.png" "units/demons/fighter/bladestorm-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=bladestorm [/filter_attack] [if] [frame] image="units/demons/fighter/bladestorm-female.png" [/frame] [/if] [else] [frame] image="units/demons/fighter/bladestorm-female.png" [/frame] [/else] [frame] image="units/demons/fighter/bladestorm-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon name= _ "Demon" race=demon gender=male,female image="units/demons-other/demon.png" hitpoints=33 movement_type=demonfoot movement=5 experience=38 level=1 alignment=chaotic #ifdef CAMPAIGN_GENESIS_EPISODE_I advances_to=Demon Grunt,Demon Sword Dancer #endif cost=15 usage=mixed fighter description= _ "Of the many species of demons, the subspecies known as 'Urdemons' are perhaps the most versatile. These demons primarily exist on Ethea under the sovereignty of Uria, where they usually coexist peacefully with humans. However, when motivated to fight, even the weakest Urdemons are capable of devastating destruction with minimal armament. As a race of great physical prowess and innate energy, it would be unwise to cross the Urdemons in battle without proper preparation." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons-other/demon-defend.png" "units/demons-other/demon-defend.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description= _ "axe" icon="attacks/axe-deathblade.png" type=blade range=melee damage=6 number=3 [/attack] [attack] name=fireball description= _ "fireball" type=fire range=ranged damage=6 number=3 icon="attacks/fireball.png" [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-400 [frame] image="units/demons-other/demon-attack[1~3].png:25" [/frame] [frame] image="units/demons-other/demon-melee1.png:50" [/frame] [frame] image="units/demons-other/demon-melee2.png:225" [/frame] [if] hits=yes [frame] image="units/demons-other/demon-melee3.png:50" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] image="units/demons-other/demon-melee3.png:50" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] image="units/demons-other/demon-melee4.png:150" [/frame] [frame] image="units/demons-other/demon-attack1.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons-other/demon-attack1.png:100" [/frame] [frame] image="units/demons-other/demon-attack[2~3].png:50" [/frame] [frame] image="units/demons-other/demon-ranged1.png:50" sound=fire.wav [/frame] [frame] image="units/demons-other/demon-ranged2.png:200" [/frame] [frame] image="units/demons-other/demon-ranged1.png:50" [/frame] [frame] image="units/demons-other/demon-attack[3~2].png:50" [/frame] [frame] image="units/demons-other/demon.png:50" [/frame] [/attack_anim] [female] name= _ "female^Demoness" gender=female image="units/demons-other/demoness.png" #ifdef CAMPAIGN_GENESIS_EPISODE_I advances_to=Demon Grunt,Demon Sword Dancer #endif die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons-other/demoness-defend.png" "units/demons-other/demoness-defend.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-400 [frame] image="units/demons-other/demoness-attack[1~3].png:25" [/frame] [frame] image="units/demons-other/demoness-melee1.png:50" [/frame] [frame] image="units/demons-other/demoness-melee2.png:225" [/frame] [if] hits=yes [frame] image="units/demons-other/demoness-melee3.png:50" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] image="units/demons-other/demoness-melee3.png:50" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] image="units/demons-other/demoness-melee4.png:150" [/frame] [frame] image="units/demons-other/demoness-attack1.png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons-other/demoness-attack1.png:100" [/frame] [frame] image="units/demons-other/demoness-attack[2~3].png:50" [/frame] [frame] image="units/demons-other/demoness-ranged1.png:50" sound=fire.wav [/frame] [frame] image="units/demons-other/demoness-ranged2.png:200" [/frame] [frame] image="units/demons-other/demoness-ranged1.png:50" [/frame] [frame] image="units/demons-other/demoness-attack[3~2].png:50" [/frame] [frame] image="units/demons-other/demoness.png:50" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Grunt name= _ "Demon Grunt" race=demon gender=male,female image="units/demons-other/grunt.png" hitpoints=50 movement_type=demonfoot movement=5 experience=105 level=2 alignment=chaotic advances_to=Demon Warrior cost=32 usage=mixed fighter [resistance] blade=80 impact=90 cold=90 [/resistance] description= _ "The Urdemons possess a higher degree of adaptability compared to other subspecies of demons, allowing them to learn new tricks from other demons, faeries, or even humans. Some demons use their natural versatility to transform the very nature of their inner power, from a scorching fire into a searing cold. In this process, they also augment their natural resilience and physical prowess, becoming warriors capable of killing with remarkable efficiency." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons-other/grunt.png" "units/demons-other/grunt.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description= _ "axe" type=blade range=melee damage=9 number=3 icon=attacks/axe-undead.png [/attack] [attack] name=infernal chill description= _ "infernal chill" type=cold range=ranged damage=9 number=3 icon=attacks/iceball.png [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=200 #image="units/demons-other/grunt-attack1.png" image="units/demons-other/grunt.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] duration=200 #image="units/demons-other/grunt-attack1.png" image="units/demons-other/grunt.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/demons-other/grunt-attack2.png" image="units/demons-other/grunt.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] start_time=-300 {MISSILE_FRAME_INFERNAL_CHILL} [frame] duration=50 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=60 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=70 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=80 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/demons-other/grunt.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [female] name= _ "female^Demoness Grunt" gender=female image="units/demons-other/grunt+female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons-other/grunt+female.png" "units/demons-other/grunt+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] [if] [frame] #image="units/demons-other/grunt+female-attack1.png" image="units/demons-other/grunt+female.png" [/frame] [/if] [else] [frame] #image="units/demons-other/grunt+female-attack1.png" image="units/demons-other/grunt+female.png" [/frame] [/else] [frame] #image="units/demons-other/grunt+female-attack2.png" image="units/demons-other/grunt+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [frame] image="units/demons-other/grunt+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Sword Dancer name= _ "Demon Sword Dancer" race=demon gender=male,female image="units/demons/fighter/sword-dancer.png" profile="portraits/demons/demon-sworddancer.png" hitpoints=46 movement_type=demonfoot movement=6 experience=90 level=2 alignment=chaotic advances_to=Demon Bladestorm cost=32 usage=fighter [resistance] cold=90 fire=80 [/resistance] description= _ "Versatility, physical prowess and inner energy - like their mistress, Uria, the Urdemons possess all in vast abundance. Some choose to focus on the former, adopting the myriad abilities of both friend and foe to their advantage. Others focus on the latter two, combining speed, agility, and innate energy simultaneously into a powerful sword technique that burns as it cuts and kills in the blink of an eye." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/fighter/sword-dancer.png" "units/demons/fighter/sword-dancer.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=fire blade description= _ "fire blade" type=fire range=melee damage=8 number=5 icon=attacks/axe-undead.png [/attack] [attack_anim] [filter_attack] name=fire blade [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=200 #image="units/demons/fighter/grunt-attack1.png" image="units/demons/fighter/sword-dancer.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] duration=200 #image="units/demons/fighter/grunt-attack1.png" image="units/demons/fighter/sword-dancer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/demons/fighter/grunt-attack2.png" image="units/demons/fighter/sword-dancer.png" [/frame] [/attack_anim] [female] name= _ "female^Demoness Sword Dancer" gender=female image="units/demons/fighter/sword-dancer-female.png" profile="portraits/demons/fighter/demon-sworddancer-female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/fighter/sword-dancer-female.png" "units/demons/fighter/sword-dancer-female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=fire blade [/filter_attack] [if] [frame] #image="units/demons/fighter/grunt+female-attack1.png" image="units/demons/fighter/sword-dancer-female.png" [/frame] [/if] [else] [frame] #image="units/demons/fighter/grunt+female-attack1.png" image="units/demons/fighter/sword-dancer-female.png" [/frame] [/else] [frame] #image="units/demons/fighter/grunt+female-attack2.png" image="units/demons/fighter/sword-dancer-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Warrior name= _ "Demon Warrior" race=demon gender=male,female image="units/demons-other/warrior.png" hitpoints=66 movement_type=demonfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=60 usage=mixed fighter [resistance] blade=80 pierce=90 impact=80 cold=90 [/resistance] description= _ "Among regular demons, there exist those that are born with an unnatural share of power compared to the rest of their brethren. When encountered by other races, these demons are often mistaken for lesser demon lords, despite the innate differences between the regular demons and most of their sovereigns. For one thing, no regular demon possesses the ability to wield true magic, though at times, the skill with which they channel their own energies may provide a suitable replacement. For another, the very nature of their powers are different. Even the most powerful of regular demons rely on their own physical prowess and individual strength, whereas true demon lords are masters of their surroundings and of other beings, rather than of themselves. Still, the fact that a regular demon that has grown powerful enough to be compared to a demon lord is a frightening opponent to face, to say the least." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons-other/warrior.png" "units/demons-other/warrior.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description= _ "axe" type=blade range=melee damage=10 number=4 icon=attacks/axe-undead.png [/attack] [attack] name=infernal chill description= _ "infernal chill" type=cold range=ranged damage=10 number=4 icon=attacks/iceball.png [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons-other/warrior.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons-other/warrior.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons-other/warrior.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] {MISSILE_FRAME_INFERNAL_CHILL} [frame] begin=-300 end=-250 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] begin=-250 end=-190 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] begin=-190 end=-120 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] begin=-120 end=-40 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] begin=-40 end=50 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] begin=50 end=150 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] begin=150 end=250 image="units/demons-other/warrior.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [female] name= _ "female^Demoness Warrior" gender=female image="units/demons-other/warrior+female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons-other/warrior+female.png" "units/demons-other/warrior+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] [if] [frame] image="units/demons-other/warrior+female.png" [/frame] [/if] [else] [frame] image="units/demons-other/warrior+female.png" [/frame] [/else] [frame] image="units/demons-other/warrior+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [frame] image="units/demons-other/warrior+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Diviner name= _ "Diviner" race=demon gender=female image="units/demons/hybrid/diviner.png" hitpoints=61 movement_type=demonfly movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=80 usage=scout description= _ "There is no information available about this class of beings at this time." {DEFENSE_ANIM "units/demons/hybrid/diviner.png" "units/demons/hybrid/diviner.png" wail.wav } die_sound=lich-die.ogg [resistance] blade=90 pierce=90 impact=90 fire=70 cold=90 arcane=30 [/resistance] [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee damage=11 number=3 [/attack] [attack] name=celestial star description= _ "celestial star" type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=14 number=4 icon=attacks/lightbeam.png [/attack] [attack] name=noctum description= _ "noctum" type=cold range=ranged [specials] {WEAPON_SPECIAL_CHAOS} [/specials] damage=19 number=3 icon=attacks/noctum.png [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons/hybrid/demon-winged-attack1.png" image="units/demons/hybrid/diviner.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons/hybrid/demon-winged-attack1.png" image="units/demons/hybrid/diviner.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons/hybrid/demon-winged-attack2.png" image="units/demons/hybrid/diviner.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=celestial star [/filter_attack] {MISSILE_FRAME_LIGHT_BEAM} start_time=-395 [frame] image="units/demons/hybrid/diviner.png:75" [/frame] [frame] image="units/demons/hybrid/diviner.png" halo=halo/holy/halo[6,1,3,5,6].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75} [frame] image="units/demons/hybrid/diviner.png:50" [/frame] [/attack_anim] #define DIVINER_NOCTUM_ANIMATION _N1 _N2 [attack_anim] [filter_attack] name=noctum [/filter_attack] start_time=-400 offset=0.0 beam_auto_vflip=no beam_start_time=-400 beam_offset=1.0 beam_halo_y=20 beam_halo_mod="~O(0.8)" [beam_frame] halo="halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]" [/beam_frame] bolt1_auto_vflip=no bolt1_start_time=-175 bolt1_offset=1.0 bolt1_halo_y=-125 bolt1_halo_mod="~R(120)" [bolt1_frame] halo="halo/lightning-bolt-"+{_N1}+"-3.png:100,halo/lightning-bolt-"+{_N1}+"-4.png:100" [/bolt1_frame] bolt2_auto_vflip=no bolt2_start_time=-100 bolt2_offset=1.0 bolt2_halo_y=-125 bolt2_halo_mod="~R(120)" [bolt2_frame] halo="halo/lightning-bolt-"+{_N2}+"-4.png:100,halo/lightning-bolt-"+{_N2}+"-4.png~O(0.5):100" [/bolt2_frame] {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175} [frame] duration=600 [/frame] [/attack_anim] #enddef {DIVINER_NOCTUM_ANIMATION 1 2} {DIVINER_NOCTUM_ANIMATION 2 1} {DIVINER_NOCTUM_ANIMATION 2 3} {DIVINER_NOCTUM_ANIMATION 3 2} {DIVINER_NOCTUM_ANIMATION 1 3} {DIVINER_NOCTUM_ANIMATION 3 1} [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Lamia name= _ "Lamia" race=demon gender=female image="units/demons/hybrid/lamia.png" hitpoints=73 movement_type=demonfly movement=7 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=120 usage=scout description= _ "There is no information available about this class of beings at this time." {DEFENSE_ANIM "units/demons/hybrid/lamia.png" "units/demons/hybrid/lamia.png" wail.wav } die_sound=lich-die.ogg [abilities] {ABILITY_DECOMPOSITION} [/abilities] [resistance] blade=90 pierce=90 impact=90 fire=60 cold=70 arcane=10 [/resistance] [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee damage=16 number=3 [/attack] [attack] name=celestial star description= _ "celestial star" type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=17 number=4 icon=attacks/lightbeam.png [/attack] [attack] name=noctum description= _ "noctum" type=cold range=ranged [specials] {WEAPON_SPECIAL_CHAOS} [/specials] damage=24 number=3 icon=attacks/noctum.png [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/hybrid/lamia.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/hybrid/lamia.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/hybrid/lamia.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=celestial star [/filter_attack] {MISSILE_FRAME_LIGHT_BEAM} start_time=-395 [frame] image="units/demons/hybrid/lamia.png:75" [/frame] [frame] image="units/demons/hybrid/lamia.png" halo=halo/holy/halo[6,1,3,5,6].png:[75*4,50] [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:HOLY} {SOUND_LIST:HOLY_MISS} -75} [frame] image="units/demons/hybrid/lamia.png:50" [/frame] [/attack_anim] #define LAMIA_NOCTUM_ANIMATION _N1 _N2 [attack_anim] [filter_attack] name=noctum [/filter_attack] start_time=-400 offset=0.0 beam_auto_vflip=no beam_start_time=-400 beam_offset=1.0 beam_halo_y=20 beam_halo_mod="~O(0.8)" [beam_frame] halo="halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]" [/beam_frame] bolt1_auto_vflip=no bolt1_start_time=-175 bolt1_offset=1.0 bolt1_halo_y=-125 bolt1_halo_mod="~R(120)" [bolt1_frame] halo="halo/lightning-bolt-"+{_N1}+"-3.png:100,halo/lightning-bolt-"+{_N1}+"-4.png:100" [/bolt1_frame] bolt2_auto_vflip=no bolt2_start_time=-100 bolt2_offset=1.0 bolt2_halo_y=-125 bolt2_halo_mod="~R(120)" [bolt2_frame] halo="halo/lightning-bolt-"+{_N2}+"-4.png:100,halo/lightning-bolt-"+{_N2}+"-4.png~O(0.5):100" [/bolt2_frame] {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175} [frame] duration=600 [/frame] [/attack_anim] #enddef {LAMIA_NOCTUM_ANIMATION 1 2} {LAMIA_NOCTUM_ANIMATION 2 1} {LAMIA_NOCTUM_ANIMATION 2 3} {LAMIA_NOCTUM_ANIMATION 3 2} {LAMIA_NOCTUM_ANIMATION 1 3} {LAMIA_NOCTUM_ANIMATION 3 1} [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Fire Demon name= _ "Fire Demon" race=demon gender=male,female image="units/demons/red/fire.png" profile="portraits/demons/demon-fire.png" hitpoints=44 movement_type=demonfoot movement=5 experience=120 level=2 alignment=chaotic advances_to=Inferno Demon cost=34 usage=archer [resistance] fire=60 [/resistance] description= _ "Although inherently related to true Fire Demons in nature, Urdemons who have mastered fire often take on a more brutal appearance mirroring the bestial nature of Valdemons, the demons of water. These demons have the frenetic temperament of the inferno itself and the power to match, although their weakness in melee combat makes them susceptible if cornered in close quarters. Their true power shines in large assaults, where both front and flank are well-guarded by their brethren and these demons are free to exude fire at will. In large enough numbers, groups of so-called 'Fire Demons' are capable of razing vast areas within moments, be they occupied by opposing armies or fortified by stone and magic." die_sound=drake-die.ogg [attack] name=claws description= _ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=6 number=2 [/attack] [attack] name=fireball description= _ "fireball" type=fire range=ranged damage=10 number=4 icon=attacks/fireball.png [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-450 offset=0.0~1.0:450,1.0~0.0:250 [frame] image="units/demons/red/fire-melee1.png:100" [/frame] [frame] image="units/demons/red/fire-melee2.png:100" [/frame] [frame] image="units/demons/red/fire-melee3.png:50" [/frame] [frame] image="units/demons/red/fire-melee4.png:175" [/frame] [frame] image="units/demons/red/fire-melee5.png:25" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/fire-melee5.png:150" [/frame] [frame] image="units/demons/red/fire-melee6.png:100" [/frame] [frame] image="units/demons/red/fire.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-550 [frame] image="units/demons/red/fire-ranged1.png:350" [/frame] [frame] image="units/demons/red/fire-ranged2.png:100" sound=fire.wav [/frame] [frame] image="units/demons/red/fire-ranged3.png:150" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 hit_sound_start_time=-25 [hit_sound_frame] sound={SOUND_LIST:DRAKE_HIT} [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 [/else] [frame] image=units/demons/red/fire.png:1,units/demons/red/fire-defend.png:250,units/demons/red/fire.png:250 [/frame] [/defend] [female] name= _ "female^Fire Demoness" gender=female image="units/demons/red/fire-female.png" profile="portraits/demons/demon-fire-female.png" die_sound=drake-die.ogg [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-450 offset=0.0~1.0:450,1.0~0.0:250 [frame] image="units/demons/red/fire-female-melee1.png:100" [/frame] [frame] image="units/demons/red/fire-female-melee2.png:100" [/frame] [frame] image="units/demons/red/fire-female-melee3.png:50" [/frame] [frame] image="units/demons/red/fire-female-melee4.png:175" [/frame] [frame] image="units/demons/red/fire-female-melee5.png:25" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/fire-female-melee5.png:150" [/frame] [frame] image="units/demons/red/fire-female-melee6.png:100" [/frame] [frame] image="units/demons/red/fire-female.