text
stringlengths
17
153k
#textdomain wesnoth-Naia #ifver WESNOTH_VERSION >= 1.15.0 #undef SPECIAL_NOTES #textdomain wesnoth-help #define SPECIAL_NOTES " "+_"Special Notes:"#enddef #textdomain wesnoth-Naia #endif
#textdomain wesnoth-Naia #define NO_START_OF_SCENARIO_SAVE [+endlevel] save=no [/endlevel] #enddef #define NO_REPLAY_SAVE [+endlevel] replay_save=no [/endlevel] #enddef #define ENDLEVEL_QUIET [endlevel] result=victory bonus,linger_mode,carryover_report=no,no,no music=silence.ogg {NEW_GOLD_CARRYOVER 100} [/endlevel] #enddef #define ENDLEVEL_CONTINUE [endlevel] result=victory bonus,linger_mode,carryover_report=no,yes,no music=silence.ogg {NEW_GOLD_CARRYOVER 100} [/endlevel] #enddef #define ENDLEVEL_VICTORY BONUS [endlevel] result=victory bonus={BONUS} linger_mode,carryover_report=yes,yes {NEW_GOLD_CARRYOVER 40} [/endlevel] #enddef #define ENDLEVEL_VICTORY_NO_GOLD_CARRYOVER [endlevel] result=victory bonus=no linger_mode,carryover_report=yes,yes {NEW_GOLD_CARRYOVER 0} [/endlevel] #enddef #define ENDLEVEL_DEFEAT [endlevel] result=defeat [/endlevel] #enddef #define SIGHTED_SUF_BY_PLAYER _SPOTTED_UNIT_SUF name=sighted [filter] {_SPOTTED_UNIT_SUF} [/filter] [filter_second] side=1 [/filter_second] [redraw][/redraw] #enddef #define SIGHTED_SUF_BY_SIDE _SPOTTED_UNIT_SUF _SPOTTER_SIDE_NUM name=sighted [filter] {_SPOTTED_UNIT_SUF} [/filter] [filter_second] side={_SPOTTER_SIDE_NUM} [/filter_second] [redraw][/redraw] #enddef #define UNIT_VISIBLE_FOR_SIDE _SIDE [filter_vision] visible=yes side={_SIDE} [/filter_vision] #enddef # # Fires a custom event when stumbling upon a unit matching the # specified filter for the first time. The custom event should # be a one-time-only event or weird things may happen. # # The unit stumbled upon will be the secondary unit for the # custom event handler, while the player unit becomes the primary # unit. # #define FIRE_EVENT_ON_STUMBLE_UPON _EVT_ID _SUF [event] name=sighted [filter] {_SUF} [/filter] [filter_second] side=1 [/filter_second] [redraw][/redraw] [fire_event] name={_EVT_ID} [primary_unit] x,y=$x2,$y2 [/primary_unit] [secondary_unit] x,y=$x1,$y1 [/secondary_unit] [/fire_event] [/event] [event] name=attack [filter] {_SUF} [/filter] [filter_second] side=1 [/filter_second] [fire_event] name={_EVT_ID} [primary_unit] x,y=$x2,$y2 [/primary_unit] [secondary_unit] x,y=$x1,$y1 [/secondary_unit] [/fire_event] [/event] [event] name=attack [filter] side=1 [/filter] [filter_second] {_SUF} [/filter_second] [fire_event] name={_EVT_ID} [primary_unit] x,y=$x1,$y1 [/primary_unit] [secondary_unit] x,y=$x2,$y2 [/secondary_unit] [/fire_event] [/event] #enddef #define RETRIEVE_GOLD _AMOUNT # It's mandatory to use a variable instead of a macro, as the latter causes the resultant text # not to be matched in the gettext source. {VARIABLE temp_gold_retrieval_amount ({_AMOUNT})} [message] speaker=narrator image="items/gold-coins-medium.png" sound=gold.ogg message= _ "You retrieve $temp_gold_retrieval_amount pieces of gold." [/message] [gold] side=1 amount=$temp_gold_retrieval_amount [/gold] {CLEAR_VARIABLE temp_gold_retrieval_amount} #enddef #define RECEIVE_GOLD _AMOUNT # It's mandatory to use a variable instead of a macro, as the latter causes the resultant text # not to be matched in the gettext source. {VARIABLE temp_gold_retrieval_amount ({_AMOUNT})} [message] speaker=narrator image="items/gold-coins-medium.png" sound=gold.ogg message= _ "You receive $temp_gold_retrieval_amount pieces of gold!" [/message] [gold] side=1 amount=$temp_gold_retrieval_amount [/gold] {CLEAR_VARIABLE temp_gold_retrieval_amount} #enddef #define ADD_GOLD _SIDE _ONEASY _ONMEDIUM _ONHARD [gold] side={_SIDE} {QUANTITY amount {_ONEASY} {_ONMEDIUM} {_ONHARD} } [/gold] #enddef #define SET_GOLD _SIDE _ONEASY _ONMEDIUM _ONHARD [modify_side] side={_SIDE} {QUANTITY gold {_ONEASY} {_ONMEDIUM} {_ONHARD} } [/modify_side] #enddef #define SCROLL_TO_LOCATION_AND_RETURN_TO _X1 _Y1 _X2 _Y2 [redraw][/redraw] [scroll_to] x={_X1} y={_Y1} [/scroll_to] [delay] time=250 [/delay] [scroll_to] x={_X2} y={_Y2} [/scroll_to] #enddef #define SCROLL_TO_LOCATION_AND_RETURN_TO_PRIMARY_UNIT _X _Y {SCROLL_TO_LOCATION_AND_RETURN_TO ({_X}) ({_Y}) ($x1) ($y1)} #enddef #define SCROLL_TO_LOCATION_AND_RETURN_TO_SECONDARY_UNIT _X _Y {SCROLL_TO_LOCATION_AND_RETURN_TO ({_X}) ({_Y}) ($x2) ($y2)} #enddef #define CLEAR_CAVE_SHROUD _ADDITIONAL_SLF [remove_shroud] side=1 terrain=!,X*,X*^*,*^X* [or] [filter_adjacent_location] terrain=!,X*,X*^*,*^X* [/filter_adjacent_location] [/or] [and] {_ADDITIONAL_SLF} [/and] [/remove_shroud] #enddef ## # Removes an event barrier consisting of adjacent hexes matching # a terrain type filter (usually *^Zz\,*^Zz/,*^Zz|) on the specified location # and highlights the affected locations for the player. ## #define REMOVE_EVENT_BARRIER _TERRAIN_FILTER _TARGET_X _TARGET_Y [simplify_location_filter] x={_TARGET_X} y={_TARGET_Y} radius=6 [filter_radius] terrain={_TERRAIN_FILTER} [/filter_radius] variable=temp_GATE_GLYPH_locs [/simplify_location_filter] [remove_terrain_overlays] x=$temp_GATE_GLYPH_locs.x y=$temp_GATE_GLYPH_locs.y [/remove_terrain_overlays] [remove_shroud] side=1 x=$temp_GATE_GLYPH_locs.x y=$temp_GATE_GLYPH_locs.y [/remove_shroud] [redraw] side=1 [/redraw] [scroll_to] x={_TARGET_X} y={_TARGET_Y} [/scroll_to] {HIGHLIGHT_GOAL ( x=$temp_GATE_GLYPH_locs.x y=$temp_GATE_GLYPH_locs.y )} [scroll_to] x,y=$x1,$y1 [/scroll_to] [redraw][/redraw] {CLEAR_VARIABLE temp_GATE_GLYPH_locs} #enddef #define DISALLOW_END_TURN [disallow_end_turn][/disallow_end_turn] #enddef #define ALLOW_END_TURN [allow_end_turn][/allow_end_turn] #enddef #define DO_NOT_REMOVE_FROM_CARRYOVER_ON_DEFEAT remove_from_carryover_on_defeat=no #enddef # # Let someone else do the talking when an undead minion isn't expected to be # capable of speech (see patch.lua for implementation). # #define UNIT_SPEAKS_FOR_UNDEAD_MINION _FALLBACK_SUF [fallback_if] race=bats,undead [not] type=Lich,Death Knight,Death Baron,Draug,Revenant,Deathblade,Bone Shooter,Banebow,Wraith,Spectre,Shadow,Nightgaunt [/not] [/fallback_if] [fallback_to] {_FALLBACK_SUF} [/fallback_to] #enddef # # Stricter version of UNIT_SPEAKS_FOR_UNDEAD_MINION that doesn't allow even # high-level undead units to speak. # #define UNIT_SPEAKS_FOR_UNDEAD_MINION_STRICT _FALLBACK_SUF [fallback_if] race=bats,undead [not] type=Lich [/not] [/fallback_if] [fallback_to] {_FALLBACK_SUF} [/fallback_to] #enddef
#textdomain wesnoth-Naia # # Since 1.11.x the post-Fall ToD macros are in mainline, so #undef them first # to avoid warnings with 1.13.x. # #undef TWO_SUNS_DEFAULT_SCHEDULE #undef DAWN1 #undef MORNING1 #undef MIDDAY1 #undef AFTERNOON1 #undef DUSK1 #undef SHORTDARK #undef DAWN2 #undef MORNING2 #undef MIDDAY2 #undef AFTERNOON2 #undef DUSK2 #undef LONGDARK1 #undef LONGDARK2 #undef LONGDARK3 #undef LONGDARK4 #define TWO_SUNS_DEFAULT_SCHEDULE {DAWN1} {MORNING1} {MIDDAY1} {AFTERNOON1} {DUSK1} {SHORTDARK} {DAWN2} {MORNING2} {MIDDAY2} {AFTERNOON2} {DUSK2} {LONGDARK1} {LONGDARK2} {LONGDARK3} {LONGDARK4} #enddef #define TWO_SUNS_SCHEDULE_IMAGE X Y image="misc/schedule-twosuns.png~CROP({X},{Y},125,39)" #enddef #define DAWN1 [time] id=dawn1 name= _ "First Dawn" {TWO_SUNS_SCHEDULE_IMAGE 1 1} red=0 green=-10 blue=-10 sound=ambient/morning.ogg [/time] #enddef #define MORNING1 [time] id=morning1 name= _ "First Morning" {TWO_SUNS_SCHEDULE_IMAGE 127 1} red=5 green=5 blue=-5 lawful_bonus=25 [/time] #enddef #define MIDDAY1 [time] id=midday1 name= _ "First Midday" {TWO_SUNS_SCHEDULE_IMAGE 253 1} red=10 green=5 blue=0 lawful_bonus=25 [/time] #enddef #define AFTERNOON1 [time] id=afternoon1 name= _ "First Afternoon" {TWO_SUNS_SCHEDULE_IMAGE 1 41} red=10 green=5 blue=0 lawful_bonus=25 [/time] #enddef #define DUSK1 [time] id=dusk1 name= _ "First Dusk" {TWO_SUNS_SCHEDULE_IMAGE 127 41} red=15 green=-15 blue=-30 sound=ambient/night.ogg [/time] #enddef #define SHORTDARK [time] id=short_dark name= _ "The Short Dark" {TWO_SUNS_SCHEDULE_IMAGE 253 41} red=-60 green=-45 blue=-15 lawful_bonus=-25 [/time] #enddef #define DAWN2 [time] id=dawn2 name= _ "Second Dawn" {TWO_SUNS_SCHEDULE_IMAGE 1 81} red=0 green=-10 blue=-10 sound=ambient/morning.ogg [/time] #enddef #define MORNING2 [time] id=morning2 name= _ "Second Morning" {TWO_SUNS_SCHEDULE_IMAGE 127 81} red=5 green=5 blue=-5 lawful_bonus=25 [/time] #enddef #define MIDDAY2 [time] id=midday2 name= _ "Second Midday" {TWO_SUNS_SCHEDULE_IMAGE 253 81} red=10 green=5 blue=0 lawful_bonus=25 [/time] #enddef #define AFTERNOON2 [time] id=afternoon2 name= _ "Second Afternoon" {TWO_SUNS_SCHEDULE_IMAGE 1 121} red=10 green=5 blue=0 lawful_bonus=25 [/time] #enddef #define DUSK2 [time] id=dusk2 name= _ "Second Dusk" {TWO_SUNS_SCHEDULE_IMAGE 127 121} red=15 green=-15 blue=-30 sound=ambient/night.ogg [/time] #enddef #define LONGDARK1 [time] id=long_dark1 name= _ "The Long Dark — First Watch" {TWO_SUNS_SCHEDULE_IMAGE 253 121} red=-70 green=-50 blue=-15 lawful_bonus=-25 [/time] #enddef #define LONGDARK2 [time] id=long_dark2 name= _ "The Long Dark — Second Watch" {TWO_SUNS_SCHEDULE_IMAGE 1 161} red=-70 green=-50 blue=-15 lawful_bonus=-25 [/time] #enddef #define LONGDARK3 [time] id=long_dark3 name= _ "The Long Dark — Third Watch" {TWO_SUNS_SCHEDULE_IMAGE 127 161} red=-70 green=-50 blue=-15 lawful_bonus=-25 [/time] #enddef #define LONGDARK4 [time] id=long_dark4 name= _ "The Long Dark — Fourth Watch" {TWO_SUNS_SCHEDULE_IMAGE 253 161} red=-70 green=-50 blue=-15 lawful_bonus=-25 [/time] #enddef #define INFERNO_NIGHT [time] id=inferno_night name= _ "Inferno" {TWO_SUNS_SCHEDULE_IMAGE 127 201} lawful_bonus=-30 red=-20 green=-40 blue=-10 [/time] #enddef #define ENDLESS_NIGHT [time] id=endless_night name= _ "The Endless Night" {TWO_SUNS_SCHEDULE_IMAGE 1 201} lawful_bonus=-25 red=-30 green=-30 blue=-10 [/time] #enddef
#textdomain wesnoth-Naia #define SCHEDULE_LIGHTING _R _G _B [+time] red={_R} green={_G} blue={_B} [/time] #enddef # # The actual schedule declarations follow # #define INDOORS_HIVE [time] id=indoors_hive name= _ "Shaxthal Hive" image=misc/schedule-indoors-darker.png lawful_bonus=-25 red=-60 green=-60 blue=0 [/time] #enddef #define NEUTRAL_TOD [time] id=neutral_tod name= _ "Neutral time of day" [/time] #enddef
#textdomain wesnoth-Naia #define RAGGED_FLAG {FLAG_VARIANT6 ragged} #enddef #define ELVISH_FLAG {FLAG_VARIANT long} #enddef #define CHAOS_FLAG {FLAG_VARIANT undead} #enddef #define ARAGWAITH_FLAG {FLAG_VARIANT loyalist} #enddef #define ALLIANCE_FLAG {FLAG_VARIANT long} #enddef #define DWARVISH_FLAG {FLAG_VARIANT knalgan} #enddef #define NO_ECONOMY gold,village_gold=0,0 {NO_INCOME} #enddef #define SET_RECRUIT_LIST _SIDE _LIST [modify_side] side={_SIDE} recruit={_LIST} [/modify_side] #enddef #define REMOVE_RECRUIT_LIST _SIDE [set_recruit] side={_SIDE} recruit="" [/set_recruit] #enddef #define ALLOW_RECRUIT _SIDE _LIST [allow_recruit] side={_SIDE} type={_LIST} [/allow_recruit] #enddef #define DISALLOW_RECRUIT _SIDE _LIST [disallow_recruit] side={_SIDE} type={_LIST} [/disallow_recruit] #enddef
#textdomain wesnoth-Naia #define CONTINUE_PLAYING_STORY_MUSIC_FIRST [+event] [+music] immediate=no [/music] [/event] #enddef #define SOUND_SOURCE _ID _X _Y _SNDLIST _TIMEOUT _TRIGGER_CHANCE_P_VAL [sound_source] id={_ID} x={_X} y={_Y} sounds={_SNDLIST} delay={_TIMEOUT} chance={_TRIGGER_CHANCE_P_VAL} [/sound_source] #enddef #define SOUND_SOURCE_IGNORE_FOGGED_LOCATION [+sound_source] check_fogged=false [/sound_source] #enddef #define SOUND_SOURCE_IGNORE_HIDDEN [+sound_source] check_fogged=false check_shrouded=false [/sound_source] #enddef #define CONTINUOUS_SOUND_SOURCE _ID _X _Y _SNDLIST {SOUND_SOURCE ({_ID}) ({_X}) ({_Y}) ({_SNDLIST}) (0) (100)} #enddef #define SOUND_SOURCE_RANGE _FULL _FADE [+sound_source] full_range={_FULL} fade_range={_FADE} [/sound_source] #enddef #define SOUND_SOURCE_ENTIRE_MAP {SOUND_SOURCE_RANGE 1000 1} #enddef #define REMOVE_SOUND_SOURCE _ID [remove_sound_source] id={_ID} [/remove_sound_source] #enddef #define CAVE_WATER_SOUND_SOURCE _X _Y [sound_source] id="__ss_cave_water_"+{_X}+"_"+{_Y} # wmllint: ignore x={_X} y={_Y} sounds={SOUND_LIST:CAVE_DRIP} # Play every three seconds, don't loop on a single sound # (which unfortunately means the sound source won't continue # updating while a GUI dialog is running). delay,loop,chance=3000,0,100 full_range,fade_range=10,6 # Ignore fog, but do not ignore shroud. check_fogged,check_shrouded=no,yes [/sound_source] #enddef #define BACKGROUND_SOUND_SOURCE_GENERIC _ID _SOUND_LIST [sound_source] id={_ID} x,y=1,1 sounds={_SOUND_LIST} # Loop continuously forever delay,loop,chance=0,-1,100 full_range,fade_range={INFINITY},{INFINITY} check_fogged,check_shrouded=no,no [/sound_source] #enddef #define CAVE_NOISE_SOUND_SOURCE {BACKGROUND_SOUND_SOURCE_GENERIC __ss_cave_noise_all ambient/cave.ogg} #enddef #define HIVE_NOISE_2_SOUND_SOURCE {BACKGROUND_SOUND_SOURCE_GENERIC __ss_hive_noise_2_all ambient/dark-2.ogg} #enddef #define SOUND_LIST:BIOMECHANICAL_HIT shaxthal-hit-[1~4].ogg #enddef #define SOUND_LIST:BIOMECHANICAL_DIE shaxthal-die-[1~4].ogg #enddef #define SOUND_LIST:BIOMECHANICAL_ROAM ambient/shaxthal-roam-[1~2].ogg,shaxthal-die-[1~4].ogg #enddef #define SOUND_LIST:IMP_HIT {SOUND_LIST:OGRE_HIT}#enddef #define SOUND_LIST:IMP_DIE {SOUND_LIST:OGRE_DIE}#enddef #define SOUND_LIST:PSY_HIT {SOUND_LIST:LICH_HIT}#enddef #define SOUND_LIST:PSY_DIE lich-die.ogg #enddef #define SOUND_LIST:ALIEN_HIT yeti-hit.ogg #enddef #define SOUND_LIST:ALIEN_DIE yeti-die.ogg #enddef #define SOUND_LIST:MATRIX_HIT magic-dark.ogg,magic-dark-big.ogg #enddef #define SOUND_LIST:MATRIX_DIE magic-dark-miss.ogg,magic-dark-big-miss.ogg #enddef #define SOUND_LIST:BOT_SMALL_HIT bot-small-hit-[1~2].wav #enddef #define SOUND_LIST:BOT_SMALL_DIE bot-small-explosion-[1~3].ogg #enddef #define SOUND_LIST:GUN_ACTIVATE gun-activate-[1~2].ogg #enddef #define SOUND_LIST:CAVE_DRIP ambient/cave-drip-[1~5].ogg #enddef
#textdomain wesnoth-Naia ## # Establishes a new timed unit respawn point. This can only be used in events. # # Example: # {TIMED_SPAWNER 4 (type=Shaxthal Assault Drone,Shaxthal Sentry Drone) 2 42 10} # # If you specify a comma-separated list of unit types in the UNIT_WML block, the spawn type # will be randomized every cycle. # # A respawn interval of 0 turns will cause units to respawn immediately after being # killed. ## #define TIMED_SPAWNER _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y {SPAWNER_BASE ({_RESPAWN_TURNS}) ({_UNIT_WML}) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (yes)} #enddef ## # Establishes a new one-time respawn point. This can only be used in events. # # Example: # {ONETIME_SPAWNER (type=Shaxthal War Drone,Shaxthal Enforcer Drone) 5 31 42} # # If you specify a comma-separated list of unit types in the UNIT_WML block, the spawn type # will be randomized every cycle. ## #define ONETIME_SPAWNER _UNIT_WML _SIDE_NUMBER _X _Y {SPAWNER_BASE (0) ({_UNIT_WML}) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (no)} #enddef ## # Specialized timed drone spawner using a special passive-aggressive AI behavior. ## #define TIMED_DRONE_SPAWNER _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y {SPAWNER_BASE ({_RESPAWN_TURNS}) ( {_UNIT_WML} {DRONE_SPAWNER_AI ({_X}) ({_Y})} ) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (yes)} #enddef ## # Specialized one-time drone spawner using a special passive-aggressive AI behavior. ## #define ONETIME_DRONE_SPAWNER _UNIT_WML _SIDE_NUMBER _X _Y {SPAWNER_BASE (0) ( {_UNIT_WML} {DRONE_SPAWNER_AI ({_X}) ({_Y})} ) ({_SIDE_NUMBER}) ({_X}) ({_Y}) (no)} #enddef ## # This is the main spawner logic. This macro must be