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-550 [frame] image="units/demons/red/fire-female-ranged1.png:350" [/frame] [frame] image="units/demons/red/fire-female-ranged2.png:100" sound=fire.wav [/frame] [frame] image="units/demons/red/fire-female-ranged3.png:150" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 hit_sound_start_time=-25 [hit_sound_frame] sound={SOUND_LIST:DRAKE_HIT} [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 [/else] [frame] image=units/demons/red/fire-female.png:1,units/demons/red/fire-female-defend.png:250,units/demons/red/fire-female.png:250 [/frame] [/defend] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Inferno Demon name= _ "Inferno Demon" race=demon gender=male,female image="units/demons/red/inferno.png" profile="portraits/demons/demon-inferno.png" hitpoints=57 movement_type=demonfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=65 usage=archer [resistance] fire=40 [/resistance] description= _ "Aptly named, Inferno Demons embody the destructive aspect of fire to its fullest extent. Possessed of incredible natural energy, the power of these demons is so great that it seeps through their physical bodies, forming cracks in their very flesh and blood. Pure energy passively emerges from these fissures, usually taking the form of vast swaths of flame that burn all that they touch to ash - without even conscious effort from these warriors. When actively roused to battle, the Inferno Demons are an impetuous force that cannot be defended against by normal means. Most ordinary opponents have only the choices of either making a rapid retreat or charging forward to engage these demons in melee combat, where they become much easier to best." die_sound=drake-die.ogg [attack] name=claws description= _ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=8 number=2 [/attack] [attack] name=inferno description= _ "inferno" type=fire range=ranged damage=12 number=5 icon=attacks/fireball.png [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-400 offset=0.0~1.0:400,1.0~0.0:225 [frame] image="units/demons/red/inferno-melee1.png:100" [/frame] [frame] image="units/demons/red/inferno-melee2.png:100" [/frame] [frame] image="units/demons/red/inferno-melee3.png:125" [/frame] [frame] image="units/demons/red/inferno-melee4.png:75" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/inferno-melee4.png:125" [/frame] [frame] image="units/demons/red/inferno-melee5.png:100" [/frame] [frame] image="units/demons/red/inferno.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=inferno [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-550 [frame] image="units/demons/red/inferno-ranged1.png:250" [/frame] [frame] image="units/demons/red/inferno.png:100" [/frame] [frame] image="units/demons/red/inferno.png:50" sound=fire.wav [/frame] [frame] image="units/demons/red/inferno-ranged2.png:150" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 hit_sound_start_time=-25 [hit_sound_frame] sound={SOUND_LIST:DRAKE_HIT} [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 [/else] [frame] image=units/demons/red/inferno.png:1,units/demons/red/inferno-defend.png:250,units/demons/red/inferno.png:250 [/frame] [/defend] [female] name= _ "female^Inferno Demoness" gender=female image="units/demons/red/inferno-female.png" profile="portraits/demons/demon-inferno-female.png" die_sound=drake-die.ogg [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-400 offset=0.0~1.0:400,1.0~0.0:225 [frame] image="units/demons/red/inferno-female-melee1.png:100" [/frame] [frame] image="units/demons/red/inferno-female-melee2.png:100" [/frame] [frame] image="units/demons/red/inferno-female-melee3.png:125" [/frame] [frame] image="units/demons/red/inferno-female-melee4.png:75" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/inferno-female-melee4.png:125" [/frame] [frame] image="units/demons/red/inferno-female-melee5.png:100" [/frame] [frame] image="units/demons/red/inferno-female.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=inferno [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-550 [frame] image="units/demons/red/inferno-female-ranged1.png:250" [/frame] [frame] image="units/demons/red/inferno-female.png:100" [/frame] [frame] image="units/demons/red/inferno-female.png:50" sound=fire.wav [/frame] [frame] image="units/demons/red/inferno-female-ranged2.png:150" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 hit_sound_start_time=-25 [hit_sound_frame] sound={SOUND_LIST:DRAKE_HIT} [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 [/else] [frame] image=units/demons/red/inferno-female.png:1,units/demons/red/inferno-female-defend.png:250,units/demons/red/inferno-female.png:250 [/frame] [/defend] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Red Demon name= _ "Red Demon" race=demon gender=male,female image="units/demons/red/red.png" profile="portraits/demons/demon-red.png" hitpoints=31 movement_type=demonfoot movement=5 experience=45 level=1 alignment=chaotic advances_to=Fire Demon cost=17 usage=archer description= _ "A cross between a Urdemon and a true Fire Demon, these so-called 'Red Demons' trade physical might for mastery of fire. The intense flame that they produce can burn straight through stone and armor, and is certainly capable of burning a human to ashes in mere moments. Prolonged use of this ability burns even their own skin, turning it to the characteristic ashen color that other demons know them by." die_sound=drake-die.ogg {DEFENSE_ANIM "units/demons/red/red-defend.png" "units/demons/red/red.png" {SOUND_LIST:DRAKE_HIT} } [resistance] fire=80 [/resistance] [attack] name=claws description= _ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=4 number=2 [/attack] [attack] name=fireball description= _ "fireball" type=fire range=ranged damage=9 number=3 icon=attacks/fireball.png [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-450 offset=0.0~1.0:450,1.0~0.0:250 [frame] image="units/demons/red/red-melee1.png:100" [/frame] [frame] image="units/demons/red/red-melee2.png:125" [/frame] [frame] image="units/demons/red/red-melee3.png:150" [/frame] [frame] image="units/demons/red/red-melee4.png:75" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/red-melee4.png:150" [/frame] [frame] image="units/demons/red/red-melee5.png:100" [/frame] [frame] image="units/demons/red/red.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons/red/red-ranged1.png:200" [/frame] [frame] image="units/demons/red/red-ranged2.png:200" sound=fire.wav [/frame] [frame] image="units/demons/red/red-ranged3.png:200" [/frame] [/attack_anim] [female] name= _ "female^Red Demoness" gender=female image="units/demons/red/red-female.png" profile="portraits/demons/demon-red-female.png" die_sound=drake-die.ogg {DEFENSE_ANIM "units/demons/red/red-female-defend.png" "units/demons/red/red-female.png" {SOUND_LIST:DRAKE_HIT} } [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-450 offset=0.0~1.0:450,1.0~0.0:250 [frame] image="units/demons/red/red-female-melee1.png:100" [/frame] [frame] image="units/demons/red/red-female-melee2.png:125" [/frame] [frame] image="units/demons/red/red-female-melee3.png:150" [/frame] [frame] image="units/demons/red/red-female-melee4.png:75" [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/red/red-female-melee4.png:150" [/frame] [frame] image="units/demons/red/red-female-melee5.png:100" [/frame] [frame] image="units/demons/red/red-female.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY -11 20} start_time=-400 [frame] image="units/demons/red/red-female-ranged1.png:200" [/frame] [frame] image="units/demons/red/red-female-ranged2.png:200" sound=fire.wav [/frame] [frame] image="units/demons/red/red-female-ranged3.png:200" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Void Devourer name= _ "Void Devourer" race=demon gender=male {TRAIT_UNDEAD} image="units/demons/void/devourer.png" hitpoints=48 movement_type=voiddemon movement=5 experience=150 level=-3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=50 usage=scout description= _ "There is no information available about this class of beings at this time." {DEFENSE_ANIM "units/demons/void/devourer.png" "units/demons/void/devourer.png" {SOUND_LIST:LICH_HIT} } die_sound=lich-die.ogg [abilities] {ABILITY_GNS_INVISIBILITY} {ABILITY_DEVOUR} [/abilities] [attack] name=consume description=_"consume" icon=attacks/wail.png type=blade range=melee [specials] {WEAPON_SPECIAL_DRAIN} [/specials] damage=10 number=3 [/attack] [attack] name=devourer void assault description=_"void assault" icon=attacks/hellbent-tide.png type=cold range=ranged damage=0 number=11 [specials] {WEAPON_SPECIAL_ABEYANCE2} [/specials] attack_weight=1 [/attack] {ABEYANCE "devourer void assault" 3} {ESSENCE_DEVOURING} [attack_anim] [filter_attack] name=consume [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/void/devourer.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/void/devourer.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/void/devourer.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=devourer void assault [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-350 [frame] duration=100 image="units/demons/void/devourer.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/demons/void/devourer.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Void Shambler name= _ "Void Shambler" race=demon gender=male {TRAIT_UNDEAD} image="units/demons/void/shambler.png" hitpoints=31 movement_type=voiddemon movement=4 experience=50 level=-1 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=15 usage=scout description= _ "There is no information available about this class of beings at this time." {DEFENSE_ANIM "units/demons/void/shambler.png" "units/demons/void/shambler.png" {SOUND_LIST:LICH_HIT} } die_sound=lich-die.ogg [abilities] {ABILITY_GNS_INVISIBILITY} [/abilities] [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee damage=6 number=3 [/attack] [attack] name=shambler void assault description=_"void assault" icon=attacks/hellbent-tide.png type=cold range=ranged damage=0 number=5 [specials] {WEAPON_SPECIAL_ABEYANCE2} [/specials] attack_weight=1 [/attack] {ABEYANCE "shambler void assault" 3} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/void/shambler.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/void/shambler.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/void/shambler.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shambler void assault [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-350 [frame] duration=100 image="units/demons/void/shambler.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/demons/void/shambler.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Void Stalker name= _ "Void Stalker" race=demon gender=female {TRAIT_UNDEAD} image="units/demons/void/stalker.png" hitpoints=37 movement_type=voiddemon movement=7 experience=100 level=-2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=15 usage=scout description= _ "There is no information available about this class of beings at this time." {DEFENSE_ANIM "units/demons/void/stalker.png" "units/demons/void/stalker.png" {SOUND_LIST:LICH_HIT} } die_sound=lich-die.ogg [abilities] {ABILITY_GNS_INVISIBILITY} {ABILITY_SKIRMISHER} [/abilities] [attack] name=claws description=_"claws" icon=attacks/claws-undead.png type=blade range=melee [specials] {WEAPON_SPECIAL_BACKSTAB} [/specials] damage=6 number=3 [/attack] [attack] name=stalker void assault description=_"void assault" icon=attacks/hellbent-tide.png type=cold range=ranged damage=0 number=6 [specials] {WEAPON_SPECIAL_ABEYANCE2} [/specials] attack_weight=1 [/attack] {ABEYANCE "stalker void assault" 3} [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 image="units/demons/void/stalker.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/void/stalker.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/void/stalker.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=stalker void assault [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-350 [frame] duration=100 image="units/demons/void/stalker.png" sound=shaxthal-energy-prelude.ogg [/frame] [frame] duration=300 image="units/demons/void/stalker.png" sound=shaxthal-energy-fire.ogg [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Apparition name= _ "Yuure Apparition" race=demon gender=male,female image="units/demons/blue/apparition-male.png" profile="portraits/demons/demon-apparition-male.png" hitpoints=33 movement_type=demonfly movement=7 experience=74 level=2 alignment=chaotic advances_to=Demon Nightmare cost=27 usage=scout [abilities] {ABILITY_INCORPOREAL} [/abilities] description= _ "A demon of dreams can take on many forms - their very physical appearance can vary greatly from moment to moment, and at times, they do not even appear humanoid. Their strange resilience to physical damage is enhanced greatly, and especially in the world reams, they are nigh invulnerable to normal weaponry." die_sound=wail-long.wav [resistance] blade=40 impact=40 pierce=40 cold=110 fire=110 arcane=120 [/resistance] [attack] name=infest description= _ "infest" icon="attacks/wail.png" type=cold range=melee [specials] {WEAPON_SPECIAL_POISON} [/specials] damage=7 number=3 [/attack] [attack] name=hallucination description= _ "hallucination" type=cold range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=3 number=4 icon=attacks/iceball.png [/attack] [attack] name=terror description= _ "terror" type=blade range=ranged [specials] {WEAPON_SPECIAL_TERROR} [/specials] damage=6 number=4 icon=attacks/chakram.png [/attack] {GNS_INCORPOREAL "Demon Apparition"} [attack_anim] [filter_attack] name=infest [/filter_attack] start_time=-400 offset=0.0~-0.2:200,-0.2~1.1:200,1.1~0.0:250 [frame] image="units/demons/blue/apparition-male-melee[1~2].png:100" [/frame] [frame] image="units/demons/blue/apparition-male-melee3.png:50" [/frame] [frame] image="units/demons/blue/apparition-male-melee4.png:150" alpha=1~0:150 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/apparition-male-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/apparition-male-melee[4~3].png:50" alpha=0~1:100 [/frame] [frame] image="units/demons/blue/apparition-male-melee1.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] {MISSILE_FRAME_ICE} start_time=-350 [frame] image="units/demons/blue/apparition-male-ranged1.png:150" [/frame] [frame] image="units/demons/blue/apparition-male-ranged2.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=terror [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/apparition-male-ranged1.png:150" [/frame] [frame] image="units/demons/blue/apparition-male-ranged2.png:100" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/apparition-male.png:1,units/demons/blue/apparition-male-melee2.png:250,units/demons/blue/apparition-male.png:1 [/frame] [/defend] [death] start_time=0 [frame] image="units/demons/blue/apparition-male-die[1~5].png:100" [/frame] [frame] image="units/demons/blue/apparition-die[6~12].png:100" alpha=1.0~0.6 [/frame] [frame] image="units/demons/blue/apparition-die[13~18].png:75" alpha=0.6~0.0 [/frame] [frame] image="misc/blank-hex.png:10" [/frame] [/death] [female] name= _ "female^Yuure Apparition" gender=female image="units/demons/blue/apparition.png" profile="portraits/demons/demon-apparition.png" die_sound=wail-long.wav [attack_anim] [filter_attack] name=infest [/filter_attack] start_time=-400 offset=0.0~-0.2:200,-0.2~1.1:200,1.1~0.0:250 [frame] image="units/demons/blue/apparition-melee[1~2].png:100" [/frame] [frame] image="units/demons/blue/apparition-melee3.png:50" [/frame] [frame] image="units/demons/blue/apparition-melee4.png:150" alpha=1~0:150 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/apparition-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/apparition-melee[4~3].png:50" alpha=0~1:100 [/frame] [frame] image="units/demons/blue/apparition-melee1.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] {MISSILE_FRAME_ICE} start_time=-350 [frame] image="units/demons/blue/apparition-ranged1.png:150" [/frame] [frame] image="units/demons/blue/apparition-ranged2.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=terror [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/apparition-ranged1.png:150" [/frame] [frame] image="units/demons/blue/apparition-ranged2.png:100" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/apparition.png:1,units/demons/blue/apparition-melee2.png:250,units/demons/blue/apparition.png:1 [/frame] [/defend] [death] start_time=0 [frame] image="units/demons/blue/apparition-die[1~5].png:100" [/frame] [frame] image="units/demons/blue/apparition-die[6~12].png:100" alpha=1.0~0.6 [/frame] [frame] image="units/demons/blue/apparition-die[13~18].png:75" alpha=0.6~0.0 [/frame] [frame] image="misc/blank-hex.png:10" [/frame] [/death] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Blue Demon name= _ "Yuure Demon" race=demon gender=male,female image="units/demons/blue/blue-male.png" profile="portraits/demons/demon-blue-male.png" hitpoints=21 movement_type=demonfoot movement=5 experience=27 level=1 alignment=chaotic advances_to=Demon Dreamwalker,Demon Apparition cost=12 usage=mixed fighter description= _ "Yuure demons are commonly 'found' on Yrathid, Siaria, and occasionally Norsula, the worlds of Darkness, Ice, and Water and are commonly associated with dreams and inner thought. Their existence is somewhat of an anathema to that of regular demons, as they are inherently magical creatures rather than ones possessed of high physical prowess. In fact, most Blue Demons cannot manifest themselves in the physical world without a source of energy to anchor themselves around - their true residence is in the realm of nightmares, where their rule is nearly absolute and reality bends to their will." die_sound=wail-long.wav [resistance] blade=70 impact=70 pierce=70 cold=110 fire=110 [/resistance] [movement_costs] deep_water=2 shallow_water=1 frozen=1 [/movement_costs] [defense] deep_water=60 shallow_water=60 frozen=50 [/defense] [attack] name=infest description= _ "infest" icon="attacks/wail.png" type=cold range=melee [specials] {WEAPON_SPECIAL_POISON} [/specials] damage=3 number=3 [/attack] [attack] name=hallucination description= _ "hallucination" type=cold range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=3 number=3 icon=attacks/iceball.png [/attack] [attack_anim] [filter_attack] name=infest [/filter_attack] start_time=-300 offset=0.0~1.2:300,1.5~0.0:450 [frame] image="units/demons/blue/blue-male-melee.png:100" alpha=1~0:100 [/frame] [frame] image="units/demons/blue/blue-male-melee.png:200" alpha=0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/blue-male-melee.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/blue-male-melee.png:400" alpha=0~1:400 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] {MISSILE_FRAME_ICE} start_time=-350 [frame] image="units/demons/blue/blue-male-ranged1.png:150" [/frame] [frame] image="units/demons/blue/blue-male-ranged2.png:100" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/blue-male.png:1,units/demons/blue/blue-male-ranged1.png:250,units/demons/blue/blue-male.png:1 [/frame] [/defend] [death] start_time=0 [frame] image="units/demons/blue/blue-male-ranged1.png:50" [/frame] [frame] image="units/demons/blue/blue-male-die[1~5].png:150" alpha=1.0~0.5 [/frame] [frame] image="units/demons/blue/blue-die[6~10].png:150" alpha=0.5~0.0 [/frame] [frame] image="misc/blank-hex.png:10" [/frame] [/death] [female] name= _ "female^Yuure Demoness" gender=female image="units/demons/blue/blue.png" profile="portraits/demons/demon-blue.png" die_sound=wail-long.wav [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/blue.png:1,units/demons/blue/blue-ranged1.png:250,units/demons/blue/blue.png:1 [/frame] [/defend] [death] start_time=0 [frame] image="units/demons/blue/blue-ranged1.png:50" [/frame] [frame] image="units/demons/blue/blue-die[1~5].png:150" alpha=1.0~0.5 [/frame] [frame] image="units/demons/blue/blue-die[6~10].png:150" alpha=0.5~0.0 [/frame] [frame] image="misc/blank-hex.png:10" [/frame] [/death] [attack_anim] [filter_attack] name=infest [/filter_attack] offset=0.0~1.2:300,1.5~0.0:450 start_time=-300 [frame] image="units/demons/blue/blue-melee.png:100" alpha=1~0:100 [/frame] [frame] image="units/demons/blue/blue-melee.png:200" alpha=0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/blue-melee.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/blue-melee.png:400" alpha=0~1:400 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] [frame] image="units/demons/blue/blue-ranged1.png:150" [/frame] [frame] image="units/demons/blue/blue-ranged2.png:100" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Dreamwalker name= _ "Yuure Dreamwalker" race=demon gender=male,female image="units/demons/blue/dreamwalker-male.png" profile="portraits/demons/demon-dreamwalker-male.png" hitpoints=36 movement_type=demonfoot movement=6 experience=70 level=2 alignment=chaotic advances_to=Demon Dreamweaver cost=27 usage=mixed fighter [resistance] blade=50 impact=50 pierce=50 cold=110 fire=110 arcane=90 [/resistance] [movement_costs] deep_water=2 shallow_water=1 frozen=1 [/movement_costs] [defense] deep_water=60 shallow_water=60 frozen=50 [/defense] [abilities] {ABILITY_ENERVATE20} [/abilities] description= _ "Shifting between the physical world and that of dreams, those that walk the line between dimensions seem to manipulate reality itself. Dreamwalkers infect the dreams of their targets with nightmares, wearing them down through timeless sleep, where each moment becomes an eternity of illusion and surreal vision. The unrested mind grows more and more exhausted with each passing moment and eventually loses the ability to resist - all without the demon even needing to show itself." die_sound=wail-long.wav [attack] name=lacerate description= _ "lacerate" icon="attacks/claws-undead.png" type=blade range=melee [specials] {WEAPON_SPECIAL_POISON} [/specials] damage=4 number=4 [/attack] [attack] name=hallucination description= _ "hallucination" type=cold range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=5 number=4 icon=attacks/iceball.png [/attack] [attack_anim] [filter_attack] name=lacerate [/filter_attack] start_time=-600 offset=0.0~1.2:600,1.2~0.0:350 [frame] image="units/demons/blue/dreamwalker-male-melee1.png:150" [/frame] [frame] image="units/demons/blue/dreamwalker-male-melee2.png:300" [/frame] [frame] image="units/demons/blue/dreamwalker-male-melee3.png:50" [/frame] [frame] image="units/demons/blue/dreamwalker-male-melee4.png:100" alpha=1~0:100 [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/blue/dreamwalker-male-melee4.png:150" alpha=0~1:150 [/frame] [frame] image="units/demons/blue/dreamwalker-male-melee5.png:200" [/frame] [frame] image="units/demons/blue/dreamwalker-male.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] start_time=-350 {MISSILE_FRAME_INFERNAL_CHILL} [frame] duration=50 image="units/demons/blue/dreamwalker-male-ranged1.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=60 image="units/demons/blue/dreamwalker-male-ranged2.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=70 image="units/demons/blue/dreamwalker-male-ranged2.