present somewhere in the # scenario at top level, preferably right before the first spawner macro inclusion. # # It is possible to disable all spawners in a scenario by setting the variable # spawner_controller_enabled to a false boolean value. This is initially set to # true. ## #define SPAWN_CONTROLLER [event] name=prestart {VARIABLE spawner_controller_enabled yes} [/event] [event] name=victory {CLEAR_VARIABLE spawner_controller_enabled} [/event] [event] name=die first_time_only=no [filter_condition] {VARIABLE_BOOLEAN_EQUALS spawner_controller_enabled yes} [/filter_condition] [filter] [filter_wml] [variables] spawner_respawn=yes [/variables] [/filter_wml] [/filter] # See lua/spawner.lua. [run_spawn_controller][/run_spawn_controller] [/event] #enddef ## # Implementation detail. Use TIMED_SPAWNER and ONE_TIME_SPAWNER instead. ## #define SPAWNER_BASE _RESPAWN_TURNS _UNIT_WML _SIDE_NUMBER _X _Y _DO_RESPAWN [event] name="prestart,respawn:S{_SIDE_NUMBER}X{_X}Y{_Y}" first_time_only=no delayed_variable_substitution=no # See lua/spawner.lua. [spawner_spawn] {_UNIT_WML} side={_SIDE_NUMBER} x={_X} y={_Y} can_respawn={_DO_RESPAWN} respawn_turns={_RESPAWN_TURNS} [/spawner_spawn] [/event] #enddef ## # Implementation detail for TIMED_DRONE_SPAWNER and ONETIME_DRONE_SPAWNER. ## #define DRONE_SPAWNER_AI _X _Y ai_special=guardian #enddef ## # HACK used in IftU S22B ## #define TRY_RESPAWN_NOW _SIDE_NUMBER _X _Y [fire_event] name="respawn:S{_SIDE_NUMBER}X{_X}Y{_Y}" [/fire_event] #enddef
#textdomain wesnoth-Naia # wmlindent: start ignoring #define SPECIAL_NOTE_OBSCURE _ "This unit darkens the surrounding area, making chaotic units fight better, and lawful units fight worse." #enddef #define SPECIAL_NOTE_SYLVAN_ESSENCE _ "This unit’s powers are increased by the Sylvan Essence." #enddef #define SPECIAL_NOTE_SYLVAN_SPARK _ "This unit will regenerate 5 HP per turn in forest or mushroom grove terrains." #enddef #define SPECIAL_NOTE_DEFEND_ONLY _ "Some of this unit’s attacks are only available during defense." #enddef #define SPECIAL_NOTE_ATTACK_ONLY _ "Some of this unit’s attacks are only available during offense." #enddef #define SPECIAL_NOTE_ALWAYS_HITS _ "This unit’s attacks always hit its opponent." #enddef #define SPECIAL_NOTE_PRECISION _ "This unit can attack very precisely, giving it a better chance to hit agile foes on the offense." #enddef #define SPECIAL_NOTE_PROTECTION _ "Adjacent lower-level units of the same allegiance have their resistances increased by the sole presence of this unit." #enddef #define SPECIAL_NOTE_TERROR _ "This unit can frighten enemy units that are next to it, making them fight worse." #enddef #define SPECIAL_NOTE_BORE _ "This unit can hide in cave or stone walls to remain undetected by its enemies, as well as receive a 50% damage bonus on defense." #enddef #define SPECIAL_NOTE_RESTRICTED_TO_WATER _ "This unit cannot move to terrains other than water, castle and villages." #enddef #define SPECIAL_NOTE_ZEAL _ "The zeal of this unit inspires adjacent units to resist enemy attacks better and deal increased damage." #enddef #define SPECIAL_NOTE_NECROSIS _ "This unit is able to infect victims with a powerful poison capable of killing and turning them into undead." #enddef #define SPECIAL_NOTE_TESTAMENT _ "Upon death this unit heals adjacent allies and leaves a suitable testament to its existence on the map." #enddef #define SPECIAL_NOTE_MARK _ "This unit is able to mark targets and increase damage dealt to them by all units until the controlling side’s turn ends." #enddef #define SPECIAL_NOTE_ENERGIZE _ "This unit improves resistances of adjacent biomechanical units and heals them at the start of each turn." #enddef # wmlindent: stop ignoring
#textdomain wesnoth-Naia #define CAMPAIGN_INTRO_HEADER title="<span font='200' color='#BCB088'>!</span>" # wmllint: ignore title_alignment=center show_title=yes #enddef #define CAMPAIGN_INTRO_PADDING " " #enddef #define CAMPAIGN_INTRO_WARNING_TITLE "<span color='#BCB088' font='22'>"+ _ "Warning!"+"</span> " #enddef # wmlindent: start ignoring #define CAMPAIGN_INTRO_GAMEPLAY_WARNING _ "Some scenarios of this campaign work significantly different from normal Wesnoth gameplay. It is especially important to pay close attention to the mission objectives and not necessarily try to kill every single enemy, especially on shrouded maps, or in places where enemies seem to respawn continuously." #enddef #ifdef CAMPAIGN_INVASION_FROM_THE_UNKNOWN #define CAMPAIGN_INTRO_CONTENT_WARNING _ "Although not strictly required, players are advised to become familiar with the stories, characters, and historical events presented in <i>Under the Burning Suns</i>, and (optionally) <i>Descent into Darkness</i> before playing this campaign." #enddef #else #define CAMPAIGN_INTRO_CONTENT_WARNING _ "Although not strictly required, players are advised to become familiar with the stories, characters, and historical events presented in <i>Under the Burning Suns</i>, <i>Invasion from the Unknown</i>, and (optionally) <i>Descent into Darkness</i> before playing this campaign." #enddef #endif #define CAMPAIGN_INTRO_OPTIONS_WARNING _ "Certain sequences make use of floating labels, halos, and standing unit animations, so you might want to make sure these options are enabled under <b>Preferences</b> → <b>Display</b>." #enddef # wmllint: markcheck off #define STORYTXT_TITLE_CARD _ID _MAIN_TITLE _ALTERNATE_TITLE title="<span color='#BCB088' font='24'>"+{_MAIN_TITLE}+" <small>("+{_ALTERNATE_TITLE}+")</small> <span font='16'>"+{_ID}+"</span></span>" #enddef #define STORYTXT_TITLE_CARD_SIMPLE _ID _MAIN_TITLE title="<span color='#BCB088' font='24'>"+{_MAIN_TITLE}+" <span font='16'>"+{_ID}+"</span></span>" #enddef # wmllint: markcheck on # wmlindent: stop ignoring