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=80 image="units/demons/blue/dreamwalker-male-ranged3.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/demons/blue/dreamwalker-male-ranged3.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/demons/blue/dreamwalker-male-ranged2.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/demons/blue/dreamwalker-male-ranged1.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 alpha=0.8~0.25:200,0.25~0.8:200 [/else] [frame] image=units/demons/blue/dreamwalker-male.png:1,units/demons/blue/dreamwalker-male-defend.png:325,units/demons/blue/dreamwalker-male.png:1 [/frame] [/defend] [female] name= _ "female^Yuure Dreamwalker" gender=female image="units/demons/blue/dreamwalker.png" profile="portraits/demons/demon-dreamwalker.png" die_sound=wail-long.wav [attack_anim] [filter_attack] name=lacerate [/filter_attack] start_time=-600 offset=0.0~1.2:600,1.2~0.0:350 [frame] image="units/demons/blue/dreamwalker-melee1.png:150" [/frame] [frame] image="units/demons/blue/dreamwalker-melee2.png:300" [/frame] [frame] image="units/demons/blue/dreamwalker-melee3.png:50" [/frame] [frame] image="units/demons/blue/dreamwalker-melee4.png:100" alpha=1~0:100 [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/blue/dreamwalker-melee4.png:150" alpha=0~1:150 [/frame] [frame] image="units/demons/blue/dreamwalker-melee5.png:200" [/frame] [frame] image="units/demons/blue/dreamwalker.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] [frame] image="units/demons/blue/dreamwalker-ranged1.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged2.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged2.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged3.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged3.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged2.png" [/frame] [frame] image="units/demons/blue/dreamwalker-ranged1.png" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 alpha=0.8~0.25:200,0.25~0.8:200 [/else] [frame] image=units/demons/blue/dreamwalker.png:1,units/demons/blue/dreamwalker-defend.png:325,units/demons/blue/dreamwalker.png:1 [/frame] [/defend] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Dreamweaver name= _ "Yuure Dreamweaver" race=demon gender=male,female image="units/demons/blue/dreamweaver-male.png" profile="portraits/demons/demon-dreamweaver-male.png" hitpoints=49 movement_type=demonfoot movement=6 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=47 usage=mixed fighter [resistance] blade=40 impact=40 pierce=40 cold=110 fire=110 arcane=80 [/resistance] [movement_costs] deep_water=2 shallow_water=1 frozen=1 [/movement_costs] [defense] deep_water=60 shallow_water=60 frozen=50 [/defense] [abilities] {ABILITY_ENERVATE40} [/abilities] description= _ "In the world of dreams, a single night stretches into timeless nightmare, where incomprehensible thought morphs into eerie hallucination over the course of countless hours. With skill and knowledge of the mind's fabric, a demon becomes able to weave the transient, bizarre thoughts of the target into violent nightmares, shaping time and reality at their own whim. Mastery of the psyche is a powerful tool, and these demons are experts at wearing down their prey from afar, proving to be effective even against those with much greater raw power than themselves." die_sound=wail-long.wav [attack] name=lacerate description= _ "lacerate" icon="attacks/wail.png" type=blade range=melee [specials] {WEAPON_SPECIAL_POISON} [/specials] damage=6 number=4 [/attack] [attack] name=hallucination description= _ "hallucination" type=cold range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=7 number=4 icon=attacks/iceball.png [/attack] [attack_anim] [filter_attack] name=lacerate [/filter_attack] start_time=-700 offset=0.0~1.2:700,1.2~0.0:400 [frame] image="units/demons/blue/dreamweaver-male-ranged1.png:150" [/frame] [frame] image="units/demons/blue/dreamweaver-male-ranged2.png:300" [/frame] [frame] image="units/demons/blue/dreamweaver-male-melee3.png:100" [/frame] [frame] image="units/demons/blue/dreamweaver-male-melee4.png:150" alpha=1~0:150 [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/blue/dreamweaver-male-melee4.png:200" alpha=0~1:200 [/frame] [frame] image="units/demons/blue/dreamweaver-male-melee5.png:200" [/frame] [frame] image="units/demons/blue/dreamweaver-male.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] start_time=-450 {MISSILE_FRAME_INFERNAL_CHILL} [frame] duration=100 image="units/demons/blue/dreamweaver-male-ranged1.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=80 image="units/demons/blue/dreamweaver-male-ranged1.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=80 image="units/demons/blue/dreamweaver-male-ranged2.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=90 image="units/demons/blue/dreamweaver-male-ranged2.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/demons/blue/dreamweaver-male-ranged2.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/demons/blue/dreamweaver-male-ranged2.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/demons/blue/dreamweaver-male-ranged1.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 alpha=0.8~0.25:200,0.25~0.8:200 [/else] [frame] image=units/demons/blue/dreamweaver-male.png:1,units/demons/blue/dreamweaver-male-defend.png:325,units/demons/blue/dreamweaver-male.png:1 [/frame] [/defend] [female] name= _ "female^Yuure Dreamweaver" gender=female image="units/demons/blue/dreamweaver.png" profile="portraits/demons/demon-dreamweaver.png" die_sound=wail-long.wav [attack_anim] [filter_attack] name=lacerate [/filter_attack] start_time=-700 offset=0.0~1.2:700,1.2~0.0:400 [frame] image="units/demons/blue/dreamweaver-ranged1.png:150" [/frame] [frame] image="units/demons/blue/dreamweaver-ranged2.png:300" [/frame] [frame] image="units/demons/blue/dreamweaver-melee3.png:100" [/frame] [frame] image="units/demons/blue/dreamweaver-melee4.png:150" alpha=1~0:150 [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/blue/dreamweaver-melee4.png:200" alpha=0~1:200 [/frame] [frame] image="units/demons/blue/dreamweaver-melee5.png:200" [/frame] [frame] image="units/demons/blue/dreamweaver.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] start_time=-450 {MISSILE_FRAME_INFERNAL_CHILL} [frame] duration=100 image="units/demons/blue/dreamweaver-ranged1.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=80 image="units/demons/blue/dreamweaver-ranged1.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=80 image="units/demons/blue/dreamweaver-ranged2.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=90 image="units/demons/blue/dreamweaver-ranged2.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/demons/blue/dreamweaver-ranged2.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/demons/blue/dreamweaver-ranged2.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/demons/blue/dreamweaver-ranged1.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 alpha=0.8~0.25:200,0.25~0.8:200 [/else] [frame] image=units/demons/blue/dreamweaver.png:1,units/demons/blue/dreamweaver-defend.png:325,units/demons/blue/dreamweaver.png:1 [/frame] [/defend] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Formling name= _ "Yuure Formling" race=demon gender=female image="units/demons/blue/formling.png" hitpoints=19 movement_type=demonfly movement=6 experience=41 level=1 alignment=chaotic advances_to=Demon Morphling cost=17 usage=mixed fighter description= _ "" die_sound=wail-long.wav [abilities] {ABILITY_FAUX_VISAGE} [/abilities] [resistance] blade=30 impact=30 pierce=30 cold=90 fire=90 arcane=110 [/resistance] [attack] name=morph description= _ "morph" icon="attacks/wail.png" type=arcane range=melee [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=6 number=3 [/attack] [attack] name=morph_ranged description= _ "morph" type=arcane range=ranged [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=6 number=3 icon=attacks/wail.png [/attack] [attack_anim] [filter_attack] name=morph [/filter_attack] start_time=-300 offset=0.0~1.2:300,1.5~0.0:450 [frame] image="units/demons/blue/formling.png:100" alpha=1~0:100 [/frame] [frame] image="units/demons/blue/formling.png:200" alpha=0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/formling.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/formling.png:400" alpha=0~1:400 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=morph_ranged [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450} [frame] image="units/demons/blue/formling.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Morphling name= _ "Yuure Morphling" race=demon gender=female image="units/demons/blue/morphling.png" hitpoints=28 movement_type=demonfly movement=6 experience=95 level=2 alignment=chaotic advances_to=Demon Shardling cost=31 usage=mixed fighter description= _ "" die_sound=wail-long.wav [abilities] {ABILITY_FAUX_VISAGE} [/abilities] [resistance] blade=20 impact=20 pierce=20 cold=80 fire=80 arcane=110 [/resistance] [attack] name=morph description= _ "morph" icon="attacks/wail.png" type=arcane range=melee [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=9 number=3 [/attack] [attack] name=morph_ranged description= _ "morph" type=arcane range=ranged [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=9 number=3 icon=attacks/wail.png [/attack] [attack_anim] [filter_attack] name=morph [/filter_attack] start_time=-300 offset=0.0~1.2:300,1.5~0.0:450 [frame] image="units/demons/blue/morphling.png:100" alpha=1~0:100 [/frame] [frame] image="units/demons/blue/morphling.png:200" alpha=0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/morphling.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/morphling.png:400" alpha=0~1:400 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=morph_ranged [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450} [frame] image="units/demons/blue/morphling.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Nightmare name= _ "Yuure Nightmare" race=demon gender=male,female image="units/demons/blue/nightmare-male.png" profile="portraits/demons/demon-nightmare-male.png" hitpoints=46 movement_type=demonfly movement=9 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=51 usage=scout [abilities] {ABILITY_INCORPOREAL} [/abilities] description= _ "Hunters of dreams, some demons take on the form of the nightmares themselves. Rather than molding the mind from afar, these demons inject themselves into the visions of their targets, tearing it apart from within. Even those with greater power are under threat, for the inability to discern true physical hurt from imagined damage wreaks havoc on one's body, often translating the pain inflicted in a nightmare into actual, physical trauma. With a skilled enough hunter, death in the world of dreams cannot be distinguished from death in reality, and as the mind dies, so does the body." die_sound=wail-long.wav [resistance] blade=30 impact=30 pierce=30 cold=110 fire=110 arcane=120 [/resistance] [attack] name=infest description= _ "infest" icon="attacks/wail.png" type=cold range=melee [specials] {WEAPON_SPECIAL_POISON} [/specials] damage=10 number=3 [/attack] [attack] name=hallucination description= _ "hallucination" type=cold range=ranged [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=5 number=4 icon=attacks/iceball.png [/attack] [attack] name=nightmare description= _ "nightmare" type=blade range=ranged [specials] {WEAPON_SPECIAL_TERROR} [/specials] damage=7 number=5 icon=attacks/chakram.png [/attack] {GNS_INCORPOREAL "Demon Nightmare"} [attack_anim] [filter_attack] name=infest [/filter_attack] start_time=-600 offset=0.0~-0.3:300,-0.3~1.2:300,1.2~0.0:250 [frame] image="units/demons/blue/nightmare-male-melee[1~2].png:150" [/frame] [frame] image="units/demons/blue/nightmare-male-melee3.png:50" [/frame] [frame] image="units/demons/blue/nightmare-male-melee4.png:150" alpha=1~0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/nightmare-male-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/nightmare-male-melee[4~3].png:50" alpha=0~1:100 [/frame] [frame] image="units/demons/blue/nightmare-male-melee1.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] {MISSILE_FRAME_ICE} start_time=-350 [frame] image="units/demons/blue/nightmare-male-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/nightmare-male-ranged3.png:100" [/frame] [frame] image="units/demons/blue/nightmare-male-ranged[3~1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=nightmare [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/nightmare-male-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/nightmare-male-ranged3.png:100" [/frame] [frame] image="units/demons/blue/nightmare-male-ranged[3~1].png:50" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/nightmare-male.png:1,units/demons/blue/nightmare-male-melee2.png:250,units/demons/blue/nightmare-male.png:1 [/frame] [/defend] [female] name= _ "female^Yuure Nightmare" gender=female image="units/demons/blue/nightmare.png" profile="portraits/demons/demon-nightmare.png" die_sound=wail-long.wav [attack_anim] [filter_attack] name=infest [/filter_attack] start_time=-600 offset=0.0~-0.3:300,-0.3~1.2:300,1.2~0.0:250 [frame] image="units/demons/blue/nightmare-melee[1~2].png:150" [/frame] [frame] image="units/demons/blue/nightmare-melee3.png:50" [/frame] [frame] image="units/demons/blue/nightmare-melee4.png:250" alpha=1~0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/nightmare-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/nightmare-melee[4~3].png:50" alpha=0~1:100 [/frame] [frame] image="units/demons/blue/nightmare-melee1.png:100" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=hallucination [/filter_attack] {MISSILE_FRAME_ICE} start_time=-350 [frame] image="units/demons/blue/nightmare-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/nightmare-ranged3.png:100" [/frame] [frame] image="units/demons/blue/nightmare-ranged[3~1].png:50" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=nightmare [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/nightmare-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/nightmare-ranged3.png:100" [/frame] [frame] image="units/demons/blue/nightmare-ranged[3~1].png:50" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/nightmare.png:1,units/demons/blue/nightmare-melee2.png:250,units/demons/blue/nightmare.png:1 [/frame] [/defend] [/female] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Shadow Demon name= _ "Yuure Shadow" race=demon gender=female image="units/demons/blue/shadow.png" profile="portraits/demons/demon-shadow.png" hitpoints=33 movement_type=demonfly movement=7 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=53 usage=scout [abilities] {ABILITY_INCORPOREAL} {ABILITY_ETHEREAL} [/abilities] description= _ "In the dreams of mortals, there exist nightmarish creatures that appear to them with grotesque shapes of myriad form, hunting them through the darkness of the night. Then, there are those who remain hidden within the tiniest crevices of the warped realm of the mind, those who lurk at the edges of thought but disappear with any attention. They are the hidden terrors, the formless nightmares that are one with the shadows themselves, demons of darkness and terrors of the unknown." die_sound=wail-long.wav [resistance] blade=30 impact=30 pierce=30 cold=70 fire=30 arcane=30 [/resistance] [attack] name=tear description= _ "tear" icon="attacks/claws-undead.png" type=blade range=melee [specials] {WEAPON_SPECIAL_BACKSTAB} [/specials] damage=7 number=3 [/attack] [attack] name=blackness description= _ "blackness" type=arcane range=ranged [specials] {WEAPON_SPECIAL_CHAOS} [/specials] damage=6 number=5 icon=attacks/noctum.png [/attack] {GNS_INCORPOREAL "Shadow Demon"} {ETHEREAL "Shadow Demon"} [attack_anim] [filter_attack] name=tear [/filter_attack] start_time=-450 offset=0.0:250,0.0~1.2:200,1.2~0.0:350 [frame] image="units/demons/blue/shadow-melee1.png:125" [/frame] [frame] image="units/demons/blue/shadow-melee2.png:125" [/frame] [frame] image="units/demons/blue/shadow-melee3.png:50" [/frame] [frame] image="units/demons/blue/shadow-melee4.png:150" alpha=1~0:100 [/frame] {SOUND:HIT_AND_MISS "claws.ogg" {SOUND_LIST:MISS} -100} [frame] image="units/demons/blue/shadow-melee4.png:150" alpha=0~1:150 [/frame] [frame] image="units/demons/blue/shadow-melee5.png:200" [/frame] [frame] image="units/demons/blue/shadow.png:10" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=blackness [/filter_attack] {MISSILE_FRAME_SHADOW_WAVE} start_time=-350 [frame] image="units/demons/blue/shadow-ranged[1~3].png:100" [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/shadow-ranged3.png:100" [/frame] [frame] image="units/demons/blue/shadow-ranged[3~1].png:50" [/frame] [/attack_anim] [defend] start_time=-200 [if] hits=hit offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 hit_sound_start_time=-25 [hit_sound_frame] sound=wail-sml.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:200,-0.05~0.0:200 alpha=0.8~0.5:200,0.5~0.8:200 [/else] [else] hits=miss offset=0.0~-0.1:200,-0.1~0.0:200 alpha=0.8~0.25:200,0.25~0.8:200 [/else] [frame] image=units/demons/blue/shadow.png:1,units/demons/blue/shadow-defend.png:325,units/demons/blue/shadow.png:1 [/frame] [/defend] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Shardling name= _ "Yuure Shardling" race=demon gender=female image="units/demons/blue/shardling.png" hitpoints=41 movement_type=demonfly movement=6 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=31 usage=mixed fighter description= _ "" die_sound=wail-long.wav [abilities] {ABILITY_FAUX_VISAGE} [/abilities] [resistance] blade=10 impact=10 pierce=10 cold=70 fire=70 arcane=110 [/resistance] [attack] name=morph description= _ "morph" icon="attacks/wail.png" type=arcane range=melee [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=12 number=3 [/attack] [attack] name=morph_ranged description= _ "morph" type=arcane range=ranged [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] damage=12 number=3 icon=attacks/wail.png [/attack] [attack] name=black shard description= _ "black shard" type=cold range=ranged [specials] {WEAPON_SPECIAL_CHAOS} [/specials] damage=17 number=2 icon=attacks/wail.png [/attack] [attack_anim] [filter_attack] name=morph [/filter_attack] start_time=-300 offset=0.0~1.2:300,1.5~0.0:450 [frame] image="units/demons/blue/shardling.png:100" alpha=1~0:100 [/frame] [frame] image="units/demons/blue/shardling.png:200" alpha=0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/shardling.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/shardling.png:400" alpha=0~1:400 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=morph_ranged [/filter_attack] {MISSILE_FRAME_FAERIE_FIRE} start_time=-450 {SOUND:HIT_AND_MISS magic-faeriefire.ogg magic-faeriefire-miss.ogg -450} [frame] image="units/demons/blue/shardling.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=black shard [/filter_attack] start_time=-300 missile_start_time=-50 [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] image="units/demons/blue/shardling.png" halo="halo/undead/dark-magic-[1~6].png:50" halo_x,halo_y=10,15 [/frame] [frame] image="units/demons/blue/shardling.png:100" [/frame] {SOUND:HIT_AND_MISS magic-dark.ogg magic-dark-miss.ogg -50} [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demon Incubus name= _ "Incubus" race=demon image="units/demons/blue/incubus.png" profile="portraits/demons/demon-incubus.png" hitpoints=67 movement_type=demonfly movement=7 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=110 usage=mixed fighter [resistance] blade=30 pierce=30 impact=30 cold=150 fire=100 arcane=100 [/resistance] description= _ "The counterpart to Succubi, Incubi represent infestations of the mind rather than that of the body. They are well versed in the psyche of mortals and demons alike, masters of manipulation and psychological torture. Incubi excel at conquering targets without physical battle, but when motivated to fight, are certainly capable of holding their own against other powerful demons as well." die_sound=wail-long.wav [abilities] {ABILITY_ETHEREAL} [/abilities] [attack] name=dreamwalk description= _ "dreamwalk" type=arcane range=melee damage=15 number=3 icon=attacks/wail.png [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] [/attack] [attack] name=nightmare description= _ "nightmare" type=blade range=ranged [specials] {WEAPON_SPECIAL_TERROR} [/specials] damage=10 number=5 icon=attacks/chakram.png [/attack] {ETHEREAL "Demon Incubus"} [attack_anim] [filter_attack] name=dreamwalk [/filter_attack] start_time=-600 offset=0.0~-0.3:300,-0.3~1.2:300,1.0~0.0:350 [frame] image="units/demons/blue/incubus-melee[1~2].png:150" [/frame] [frame] image="units/demons/blue/incubus-melee3.png:75" [/frame] [frame] image="units/demons/blue/incubus-melee4.png:225" alpha=1~0:225 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/incubus-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/incubus-melee[4~3].png:100" alpha=0~1:200 [/frame] [frame] image="units/demons/blue/incubus-melee1.png:75" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=nightmare [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/incubus-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/incubus-ranged3.png:100" [/frame] [frame] image="units/demons/blue/incubus-ranged[3~1].png:50" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/incubus.png:1,units/demons/blue/incubus-defend.png:250,units/demons/blue/incubus.png:1 [/frame] [/defend] [variation] variation_id=incubus1 inherit=no id=Demon Incubus name= _ "Incubus" race=demon image="units/demons/blue/incubus.png" hitpoints=83 movement_type=demonfly movement=7 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=110 usage=mixed fighter description= _ "The counterpart to Succubi, Incubi represent infestations of the mind rather than that of the body. They are well versed in the psyche of mortals and demons alike, masters of manipulation and psychological torture. Incubi excel at conquering targets without physical battle, but when motivated to fight, are certainly capable of holding their own against other powerful demons as well." die_sound=wail-long.wav [abilities] {ABILITY_ETHEREAL} [/abilities] [resistance] blade=30 pierce=30 impact=30 cold=150 fire=100 arcane=100 [/resistance] [attack] name=dreamwalk description= _ "dreamwalk" type=arcane range=melee damage=21 number=3 icon=attacks/wail.png [specials] {WEAPON_SPECIAL_COUNTERSTRIKE} [/specials] [/attack] [attack] name=nightmare description= _ "nightmare" type=blade range=ranged [specials] {WEAPON_SPECIAL_TERROR} [/specials] damage=15 number=5 icon=attacks/chakram.png [/attack] {ETHEREAL "Demon Incubus"} [attack_anim] [filter_attack] name=dreamwalk [/filter_attack] start_time=-600 offset=0.0~-0.5:300,-0.5~1.2:300,1.0~0.0:350 [frame] image="units/demons/blue/incubus-melee[1~2].png:150" [/frame] [frame] image="units/demons/blue/incubus-melee3.png:75" [/frame] [frame] image="units/demons/blue/incubus-melee4.png:250" alpha=1~0:200 [/frame] {SOUND:HIT_AND_MISS "magic-dark-big.ogg" "magic-dark-big-miss.ogg" -75} [frame] image="units/demons/blue/incubus-melee4.png:50" alpha=0:50 [/frame] [frame] image="units/demons/blue/incubus-melee[4~3].png:100" alpha=0~1:200 [/frame] [frame] image="units/demons/blue/incubus-melee1.png:75" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=nightmare [/filter_attack] start_time=-350 [missile_frame] duration=200 image="projectiles/chakram.png" image_diagonal="projectiles/chakram.png" [/missile_frame] {SOUND:HIT_AND_MISS throwing-knife.ogg throwing-knife-miss.ogg -150} [frame] image="units/demons/blue/incubus-ranged[1~3].png:100" [/frame] [frame] image="units/demons/blue/incubus-ranged3.png:100" [/frame] [frame] image="units/demons/blue/incubus-ranged[3~1].png:50" [/frame] [/attack_anim] [defend] start_time=-126 [if] hits=hit offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 hit_sound_start_time=-25 [hit_sound_frame] sound=wail.wav [/hit_sound_frame] [/if] [else] hits=kill offset=0.0~-0.05:126,-0.05~0.0:126 alpha=0.8~0.5:126,0.5~0.8:126 [/else] [else] hits=miss offset=0.0~-0.1:126,-0.1~0.0:126 alpha=0.8~0.25:126,0.25~0.8:126 [/else] [frame] image=units/demons/blue/incubus.png:1,units/demons/blue/incubus-defend.png:250,units/demons/blue/incubus.png:1 [/frame] [/defend] [/variation] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=GNS_Gate name= _ "Gate" race=mechanical image="misc/blank-hex.png" image_icon="terrain/dark-gate-se.png" ellipse=none hitpoints=8 movement_type=null movement=1 level=0 alignment=neutral advances_to=null cost=1 usage=null hide_help=true description= _ "" {DEFENSE_ANIM "misc/blank-hex.png" "misc/blank-hex.png" gate.ogg} die_sound=gate-fall.ogg [death] start_time=0 [frame] duration,image=0,"misc/blank-hex.png" [/frame] [/death] [event] name=last breath first_time_only=no [filter] type=GNS_Gate [/filter] [remove_terrain_overlays] x,y=$x1,$y1 [/remove_terrain_overlays] [redraw][/redraw] [/event] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Guardian of Darkness name= _ "female^Guardian of Darkness" race=demon gender=female image="units/guardians/merthiaal.png" #profile="portraits/xiael.png" hitpoints=630 movement_type=guardian movement=11 experience=450 level=9 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=820 usage=archer hide_help=true undead_variation=null description= _ "There is no accurate information available about this class of beings at this time." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=faerie touch description=_ "faerie touch" icon=attacks/touch-faerie.png type=impact damage=15 number=3 range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=noctum description= _ "noctum" type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=17 number=6 icon=attacks/noctum.png [/attack] {GUARDIAN_DEFENSE_ANIM 0 255 0 "units/guardians/merthiaal.png" "units/guardians/merthiaal.png" {SOUND_LIST:ELF_FEMALE_HIT} } [standing_anim] start_time=0 direction=n,ne,se,s [frame] image="units/guardians/merthiaal.png:3000" halo="halo/guardians/merthiaal-halo.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [standing_anim] start_time=0 direction=nw,sw [frame] image="units/guardians/merthiaal.png:3000" halo="halo/guardians/merthiaal-halo.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Genesis [unit_type] id=Guardian of Earth name= _ "female^Guardian of Earth" race=faerie gender=female image="units/guardians/guardian-of-earth-xiael.png" image_icon="units/guardians/guardian-of-earth-xiael.png~CROP(32,28,72,72)" profile="units/guardians/guardian-of-earth-xiael.png~CROP(27,28,79,71)" #profile="portraits/xiael.png" hitpoints=777 movement_type=guardian movement=7 experience=450 level=9 bar_offset_x,bar_offset_y=0,0 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=820 usage=healer hide_help=true undead_variation=null description= _ "There is no accurate information available about this class of beings at this time." die_sound={SOUND_LIST:ELF_FEMALE_HIT} [attack] name=faerie touch description=_ "faerie touch" icon=attacks/touch-faerie.png type=impact damage=21 number=3 range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=ensnare description=_ "ensnare" type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=21 number=4 range=ranged icon=attacks/entangle.png [/attack] [attack] name=faerieborn blaze description= _ "faerieborn blaze" icon=attacks/arcane-rage.png type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=27 number=5 range=ranged [/attack] {GUARDIAN_DEFENSE_ANIM 0 255 0 "units/guardians/guardian-of-earth-xiael.png" "units/guardians/guardian-of-earth-xiael.png" {SOUND_LIST:ELF_FEMALE_HIT} } [standing_anim] start_time=0 direction=n,ne,se,s [frame] image="units/guardians/guardian-of-earth-xiael.png:3000" halo="halo/guardians/xiael-full.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [standing_anim] start_time=0 direction=nw,sw [frame] image="units/guardians/guardian-of-earth-xiael.png:3000" halo="halo/guardians/xiael-full.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Genesis [unit_type] id=Guardian of Life name= _ "female^Guardian of Life" race=demon gender=female image="units/guardians/guardian-of-life-uria.png" # Fixes unit sprite alignment since we don't have a portrait yet. profile="units/guardians/guardian-of-life-uria.png~CROP(25,20,90,80)" hitpoints=813 movement_type=guardian movement=7 experience=450 level=9 bar_offset_x,bar_offset_y=0,0 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=1180 usage=healer hide_help=true undead_variation=null description= _ "There is no information available about this class of beings at this time." die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/guardians/guardian-of-life-uria.png" "units/guardians/guardian-of-life-uria.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [standing_anim] start_time=0 direction=n,ne,se,s [frame] image="units/guardians/guardian-of-life-uria.png:3000" halo="halo/guardians/uria-halo.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [standing_anim] start_time=0 direction=nw,sw [frame] image="units/guardians/guardian-of-life-uria.png:3000" halo="halo/guardians/uria-halo.png~O([60~100,100~60]%):75" [/frame] [/standing_anim] [attack] name=celestial star description= _ "celestial star" icon=attacks/mace-and-chain.png type=impact damage=17 number=4 range=melee [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=blazing star description= _ "blazing star" icon=attacks/hellbent-tide.png type=fire damage=47 number=3 range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=breath of thanatos description= _ "breath of thanatos" icon=attacks/breath-of-thanatos.png type=arcane damage=31 number=5 range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Armageddon Imp name= _ "Armageddon Imp" race=imps image="units/imps/imp-armageddon.png" hitpoints=79 movement_type=demonfoot movement=5 experience=200 level=4 {AMLA_DEFAULT} alignment=chaotic advances_to=null cost=110 usage=fighter description= _ "The rumors about Imps big as a tree have been, unfortunately, confirmed. Never seen before, the Imps of Armageddon are the masterminds of Chaos, and albeit usually hidden at safe distance from the battlefield, they sometimes decide to charge themselves against the unwary enemies, who are nothing but dirt compared to these gigantic beasts. That, and their unnatural strength and endurance, is why their are feared, not only by the opponents of the Chaos Empire, but also by lesser imps and most demons of the same band. If you ever get to face one of these colossal brutes, escape as soon as possible from the battlefield or be known to you that death is certain to arrive." die_sound={SOUND_LIST:IMP_DIE} [resistance] blade=80 impact=80 fire=70 [/resistance] {DEFENSE_ANIM "units/imps/imp-armageddon.png" "units/imps/imp-armageddon.png" {SOUND_LIST:IMP_HIT} } [attack] name=blade of doom description=_"blade of doom" icon=attacks/baneblade.png type=blade range=melee damage=11 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=slime description=_"slime spit" icon=attacks/slime-thrown.png type=pierce range=ranged damage=8 number=3 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack_anim] [filter_attack] name=blade of doom [/filter_attack] start_time=-225 [frame] duration=125 image="units/imps/imp-armageddon.png" [/frame] [if] hits=yes [frame] duration=100 image="units/imps/imp-armageddon.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/imps/imp-armageddon.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/imps/imp-armageddon.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=slime [/filter_attack] start_time=-180 [missile_frame] begin=-150 end=0 image="projectiles/slime-glob.png" image_diagonal="projectiles/slime-glob.png" [/missile_frame] [if] hits=yes [frame] duration=80 image="units/imps/imp-armageddon.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] duration=80 image="units/imps/imp-armageddon.png" sound=squishy-miss.wav [/frame] [/else] [frame] duration=100 image="units/imps/imp-armageddon.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Blood Imp name= _ "Blood Imp" race=imps image="units/imps/imp-blood.png" hitpoints=44 movement_type=demonfoot movement=5 experience=70 level=2 alignment=chaotic advances_to=Gutwrencher Imp cost=30 usage=fighter description= _ "Some Imps grow stronger, bigger and more violent. That leads people to call them ‘Blood’ Imps. They can even be a menace to an lonely experienced fighter if he or she is alone." die_sound={SOUND_LIST:IMP_DIE} [resistance] fire=90 [/resistance] {DEFENSE_ANIM "units/imps/imp-blood.png" "units/imps/imp-blood.png" {SOUND_LIST:IMP_HIT} } [attack] name=claws description=_ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-125 [if] hits=yes [frame] duration=75 image="units/imps/imp-blood.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=75 image="units/imps/imp-blood.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/imps/imp-blood.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Gutwrencher Imp name= _ "Gutwrencher Imp" race=imps image="units/imps/imp-gutwrencher.png" hitpoints=58 movement_type=demonfoot movement=5 experience=220 level=3 alignment=chaotic advances_to=Armageddon Imp cost=57 usage=fighter description= _ "It is not usual for an Imp to grow much above the size they had when born, nor to acquire intellect, in any sense. However, the unusual happens, and then it is possible for some of them to grow stronger and smarter in their attacks, to the point that they, instead of being cannon-fodder or suicidal attack force of demons, get to lead small groups of them, not having any armor or weapons other than their natural toughness and brute strength. As they delight in tearing their prey to pieces, they have been titled the ‘Gutwrenchers’ by those who have survived the horrendous event. With time, they have developed a new dreadful attack weapon: acid slime, which can melt a human, or even orc, in matter of seconds. They spit it towards they victim, wait until it has consumed most of its body, and then finish the job swallowing the remaining flesh and bones. Worse than worse, they can now drain vital energy from their victims at close contact. Fortunately, abominations such as these are rarely seen in greater numbers. It is also said that there are Imps bigger than a full-grown Troll, but the rumors have not been confirmed... yet." die_sound={SOUND_LIST:IMP_DIE} [resistance] blade=90 fire=80 [/resistance] {DEFENSE_ANIM "units/imps/imp-gutwrencher.png" "units/imps/imp-gutwrencher.png" {SOUND_LIST:IMP_HIT} } [attack] name=claws description=_ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=9 number=4 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack] name=slime description=_"slime spit" icon=attacks/slime-thrown.png type=pierce range=ranged damage=6 number=3 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-125 [if] hits=yes [frame] duration=75 image="units/imps/imp-gutwrencher.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=75 image="units/imps/imp-gutwrencher.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/imps/imp-gutwrencher.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=slime [/filter_attack] start_time=-180 {MISSILE_FRAME_SLIME} [if] hits=yes [frame] duration=80 image="units/imps/imp-gutwrencher.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] duration=80 image="units/imps/imp-gutwrencher.png" sound=squishy-miss.wav [/frame] [/else] [frame] duration=100 image="units/imps/imp-gutwrencher.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Imp name= _ "Imp" race=imps image="units/imps/imp.png" hitpoints=31 movement_type=impfoot movement=5 experience=50 level=1 alignment=chaotic advances_to=Blood Imp cost=18 usage=fighter description= _ "Frequently considered lesser relatives of demons, the Imps are often underestimated due to their small size and lack of intellect. It is noteworthy, however, that a swarm of them is not a threat to ignore, even for an experienced soldier. They are mainly used by demonic attack forces as cannon-fodder to distract the enemy while the battle lords prepare the actual strike. However, it is rumored that some of these imps have grown bigger and stronger, enough to be a real strike force by themselves, which automatically promotes them to a higher level in the military ranks of Chaos." die_sound={SOUND_LIST:IMP_DIE} {DEFENSE_ANIM "units/imps/imp.png" "units/imps/imp.png" {SOUND_LIST:IMP_HIT} } [attack] name=claws description=_ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-125 [if] hits=yes [frame] duration=75 image="units/imps/imp.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=75 image="units/imps/imp.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/imps/imp.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Minor Imp name= _ "Minor Imp" race=imps image="units/imps/imp-minor.png" hitpoints=19 movement_type=impfoot movement=5 experience=35 level=0 alignment=chaotic advances_to=Imp cost=6 usage=fighter description= _ "The recently born hatchlings of imps are called ‘minor’ by their enemies. Although they are rarely little more than a lesser annoyance in most situations, with time and proper raising, they can turn into real enemies, the medium-sized Imps." die_sound={SOUND_LIST:IMP_DIE} [resistance] impact=120 [/resistance] {DEFENSE_ANIM "units/imps/imp-minor.png" "units/imps/imp-minor.png" {SOUND_LIST:IMP_HIT} } [attack] name=claws description=_ "claws" icon=attacks/claws-undead.png type=blade range=melee damage=4 number=2 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-125 [if] hits=yes [frame] duration=75 image="units/imps/imp-minor.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=75 image="units/imps/imp-minor.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=150 image="units/imps/imp-minor.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-After_the_Storm [unit_type] id=Serpent Messenger name= _ "Serpent Messenger" race=imps image="units/imps/serpent-messenger.png" image_icon="units/imps/serpent-messenger.png~SCALE(72,72)" hitpoints=63 movement_type=demonfly movement=6 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=56 usage=scout [abilities] {ABILITY_TERROR_LEVEL_3} [/abilities] description= _ "Legend tells of the mighty serpent god who defied Uria and was shortly defeated by her. In order to set an example for other demon lords who could consider defying or betraying her, his soul was sealed into stone. His followers—once worshipers of the power of light—were turned to the darkness and changed into wretched creatures charged with the mission of spreading fear and panic to dishearten her victims. Regardless of the veracity of their origins, they can be quite effective against lesser creatures and the weak-willed, whereas brave and experienced warriors find them to be little more than a nuisance on the battlefield." die_sound=drake-die.ogg {DEFENSE_ANIM "units/imps/serpent-messenger.png" "units/imps/serpent-messenger.png" {SOUND_LIST:DRAKE_HIT} } [attack] name=fangs description=_ "fangs" icon=attacks/fangs-animal.png type=blade range=melee damage=10 number=3 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-350 end=-250 image="units/imps/serpent-messenger.png" [/frame] [frame] begin=-250 end=-100 image="units/imps/serpent-messenger.png" [/frame] [if] hits=no [frame] begin=-100 end=-50 image="units/imps/serpent-messenger.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-100 end=-50 image="units/imps/serpent-messenger.png" sound=bite.ogg [/frame] [/else] [frame] begin=-50 end=200 image="units/imps/serpent-messenger.png" [/frame] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-After_the_Storm [unit_type] id=Valdemon Basher name= _ "Valdemon Basher" race=imps image="units/imps/valdemon-basher.png" hitpoints=52 movement_type=valdemonfoot movement=5 experience=100 {AMLA_DEFAULT} level=2 alignment=chaotic advances_to=null cost=34 usage=fighter [abilities] {ABILITY_STEADFAST} [/abilities] description= _ "While these behemoths—native to the shores of Inferno—are remarkably dumb, they are quite skilled at using their heads—literally—to knock their opponents out of the way, allowing their smarter allies to trespass their defenses." die_sound=yeti-die.ogg {DEFENSE_ANIM "units/imps/valdemon-basher.png" "units/imps/valdemon-basher.png" yeti-hit.ogg } [attack] name=ram description=_ "ram" icon=attacks/ram.png type=impact range=melee damage=11 number=2 [/attack] [attack] name=claws description=_ "claws" icon=attacks/claws-animal.png type=blade range=melee damage=8 number=3 [/attack] [attack_anim] [filter_attack] name=ram [/filter_attack] start_time=-300 [frame] duration=225 image="units/imps/valdemon-basher.png" [/frame] [if] hits=yes [frame] duration=100 image="units/imps/valdemon-basher.png" sound=mace.wav [/frame] [/if] [else] hits=no [frame] duration=100 image="units/imps/valdemon-basher.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=300 image="units/imps/valdemon-basher.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-250 [frame] duration=125 image="units/imps/valdemon-basher.png" [/frame] [if] hits=yes [frame] duration=75 image="units/imps/valdemon-basher.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] duration=75 image="units/imps/valdemon-basher.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=250 image="units/imps/valdemon-basher.png" [/frame] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Genesis [unit_type] id=Chaos Hound name= _ "Rabid Hound" race=monster image="units/monsters/hound.png" hitpoints=22 movement_type=houndfoot movement=7 experience=40 level=1 alignment=chaotic advances_to=Demonic Hound cost=20 usage=fighter undead_variation=saurian description= _ "Quite fragile in combat, the Hounds of Chaos are directly affected by the magic of the chaos magi, resulting in them listening and obeying every command of their masters. The results are mindless effective assassins. Though they are easily taken care of by a tougher adversary, their nimble bodies allow them to penetrate far into enemy lines and severely damage their support units." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/monsters/hound-defend.png" "units/monsters/hound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description= _ "fangs" icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=5 number=2 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/monsters/hound-attack1.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/monsters/hound-attack2.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/monsters/hound-attack2.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/monsters/hound-attack1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Demonic Hound name= _ "Demonic Hound" race=monster image="units/monsters/rabid-hound.png" [movement_anim] [frame] begin=0 end=150 image="units/monsters/rabid-hound-attack2.png" [/frame] [/movement_anim] hitpoints=35 movement_type=houndfoot movement=7 experience=70 level=2 alignment=chaotic advances_to=Hellhound cost=40 usage=fighter undead_variation=saurian description= _ "Hounds who serve the power of Chaos are slowly consumed by its essence, just like their human masters and comrades. Aside from the involved removal of their souls and the increased bodily strength, demonic hounds acquire a more developed intellect, which turns them into more perilous foes who will not stop at anything but the accomplishment of their purpose and desire of bloodbath." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/monsters/rabid-hound-defend.png" "units/monsters/rabid-hound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description= _ "fangs" icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/monsters/rabid-hound-attack1.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/monsters/rabid-hound-attack2.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/monsters/rabid-hound-attack2.