#textdomain wesnoth-Naia # "Armored" trait for vehicles and shaxthals #define TRAIT_ARMORED [trait] id=armored male_name= _ "armored" female_name= _ "female^armored" description= _ "+15% bonus for all resistances (except arcane), -1 movement points" [effect] apply_to=resistance replace=no [resistance] blade=-15 pierce=-15 impact=-15 fire=-15 cold=-15 [/resistance] [/effect] [effect] apply_to=movement increase=-1 [/effect] [/trait] #enddef # Units with trait Biomechanical cannot be drained, poisoned or plagued. #define TRAIT_BIOMECHANICAL [trait] id=biomechanical availability="musthave" male_name= _ "biomechanical" female_name= _ "female^biomechanical" description= _ "Immune to drain, poison and plague" [effect] apply_to=status add=not_living [/effect] [/trait] #enddef # Units with trait Spirit cannot be drained, poisoned or plagued. #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 #define TRAIT_DETERIORATED [trait] id=deteriorated male_name= _ "deteriorated" female_name= _ "female^deteriorated" description= _ "This undead unit has become weaker with the pass of time." [effect] apply_to="hitpoints" increase_total="-5%" [/effect] # Not so easy first AMLA. [effect] apply_to="max_experience" increase="50" [/effect] [/trait] #enddef # Used in IftU S23B #define TRAIT_DETERIORATED_IFTU [trait] id=deteriorated male_name= _ "deteriorated" female_name= _ "female^deteriorated" description= _ "This undead unit has become weaker with the pass of time." [effect] apply_to="hitpoints" increase_total="-10%" [/effect] [/trait] #enddef
#textdomain wesnoth-Naia # Used to negate {IS_HERO}. #define NO_OVERLAYS_NO_ELLIPSE overlays="" ellipse="" # wmllint: no ellipsecheck #enddef #define NO_UPKEEP_NO_OVERLAY [+unit] # dammit, esr upkeep=loyal [/unit] #enddef #define PETRIFIED [+unit] [status] petrified=yes [/status] [/unit] #enddef #define GENDER _GENDER [+unit] gender={_GENDER} [/unit] #enddef #define PLACEMENT _PLACEMENT [+unit] placement={_PLACEMENT} [/unit] #enddef #define PASSABLE [+unit] passable=yes [/unit] #enddef #define OVERWRITE [+unit] overwrite=yes [/unit] #enddef #define PALETTE _SRC _DEST [+unit] [+modifications] [object] [effect] apply_to="image_mod" add="PAL("+{_SRC}+">"+{_DEST}+")" [/effect] [/object] [/modifications] [/unit] #enddef #define DOOR_TILES_TO_UNITS _DOOR_OWNER_SIDE [setup_doors] side={_DOOR_OWNER_SIDE} [/setup_doors] #enddef #define FACE_DIRECTION _SUF _DIRECTION [set_facing] [filter] {_SUF} [/filter] facing={_DIRECTION} [/set_facing] #enddef #define FACE_LOCATION _SUF _TARGET_SLF [set_facing] [filter] {_SUF} [/filter] [filter_location] {_TARGET_SLF} [/filter_location] [/set_facing] #enddef #define FACE_UNIT _SUF _TARGET_SUF [set_facing] [filter] {_SUF} [/filter] [filter_second] {_TARGET_SUF} [/filter_second] [/set_facing] #enddef #define OPPOSITE_FACING [+set_facing] opposite=yes [/set_facing] #enddef #define FAKE_RECRUIT _SIDE _TYPE _X _Y [unit] side={_SIDE} type={_TYPE} x={_X} y={_Y} random_gender=yes random_traits=yes generate_name=yes moves=0 attacks_left=0 animate=yes [/unit] #enddef # Makes a unit loyal without displaying it as a trait, since it's a waste of # real estate for hero units who are known to be close friends to the # protagonists and therefore don't need to be explicitly displayed as loyal. #define MOD_LOYAL_HERO [object] [effect] apply_to=loyal [/effect] [/object] #enddef # Adds a special ellipse to units intended for easily marking units. This is # not intended to be used in production and is here solely for debug purposes. #define MOD_DEBUG_ELLIPSE [object] [effect] apply_to=ellipse ellipse="misc/ellipse-debug" [/effect] [/object] #enddef #define UNIT_PALETTE_SWITCH _SUF _FROM _TO [object] silent=yes [filter] {_SUF} [/filter] [effect] apply_to=image_mod add="PAL("+{_FROM}+">"+{_TO}+")" [/effect] [/object] #enddef #define MOBILIZE_GUARDIANS _SUF [store_unit] [filter] {_SUF} [/filter] variable=temp_MG_store [/store_unit] [foreach] array=temp_MG_store variable=u [do] {CLEAR_VARIABLE u.status.guardian,u.ai_special} [unstore_unit] variable="u" find_vacant=no [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE temp_MG_store} #enddef #define NO_EXPERIENCE_UNIT # The XP bar won't appear without any advancements. # experience=25 # {AMLA_DEFAULT} # advances_to=null experience=1000 #enddef # For use with MOVE_UNIT #define IGNORE_MOVEMENT_COSTS [+move_unit] check_passability=no [/move_unit] #enddef # Resets one or more on-map units to their default statuses (including # maximum HP, MP, and attacks. #define RESET_UNIT_STATUSES _SUF [store_unit] [filter] {_SUF} [/filter] variable=temp_RUS_store [/store_unit] [foreach] array=temp_RUS_store variable=u [do] {CLEAR_VARIABLE u.status.uncovered} {CLEAR_VARIABLE u.status.poisoned} {CLEAR_VARIABLE u.status.slowed} {CLEAR_VARIABLE u.status.petrified} [set_variables] name=u mode=merge [value] hitpoints=$u.max_hitpoints moves=$u.max_moves attacks_left=$u.max_attacks [/value] [/set_variables] [unstore_unit] variable=u find_vacant=no [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE temp_RUS_store} #enddef #define RESET_AND_SEND_TO_RECALL_LIST _SUF [put_to_recall_list] {_SUF} heal=yes [/put_to_recall_list] #enddef #define ATTACH_EVENTS_TO_UNIT _SUF _EVENTS [store_unit] [filter] {_SUF} [/filter] variable=temp_AETU_store [/store_unit] [set_variables] name=temp_AETU_store_events [literal] {_EVENTS} [/literal] [/set_variables] [set_variables] name=temp_AETU_store.event mode=append to_variable=temp_AETU_store_events.event [/set_variables] [unstore_unit] variable=temp_AETU_store find_vacant=no [/unstore_unit] {CLEAR_VARIABLE temp_AETU_store,temp_AETU_store_events} #enddef # # Abort an attack sequence by temporarily removing the second unit from the # map. This is meant to be used in an 'attack' event handler. # #define ABORT_ATTACK [set_variables] name=temp_ABORT_ATTACK_unit mode=replace to_variable=second_unit [/set_variables] [kill] x,y=$x2,$y2 [/kill] [event] name=attack end {VARIABLE_INC unit.attacks_left} [unstore_unit] variable=unit find_vacant=no [/unstore_unit] [unstore_unit] variable=temp_ABORT_ATTACK_unit find_vacant=no [/unstore_unit] {CLEAR_VARIABLE temp_ABORT_ATTACK_unit} [/event] #enddef
#textdomain wesnoth-Naia #define BLACK_SCREEN [color_adjust] red,green,blue=-500,-500,-500 [/color_adjust] #enddef #define WHITE_SCREEN [color_adjust] red,green,blue=500,500,500 [/color_adjust] #enddef #define RED_SCREEN [color_adjust] red,green,blue=500,-500,-500 [/color_adjust] #enddef #define RESET_SCREEN [reset_screen][/reset_screen] #enddef #define HIGHLIGHT_GOAL _SLF [highlight_goal] {_SLF} [/highlight_goal] #enddef #define UNIT_SPELL_POPUP _SUF _TEXT [floating_text] [filter] {_SUF} [/filter] text="<span color='#7f7fff'>"+{_TEXT}+"</span>" # wmllint: ignore [/floating_text] #enddef
#textdomain wesnoth-Naia # # SUF matching units that can cleanse the necrosis effect. This is a # hand-tailored list including abilities known to fit the bill in # Naia/IftU/AtS. # # (No, we can't use 'ability_type=heals' because not all healing abilities # in mainline or UMC remove poison.) # #define NECROSIS:CLEANSER_SUF ability=curing,sylvan_essence_healing_and_curing,sylvan_essence_healing #enddef #define NECROSIS:TICK_DAMAGE_AMOUNT 10 #enddef #define NECROSIS:STATUS_EFFECT_OBJECT_ID necrosis_effects #enddef #define NECROSIS:CLEANSE_UNIT_BY_ID _ID _DISPLAY_LABEL {VARIABLE necrosis_clear_id {_ID}} {VARIABLE necrosis_display_label {_DISPLAY_LABEL}} [fire_event] name=necrosis cleanse single unit [/fire_event] {CLEAR_VARIABLE necrosis_clear_id,necrosis_display_label} #enddef #define WEAPON_SPECIAL_NECROSIS_EVENTS [event] id="necrosis:attacker_hits" name=attacker hits first_time_only=no [filter_attack] special=necrosis [/filter_attack] {EVENT_FORWARD_DISPATCH "necrosis proc"} [/event] [event] id="necrosis:defender_hits" name=defender hits first_time_only=no [filter_second_attack] special=necrosis [/filter_second_attack] {EVENT_INVERSE_DISPATCH "necrosis proc"} [/event] [event] id="necrosis:main" name=necrosis proc first_time_only=no [filter_second] [not] status=unpoisonable,not_living,necrosed [/not] [/filter_second] {VARIABLE second_unit.status.necrosed yes} {VARIABLE second_unit.variables.necrosis_side $unit.side} [unstore_unit] find_vacant=no variable=second_unit female_text= _ "female^necrosed" male_text= _ "necrosed" red,green,blue=64,32,128 [/unstore_unit] [object] id={NECROSIS:STATUS_EFFECT_OBJECT_ID} take_only_once=no silent=yes duration=scenario [filter] x,y=$x2,$y2 [/filter] [effect] apply_to=image_mod add="BLEND(64,32,128,0.4)" [/effect] [/object] [sound] name="poison.ogg" [/sound] [/event] # # Function event for implementing the removal of necrosis effects. # # Parameters in the global variable table: # - necrosis_clear_id <str> # Id of the unit that needs to be cleansed. # - necrosis_display_label <bool> # Display floating label indicating the status change. # [event] id="necrosis:func:cleanse_single_unit" name=necrosis cleanse single unit first_time_only=no [store_unit] [filter] id=$necrosis_clear_id [/filter] variable=necrosis_cleansee kill=no [/store_unit] {CLEAR_VARIABLE necrosis_cleansee.status.necrosed,necrosis_cleansee.variables.necrosis_side} [for] array=necrosis_cleansee.modifications.object reverse=yes [do] [if] {VARIABLE_LEXICAL_EQUALS necrosis_cleansee.modifications.object[$i].id {NECROSIS:STATUS_EFFECT_OBJECT_ID}} [then] {CLEAR_VARIABLE necrosis_cleansee.modifications.object[$i]} [/then] [/if] [/do] [/for] [if] {VARIABLE_BOOLEAN_EQUALS necrosis_display_label true} [then] [unstore_unit] variable=necrosis_cleansee find_vacant=no female_text= _ "female^cleansed" male_text= _ "cleansed" red,green,blue=0,255,0 [/unstore_unit] [/then] [else] [unstore_unit] variable=necrosis_cleansee find_vacant=no [/unstore_unit] [/else] [/if] {CLEAR_VARIABLE