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/monsters/rabid-hound-attack1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis [unit_type] id=Hellhound name= _ "Hellhound" race=monster image="units/monsters/hellhound.png" [movement_anim] [frame] begin=0 end=150 image="units/monsters/hellhound.png" [/frame] [/movement_anim] hitpoints=47 movement_type=houndfoot movement=7 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=74 usage=fighter undead_variation=saurian description= _ "These creatures are no longer the loyal companions of demonic assault parties. They turn into their leaders by the dread they inspire into other followers of Chaos, and the intelligence they have developed as heartless half-demons. Because it is not common for these hounds to acquire enough experience to evolve this further, as their frantic attacks usually harms them to death. Thus, at this point they are respected and treated as heroes by their comrades." die_sound={SOUND_LIST:WOLF_DIE} {DEFENSE_ANIM "units/monsters/hellhound.png" "units/monsters/hellhound.png" {SOUND_LIST:WOLF_HIT} } [attack] name=fangs description= _ "fangs" icon=attacks/fangs-animal.png type=blade range=melee [specials] {WEAPON_SPECIAL_BERSERK} [/specials] damage=8 number=4 [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] offset=0.0~-0.1:100,-0.1~0.0:50,0.0~0.3:50,0.3~0.5:100,0.5~0.6:50,0.6~0.4:100,0.4~0.2:50,0.2~0.0:100 [frame] begin=-350 end=-100 image="units/monsters/hellhound.png" sound={SOUND_LIST:WOLF_GROWL} [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/monsters/hellhound.png" [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/monsters/hellhound.png" sound=bite.ogg [/frame] [/else] [frame] begin=0 end=250 image="units/monsters/hellhound.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Genesis #define MISSILE_FRAME_INFERNAL_CHILL [missile_frame] begin=-150 end=0 image="projectiles/whitemissile-n.png" image_diagonal="projectiles/whitemissile-ne.png" [/missile_frame] #enddef #define MISSILE_FRAME_SLIME [missile_frame] begin=-150 end=0 image="projectiles/slime-glob.png" image_diagonal="projectiles/slime-glob.png" [/missile_frame] #enddef #define MELEE_FRAME_FIRE_AURA _MELEE_FRAME _BASE_FRAME start_time=-150 [if] hits=no [frame] duration=50 image={_BASE_FRAME} [/frame] [frame] duration=200 image={_MELEE_FRAME} sound={SOUND_LIST:MISS} [/frame] [frame] duration=200 image={_BASE_FRAME} [/frame] [/if] [else] hits=yes [frame] duration=50 halo=projectiles/fire-burst-small-1.png image={_BASE_FRAME} sound=fire.wav [/frame] [frame] halo="projectiles/fire-burst-small-[1~4].png:50" image={_MELEE_FRAME} [/frame] [frame] halo="projectiles/fire-burst-small-[5~8].png:50" image={_BASE_FRAME} [/frame] [/else] #enddef #define BURST_FRAME_FAERIE_MYSTIC_FIRE burst_start_time=0 burst_offset=0.8~1.0 [burst_frame][/burst_frame] [burst_frame] image="projectiles/fire-burst-small-[1~8].png:75" [/burst_frame] #enddef #define MISSILE_FRAME_FAERIE_MYSTIC_FIRE specialfx_auto_vflip=false specialfx_start_time=-331 [specialfx_frame] halo="halo/saurian-magic-halo-[1~7].png:50" [/specialfx_frame] {MISSILE_FRAME_FIRE_BREATH 12,-39 12,19 25,-26 27,19} #enddef #define FLAME_BLAST_FRAME _NUM _START_TIME _X _Y flame_blast_{_NUM}_start_time={_START_TIME} flame_blast_{_NUM}_auto_vflip=no flame_blast_{_NUM}_offset=1.0 [flame_blast_{_NUM}_frame] halo="halo/flame-burst-[1~8].png:50" halo_x={_X} halo_y={_Y} [/flame_blast_{_NUM}_frame] #enddef #define FLAME_BLAST_ANIMATION offset=0.0 flame_sound_start_time=-400 [flame_sound_frame] duration=100 sound=fire.wav [/flame_sound_frame] {FLAME_BLAST_FRAME 1 -400 -22 0} {FLAME_BLAST_FRAME 2 -350 -14 9} {FLAME_BLAST_FRAME 3 -300 0 12} {FLAME_BLAST_FRAME 4 -250 14 9} {FLAME_BLAST_FRAME 5 -200 22 0} #enddef #define FLAME_BLAST_AFFECTS_SELF flame_blast_1_offset=0.0 flame_blast_2_offset=0.0 flame_blast_3_offset=0.0 flame_blast_4_offset=0.0 flame_blast_5_offset=0.0 #enddef #define NOCTUM_BEAM_ANIMATION offset=0.0 beam_auto_vflip=no beam_start_time=-400 beam_offset=1.0 beam_halo_y=20 beam_halo_mod="~O(0.8)" [beam_frame] halo="halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]" [/beam_frame] #enddef #define NOCTUM_FIRE_ANIMATION {FLAME_BLAST_ANIMATION} flame_blast_1_halo_mod="~B(120)" flame_blast_2_halo_mod="~B(120)" flame_blast_3_halo_mod="~B(120)" flame_blast_4_halo_mod="~B(120)" flame_blast_5_halo_mod="~B(120)" #enddef #define NOCTUM_BOLT_ANIMATION _N1 _N2 bolt1_auto_vflip=no bolt1_start_time=-175 bolt1_offset=1.0 bolt1_halo_y=-125 bolt1_halo_mod="~R(120)" [bolt1_frame] halo="halo/lightning-bolt-"+{_N1}+"-3.png:100,halo/lightning-bolt-"+{_N1}+"-4.png:100" [/bolt1_frame] bolt2_auto_vflip=no bolt2_start_time=-100 bolt2_offset=1.0 bolt2_halo_y=-125 bolt2_halo_mod="~R(120)" [bolt2_frame] halo="halo/lightning-bolt-"+{_N2}+"-4.png:100,halo/lightning-bolt-"+{_N2}+"-4.png~O(0.5):100" [/bolt2_frame] {SOUND:HIT_AND_MISS lightning.ogg lightning-miss.ogg -175} #enddef #define BLOOD_BOLT_ANIMATION _N1 _N2 {NOCTUM_BOLT_ANIMATION ({_N1}) ({_N2})} #bolt1_halo_mod="~CS(120,-64,-64)" purple #bolt2_halo_mod="~CS(120,-64,-64)" purple bolt1_halo_mod="~CS(255,-32,-32)" bolt2_halo_mod="~CS(255,-32,-32)" #enddef #define GUARDIAN_DEFENSE_ANIM R G B REACTION_IMAGE BASE_IMAGE HIT_SOUND [defend] start_time=-175 [frame] duration=25 image={BASE_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.2)" [/frame] [frame] duration=25 image={BASE_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.4)" [/frame] [frame] duration=50 image={REACTION_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.6)" [/frame] [frame] duration=50 image={REACTION_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.8)" [/frame] [if] hits=hit [frame] duration=100 image={REACTION_IMAGE} sound={HIT_SOUND} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})" [/frame] [/if] [else] hits=miss,kill [frame] duration=100 image={REACTION_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})" [/frame] [/else] [frame] duration=50 image={REACTION_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.8)" [/frame] [frame] duration=25 image={BASE_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.6)" [/frame] [frame] duration=25 image={BASE_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.4)" [/frame] [frame] duration=25 image={BASE_IMAGE} halo="halo/guardian-defense-halo.png" halo_mod="~CS({R},{G},{B})~O(0.2)" [/frame] [/defend] #enddef
#textdomain wesnoth-Genesis #define ABILITY_FAUX_VISAGE [dummy] id=faux_visage name= _ "faux visage" description= _"This unit sometimes takes on the form of a different unit." [/dummy] #enddef #define WEAPON_SPECIAL_OBLIVION [dummy] id=abeyance name= _ "oblivion" name_inactive= _ "oblivion" description= _ "This attack will deal 10 bonus damage that ignores all resists." description_inactive= _ "This attack will deal 10 bonus damage that ignores all resists." [/dummy] #enddef #define ABILITY_GNS_INVISIBILITY [hides] id=invisibility name= _ "invisibility" female_name= _ "invisibility" description= _ "The unit is invisible. Enemy units cannot see this unit, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." name_inactive= _ "invisibility" female_name_inactive= _ "female^invisibility" description_inactive= _ "The unit is invisible. Enemy units cannot see this unit, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." affect_self=yes [/hides] #enddef #define WEAPON_SPECIAL_ABEYANCE2 [dummy] id=abeyance name= _ "abeyance" name_inactive= _ "abeyance" description= _ "This attack does 3 damage that ignores all resists." description_inactive= _ "This attack does 3 damage that ignores all resists." [/dummy] #enddef #define WEAPON_SPECIAL_ABYSS [dummy] id=abeyance name= _ "abyss" name_inactive= _ "abyss" description= _ "This attack will deal 15 bonus damage that ignores all resists." description_inactive= _ "This attack will deal 15 bonus damage that ignores all resists." [/dummy] #enddef #define ABILITY_TERROR_LEVEL_2 [leadership] id=terror value=-45 cumulative=no name= _ "terror" description= _ "This unit can frighten enemy units that are next to it, making them fight worse. Adjacent enemy units of the same or lower level will do less damage in battle. When an enemy unit of the same or lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=0 [/filter] [/affect_adjacent] [/leadership] [leadership] id=terror value=-30 cumulative=no affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=1 [/filter] [/affect_adjacent] [/leadership] [leadership] id=terror value=-15 cumulative=no affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=2 [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_TERROR_LEVEL_3 [leadership] id=terror value=-60 cumulative=no name= _ "terror" description= _ "This unit can frighten enemy units that are next to it, making them fight worse. Adjacent enemy units of the same or lower level will do less damage in battle. When an enemy unit of the same or lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=0 [/filter] [/affect_adjacent] [/leadership] [leadership] id=terror value=-45 cumulative=no affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=1 [/filter] [/affect_adjacent] [/leadership] [leadership] id=terror value=-30 cumulative=no affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=2 [/filter] [/affect_adjacent] [/leadership] [leadership] id=terror value=-15 cumulative=no affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [filter] level=3 [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_INCORPOREAL [dummy] id=gns_incorporeal name= _ "incorporeal" female_name= _ "female^incorporeal" description= _ "This unit will not take damage from physical attacks, except for blows that will kill it." [/dummy] #enddef #define ABILITY_DECOMPOSITION [dummy] id=decomposition name= _ "decomposition" female_name= _ "female^decomposition" description= _ "This unit will reduce the hitpoints of nearby enemies in half (within a radius of 4) on each new turn." [/dummy] #enddef #define GNS_INCORPOREAL TYPE [event] name=attacker hits first_time_only=no [filter_attack] type=impact [or] type=pierce [/or] [or] type=blade [/or] [/filter_attack] [filter_second] type={TYPE} ability=gns_incorporeal [/filter_second] [if] [variable] name=second_unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] [event] name=defender hits first_time_only=no [filter_second_attack] type=impact [or] type=pierce [/or] [or] type=blade [/or] [/filter_second_attack] [filter] type={TYPE} ability=gns_incorporeal [/filter] [if] [variable] name=unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x1,$y1 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] #enddef #define ABILITY_ETHEREAL [dummy] id=gns_ethereal name= _ "ethereal" female_name= _ "female^ethereal" description= _ "This unit will not take damage from arcane or fire attacks, except for those that will kill it." [/dummy] #enddef #define ETHEREAL TYPE [event] name=attacker hits first_time_only=no [filter_attack] type=fire [or] type=arcane [/or] [/filter_attack] [filter_second] type={TYPE} ability=gns_ethereal [/filter_second] [if] [variable] name=second_unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] [event] name=defender hits first_time_only=no [filter_second_attack] type=fire [or] type=arcane [/or] [/filter_second_attack] [filter] type={TYPE} ability=gns_ethereal [/filter] [if] [variable] name=unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x1,$y1 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] #enddef #define WEAPON_SPECIAL_TRUE_STRIKE [chance_to_hit] id=truestrike name= _ "true strike" description= _ "This attack always hits." value=100 cumulative=no [/chance_to_hit] #enddef #define WEAPON_SPECIAL_COUNTERSTRIKE [attacks] id=counterstrike name= _ "counterstrike" description= _ "The opponent has a 0% chance to hit when this attack is used offensively." value=0 cumulative=no apply_to=opponent active_on=offense [/attacks] #enddef #define WEAPON_SPECIAL_TERROR [damage] id=terror name= _ "terror" name_inactive= _ "terror" description= _ "Enemies deal half damage when this attack is used." description_inactive= _ "Enemies deal half damage when this attack is used." apply_to=opponent multiply=0.5 [/damage] #enddef #define WEAPON_SPECIAL_SPELLBIND1 [damage] id=spellbind1 name= _ "spell bind" name_inactive= _ "spell bind" description= _ "When this attack is used, all spell damage taken will be reduced by 70%." description_inactive= _ "When this attack is used, all spell damage taken will be reduced by 70%." [filter_opponent] [filter_weapon] type=fire,cold,arcane [/filter_weapon] [/filter_opponent] apply_to=opponent multiply=0.3 [/damage] #enddef #define ABILITY_ENERVATE20 [leadership] id=enervate20 value=-20 cumulative=no name= _ "enervate" female_name= _ "female^enervate" description= _ "This unit reduces the damage of nearby enemies by 20%." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/leadership] #enddef #define ABILITY_ENERVATE40 [leadership] id=enervate40 value=-40 cumulative=no name= _ "enervate" female_name= _ "female^enervate" description= _ "This unit reduces the damage of nearby enemies by 40%." affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/leadership] #enddef #define WEAPON_SPECIAL_SCORCHED_EARTH [dummy] id=scorched_earth name= _ "scorched earth" name_inactive= _ "scorched earth" description= _ "On attack, this weapon burns the nearby ground that it strikes. Units that stand on patches of earth that have been struck within the last 10 turns are dealt 3 damage (stacking) upon turn refresh." description_inactive= _ "On attack, this weapon burns the nearby ground that it strikes. Units that stand on patches of earth that have been struck within the last 10 turns are dealt 3 damage (stacking) upon turn refresh." [/dummy] #enddef #define SCORCHED_EARTH TURNS DMG [event] name=attacker_hits first_time_only=no [filter_attack] special_id=scorched_earth [/filter_attack] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {PLAY_SOUND "flame-big.ogg"} [terrain] x,y=$x2,$y2 radius=1 terrain=Rd [/terrain] [item] x,y=$x2,$y2 radius=1 image=misc/blank-hex.png~NOP()~NOP()~NOP()~NOP() halo=scenery/flames[01~15].png:120 [/item] [set_variables] name=searthloc mode=append [value] x=$x2 y=$y2 turn_num=0 [/value] [/set_variables] {CLEAR_VARIABLE opp} [/event] [event] name=new turn first_time_only=no {VARIABLE sedmg {DMG}} {VARIABLE endturn {TURNS}} {VARIABLE_OP endturn add 1} [for] array=searthloc [do] {VARIABLE_OP searthloc[$i].turn_num add 1} [if] [have_unit] x,y=$searthloc[$i].x,$searthloc[$i].y [or] [filter_location] [filter_adjacent_location] x,y=$searthloc[$i].x,$searthloc[$i].y [/filter_adjacent_location] [/filter_location] [/or] [/have_unit] [and] [variable] name=searthloc[$i].turn_num less_than_equal={TURNS} [/variable] [/and] [then] {PLAY_SOUND "flame-big.ogg"} [harm_unit] [filter] x,y=$searthloc[$i].x,$searthloc[$i].y [or] [filter_location] [filter_adjacent_location] x,y=$searthloc[$i].x,$searthloc[$i].y [/filter_adjacent_location] [/filter_location] [/or] [/filter] fire_event=yes animate=yes type=fire amount=$sedmg delay=100 [/harm_unit] [/then] [/if] [if] [variable] name=searthloc[$i].turn_num numerical_equals=$endturn [/variable] [then] [remove_item] x,y=$searthloc[$i].x,$searthloc[$i].y radius=1 image=misc/blank-hex.png~NOP()~NOP()~NOP()~NOP() [/remove_item] [/then] [/if] [/do] [/for] {CLEAR_VARIABLE sedmg} [/event] [event] name=victory first_time_only=no {CLEAR_VARIABLE searthloc} [/event] #enddef #define ABILITY_BLITZ [dummy] id=blitz name= _ "blitz" description= _"This unit can attack three times in one turn." [/dummy] #enddef #define BLITZ [event] name=new turn first_time_only=no [if] [have_unit] ability=blitz [/have_unit] [then] [modify_unit] [filter] ability=blitz [/filter] max_attacks=3 attacks_left=3 [/modify_unit] [/then] [/if] [/event] [event] name=attack_end first_time_only=no [filter] ability=blitz x,y=$x1,$y1 [/filter] [if] [have_unit] ability=blitz x,y=$x1,$y1 [/have_unit] [then] [modify_unit] [filter] ability=blitz x,y=$x1,$y1 [/filter] moves=5 [/modify_unit] [/then] [/if] [/event] #enddef #define WEAPON_SPECIAL_BLAZE [damage] id=blaze name= _ "blaze" description= _ "When used offensively, this attack gains 25% damage." multiply=1.25 active_on=offense [/damage] #enddef #define ABILITY_DEVOUR [dummy] id=essence_devouring name= _ "devour" name_inactive= _ "devour" description= _ "This unit deals 3 damage to nearby enemies on each new turn and heals for half the damage dealt." description_inactive= _ "This unit deals 3 damage to nearby enemies on each new turn and heals for half the damage dealt." [/dummy] #enddef #define ESSENCE_DEVOURING [event] name=new turn first_time_only=no [store_unit] [filter] [filter_adjacent] ability=essence_devouring is_enemy=yes [/filter_adjacent] [/filter] variable=opp [/store_unit] [store_unit] [filter] ability=essence_devouring [/filter] variable=unit [/store_unit] {VARIABLE counter 0} [for] array=opp [do] {VARIABLE_OP counter add 1} [/do] [/for] [for] array=opp [do] [harm_unit] [filter] x,y=$opp[$i].x,$opp[$i].y [/filter] fire_event=yes animate=yes amount=3 delay=25 [/harm_unit] [if] [have_unit] x,y=$opp[$i].x,$opp[$i].y [/have_unit] [else] {VARIABLE exp $opp[$i].level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add $exp} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] [/do] [/for] {VARIABLE_OP counter multiply 1.5} [heal_unit] [filter] ability=essence_devouring [/filter] amount=$counter animate=yes [/heal_unit] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE unit} {CLEAR_VARIABLE counter} [/event] #enddef #define WEAPON_SPECIAL_DRAIN100 [drains] id=drain100 value=100 name= _ "vitiate" description= _ "This attack saps the life force of the enemies it harms." [/drains] #enddef #define WEAPON_SPECIAL_CHAOS [chance_to_hit] id=chaos name= _ "chaos" description= _ "This attack has at least a 70% chance to hit at night." affect_self=yes [filter_self] [filter_location] time_of_day=chaotic [/filter_location] [/filter_self] value=70 cumulative=yes [/chance_to_hit] #enddef #define WEAPON_SPECIAL_ABEYANCE [dummy] id=abeyance name= _ "abeyance" name_inactive= _ "abeyance" description= _ "This attack does 5 damage that ignores all resists." description_inactive= _ "This attack does 5 damage that ignores all resists." [/dummy] #enddef #define ABEYANCE WEAPON DMG [event] name=attacker_hits first_time_only=no [filter_attack] name={WEAPON} special_id=abeyance [/filter_attack] [store_unit] [filter] x,y=$x2,$y2 [/filter] variable=opp [/store_unit] {VARIABLE obliterate {DMG}} [harm_unit] [filter] x,y=$x2,$y2 [/filter] fire_event=yes animate=yes amount=$obliterate delay=50 [/harm_unit] [if] [have_unit] x,y=$x2,$y2 [/have_unit] [then][/then] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE obliterate} [/event] [event] name=defender hits first_time_only=no [filter_second_attack] name={WEAPON} special_id=abeyance [/filter_second_attack] [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=opp [/store_unit] {VARIABLE obliterate {DMG}} [harm_unit] [filter] x,y=$x1,$y1 [/filter] fire_event=yes animate=yes amount=$obliterate delay=50 [/harm_unit] [if] [have_unit] x,y=$x1,$y1 [/have_unit] [then][/then] [else] {VARIABLE exp $opp.level} {VARIABLE_OP exp multiply 8} {VARIABLE_OP second_unit.experience add "$(max(4, $exp))"} {CLEAR_VARIABLE exp} [unstore_unit] variable=second_unit find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE opp} {CLEAR_VARIABLE obliterate} [/event] #enddef
#textdomain wesnoth-Genesis #define SLIGHTLY_DARK_INDOORS [time] id=slightly_dark_indoors name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=0 red=-15 green=-10 blue=0 [/time] #enddef #define LESS_DARK_INDOORS [time] id=slightly_dark_indoors name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=0 red=-25 green=-20 blue=-10 [/time] #enddef #define DARK_INDOORS [time] id=dark_indoors name= _ "Indoors" image=misc/time-schedules/schedule-indoors.png lawful_bonus=-25 red=-50 green=-40 blue=-25 [/time] #enddef #define DAWN_NO_SOUND [time] id=dawn name= _ "Dawn" image=misc/time-schedules/default/schedule-dawn.png red=-20 green=-20 [/time] #enddef #define DUSK_NO_SOUND [time] id=dusk name= _ "Dusk" image=misc/time-schedules/default/schedule-dusk.png green=-20 blue=-20 [/time] #enddef #define LIMBO [time] id=limbo name= _ "Limbo" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=0 red=0 green=0 blue=0 [/time] #enddef #define ETERNALDARKSWAMP [time] id=eternaldark1 name= _ "Eternal Darkness" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-25 red=-50 green=-30 blue=-40 [/time] #enddef #define ETERNALDARKDREAM [time] id=eternaldark2 name= _ "Eternal Darkness" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-25 red=-100 green=-80 blue=-50 [/time] #enddef #define ETERNALDARK [time] id=eternaldark name= _ "Eternal Darkness" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-30 red=-45 green=-45 blue=-15 [/time] #enddef #define BLOODMOON [time] id=eternaldark name= _ "Blood Moon" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-30 red=-40 green=-65 blue=-35 [/time] #enddef #define ETERNALDARK2 [time] id=eternaldark2 name= _ "Eternal Darkness" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-40 red=-60 green=-60 blue=-15 [/time] #enddef #define ETERNALDARK3 [time] id=eternaldark3 name= _ "Eternal Darkness" image=misc/time-schedules/after-the-fall/6shortdark.png lawful_bonus=-50 red=-70 green=-70 blue=-25 [/time] #enddef #define VOID [time] id=void name= _ "Void" image=misc/schedule-underground.png lawful_bonus=-100 red=-110 green=-110 blue=-60 [/time] #enddef #define EXTENDED_TIME2 {DAWN} {DAWN_NO_SOUND} {MORNING} {MORNING} {MIDDAY} {MIDDAY} {AFTERNOON} {AFTERNOON} {DUSK} {DUSK_NO_SOUND} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} #enddef #define EXTENDED_TIME3 {DAWN} {DAWN_NO_SOUND} {DAWN_NO_SOUND} {MORNING} {MORNING} {MORNING} {MIDDAY} {MIDDAY} {MIDDAY} {AFTERNOON} {AFTERNOON} {AFTERNOON} {DUSK} {DUSK_NO_SOUND} {DUSK_NO_SOUND} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} #enddef #define EXTENDED_TIME3_AFTERNOON {EXTENDED_TIME3} current_time=9 #enddef #define EXTENDED_TIME3_DUSK {EXTENDED_TIME3} current_time=12 #enddef #define EXTENDED_TIME3_MORNING {EXTENDED_TIME3} current_time=3 #enddef #define EXTENDED_TIME5 {DAWN} {DAWN_NO_SOUND} {DAWN_NO_SOUND} {MORNING} {MORNING} {MORNING} {MORNING} {MORNING} {MIDDAY} {MIDDAY} {MIDDAY} {AFTERNOON} {AFTERNOON} {AFTERNOON} {AFTERNOON} {AFTERNOON} {DUSK} {DUSK_NO_SOUND} {DUSK_NO_SOUND} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {FIRST_WATCH} {MIDNIGHT} {MIDNIGHT} {MIDNIGHT} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} {SECOND_WATCH} #enddef
#textdomain wesnoth-Genesis #define DELAY TIME [delay] time={TIME} [/delay] #enddef #define FLOAT_TEXT UNIT_ID COLOR TEXT [store_unit] [filter] id={UNIT_ID} [/filter] variable=temp_unit [/store_unit] [floating_text] x,y=$temp_unit.x,$temp_unit.y text="<span color='#" {COLOR} +"'>" + _ {TEXT} + "</span>" [/floating_text] {CLEAR_VARIABLE temp_unit} #enddef #define FLOAT_TEXT_LOC X Y COLOR TEXT [floating_text] x,y={X},{Y} text="<span color='#" {COLOR} +"'>" + _ {TEXT} + "</span>" [/floating_text] #enddef #define FLASH_RED_EXTREME ACTION_WML # Flash the screen momentarily red. {COLOR_ADJUST 67 0 0} {COLOR_ADJUST 100 0 0} {COLOR_ADJUST 133 0 0} {COLOR_ADJUST 167 0 0} {COLOR_ADJUST 200 0 0} {ACTION_WML} {COLOR_ADJUST 167 0 0} {COLOR_ADJUST 100 0 0} {COLOR_ADJUST 33 0 0} {COLOR_ADJUST 0 0 0} #enddef #define FLASH_DARK ACTION_WML # turns the screen black and also hides all units (momentarily) {COLOR_ADJUST -67 -67 -67} {DELAY 100} {COLOR_ADJUST -100 -100 -100} {DELAY 100} {COLOR_ADJUST -133 -133 -133} {DELAY 100} {COLOR_ADJUST -167 -167 -167} {DELAY 100} {COLOR_ADJUST -200 -200 -200} [hide_unit] [filter] [/filter] [/hide_unit] {ACTION_WML} {COLOR_ADJUST -167 -167 -167} {DELAY 100} {COLOR_ADJUST -100 -100 -100} {DELAY 100} {COLOR_ADJUST -33 -33 -33} {DELAY 100} {COLOR_ADJUST 0 0 0} [unhide_unit] [filter] [/filter] [/unhide_unit] #enddef #define FADE_SCREEN # turns the screen black and also hides all units {COLOR_ADJUST -33 -33 -33} {DELAY 100} {COLOR_ADJUST -67 -67 -67} {DELAY 100} {COLOR_ADJUST -100 -100 -100} {DELAY 100} {COLOR_ADJUST -133 -133 -133} {DELAY 100} [hide_unit] [filter] [/filter] [/hide_unit] {COLOR_ADJUST -167 -167 -167} {DELAY 100} {COLOR_ADJUST -200 -200 -200} {DELAY 100} {COLOR_ADJUST -233 -233 -233} {DELAY 100} {COLOR_ADJUST -255 -255 -255} #enddef #define UNFADE_SCREEN # turns the screen back to normal {COLOR_ADJUST -233 -233 -233} {DELAY 100} {COLOR_ADJUST -200 -200 -200} {DELAY 100} {COLOR_ADJUST -167 -167 -167} {DELAY 100} {COLOR_ADJUST -133 -133 -133} {DELAY 100} [unhide_unit] [filter] [/filter] [/unhide_unit] {COLOR_ADJUST -100 -100 -100} {DELAY 100} {COLOR_ADJUST -67 -67 -67} {DELAY 100} {COLOR_ADJUST -33 -33 -33} {DELAY 100} {COLOR_ADJUST 0 0 0} #enddef #define WHITE_SCREEN # turns the screen bright {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 100} {COLOR_ADJUST 167 167 167} {DELAY 100} {COLOR_ADJUST 200 200 200} {DELAY 100} {COLOR_ADJUST 233 233 233} {DELAY 100} {COLOR_ADJUST 255 255 255} #enddef #define UNWHITE_SCREEN # turns the screen back to normal {COLOR_ADJUST 233 233 233} {DELAY 100} {COLOR_ADJUST 200 200 200} {DELAY 100} {COLOR_ADJUST 167 167 167} {DELAY 100} {COLOR_ADJUST 133 133 133} {DELAY 100} {COLOR_ADJUST 100 100 100} {DELAY 100} {COLOR_ADJUST 67 67 67} {DELAY 100} {COLOR_ADJUST 33 33 33} {DELAY 100} {COLOR_ADJUST 0 0 0} #enddef #define RECALL_ESTHER X Y [recall] id=Esther x,y={X},{Y} [/recall] #enddef #define RECALL_YUMI X Y [recall] id=Yumi x,y={X},{Y} [/recall] #enddef #define RECALL_ARYEL X Y [recall] id=Aryel x,y={X},{Y} [/recall] #enddef #define RECALL_TALYA X Y [recall] id=Talya x,y={X},{Y} [/recall] #enddef #define RECALL_YUMI_NOLOC [recall] id=Yumi [/recall] #enddef #define RECALL_ARYEL_NOLOC [recall] id=Aryel [/recall] #enddef #define RECALL_TALYA_NOLOC [recall] id=Talya [/recall] #enddef #define QUAKE_FIXED SOUND # Visuals and sound for an earth tremor. [sound] name={SOUND} [/sound] [scroll] x=15 y=0 [/scroll] {DELAY 100} [scroll] x=-30 y=0 [/scroll] {DELAY 100} [scroll] x=15 y=15 [/scroll] {DELAY 100} [scroll] x=0 y=-30 [/scroll] {DELAY 100} [scroll] x=0 y=15 [/scroll] {DELAY 100} #enddef #define TURN_UNIT5 ID [modify_unit] [filter] id={ID} [/filter] facing=se [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=sw [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=se [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=sw [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=se [/modify_unit] {DELAY 500} #enddef #define TURN_UNIT3 ID [modify_unit] [filter] id={ID} [/filter] facing=se [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=sw [/modify_unit] {DELAY 300} [modify_unit] [filter] id={ID} [/filter] facing=se [/modify_unit] {DELAY 500} #enddef
#textdomain wesnoth-Genesis #define OBJECTIVE_VICTORY _TEXT [objective] description={_TEXT} condition=win [/objective] #enddef #define OBJECTIVE_DEFEAT _TEXT [objective] description={_TEXT} condition=lose [/objective] #enddef #define OBJECTIVE_CARRYOVER [gold_carryover] bonus,carryover_percentage=yes,40 [/gold_carryover] #enddef #define OBJECTIVE_CARRYOVER_NO_BONUS [gold_carryover] bonus,carryover_percentage=no,40 [/gold_carryover] #enddef #define OBJECTIVE_NO_CARRYOVER [gold_carryover] bonus,carryover_percentage=no,0 [/gold_carryover] #enddef #define OBJECTIVE_FULL_CARRYOVER [gold_carryover] bonus,carryover_percentage=no,100 [/gold_carryover] #enddef #define OBJECTIVE_NOTE _TEXT [note] description={_TEXT} [/note] #enddef #define MESSAGE_NOT_ENOUGH_GOLD [message] speaker=narrator message= _ "You do not have enough gold!" [/message] #enddef
#textdomain wesnoth-Genesis #define ABILITY_BLACK_BODY [dummy] id=gns_black_body name= _ "black body" description= _"This unit is immune to all regular damage." [/dummy] #enddef #define GNS_BLACK_BODY TYPE [event] name=attacker hits first_time_only=no [filter_second] type={TYPE} ability=gns_black_body [/filter_second] [if] [variable] name=second_unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x2,$y2 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] [event] name=defender hits first_time_only=no [filter] type={TYPE} ability=gns_black_body [/filter] [if] [variable] name=unit.hitpoints greater_than=1 [/variable] [then] [heal_unit] [filter] x,y=$x1,$y1 [/filter] amount=$damage_inflicted animate=yes restore_statuses=no [/heal_unit] [/then] [/if] [/event] #enddef
#textdomain wesnoth-Genesis #define UNDEAD_RECRUITS recruit=Ghost,Skeleton,Skeleton Archer #enddef #define ETHEA_ENEMY_SIDE team_name=etheademon user_team_name= _ "team_name^Ethea" color=ethea controller=ai #enddef #define YUURE_SIDE team_name=yuure user_team_name= _ "team_name^Yuure" color=yuure controller=ai no_leader=yes #enddef #define BLACK_DEMON_SIDE team_name=blackdemon user_team_name= _ "team_name^Black Demons" color=black controller=ai no_leader=yes #enddef #define AGGRESSIVE_SIDE [ai] aggression=1 caution=0 grouping=false [/ai] #enddef #define DEFENSIVE_SIDE [ai] aggression=0 caution=1 [/ai] #enddef #define NO_GOLD_SIDE income=-2 gold=0 village_gold=0 village_support=0 #enddef #define NO_INCOME_SIDE income=-2 village_gold=0 village_support=0 #enddef [color_range] id=ethea name= _ "team_color^Yellow" rgb=E6CB00,FFFFFF,211900,FFEA00 [/color_range] [color_range] id=yuure name= _ "team_color^Midnight" rgb=1e0060,FFFFFF,060030,3f0075 [/color_range] [color_range] id=grey rgb=A3A3A3,FFFFFF,141414,E0E0E0 name= _ "Grey" default=yes [/color_range]
#textdomain wesnoth-Genesis #define PLAY_SOUND _NAME [sound] name={_NAME} [/sound] #enddef #define SOUND_LIST:IMP_HIT {SOUND_LIST:OGRE_HIT}#enddef #define SOUND_LIST:IMP_DIE {SOUND_LIST:OGRE_DIE}#enddef
#textdomain wesnoth-Genesis #define SPAWN_ID_NAME TYPE_LIST SIDE X Y ID GENDER NAME [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id={ID} side={SIDE} x,y={X},{Y} random_traits=no name={NAME} gender={GENDER} [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define GUARDIAN_ID_NAME TYPE_LIST SIDE X Y ID GENDER NAME [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id={ID} side={SIDE} x,y={X},{Y} random_traits=no name={NAME} gender={GENDER} ai_special=guardian [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define GUARDIAN_ID TYPE_LIST SIDE X Y ID GENDER [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id={ID} side={SIDE} x,y={X},{Y} random_traits=yes generate_name=yes gender={GENDER} ai_special=guardian [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define GUARDIAN_UNIT TYPE_LIST SIDE X Y [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id=spawn_{X}_{Y} side={SIDE} x,y={X},{Y} random_traits=yes random_gender=yes generate_name=yes ai_special=guardian [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define GUARDIAN_NOID TYPE_LIST SIDE X Y [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] side={SIDE} x,y={X},{Y} random_traits=yes generate_name=yes random_gender=yes ai_special=guardian [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define SPAWN_ID TYPE_LIST SIDE X Y ID GENDER [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id={ID} side={SIDE} x,y={X},{Y} random_traits=yes generate_name=yes gender={GENDER} [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define SPAWN TYPE_LIST SIDE X Y [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] id=spawn_{X}_{Y} side={SIDE} x,y={X},{Y} random_traits=yes random_gender=yes generate_name=yes [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define SPAWN_NOID TYPE_LIST SIDE X Y [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] side={SIDE} x,y={X},{Y} random_traits=yes random_gender=yes generate_name=yes [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define SPAWN_NOID_NONAME TYPE_LIST SIDE X Y [set_variable] name=spawn_gen.type rand={TYPE_LIST} [/set_variable] [set_variable] name=spawn_gen.facing rand="sw,se,n,s,nw,ne" [/set_variable] [set_variables] name=spawn_gen mode=merge [value] side={SIDE} x,y={X},{Y} random_traits=yes random_gender=yes generate_name=no [/value] [/set_variables] [unstore_unit] find_vacant=yes variable=spawn_gen [/unstore_unit] {CLEAR_VARIABLE spawn_gen} #enddef #define RADIAL_SPAWN TYPES SIDE X Y R [store_locations] x,y={X},{Y} radius={R} variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)} [clear_variable] name=x_loc,y_loc,spawn_points,tmp [/clear_variable] #enddef #define ADVANCED_RESPAWN TYPES SIDE X Y R FREQUENCY COND_VAR [event] name=new turn first_time_only=no [filter_condition] [variable] name={COND_VAR} numerical_not_equals=0 [/variable] [/filter_condition] [store_locations] x,y={X},{Y} radius={R} variable=spawn_points [/store_locations] [set_variable] name=tmp rand=0..$($spawn_points.length-1) [/set_variable] [set_variable] name=x_loc value=$spawn_points[$tmp].x [/set_variable] [set_variable] name=y_loc value=$spawn_points[$tmp].y [/set_variable] [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)} [/then] [/if] [clear_variable] name=chance_to_continue,x_loc,y_loc,spawn_points,tmp [/clear_variable] [/event] #enddef #define RESPAWN_POINT_RANDOM TYPES SIDE X1 X2 Y1 Y2 FREQUENCY [event] name=new turn first_time_only=no [set_variable] name=x_loc rand={X1}..{X2} [/set_variable] [set_variable] name=y_loc rand={Y1}..{Y2} [/set_variable] [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)} [/then] [/if] [clear_variable] name=chance_to_continue,x_loc,y_loc [/clear_variable] [/event] #enddef #define RESPAWN_POINT_RANDOM_NONAME TYPES SIDE X1 X2 Y1 Y2 FREQUENCY [event] name=new turn first_time_only=no [set_variable] name=x_loc rand={X1}..{X2} [/set_variable] [set_variable] name=y_loc rand={Y1}..{Y2} [/set_variable] [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID_NONAME ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)} [/then] [/if] [clear_variable] name=chance_to_continue,x_loc,y_loc [/clear_variable] [/event] #enddef #define RESPAWN_POINT TYPES SIDE X Y FREQUENCY [event] name=new turn first_time_only=no [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID ({TYPES}) ({SIDE}) ({X}) ({Y})} [/then] [/if] [clear_variable] name=chance_to_continue [/clear_variable] [/event] #enddef #define RESPAWN_POINT_CONDITIONAL_RANDOM TYPES SIDE X1 X2 Y1 Y2 FREQUENCY COND_VAR [event] name=new turn first_time_only=no [filter_condition] [variable] name={COND_VAR} numerical_not_equals=0 [/variable] [/filter_condition] [set_variable] name=x_loc rand={X1}..{X2} [/set_variable] [set_variable] name=y_loc rand={Y1}..{Y2} [/set_variable] [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID ({TYPES}) ({SIDE}) ($x_loc|) ($y_loc|)} [/then] [/if] [clear_variable] name=chance_to_continue,x_loc,y_loc [/clear_variable] [/event] #enddef #define RESPAWN_POINT_CONDITIONAL TYPES SIDE X Y FREQUENCY COND_VAR [event] name=new turn first_time_only=no [filter_condition] [variable] name={COND_VAR} numerical_not_equals=0 [/variable] [/filter_condition] [set_variable] name=chance_to_continue rand=1..100 [/set_variable] [set_variable] name=chance_to_continue modulo={FREQUENCY} [/set_variable] [if] [variable] name=chance_to_continue numerical_equals=0 [/variable] [then] {SPAWN_NOID ({TYPES}) ({SIDE}) ({X}) ({Y})} [/then] [/if] [clear_variable] name=chance_to_continue [/clear_variable] [/event] #enddef #define SPAWN_POINT TYPES SIDE X Y [event] name=prestart {SPAWN ({TYPES}) ({SIDE}) ({X}) ({Y})} [/event] #enddef
#textdomain wesnoth-Genesis #define TRAIT_SPIRIT [trait] id=spirit availability="musthave" male_name= _ "spirit" female_name= _ "female^spirit" description= _ "Immune to drain, poison, and plague" [effect] apply_to=status add=not_living [/effect] [/trait] #enddef
#textdomain wesnoth-Naia # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # # Add-ons may ship a local snapshot of Naia. If that is the case, they must # define NAIA_EMBEDDED with the add-on's folder name before including this # loader file so that WML and Lua path references will point to the snapshot # instead of a non-existent default path. #ifndef NAIA_EMBEDDED #define NAIA_PREFIX ~add-ons/Naia#enddef #define NAIA_BINARY_PATH data/add-ons/Naia#enddef #else #define NAIA_PREFIX ~add-ons/{NAIA_EMBEDDED}/Naia#enddef #define NAIA_BINARY_PATH data/add-ons/{NAIA_EMBEDDED}/Naia#enddef #endif [binary_path] path={NAIA_BINARY_PATH} [/binary_path] #define LN _PATH {{NAIA_PREFIX}/{_PATH}}#enddef #define NAIA_VERSION "{LN dist/VERSION}"#enddef {./core/i18n.cfg} #ifndef __WMLUNITS__ {./terrain-graphics/} {./terrain.cfg} #endif #ifndef EDITOR {./core/debug.cfg} {./core/display.cfg} {./core/events.cfg} {./core/variables.cfg} {./core/variables-math.cfg} {./core/variables-persistent.cfg} {./macros/} [units] {./units/} [/units] #ifndef __WMLUNITS__ {./ai/} [lua] code="wesnoth.dofile((...).prefix .. '/Naia.lua', ...)" [args] version={NAIA_VERSION} prefix={NAIA_PREFIX} [init] {AMLA_MENU} [/init] [/args] [/lua] #endif #else [editor_group] id = "wesnoth-UMC-Naia" name = _ "Project Ethea" icon = "group_custom" [/editor_group] #endif # wmllint: general spellings Goliath shaxthal shaxthals verlissh verlisshi # wmllint: general spellings Zhangor Althurin Asthorgar Irdya Quenoth Merthiaal # wmllint: general spellings Armageddon golem golems goliath magus Uria demoness # wmllint: general spellings demonesses imp Inferno Adavyan Mindraider Psy # wmllint: general spellings faerie faeries gutwrencher razerman longbowman # wmllint: general spellings crossbowman hellhound Aragwaith Aragwaithi # wmllint: general spellings arcanister runemaster runesmith # wmllint: general spellings Rythé Rythénian Rythénians Argazar argazars # wmllint: general spellings strongbow longswordsmen headhunter # wmllint: general spellings soulhunter rayblade wyrm noctum ensnare # wmllint: general spellings biomechanical biomechanicals touchplate touchgem # wmllint: general spellings lorekeeper lorekeepers Irdyan facemask wisemen # wmllint: general spellings firestick loremaster loremasters dreadcrafter # wmllint: general spellings dreadcrafters spellcaster spellcasters nyx # wmllint: general spellings unliving elven elvenkind marchlands un-death # wmllint: general spellings amidst amongst onwards orchestrator # wmllint: general spellings single-handedly glyphs mayhap 'Tis # wmllint: general spellings saurians unexperienced reknit # wmllint: general spellings AMLAs
#textdomain wesnoth-Naia # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2019 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # #--------------------------------------------------------------------------# # BASE LAYER TERRAINS # #--------------------------------------------------------------------------# # # Cave terrains # [terrain_type] id=wasteland name= _ "Wasteland" symbol_image=wasteland string=Uzw aliasof=Ut editor_group=wesnoth-UMC-Naia [/terrain_type] [terrain_type] symbol_image=volcanic-abyss id=abyss-volcanic name={I18N:TERRAIN_CHASM} editor_name= _ "Volcanic Abyss" string=Qxv aliasof=Qt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] # # Shaxthal hive terrains # [terrain_type] id=dark-hive-floor name= _ "Dark Hive" symbol_image=dark-hive/floor string=Yhr aliasof=Gt editor_group=wesnoth-UMC-Naia [/terrain_type] [terrain_type] id=dark-hive-surface name= _ "Dark Hive" symbol_image=dark-hive/surface string=Yhs aliasof=Gt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=dark-hive-lair name= _ "Dark Hive" symbol_image=dark-hive/lair string=Yhl aliasof=Gt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] #--------------------------------------------------------------------------# # OVERLAY LAYER TERRAINS # #--------------------------------------------------------------------------# # # Decoration/item terrains # [terrain_type] id=overlay-great-tree-snow name={I18N:TERRAIN_GREAT_TREE} editor_name= _ "Snowy Great Tree" symbol_image=tile-icons/great-tree-snowy string=^Feza default_base=Aa aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=wesnoth-UMC-Naia [/terrain_type] [terrain_type] id=overlay-great-tree-oak-dead name={I18N:TERRAIN_GREAT_TREE} editor_name= _ "Dead Great Oak Tree" symbol_image=tile-icons/great-tree-oak-dead string=^Fezo default_base=Gd aliasof=_bas,Ft mvt_alias=-,_bas,Ft editor_group=wesnoth-UMC-Naia [/terrain_type] [terrain_type] id=overlay-banner-uria editor_name= _ "Banner (Uria)" symbol_image=tile-icons/banner-uria-wall string=^Ebur aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-banner-merthiaal editor_name= _ "Banner (Merthiaal)" symbol_image=tile-icons/banner-yechnagoth-wall string=^Ebme aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-statue-adavyan editor_name= _ "Statue (Adavyan)" symbol_image=tile-icons/statue-adavyan string=^Eza aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-stone-wall-moss-se symbol_image=void/void editor_image=tile-icons/overlay-moss-se editor_name= _ "Wall Moss" string=^Xzm/ aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-stone-wall-moss-sw symbol_image=void/void editor_image=tile-icons/overlay-moss-sw editor_name= _ "Wall Moss" string=^Xzm\ aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] # # Gates (1.12) # [terrain_type] id=overlay-gate-se editor_name= _ "Gate" symbol_image=../scenery/gate-rusty-se string=^Z/ aliasof=-, _bas, Xt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-gate-sw editor_name= _ "Gate" symbol_image=../scenery/gate-rusty-sw string=^Z\ aliasof=-, _bas, Xt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] # # Gates (1.14) # [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-sw-tile id=portal_gate_golden_sw name={I18N:TERRAIN_GATE} editor_name= _ "Event Gate" string=^Zz\ aliasof=_bas,Xt mvt_alias=Xt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-se-tile id=portal_gate_golden_se name={I18N:TERRAIN_GATE} editor_name= _ "Event Gate" string=^Zz/ aliasof=_bas,Xt mvt_alias=Xt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-n-tile id=portal_gate_golden_n name={I18N:TERRAIN_GATE} editor_name= _ "Event Gate" string=^Zz| aliasof=_bas,Xt mvt_alias=Xt editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-open-sw-tile id=portal_gate_golden_open_sw name={I18N:TERRAIN_GATE} editor_name= _ "Open Event Gate" string=^Zz\o aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-open-se-tile id=portal_gate_golden_open_se name={I18N:TERRAIN_GATE} editor_name= _ "Open Event Gate" string=^Zz/o aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] symbol_image=void/void editor_image=tile-icons/gate-golden-open-n-tile id=portal_gate_golden_open_n name={I18N:TERRAIN_GATE} editor_name= _ "Open Event Gate" string=^Zz|o aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] # # Shaxthal hive overlays # [terrain_type] id=overlay-pit editor_name= _ "Hive Cell" name= _ "Dark Hive" symbol_image=dark-hive/pit-2 string=^Xp aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] # # Special # [terrain_type] id=overlay-flat editor_name= _ "Flat Overlay" symbol_image=void/void editor_image=tile-icons/overlay-flat string=^Gov aliasof=Gt submerge=0.0 editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-rough editor_name= _ "Rough Overlay" symbol_image=void/void editor_image=tile-icons/overlay-rough string=^Uov aliasof=Ut editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type] [terrain_type] id=overlay-fakeshroud editor_name= _ "Fake Shroud" symbol_image=void/void editor_image=tile-icons/fake-shroud string=^Zok aliasof=_bas editor_group=wesnoth-UMC-Naia hide_help=yes [/terrain_type]