necrosis_cleansee} [/event] # # Main damage per turn tick event. # [event] id="necrosis:tick" name=turn refresh first_time_only=no [store_unit] [filter] side=$side_number status=necrosed [not] x,y=recall,recall [/not] [/filter] variable=necrosed_units kill=no [/store_unit] [foreach] array=necrosed_units [do] [if] [have_unit] x,y=$this_item.x,$this_item.y [and] # Next to a unit that can remove poison [filter_adjacent] {NECROSIS:CLEANSER_SUF} is_enemy=no [/filter_adjacent] # Or stationed on a village or oasis [or] [filter_location] formula="(healing > 0)" [/filter_location] [/or] [/and] [/have_unit] [then] {NECROSIS:CLEANSE_UNIT_BY_ID $this_item.id yes} [/then] [else] [harm_unit] [filter] x,y=$this_item.x,$this_item.y [/filter] amount={NECROSIS:TICK_DAMAGE_AMOUNT} animate=yes kill=yes fire_event=yes [/harm_unit] [/else] [/if] [/do] [/foreach] {CLEAR_VARIABLE necrosed_units} [/event] # # Necrosis death handler. # [event] id="necrosis:death" name=die first_time_only=no [filter] status=necrosed [/filter] # NOTE: The resulting undead unit isn't loyal. This is intentional. [unit] type=Ghoul side=$unit.variables.necrosis_side name=$unit.name x,y=$x1,$y1 overwrite=yes random_gender=yes # futureproofing x3 random_traits=yes generate_name=yes [/unit] [/event] # # Cleanses all units on victory (SP). # [event] id="necrosis:scenario_cleanup" name=victory [store_unit] [filter] status=necrosed [/filter] variable=necrosed_units kill=no [/store_unit] [foreach] array=necrosed_units [do] {NECROSIS:CLEANSE_UNIT_BY_ID $this_item.id no} [/do] [/foreach] {CLEAR_VARIABLE necrosed_units} [/event] #enddef #define WEAPON_SPECIAL_MARK_CLEAR_STATUS _EXTRA_SUF [store_unit] [filter] status=marked {_EXTRA_SUF} [/filter] kill=no variable=temp_SP_MARK_cleanup [/store_unit] [foreach] array=temp_SP_MARK_cleanup [do] {CLEAR_VARIABLE this_item.status.marked} [unstore_unit] find_vacant=no variable=this_item [/unstore_unit] [/do] [/foreach] {CLEAR_VARIABLE temp_SP_MARK_cleanup} #enddef #define WEAPON_SPECIAL_MARK_EVENTS [event] id=sp_mark:attacker_hits name=attacker hits first_time_only=no [filter_attack] special_id=mark [/filter_attack] [filter_second] [not] status=marked [/not] [/filter_second] {VARIABLE second_unit.status.marked yes} [unstore_unit] find_vacant=no variable=second_unit female_text = _ "female^marked" male_text= _ "marked" red,green,blue=128,196,196 [/unstore_unit] [sp_mark_calculate_bonus] variable=temp_SP_MARK_res [/sp_mark_calculate_bonus] [object] silent=yes duration=turn end [filter] x,y=$x2,$y2 [/filter] [effect] apply_to=image_mod add="CS(0,50,50)" [/effect] [effect] apply_to=resistance [insert_tag] name=resistance variable=temp_SP_MARK_res [/insert_tag] [/effect] [/object] {CLEAR_VARIABLE temp_SP_MARK_res} [event] id="sp_mark:side$second_unit.side|_cleanup" name="side $second_unit.side turn end" delayed_variable_substitution=no {WEAPON_SPECIAL_MARK_CLEAR_STATUS side=$second_unit.side} [remove_event] id="sp_mark:side$second_unit.side|_cleanup" [/remove_event] [/event] [/event] [event] id=sp_mark:scenario_cleanup name=victory {WEAPON_SPECIAL_MARK_CLEAR_STATUS ()} [/event] #enddef
#textdomain wesnoth-Naia # wmllint: unbalanced-on # wmlindent: start ignoring # # Used as a convenience wrapper to include weapon special 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 weapon special is named WEAPON_SPECIAL_<suffix>_EVENTS: # # [dummy] # id=one_punch # [/dummy] # # {WEAPON_SPECIAL_EVENTS ONE_PUNCH} # includes WEAPON_SPECIAL_ONE_PUNCH_EVENTS # #define WEAPON_SPECIAL_EVENTS _SUFFIX # wmlxgettext: [attack] # wmlxgettext: [specials] [/specials] [/attack] {WEAPON_SPECIAL_{_SUFFIX}_EVENTS} [+attack] [+specials] # wmlxgettext: [/specials] # wmlxgettext: [/attack] #enddef # wmlindent: stop ignoring # Following two specials close the [specials] tag and open it later to # insert a weapon _weight value, eliminating the need to specify it manually # within the unit's WML file. Therefore, they are intentionally unbalanced WML #define WEAPON_SPECIAL_ATTACK_ONLY [damage] id=attack_only name= _ "attack only" name_inactive= _ "attack only" description= _ "This weapon will never be used on defense." special_note={SPECIAL_NOTE_ATTACK_ONLY} multiply=0 active_on=defense [/damage] # wmlindent: start ignoring # wmlxgettext: [specials] [/specials] defense_weight=0 [+specials] # wmlxgettext: [/specials] # wmlindent: stop ignoring #enddef #define WEAPON_SPECIAL_DEFEND_ONLY [damage] id=defend_only name= _ "defend only" name_inactive= _ "defend only" description= _ "This weapon will only be available for defense." special_note={SPECIAL_NOTE_DEFEND_ONLY} multiply=0 active_on=offense [/damage] # wmlindent: start ignoring # wmlxgettext: [specials] [/specials] attack_weight=0 [+specials] # wmlxgettext: [/specials] # wmlindent: stop ignoring #enddef # wmllint: unbalanced-off #define WEAPON_SPECIAL_ALWAYS_HITS [chance_to_hit] id=always_hits name= _ "always hits" description= _ "This attack always has a 100% chance to hit regardless of the defensive ability of the unit being attacked." special_note={SPECIAL_NOTE_ALWAYS_HITS} value=100 cumulative=no [/chance_to_hit] #enddef #define WEAPON_SPECIAL_PRECISION # Canned definition of the Precision ability