# wmllint: no translatables # wmlindent: start ignoring #define NPC_BIRD_UNIT_TYPES Crow,Falcon,Shaxthal Razorbird,Shaxthal Thunderbird,Shaxthal Worm#enddef # wmlindent: stop ignoring #define NPC_BIRD_BEHAVIOR _SIDE_NUMBER _X1 _X2 _Y1 _Y2 [event] name="side "+{_SIDE_NUMBER}+" turn refresh" first_time_only=no [npc_bird_behavior] types={NPC_BIRD_UNIT_TYPES} x1={_X1} y1={_Y1} x2={_X2} y2={_Y2} [/npc_bird_behavior] [/event] #enddef #define NPC_BIRD_BEHAVIOR_WHOLE_MAP _SIDE_NUMBER {NPC_BIRD_BEHAVIOR {_SIDE_NUMBER} () () () ()} #enddef
# wmllint: no translatables # # Code taken from the AI Modification Demos add-on by mattsc. # # # Boss AI targeting engine code. # # _TARGETS_LIST must be a valid Lua list. # #define AI_BOSS_TARGETING_ENGINE _TARGETS_LIST [engine] name="lua" code= << local ai = ... return wesnoth.require(">>+{NAIA_PREFIX}+<</ai/priority_target_engine.lua").init(ai) >> [/engine] [modify_ai] # wmllint: no-syntax-rewrite action=add path="stage[main_loop].candidate_action[]" [candidate_action] engine=lua name=change_attacks_aspect id=change_attacks_aspect max_score=999999 evaluation="return (...):change_attacks_aspect("+{_TARGETS_LIST}+")" execution="(...):change_attacks_aspect()" [/candidate_action] [/modify_ai] #enddef
# wmllint: no translatables #define IS_HOSTILE_NPC {ai/aliases/stable_singleplayer.cfg} [ai] {AI_SIMPLE_ALWAYS_ASPECT aggression 1.0} {AI_SIMPLE_ALWAYS_ASPECT leader_value 0.0} {AI_SIMPLE_ALWAYS_ASPECT village_value 0.0} {AI_SIMPLE_ALWAYS_ASPECT grouping no } {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT simple_targeting yes} [/ai] #enddef #define TEAM_AI_KAMIKAZE {ai/aliases/stable_singleplayer.cfg} [ai] [goal] [criteria] canrecruit=yes [/criteria] value=7.0 [/goal] {AI_SIMPLE_ALWAYS_ASPECT aggression 9.0} {AI_SIMPLE_ALWAYS_ASPECT caution 0.0} {AI_SIMPLE_ALWAYS_ASPECT grouping no} {AI_NO_SCOUTS} [/ai] #enddef
# wmllint: no translatables # # AI utility macros # #define AI_RECRUITMENT_ALWAYS_ASPECT _LIMITS [aspect] id=recruitment [facet] [value] name=ai_default::recruitment {_LIMITS} [/value] [/facet] [/aspect] #enddef #define AI_RECRUIT_LIMIT _TYPE _MAX [limit] type={_TYPE} max={_MAX} [/limit] #enddef # # Single value ToD-based aspects. # #define AI_SIMPLE_UTBS_DAY_ASPECT _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} day morning1,midday1,afternoon1,morning2,midday2,afternoon2 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_TWILIGHT_ASPECT _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} twilight dawn1,dusk1,dawn2,dusk2 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_NIGHT_ASPECT _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_TOD_ASPECT _ASPECT_ID _DAY_VALUE _TWILIGHT_VALUE _NIGHT_VALUE {AI_SIMPLE_UTBS_DAY_ASPECT {_ASPECT_ID} {_DAY_VALUE} } {AI_SIMPLE_UTBS_TWILIGHT_ASPECT {_ASPECT_ID} {_TWILIGHT_VALUE} } {AI_SIMPLE_UTBS_NIGHT_ASPECT {_ASPECT_ID} {_NIGHT_VALUE} } #enddef # # Multiple value ToD-based aspects. # #define AI_SIMPLE_UTBS_DAY_ASPECT_VALUE _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE {_ASPECT_ID} day morning1,midday1,afternoon1,morning2,midday2,afternoon2 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_TWILIGHT_ASPECT_VALUE _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} twilight dawn1,dusk1,dawn2,dusk2 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_NIGHT_ASPECT_VALUE _ASPECT_ID _VALUE {AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY {_ASPECT_ID} night short_dark,long_dark1,long_dark2,long_dark3,long_dark4 {_VALUE} } #enddef #define AI_SIMPLE_UTBS_TOD_ASPECT_VALUE _ASPECT_ID _DAY_VALUE _TWILIGHT_VALUE _NIGHT_VALUE {AI_SIMPLE_UTBS_DAY_ASPECT_VALUE {_ASPECT_ID} {_DAY_VALUE} } {AI_SIMPLE_UTBS_TWILIGHT_ASPECT_VALUE {_ASPECT_ID} {_TWILIGHT_VALUE} } {AI_SIMPLE_UTBS_NIGHT_ASPECT_VALUE {_ASPECT_ID} {_NIGHT_VALUE} } #enddef # # Micro AI-related utility macros # # wmllint: unbalanced-on # wmlindent: start ignoring # wmlxgettext: [side] #define SIDE_MICRO_AI _SIDE _AI_TYPE _WML [/side] [event] name=prestart [micro_ai] side={_SIDE} ai_type={_AI_TYPE} action=add {_WML} [/micro_ai] [/event] [+side] #enddef # wmlxgettext: [/side] # wmlindent: stop ignoring # wmllint: unbalanced-off
# # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # #define BUG _MESSAGE [bug] message={_MESSAGE} [/bug] #enddef #define BUG_ON _CONDITION _MESSAGE [bug] message={_MESSAGE} [condition] {_CONDITION} [/condition] [/bug] #enddef #define DIE _MESSAGE [bug] message={_MESSAGE} may_ignore=no [/bug] #enddef #define DIE_ON _CONDITION _MESSAGE [bug] message={_MESSAGE} may_ignore=no [condition] {_CONDITION} [/condition] [/bug] #enddef # # Quick mid-event gamestate inspector invocation macro. # Only useful for internal debugging, so it's not used in published code. # #define ! #warning Inspector call [inspect][/inspect] #enddef #define LOG_NAIA_ERR _MSG {ERROR ("[Naia] "+{_MSG})} #enddef #define LOG_NAIA_WRN _MSG {WARNING ("[Naia] "+{_MSG})} #enddef #define LOG_NAIA_WARN _MSG {WARNING ("[Naia] "+{_MSG})} #enddef #define LOG_NAIA _MSG {LOG ("[Naia] "+{_MSG})} #enddef #ifdef DEBUG #define LOG_NAIA_DBG _MSG {DEBUG ("[Naia] "+{_MSG})} #enddef #else #define LOG_NAIA_DBG _MSG {LOG ({_MSG})} #enddef #endif
#textdomain wesnoth-Naia # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # [color_range] id=cyan name= _ "team_color^Cyan" rgb=00BEBE,00EEEE,333333,00EEEE [/color_range] [color_range] id=yellow name= _ "team_color^Yellow" rgb=EEE000,FFFFFF,100F00,FFF000 [/color_range] [color_range] id=pink name= _ "team_color^Pink" rgb=FFAAFF,FFEEFF,503750,DD88DD [/color_range] [color_palette] shaxthal_drone_base=AEDCFF,8680FF,306287,503669,171745,1C0821 shaxthal_drone_surface=D7BE8C,B0974C,675C22,4D3B59,442626,211313 shaxthal_drone_brown=E0E0E8,AEA79B,8F6659,503669,171745,1C0821 shaxthal_drone_purple=BDD2D3,AF81DE,306287,503669,171745,1C0821 shaxthal_drone_cyan=AEDCFF,8DAAA0,306287,503669,171745,1C0821 [/color_palette]
# # WML events library # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2019 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # # # Dispatches a new event while passing the current primary unit/attack and # secondary unit/attack without changes. # # NOTE: Both the primary and secondary unit must exist on the map. # #define EVENT_FORWARD_DISPATCH _EVENT_NAME [fire_event] name={_EVENT_NAME} [primary_unit] x,y=$x1,$y1 [/primary_unit] [insert_tag] name="primary_attack" variable="weapon" [/insert_tag] [secondary_unit] x,y=$x2,$y2 [/secondary_unit] [insert_tag] name="secondary_attack" variable="second_weapon" [/insert_tag] [/fire_event] #enddef #define EVENT_FORWARD_DISPATCH_SIMPLE _EVENT_NAME [fire_event] name={_EVENT_NAME} [primary_unit] x,y=$x1,$y1 [/primary_unit] [secondary_unit] x,y=$x2,$y2 [/secondary_unit] [/fire_event] #enddef # # Dispatches a new event while passing the current primary unit/attack and # secondary unit/attack swapped - meaning primary becomes secondary and # secondary becomes primary. # # NOTE: Both the primary and secondary unit must exist on the map. # #define EVENT_INVERSE_DISPATCH _EVENT_NAME [fire_event] name={_EVENT_NAME} [secondary_unit] x,y=$x1,$y1 [/secondary_unit] [insert_tag] name="secondary_attack" variable="weapon" [/insert_tag] [primary_unit] x,y=$x2,$y2 [/primary_unit] [insert_tag] name="primary_attack" variable="second_weapon" [/insert_tag] [/fire_event] #enddef #define EVENT_INVERSE_DISPATCH_SIMPLE _EVENT_NAME [fire_event] name={_EVENT_NAME} [secondary_unit] x,y=$x1,$y1 [/secondary_unit] [primary_unit] x,y=$x2,$y2 [/primary_unit] [/fire_event] #enddef # # Global events need to be added to a [campaign] tag. The problem is, because # of the Ethea phase 1 campaigns' structure, the last defined [campaign] is not # necessarily the one that's being started -- it'll always be the last one # instead. Therefore the [+campaign] approach will not work. # # We use a simple kludge to get around this by having events be injected # directly by Lua. Note that this allows using pretty much any event WML at # this point, not just [event]s, but we should probably avoid getting too # clever here since the UI has not been fully initialized at this point. # # IMPORTANT NOTE: # # Do bear in mind that any code included here is executed every time the game # is set up, before preload. Therefore, if you do not include unique # identifiers for each event defined, they WILL stack up forever. # #define GLOBAL_EVENTS _CODE [lua] code="global_run_wml(...)" [args] {_CODE} [/args] [/lua] #enddef
# # i18n/mainline strings library # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # #textdomain wesnoth #define I18N:YES _"Yes" #enddef #define I18N:NO _"No" #enddef #textdomain wesnoth-lib #define I18N:TERRAIN_SHROUD _"Shroud" #enddef #define I18N:TERRAIN_FOG _ "Fog" #enddef #define I18N:TERRAIN_VOID _ "Void" #enddef #define I18N:TERRAIN_CHASM _ "Chasm" #enddef #define I18N:TERRAIN_ROAD _ "Road" #enddef #define I18N:TERRAIN_FLAT _ "Flat" #enddef #define I18N:TERRAIN_CAVE _ "Cave" #enddef #define I18N:TERRAIN_CASTLE _ "Castle" #enddef #define I18N:TERRAIN_KEEP _ "Keep" #enddef #define I18N:TERRAIN_IMPASSABLE _ "Impassable" #enddef #define I18N:TERRAIN_UNWALKABLE _ "Unwalkable" #enddef #define I18N:TERRAIN_ROCKBOUND_CAVE _ "Rockbound Cave" #enddef #define I18N:TERRAIN_STONE_WALL _ "Stone Wall" #enddef #define I18N:TERRAIN_GATE _ "Gate" #enddef #define I18N:TERRAIN_GREAT_TREE _ "Great Tree" #enddef #textdomain wesnoth-units #define I18N:ATTACK_BOW _ "bow" #enddef #define I18N:ATTACK_CROSSBOW _ "crossbow" #enddef #define I18N:ATTACK_DAGGER _ "dagger" #enddef #define I18N:ATTACK_LONGSWORD _ "longsword" #enddef #define I18N:ATTACK_SHORT_SWORD _ "short sword" #enddef #define I18N:ATTACK_CLUB _ "club" #enddef #define I18N:ATTACK_JAVELIN _ "javelin" #enddef #define I18N:ATTACK_BATTLE_AXE _ "battle axe" #enddef #define I18N:ATTACK_MORNING_STAR _ "morning star" #enddef #define I18N:ATTACK_STAFF _ "staff" #enddef #define I18N:ATTACK_FIST _ "fist" #enddef #define I18N:ATTACK_SWORD _ "sword" #enddef #define I18N:ATTACK_SPEAR _ "spear" #enddef #define I18N:ATTACK_AXE _ "axe" #enddef #define I18N:ATTACK_FIREBALL _ "fireball" #enddef #define I18N:ATTACK_CLAWS _ "claws" #enddef #define I18N:ATTACK_FIRE_BREATH _ "fire breath" #enddef #define I18N:ATTACK_FIRE_CLAWS _ "fire claws" #enddef #define I18N:ATTACK_WATER_SPRAY _ "water spray" #enddef #define I18N:ATTACK_FANGS _ "fangs" #enddef #define I18N:ATTACK_TOUCH _ "touch" #enddef #define I18N:ATTACK_WAIL _ "wail" #enddef #define I18N:ATTACK_CRUSH _ "crush" #enddef #define I18N:ATTACK_TAIL _ "tail" #enddef #define I18N:ATTACK_TENTACLE _ "tentacle" #enddef #define I18N:ATTACK_WEB _ "web" #enddef #define I18N:CHILL_TEMPEST _ "chill tempest" #enddef #define I18N:ATTACK_ENTANGLE _ "entangle" #enddef #define I18N:ATTACK_ENSNARE _ "ensnare" #enddef #define I18N:ATTACK_FAERIE_TOUCH _ "faerie touch" #enddef #define I18N:ATTACK_FAERIE_FIRE _ "faerie fire" #enddef #define I18N:ATTACK_THORNS _ "thorns" #enddef #define I18N:ATTACK_GOSSAMER _ "gossamer" #enddef
# # WML variable operations library # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # ############################################################################ # ARITHMETIC OPERATIONS # ############################################################################ # # _VAR += _OPERAND # #define VARIABLE_ADD _VAR _OPERAND [set_variable] name={_VAR} add={_OPERAND} [/set_variable] #enddef # # _VAR -= _OPERAND # #define VARIABLE_MINUS _VAR _OPERAND [set_variable] name={_VAR} sub={_OPERAND} [/set_variable] #enddef #define VARIABLE_MIN _VAR _OPERAND {VARIABLE_MINUS {_VAR} {_OPERAND}} #enddef # # _VAR *= _OPERAND # #define VARIABLE_MULTIPLY _VAR _OPERAND [set_variable] name={_VAR} multiply={_OPERAND} [/set_variable] #enddef #define VARIABLE_MUL _VAR _OPERAND {VARIABLE_MULTIPLY {_VAR} {_OPERAND}} #enddef # # _VAR /= _OPERAND # #define VARIABLE_DIVIDE _VAR _OPERAND [set_variable] name={_VAR} divide={_OPERAND} [/set_variable] #enddef #define VARIABLE_DIV _VAR _OPERAND {VARIABLE_DIVIDE {_VAR} {_OPERAND}} #enddef # # _VAR %= _OPERAND # #define VARIABLE_MODULO _VAR _OPERAND [set_variable] name={_VAR} modulo={_OPERAND} [/set_variable] #enddef #define VARIABLE_MOD _VAR _OPERAND {VARIABLE_MODULO {_VAR} {_OPERAND}} #enddef # # _VAR *= -1 # #define VARIABLE_NEG _VAR [set_variable] name={_VAR} multiply=-1 [/set_variable] #enddef # # ++_VAR # #define VARIABLE_INC _VAR [set_variable] name={_VAR} add=1 [/set_variable] #enddef # # --_VAR # #define VARIABLE_DEC _VAR [set_variable] name={_VAR} sub=1 [/set_variable] #enddef ############################################################################ # COMPARISON OPERATORS # ############################################################################ # # _VAR == _VALUE # #define VARIABLE_NUMERICAL_EQUALS _VAR _VALUE [variable] name={_VAR} numerical_equals={_VALUE} [/variable] #enddef # # _VAR != _VALUE # #define VARIABLE_NUMERICAL_NOT_EQUALS _VAR _VALUE [variable] name={_VAR} numerical_not_equals={_VALUE} [/variable] #enddef # # _VAR < _VALUE # #define VARIABLE_NUMERICAL_LESS_THAN _VAR _VALUE [variable] name={_VAR} less_than={_VALUE} [/variable] #enddef # # _VAR > _VALUE # #define VARIABLE_NUMERICAL_GREATER_THAN _VAR _VALUE [variable] name={_VAR} greater_than={_VALUE} [/variable] #enddef # # _VAR <= _VALUE # #define VARIABLE_NUMERICAL_LESS_THAN_OR_EQUAL _VAR _VALUE [variable] name={_VAR} less_than_equal_to={_VALUE} [/variable] #enddef # # _VAR >= _VALUE # #define VARIABLE_NUMERICAL_GREATER_THAN_OR_EQUAL _VAR _VALUE [variable] name={_VAR} greater_than_equal_to={_VALUE} [/variable] #enddef # # _VAR % 2 == 0 # #define VARIABLE_IS_EVEN _VAR [variable_is_even] name={_VAR} [/variable_is_even] #enddef # # _VAR % 2 != 0 # #define VARIABLE_IS_ODD _VAR [not] [variable_is_even] name={_VAR} [/variable_is_even] [/not] #enddef # # _VAR >= _BOTTOM && _VAR <= _TOP # #define VARIABLE_NUMERICAL_IN_RANGE _VAR _BOTTOM _TOP [variable] name={_VAR} greater_than_equal_to={_BOTTOM} [/variable] [variable] name={_VAR} less_than_equal_to={_TOP} [/variable] #enddef # # _VAR.x == _X && _VAR.y == _Y # #define VARIABLE_POS_EQUALS _VAR _X _Y [position_equals] variable={_VAR} x={_X} y={_Y} [/position_equals] #enddef
# # Persistent WML variable operations library # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2012 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # # NOTE: Needs to match PERSISTENT_NS_NAIA in /lua/persistent.lua #define PERSISTENT_NS_NAIA "Project_Ethea.Naia" #enddef #define READ_GLOBAL_INTO_VARIABLE _FROM_GLOBAL_ID _TO_VAR_ID #arg NAMESPACE {PERSISTENT_NS_NAIA} #endarg [get_global_variable] namespace={NAMESPACE} from_global={_FROM_GLOBAL_ID} to_local={_TO_VAR_ID} [/get_global_variable] #enddef #define WRITE_VARIABLE_INTO_GLOBAL _FROM_VAR_ID _TO_GLOBAL_ID #arg NAMESPACE {PERSISTENT_NS_NAIA} #endarg #arg IMMEDIATE yes #endarg [set_global_variable] namespace={NAMESPACE} immediate={IMMEDIATE} from_local={_FROM_VAR_ID} to_global={_TO_GLOBAL_ID} [/set_global_variable] #enddef #define GLOBAL_TABLE:OPEN #arg NAMESPACE {PERSISTENT_NS_NAIA} #endarg [global_table] namespace={NAMESPACE} #enddef #define GLOBAL_TABLE:READ _KEY [read] key={_KEY} [/read] #enddef #define GLOBAL_TABLE:WRITE _KEY [write] key={_KEY} [/write] #enddef #define GLOBAL_TABLE:DELETE _KEY [delete] key={_KEY} [/delete] #enddef #define GLOBAL_TABLE:CLOSE [/global_table] #enddef
# # WML variable operations library # # codename Naia - Project Ethea phase 1 campaigns shared library # Copyright (C) 2006 - 2023 by Iris Morelle <shadowm@wesnoth.org> # # See COPYING for usage terms. # #define VARIABLE_FROM_STRLEN _VAR _VALUE [set_variable] name={_VAR} string_length={_VALUE} [/set_variable] #enddef #define VARIABLE_RANDOM _VAR _VALUE [set_variable] name={_VAR} rand={_VALUE} [/set_variable] #enddef #define VARIABLE_DEFAULT _VAR _VALUE [variable_default] name={_VAR} value={_VALUE} [/variable_default] #enddef #define VARIABLE_COPY _VAR_DST _VAR_SRC [set_variable] name={_VAR_DST} to_variable={_VAR_SRC} [/set_variable] #enddef #define VARIABLE_ARRAY_COPY _ARRAY_DST _ARRAY_SRC [set_variables] name={_ARRAY_DST} mode=replace to_variable={_ARRAY_SRC} [/set_variables] #enddef #define VARIABLE_IF_ELSE _VAR _VALUE_IF _VALUE_ELSE _COND [if] {_COND} [then] [set_variable] name={_VAR} value={_VALUE_IF} [/set_variable] [/then] [else] [set_variable] name={_VAR} value={_VALUE_ELSE} [/set_variable] [/else] [/if] #enddef #define VARIABLE_EVAL_CONDITIONAL _VAR _COND [set_conditional_variable] name={_VAR} [condition] {_COND} [/condition] [/set_conditional_variable] #enddef #define VARIABLE_LEXICAL_EQUALS _VAR _VALUE [variable] name={_VAR} equals={_VALUE} [/variable] #enddef #define VARIABLE_LEXICAL_NOT_EQUALS _VAR _VALUE [variable] name={_VAR} not_equals={_VALUE} [/variable] #enddef #define VARIABLE_LEXICAL_CONTAINS _VAR _VALUE [variable] name={_VAR} contains={_VALUE} [/variable] #enddef #define VARIABLE_LEXICAL_IN _VAR _VALUES [variable_in] name={_VAR} values={_VALUES} [/variable_in] #enddef #define VARIABLE_BOOLEAN_EQUALS _VAR _VALUE [variable] name={_VAR} boolean_equals={_VALUE} [/variable] #enddef #define VARIABLE_BOOLEAN_NOT_EQUALS _VAR _VALUE [variable] name={_VAR} boolean_not_equals={_VALUE} [/variable] #enddef #define VARIABLE_ARRAY_EMPTY VAR_ID [variable] name={VAR_ID}+".length" numerical_equals=0 [/variable] #enddef #define VARIABLE_ARRAY_NOT_EMPTY VAR_ID [variable] name={VAR_ID}+".length" numerical_not_equals=0 [/variable] #enddef # # ConditionalWML that always yields a true value. # #define TRUE [true][/true] #enddef # # ConditionalWML that always yields a false value. # #define FALSE [false][/false] #enddef
#textdomain wesnoth-Naia # # Implementation of event-based unit abilities. # #define ABILITY_TESTAMENT_EVENTS [event] id=ua_testament:death_handler name=die first_time_only=no [filter] ability=testament [/filter] [store_unit] [filter] [filter_adjacent] x,y=$x1,$y1 [/filter_adjacent] [filter_side] [allied_with] side=$unit.side [/allied_with] [/filter_side] formula="(self.hitpoints < self.max_hitpoints * 0.50)" [/filter] kill=no variable=temp_UA_TESTAMENT_targets [/store_unit] [foreach] array=temp_UA_TESTAMENT_targets [do] {VARIABLE temp_UA_TESTAMENT_heal_amount "$(round($this_item.max_hitpoints * 0.50 - $this_item.hitpoints))"} {VARIABLE this_item.hitpoints "$($this_item.max_hitpoints * 0.50)"} [unstore_unit] find_vacant=no variable=this_item text=$temp_UA_TESTAMENT_heal_amount {COLOR_HEAL} [/unstore_unit] [/do] [/foreach] [ua_testament_terraform][/ua_testament_terraform] {CLEAR_VARIABLE temp_UA_TESTAMENT_heal_amount,temp_UA_TESTAMENT_targets} [/event] #enddef
#textdomain wesnoth-Naia # wmlindent: start ignoring # wmllint: unbalanced-on # # Used as a convenience wrapper to include ability implementation details in # unit type definitions without copy-pasting the close-reopen tag boilerplate. # This requires that the macro actually holding the event WML for the ability # is named ABILITY_<suffix>_EVENTS: # # [dummy] # id=awesome_aura # [/dummy] # # {ABILITY_EVENTS AWESOME_AURA} # includes ABILITY_AWESOME_AURA_EVENTS # #define ABILITY_EVENTS _SUFFIX # wmlxgettext: [abilities] [/abilities] {ABILITY_{_SUFFIX}_EVENTS} [+abilities] # wmlxgettext: [/abilities] #enddef # wmllint: unbalanced-off # all forest terrains (tree, mushroom) #define VEGETATED_TERRAINS *^F*, *^Uf, *^Ufi #enddef #define NOTES_VEGETATED_TERRAINS " "+_ "Note: Vegetated terrains include forest, great tree, and mushroom grove hexes."#enddef # wmlindent: stop ignoring #define ABILITY_OBSCURE [illuminates] id=obscure value=-25 min_value=-25 cumulative=no name= _ "obscures" description= _ "This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is day, and as if it were night when it is dusk." special_note={SPECIAL_NOTE_OBSCURE} affect_self=yes [/illuminates] #enddef #define ABILITY_SYLVAN_SPARK [regenerate] value=5 id=sylvan_spark name= _ "sylvan spark" description=_ "While in vegetated terrains, the unit will heal itself 5 HP per turn. If it is poisoned, it will remove the poison instead of healing."+{NOTES_VEGETATED_TERRAINS} special_note={SPECIAL_NOTE_SYLVAN_SPARK} affect_self=yes [filter_self] [filter_location] terrain={VEGETATED_TERRAINS} [/filter_location] [/filter_self] poison=cured [/regenerate] #enddef # # Protection # #define ABILITY_PROTECTION [resistance] id=protection add=20 max_value=50 apply_to=blade,pierce,impact,fire,cold,arcane name= _ "protection" description= _ "Adjacent units of lower level from this side receive a +20% bonus to all resistances (up to a maximum of 50%)." affect_self=no [filter_base_value] less_than=50 [/filter_base_value] [affect_adjacent] [filter] formula="level < other.level" [/filter] [/affect_adjacent] [/resistance] #enddef # # Terror # #define ABILITY_TERROR [leadership] id=terror value="(-(15 * (level - other.level) + 15))" cumulative=no name= _ "terror" description= _ "This unit can frighten enemy units that are next to it, making them fight worse. Adjacent enemy units of lower level will do less damage in battle. When an enemy unit of lower level is adjacent and engages in combat, its attacks do 15% less damage times the difference in their levels + 15%." special_note={SPECIAL_NOTE_PROTECTION} affect_self=no affect_allies=no affect_enemies=yes [affect_adjacent] [filter] formula="level < other.level" [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_BORE [hides] id=bore name= _ "bore" female_name= _ "female^bore" description= _ "If somehow forced to move into cave or stone walls, this unit can hide inside them and deal 50% more damage on defense. Enemy units cannot see this unit while it is inside walls, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." special_note={SPECIAL_NOTE_BORE} affect_self=yes [filter] [filter_location] terrain=Xo*,Xo*^*,Xu*,Xu*^* [/filter_location] [/filter] [/hides] [damage] id=bore_ws active_on=defense apply_to=self [filter_self] [filter_location] terrain=Xo*,Xo*^*,Xu*,Xu*^* [/filter_location] [/filter_self] value="( base_value * 1.5 )" [/damage] #enddef #define ABILITY_ZEAL [resistance] id=zeal name= _ "zeal" female_name= _ "female^zeal" description= _ "The zeal of this unit inspires adjacent units to resist enemy attacks better and deal increased damage. Adjacent own units of lower level will receive a +30% bonus to their resistances while defending, up to a maximum of 60% for non-arcane damage, or 30% for arcane damage. They will also deal 15% more damage times the difference in their levels on both defense and offense." special_note={SPECIAL_NOTE_ZEAL} affect_self=no apply_to=blade,pierce,impact,fire,cold add=30 max_value=60 [filter_base_value] less_than=60 [/filter_base_value] [affect_adjacent] [filter] formula="level < other.level" [/filter] [/affect_adjacent] [/resistance] [resistance] id=zeal_res_arcane affect_self=no apply_to=arcane add=30 max_value=30 [filter_base_value] less_than=30 [/filter_base_value] [affect_adjacent] [filter] formula="level < other.level" [/filter] [/affect_adjacent] [/resistance] [leadership] id=zeal_dmg_bonus affect_self=no value="(15 * (level - other.level))" cumulative=no [affect_adjacent] [filter] formula="level < other.level" [/filter] [/affect_adjacent] [/leadership] #enddef #define ABILITY_TESTAMENT [dummy] id=testament name= _ "testament" description= _ "Upon the death of this unit, any wounded adjacent allies below 50% of their total HP will be healed back to said amount, although any negative status effects will not be removed. Additionally, if the unit is standing on clear walkable ground without any obstructions on it, a suitable testament to its existence will take its place." special_note={SPECIAL_NOTE_TESTAMENT} [/dummy] {ABILITY_EVENTS TESTAMENT} #enddef #define ABILITY_ENERGIZE_515 {ABILITY_ENERGIZE:DEFINE energize_515 5 15 40 ( _ "energize+5/15%") ( _ "This unit heals adjacent allied units possessing the ‘biomechanical’ trait by 5 HP at the start of every turn, and grants them a 15% resistance bonus (up to a maximum of 40%).") } #enddef #define ABILITY_ENERGIZE_1030 {ABILITY_ENERGIZE:DEFINE energize_1030 10 30 70 ( _ "energize+10/30%") ( _ "This unit heals adjacent allied units possessing the ‘biomechanical’ trait by 10 HP at the start of every turn, and grants them a 30% resistance bonus (up to a maximum of 70%).") } #enddef #define ABILITY_ENERGIZE:DEFINE _ID _HEAL_VAL _RES_VAL _RES_MAX _NAME _DESCRIPTION [heals] id={_ID} name={_NAME} description={_DESCRIPTION} special_note={SPECIAL_NOTE_ENERGIZE} value={_HEAL_VAL} affect_allies=yes affect_self=no poison=slowed {ABILITY_ENERGIZE:CONDITIONS} [/heals] [resistance] id={_ID}+"_protection" add={_RES_VAL} max_value={_RES_MAX} apply_to=blade,pierce,impact,fire,cold,arcane affect_allies=yes affect_self=no [filter_base_value] less_than={_RES_MAX} [/filter_base_value] {ABILITY_ENERGIZE:CONDITIONS} [/resistance] #enddef #define ABILITY_ENERGIZE:CONDITIONS [affect_adjacent] [filter] trait=biomechanical [/filter] [/affect_adjacent] #enddef ############################################################################ # # # UNIQUE UNIT OR AMLA ABILITIES # # # ############################################################################ #define ABILITY_SYLVAN_ESSENCE [heals] value=8 id=sylvan_essence_healing_and_curing name= _ "sylvan essence" description= _ "This unit can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 3 HP per-turn, but only on vegetated terrains."+{NOTES_VEGETATED_TERRAINS} special_note={SPECIAL_NOTE_SYLVAN_ESSENCE} affect_allies=yes affect_self=no poison=cured [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/heals] [hides] id=sylvan_essence_conceal affect_self=yes [filter_self] [filter_location] terrain={VEGETATED_TERRAINS} [/filter_location] [/filter_self] [/hides] [regenerate] value=3 # NOTE: AtS has special knowledge of this id (macros/amla-elynia.cfg) id=sylvan_essence_selfheal_L0 affect_self=yes [filter_self] [filter_location] terrain={VEGETATED_TERRAINS} [/filter_location] [/filter_self] [/regenerate] #enddef #define ABILITY_SYLVAN_ESSENCE_UNION [illuminates] id=sylvan_essence_illum value=25 max_value=25 cumulative=no name= _ "sylvan essence" description=_"This unit illuminates the surrounding area, making lawful units fight better, and chaotic units fight worse. Any units adjacent to this unit will fight as if it were dusk when it is night, and as if it were day when it is dusk. The unit also can heal and cure friendly units on adjacent hexes every turn, to a base maximum of 8 HP. In vegetated terrains, it will conceal itself from its enemies. It can also regenerate (but not unpoison) 4 HP per-turn, but only in vegetated terrains."+{NOTES_VEGETATED_TERRAINS} special_note={SPECIAL_NOTE_SYLVAN_ESSENCE} affect_self=yes [/illuminates] [heals] value=8 id=sylvan_essence_healing affect_allies=yes affect_self=no poison=cured [affect_adjacent] adjacent=n,ne,se,s,sw,nw [/affect_adjacent] [/heals] [hides] id=sylvan_essence_conceal affect_self=yes [filter_self] [filter_location] terrain={VEGETATED_TERRAINS} [/filter_location] [/filter_self] [/hides] [regenerate] value=4 id=sylvan_essence_selfheal affect_self=yes [filter_self] [filter_location] terrain={VEGETATED_TERRAINS} [/filter_location] [/filter_self] [/regenerate] #enddef
#textdomain wesnoth-Naia #define AMLA_MENU [set_menu_item] id=amla_menu description= _ "Unit Advancements" image="icons/menu-advancements.png" synced=no [show_if] [have_unit] x,y=$x1,$y1 lua_function="naia_amla_menu_check" [/have_unit] [/show_if] [command] [amla_list] x,y=$x1,$y1 [/amla_list] [/command] [/set_menu_item] #enddef #define EFFECT_INCREASE_REQ_EXPERIENCE _AMOUNT [effect] apply_to=max_experience increase={_AMOUNT} [/effect] #enddef #define EFFECT_FULLHEAL [effect] apply_to=hitpoints heal_full=yes [/effect] [effect] apply_to=status remove=poisoned [/effect] [effect] apply_to=status remove=slowed [/effect] #enddef #define CHARACTER_AMLA _ID _REQUIRES _ICON _DESCRIPTION _EFFECTS [advancement] id={_ID} image={_ICON} require_amla={_REQUIRES} max_times=1 major_amla=yes description={_DESCRIPTION}+" "+_"‹Max XP +15%›" {EFFECT_INCREASE_REQ_EXPERIENCE 15%} {EFFECT_FULLHEAL} {_EFFECTS} [/advancement] #enddef #define DISABLE_AMLA_WITH _EXCLUDE_LIST [+advancement] exclude_amla={_EXCLUDE_LIST} [/advancement] #enddef # This is an alternative version of the mainline AMLA that doesn't increase the # overall XP requirement more than regular upgrade AMLAs, so as to prevent # their XP pool from growing to the point it becomes impractical to keep # leveling them up once the rest of the tree becomes available later on. #define AMLA_VITALITY {CHARACTER_AMLA amla_vitality () icons/amla-default.png ( _ "Vitality: hitpoints +3") ( [effect] apply_to=hitpoints increase_total=3 heal_full=yes [/effect] )} [+advancement] major_amla=no max_times=100 [/advancement] #enddef
#textdomain wesnoth-Naia #define GENERIC_SWORD_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-175 [frame] image={IMAGE}:350 [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] #enddef #define GENERIC_AXE_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-200 [frame] image={IMAGE}:400 [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100} [/attack_anim] #enddef #define GENERIC_SPEAR_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-175 [frame] image={IMAGE}:325 offset=0.0~0.1:75,0.1~0.9:100,0.9~0.0:125 [/frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -75} [/attack_anim] #enddef #define GENERIC_CLUB_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-175 [frame] image={IMAGE}:350 [/frame] {SOUND:HIT_AND_MISS club.ogg {SOUND_LIST:MISS} -75} [/attack_anim] #enddef #define GENERIC_STAFF_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-125 [frame] image={IMAGE}:300 [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] #enddef #define GENERIC_MACE_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-175 [frame] image={IMAGE}:350 [/frame] {SOUND:HIT_AND_MISS mace.wav {SOUND_LIST:MISS} -75} [/attack_anim] #enddef #define GENERIC_FLAIL_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-225 offset=0.0~0.8:225,0.8~0.0:175 [frame] image={IMAGE}:400 [/frame] {SOUND:HIT_AND_MISS flail.ogg flail-miss.ogg -125} [/attack_anim] #enddef #define GENERIC_BOW_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-350 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] image={IMAGE}:500 [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -225} [/attack_anim] #enddef #define GENERIC_JAVELIN_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-200 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] [frame] image={IMAGE}:350 sound={SOUND_LIST:THROW} [/frame] {SOUND:HIT spear.ogg 0} [/attack_anim] #enddef #define GENERIC_CROSSBOW_ANIM FILTER IMAGE [attack_anim] [filter_attack] {FILTER} [/filter_attack] start_time=-400 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] image={IMAGE}:500 [/frame] {SOUND:HIT_AND_MISS crossbow.ogg crossbow-miss.ogg -275} [/attack_anim] #enddef #define GENERIC_MOUNTED_SPEAR_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-250 horse_sound_start_time=-250 [frame] image={IMAGE}:400 offset=0.0~0.1:150,0.1~0.9:100,0.9~0.0:150 [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS spear.ogg spear-miss.ogg -75} [/attack_anim] #enddef #define GENERIC_MOUNTED_SWORD_ANIM NAME IMAGE [attack_anim] [filter_attack] name={NAME} [/filter_attack] start_time=-250 horse_sound_start_time=-250 [frame] image={IMAGE}:400 [/frame] [horse_sound_frame] sound=horse-canter.wav [/horse_sound_frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] #enddef
#textdomain wesnoth-Naia #define MISSILE_FRAME_ETHEREAL_BLAST missile_start_time=-50 [missile_frame] image="projectiles/chaosmissile-n.png" image_diagonal="projectiles/chaosmissile-ne.png" halo="halo/chaos-halo[1~8,9].png:[25*8,50]" halo_x,halo_y=10,-2 [/missile_frame] #enddef #define MISSILE_FRAME_ENERGY_SHOCK missile_start_time=-200 [missile_frame] image="projectiles/energybeam-n.png" image_diagonal="projectiles/energybeam-ne.png" halo="halo/chaos-halo[1~8,9].png:[25*8,50]" halo_x,halo_y=10,-2 [/missile_frame] #enddef #define MISSILE_FRAME_BOLAS missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] #enddef #define MISSILE_FRAME_INFERNAL_CHILL missile_start_time=-150 [missile_frame] duration=150 image="projectiles/whitemissile-n.png" image_diagonal="projectiles/whitemissile-ne.png" [/missile_frame] #enddef #define MISSILE_FRAME_SLIME missile_start_time=-150 [missile_frame] duration=150 image="projectiles/slime-glob.png" image_diagonal="projectiles/slime-glob.png" [/missile_frame] #enddef #define MELEE_FRAME_FIRE_AURA _MELEE_FRAME _BASE_FRAME _SOUND start_time=-150 [if] hits=no [frame] duration=50 image={_BASE_FRAME} [/frame] [frame] duration=200 image={_MELEE_FRAME} sound={SOUND_LIST:MISS} [/frame] [frame] duration=200 image={_BASE_FRAME} [/frame] [/if] [else] hits=yes [frame] duration=50 halo=projectiles/fire-burst-small-1.png image={_BASE_FRAME} sound={_SOUND} [/frame] [frame] halo="projectiles/fire-burst-small-[1~4].png:50" image={_MELEE_FRAME} [/frame] [frame] halo="projectiles/fire-burst-small-[5~8].png:50" image={_BASE_FRAME} [/frame] [/else] #enddef #define BURST_FRAME_FAERIE_MYSTIC_FIRE burst_start_time=0 burst_offset=0.8~1.0 [burst_frame][/burst_frame] [burst_frame] image="projectiles/fire-burst-small-[1~8].png:75" [/burst_frame] #enddef #define MISSILE_FRAME_FAERIE_MYSTIC_FIRE specialfx_auto_vflip=false specialfx_start_time=-331 [specialfx_frame] halo="halo/saurian-magic-halo-[1~7].png:50" [/specialfx_frame] {MISSILE_FRAME_FIRE_BREATH 12,-39 12,19 25,-26 27,19} #enddef # _RIMG : reaction frame image # _BIMG : base frame image # _RSND : hit sound/soundlist #define FLYING_DEFENSE_ANIM _RIMG _BIMG _RSND [defend] [if] hits=miss offset=0.0~-0.15,-0.15~0.0 [/if] start_time=-126 [frame] duration=1 image={_BIMG} [/frame] [frame] duration=100 image={_RIMG} [/frame] [if] hits=hit [frame] duration=150 image={_RIMG} sound={_RSND} [/frame] [/if] [else] hits=miss,kill [frame] duration=150 image={_RIMG} [/frame] [/else] [frame] duration=1 image={_BIMG} [/frame] [/defend] #enddef #define MISSILE_FRAME_TORPEDO missile_start_time=-150 [missile_frame] duration=150 image="projectiles/flash-cannon-n.png" image_diagonal="projectiles/flash-cannon-ne.png" [/missile_frame] #enddef #define NOCTUM_BEAM_ANIMATION offset=0.0 beam_auto_vflip=no beam_start_time=-400 beam_offset=1.0 beam_halo_y=20 beam_halo_mod="~O(0.8)" [beam_frame] halo="halo/darkness-beam-[1~7,6~1].png:[30*6,130,70*6]" [/beam_frame] #enddef #define BOSS_EXPLOSION_FRAME _NUM _START_TIME _X _Y explosion_{_NUM}_start_time={_START_TIME} explosion_{_NUM}_auto_hflip=no explosion_{_NUM}_auto_vflip=no [explosion_{_NUM}_frame] halo="projectiles/fireball-impact-[1,1~16].png:50" halo_x,halo_y={_X},{_Y} [/explosion_{_NUM}_frame] #enddef #define BOSS_BURST_FRAME _NUM _START_TIME _X _Y flame_burst_{_NUM}_start_time={_START_TIME} flame_burst_{_NUM}_auto_hflip=no flame_burst_{_NUM}_auto_vflip=no [flame_burst_{_NUM}_frame] halo="halo/flame-burst-[1~8].png:100" halo_x,halo_y={_X},{_Y} [/flame_burst_{_NUM}_frame] #enddef #define BOSS_BURST_FRAME_IMAGE_MOD _NUM _MOD flame_burst_{_NUM}_halo_mod={_MOD} #enddef
#textdomain wesnoth-Naia # The pop-up message that appears when the players encounters # an enemy boss in the RPG scenarios. Made it a macro to keep it easier # to modify across the entire campaign. #define BOSS_POPUP [print] text= _ "Enemy boss sighted!" red,green,blue=255,127,0 size=32 duration=1500 [/print] #enddef #define BOSS_MUSIC [music] name=vengeful.ogg immediate=yes append=no [/music] [music] name=ambuscade.ogg immediate=yes play_once=yes [/music] #enddef #define BOSS_AMBIENTANCE {BOSS_MUSIC} {BOSS_POPUP} #enddef #define BOSS_AMBIENTANCE_LOOPING {REPLACE_SCENARIO_MUSIC "ambuscade-loop.ogg"} {INCIDENTAL_MUSIC "ambuscade-begin.ogg"} {BOSS_POPUP} #enddef #define BOSS_UNIT_OVERLAY overlays=misc/boss-icon.png #enddef #define IS_BOSS {BOSS_UNIT_OVERLAY} random_traits=no #enddef #define BOSS_BOOST _HITPOINTS_INCREASE _MELEE_DMG_INCREASE _MELEE_STRIKES_INCREASE _RANGED_DMG_INCREASE _RANGED_STRIKES_INCREASE [object] silent=yes [effect] apply_to=hitpoints increase_total={_HITPOINTS_INCREASE} [/effect] [effect] apply_to=attack range=melee increase_damage={_MELEE_DMG_INCREASE} increase_attacks={_MELEE_STRIKES_INCREASE} [/effect] [effect] apply_to=attack range=ranged increase_damage={_RANGED_DMG_INCREASE} increase_attacks={_RANGED_STRIKES_INCREASE} [/effect] [/object] #enddef
#textdomain wesnoth-Naia #define FULLSCREEN_CUTSCENE_UI theme=Cutscene_Minimal #enddef #define CUTSCENE_UI theme=Cutscene #enddef #define SET_THEME _THEME [change_theme] {_THEME} [/change_theme] #enddef #define RESET_THEME [change_theme][/change_theme] #enddef #define CLEAR_LABELS [clear_map_labels][/clear_map_labels] #enddef # Macro to remove a custom context menu item. #define REMOVE_MENU_ITEM _ID [clear_menu_item] id={_ID} [/clear_menu_item] #enddef # Lock/unlock user-driven viewport scrolling with the keyboard # or mouse (i.e. for cutscenes). #define LOCK_VIEW [lock_view][/lock_view] #enddef #define UNLOCK_VIEW [unlock_view][/unlock_view] #enddef # # Turns a view scrolling action into an instantaneous warp. It # should be included within the scrolling action WML node. # #define WARP immediate=yes #enddef
#textdomain wesnoth-Naia #define ITEM_GOAL _X _Y [item] # The ~NOP() image function is intended as a tag to prevent other stacked # blank-hex items on the same hex from being removed by ITEM_REMOVE_GOAL. image="misc/blank-hex.png~NOP()" halo="misc/goal-highlight.png:1500,misc/blank-hex.png:1500" x={_X} y={_Y} [/item] #enddef #define ITEM_REMOVE_GOAL _X _Y [remove_item] image="misc/blank-hex.png~NOP()" x={_X} y={_Y} [/remove_item] #enddef #define ITEM_TOUCHPLATE _X _Y #arg COLOR brightgreen #endarg [item] x={_X} y={_Y} halo="items/touchplate.png~RC(ellipse_red>"+{COLOR}+")~O([5,10,15,20,25,30,35,40,45,50,55,60,65,70,75,80,85,90,95,100]%):[1600,10*18,640],items/touchplate.png~RC(ellipse_red>"+{COLOR}+")~O([95,90,85,80,75,70,65,60,55,50,45,40,35,30,25,20,15,10]%):[10*18]" [/item] #enddef # Shared graphics declaration for a crystal glyph that does nothing; use OBJ_*_GLYPH macros # if you want an interactive object, instead. # wmlindent: start ignoring #define _NAIA_CRYSTAL_GLYPH_HALO halo/glyph-halo.png~O(0.[4,48,54,48]):[500,200*3] #enddef # wmlindent: stop ignoring #define ITEM_CRYSTAL_GLYPH _X _Y [item] x={_X} y={_Y} image=items/crystal-glyph.png halo={_NAIA_CRYSTAL_GLYPH_HALO} [/item] #enddef #define ITEM_CRYSTAL_GLYPH_POWERUP _X _Y [item] x={_X} y={_Y} image=items/crystal-glyph-powerup.png halo={_NAIA_CRYSTAL_GLYPH_HALO} [/item] #enddef #define ITEM_CRYSTAL_GLYPH_MESSAGE _X _Y [item] x={_X} y={_Y} image=items/crystal-glyph-message.png halo={_NAIA_CRYSTAL_GLYPH_HALO} [/item] #enddef #define ITEM_CRYSTAL_GLYPH_GATE _X _Y [item] x={_X} y={_Y} image=items/crystal-glyph-gate.png halo={_NAIA_CRYSTAL_GLYPH_HALO} [/item] #enddef #define MSG_GLYPH _MESSAGE [message] speaker=narrator image=items/crystal-glyph-message.png caption= _ "Crystal Glyph" message={_MESSAGE} # wmllint: ignore [/message] #enddef # wmllint: local spelling unslowed #define OBJ_HEALING_GLYPH _X _Y #arg CONDITIONS #endarg {ITEM_CRYSTAL_GLYPH {_X} {_Y} } [event] id=OBJ_HEALING_GLYPH_prestart_control_eh name=prestart {VARIABLE OBJ_HEALING_GLYPH_verbose yes} [/event] [event] id=OBJ_HEALING_GLYPH_victory_control_eh name=victory {CLEAR_VARIABLE OBJ_HEALING_GLYPH_verbose} [/event] [event] id="OBJ_HEALING_GLYPH_impl_"+{_X}+"_"+{_Y} # wmllint: ignore name=moveto first_time_only=no [filter] side=1 x={_X} y={_Y} [/filter] [filter_condition] {CONDITIONS} [/filter_condition] [redraw][/redraw] [if] [variable] name=OBJ_HEALING_GLYPH_verbose boolean_equals=yes [/variable] # # Using a macro here so wmllint stops trying to remove the translation marks # [then] {VARIABLE temp_OBJ_HEALING_GLYPH_msg (_"Do you wish to be healed?"+" "+_"This magic glyph will completely restore this unit’s health. It will also unslow and cure it of poison, if applicable."+" <span size='smaller' color='#888'>"+ _"Note: this glyph may be used only once; afterwards, it will fade out."+"</span>")} {VARIABLE OBJ_HEALING_GLYPH_verbose no} [/then] [else] {VARIABLE temp_OBJ_HEALING_GLYPH_msg (_"Do you wish to be healed?"+" <span size='smaller' color='#888'>"+ _"Note: this glyph may be used only once; afterwards it will fade out."+"</span>")} [/else] [/if] [message] speaker=narrator caption= _ "Crystal Glyph of Health" image=items/crystal-glyph.png message=$temp_OBJ_HEALING_GLYPH_msg [option] label={I18N:YES} [command] [remove_item] x,y=$x1,$y1 [/remove_item] [remove_terrain_overlays] x,y=$x1,$y1 [/remove_terrain_overlays] [heal_unit] [filter] x,y=$x1,$y1 [/filter] amount="full" animate=yes restore_statuses=yes [/heal_unit] [sound] name=heal.wav [/sound] [set_variables] mode=merge name=unit [literal] moves=0 [/literal] [/set_variables] [unstore_unit] variable=unit male_text= _ "healed" female_text= _ "female^healed" {COLOR_HEAL} [/unstore_unit] [redraw][/redraw] [remove_event] id="OBJ_HEALING_GLYPH_impl_"+{_X}+"_"+{_Y} # wmllint: ignore [/remove_event] [transient_message] caption= _ "Crystal Glyph of Health" image=items/crystal-glyph.png message= _ "The unit is fully healed, cured and unslowed." [/transient_message] [/command] [/option] [option] label={I18N:NO} [command] [allow_undo][/allow_undo] [/command] [/option] [/message] {CLEAR_VARIABLE temp_OBJ_HEALING_GLYPH_msg} [/event] #enddef #define GATE_GLYPH_ACTIONS _TARGET_X _TARGET_Y [redraw][/redraw] [message] speaker=narrator image="items/crystal-glyph-gate.png" sound="magic-3.ogg" message= _ "Access granted." [/message] [remove_item] x,y=$x1,$y1 [/remove_item] {REMOVE_EVENT_BARRIER ("*^Zz\,*^Zz/,*^Zz|") ({_TARGET_X}) ({_TARGET_Y})} #enddef #define GATE_GLYPH _GLYPH_X _GLYPH_Y _TARGET_X _TARGET_Y {ITEM_CRYSTAL_GLYPH_GATE ({_GLYPH_X}) ({_GLYPH_Y})} [event] name=moveto [filter] side=1 x={_GLYPH_X} y={_GLYPH_Y} [/filter] {LOCK_VIEW} {GATE_GLYPH_ACTIONS ({_TARGET_X}) ({_TARGET_Y})} {UNLOCK_VIEW} [/event] #enddef # wmllint: markcheck off # wmllint: display on #define PICK_UP _IMG _X _Y _CAN_USE_SUF _FOUND_MSG _CANNOT_USE_MSG _OBJECT_CODE_AND_ACTIONS #arg PLAYER_SIDES 1 #endarg #arg ITEM_SOUND #endarg #arg REMOVE_MAP_ITEM yes #endarg [item] image={_IMG} x={_X} y={_Y} [/item] [event] id="PICK_UP:"+{_X}+"_"+{_Y} name=moveto first_time_only=no [filter] side={PLAYER_SIDES} x={_X} y={_Y} [/filter] [message] speaker=unit {UNIT_SPEAKS_FOR_UNDEAD_MINION ( side=$unit.side canrecruit=yes )} scroll=no message={_FOUND_MSG} [/message] [if] [have_unit] {_CAN_USE_SUF} x,y=$x1,$y1 [/have_unit] [else] [message] speaker=unit {UNIT_SPEAKS_FOR_UNDEAD_MINION ( side=$unit.side canrecruit=yes )} scroll=no message={_CANNOT_USE_MSG} [/message] [return][/return] [/else] [/if] [item_prompt] sound={ITEM_SOUND} [then] {_OBJECT_CODE_AND_ACTIONS} {VARIABLE temp_PU_remove_map_item {REMOVE_MAP_ITEM}} [if] {VARIABLE_BOOLEAN_EQUALS temp_PU_remove_map_item yes} [then] [remove_item] x,y=$x1,$y1 [/remove_item] [/then] [/if] {CLEAR_VARIABLE temp_PU_remove_map_item} # # Never run this handler again. # [remove_event] id="PICK_UP:"+{_X}+"_"+{_Y} [/remove_event] [/then] [/item_prompt] [/event] #enddef # wmllint: display off # wmllint: markcheck on
#textdomain wesnoth-Naia #define OBJECTIVES _OBJECTIVES [objectives] side=1 {_OBJECTIVES} [/objectives] #enddef #define OBJECTIVE_VICTORY _TEXT [objective] description={_TEXT} condition=win [/objective] #enddef #define OBJECTIVE_VICTORY_END_OF_TURNS [objective] description= _ "Resist until the end of turns" condition=win show_turn_counter=yes [/objective] #enddef #define OBJECTIVE_DEFEAT _TEXT [objective] description={_TEXT} condition=lose [/objective] #enddef #define OBJECTIVE_OPTIONAL _TEXT [objective] {ALTERNATIVE_OBJECTIVE_CAPTION} description={_TEXT} # wmllint: ignore condition=win [/objective] #enddef #define OBJECTIVE_SHOW_IF _COND [+objective] [show_if] {_COND} [/show_if] [/objective] #enddef #define OBJECTIVE_CARRYOVER [gold_carryover] bonus,carryover_percentage=yes,40 [/gold_carryover] #enddef #define OBJECTIVE_CARRYOVER_SHOW_IF _COND [+gold_carryover] [show_if] {_COND} [/show_if] [/gold_carryover] #enddef #define OBJECTIVE_CARRYOVER_NO_BONUS [gold_carryover] bonus,carryover_percentage=no,40 [/gold_carryover] #enddef #define OBJECTIVE_NO_CARRYOVER [gold_carryover] bonus,carryover_percentage=no,0 [/gold_carryover] #enddef #define OBJECTIVE_FULL_CARRYOVER [gold_carryover] bonus,carryover_percentage=no,100 [/gold_carryover] #enddef #define OBJECTIVE_NOTE _TEXT [note] description={_TEXT} [/note] #enddef #define OBJECTIVE_NOTE_SHOW_IF _COND [+note] [show_if] {_COND} [/show_if] [/note] #enddef #define NO_UNIT_CARRYOVER_NOTE {OBJECTIVE_NOTE ( _ "You will not be able to recall any units from this scenario later")} #enddef
#textdomain wesnoth-Naia # # Lua versions of mainline WML macros to reduce the campaign's WML footprint # (memory and disk usage). # # See lua/optimizations.lua. # #undef QUAKE #define QUAKE _SOUND [quake] sound={_SOUND} [/quake] #enddef #undef FADE_TO_BLACK #define FADE_TO_BLACK [fade_to_black][/fade_to_black] #enddef #undef FADE_IN #define FADE_IN [fade_in][/fade_in] #enddef