to be included in a # [specials] clause. [chance_to_hit] id=precision name= _ "precision" description= _ "When used offensively, this attack always has at least a 50% chance to hit." special_note={SPECIAL_NOTE_PRECISION} value=50 cumulative=yes active_on=offense [/chance_to_hit] #enddef #define WEAPON_SPECIAL_NECROSIS [dummy] id=necrosis name= _ "necrosis" description= _ "This attack infects living targets, causing them to lose 10 HP every turn until cured in a village or by a unit able to remove poison (regenerates does not counter necrosis). Any targets who die while necrosed become Ghouls belonging to the same side as the unit which originally infected them." special_note={SPECIAL_NOTE_NECROSIS} [/dummy] {WEAPON_SPECIAL_EVENTS NECROSIS} #enddef #define WEAPON_SPECIAL_MARK [dummy] id=mark name= _ "mark" description= _ "When used offensively, this attack disrupts its opponent’s stance, decreasing all resistances by 20% (down to a minimum of -50%) until the affected unit’s turn ends." special_note={SPECIAL_NOTE_MARK} active_on=offense [/dummy] {WEAPON_SPECIAL_EVENTS MARK} #enddef
# wmllint: no translatables #define WALL_MOUNTED_BANNER_OVERLAY _TILE_STR _IMAGE [terrain_graphics] map=" , * * , * , 1 * , * , *" [tile] pos=1 type={_TILE_STR} [/tile] probability=100 [image] layer=0 name={_IMAGE} base=90,144 center=82,138 [/image] [/terrain_graphics] #enddef #define WALL_FLAGS_NW_N "wall-s,wall-se" #enddef #define WALL_FLAGS_N_NE "wall-s,wall-sw" #enddef # From IMAGE_NW_N #define WALL_OVERLAY_IMAGE_SE _BUILDER _IMAGESTEM [image] name={BUILD_IMAGE {_BUILDER} {_IMAGESTEM} -se} base=81,144 center=90,130 [/image] #enddef # From IMAGE_N_NE #define WALL_OVERLAY_IMAGE_SW _BUILDER _IMAGESTEM [image] name={BUILD_IMAGE {_BUILDER} {_IMAGESTEM} -sw} base=99,144 center=90,134 [/image] #enddef #define WALL_OVERLAY_SE _TERRAINLIST _ADJACENT _IMAGESTEM [terrain_graphics] map=" , * 2, * , 1 *, * , *" [tile] pos=1 type={_ADJACENT} [/tile] [tile] pos=2 type={_TERRAINLIST} set_no_flag=wall-moss-se [/tile] {WALL_OVERLAY_IMAGE_SE IMAGE_SINGLE {_IMAGESTEM}} [/terrain_graphics] #enddef #define WALL_OVERLAY_SW _TERRAINLIST _ADJACENT _IMAGESTEM [terrain_graphics] map=" , * *, 2 , 1 *, * , *" [tile] pos=1 type={_ADJACENT} [/tile] [tile] pos=2 type={_TERRAINLIST} set_no_flag=wall-moss-sw [/tile] {WALL_OVERLAY_IMAGE_SW IMAGE_SINGLE {_IMAGESTEM}} [/terrain_graphics] #enddef #define TERRAIN_P _P [+terrain_graphics] probability={_P} [/terrain_graphics] #enddef
# wmllint: no translatables #define GATE_FRAGMENT_OVERLAY TERRAIN LAYER FLAG IMAGESTEM X_SHIFT [terrain_graphics] map=" , * * , * , 1 * , * , *" [tile] pos=1 type={TERRAIN} set_no_flag={FLAG} [/tile] probability=100 [image] # HACK: because I don't want to do the maths name="../misc/blank-hex.png~BLIT(terrain/"+{IMAGESTEM}+".png~CROP("+{X_SHIFT}+",0,36,72),"+{X_SHIFT}+",0)" variations=";2;3;4;5;6;7;8;9;10;11" layer={LAYER} base=90,144 center=90,144 [/image] [/terrain_graphics] #enddef #define GATE_OVERLAY TERRAIN WEST_LAYER EAST_LAYER IMAGESTEM {GATE_FRAGMENT_OVERLAY ({TERRAIN}) ({WEST_LAYER}) gate-west {IMAGESTEM} 0 } {GATE_FRAGMENT_OVERLAY ({TERRAIN}) ({EAST_LAYER}) gate-east {IMAGESTEM} 36} #enddef
# wmllint: no translatables #define RAIN_ON_TOD _TOD_LIST #arg FRAME_TIME 80#endarg #arg RAINDROPS_FRAME_TIME 300#endarg # # Main overlay # [terrain_graphics] map=" 1 1" set_flag=rain no_flag=rain [tile] pos=1 [/tile] [image] layer=1 name=weather/none.png [variant] tod={_TOD_LIST} name=weather/rain-1.png:{FRAME_TIME},weather/rain-2.png:{FRAME_TIME},weather/rain-3.png:{FRAME_TIME},weather/rain-4.png:{FRAME_TIME},weather/rain-5.png:{FRAME_TIME},weather/rain-6.png:{FRAME_TIME},weather/rain-7.png:{FRAME_TIME},weather/rain-8.png:{FRAME_TIME} random_start=no [/variant] [/image] [/terrain_graphics] # # Raindrops on water terrains # [terrain_graphics] [tile] x=1 y=1 type=W*,S*,Cm*,Km* [image] layer=-1 name=weather/none.png [variant] tod={_TOD_LIST} name=weather/raindrops-3.png:{RAINDROPS_FRAME_TIME},weather/raindrops-4.png:{RAINDROPS_FRAME_TIME},weather/raindrops-1.png:{RAINDROPS_FRAME_TIME},weather/raindrops-2.png:{RAINDROPS_FRAME_TIME} random_start=yes [/variant] [/image] [/tile] [/terrain_graphics] #enddef #define SNOW_ON_TOD _TOD_LIST #arg FRAME_TIME 800#endarg # was 500 [terrain_graphics] map=" 1 *" no_flag=snow set_flag=snow [tile] pos=1 [/tile] [image] layer=1 name=weather/none.png [variant] tod={_TOD_LIST} name=weather/snow-1.png:{FRAME_TIME},weather/snow-2.png:{FRAME_TIME},weather/snow-3.png:{FRAME_TIME},weather/snow-4.png:{FRAME_TIME},weather/snow-5.png:{FRAME_TIME},weather/snow-6.png:{FRAME_TIME} random_start=no [/variant] [/image] [/terrain_graphics] #enddef
# wmllint: no translatables # Wasteland terrain graphics - below everything {TERRAIN_BASE Uzw wasteland } # AtS, IftU terrain codes {TRANSITION_COMPLETE_L Gs Uzw -260 grass/semi-dry-medium} {TRANSITION_COMPLETE_L Gg Uzw -261 grass/green-medium } {TRANSITION_COMPLETE_L Gd Uzw -262 grass/dry-medium } {TRANSITION_COMPLETE_LF Ai,W*,S* Uzw -223 inside cave/floor } # Dark hive floor terrain graphics {TERRAIN_BASE_P Yhr 8 dark-hive/floor3 } {TERRAIN_BASE_P Yhr 25 dark-hive/floor2 } {TERRAIN_BASE Yhr dark-hive/floor } {TERRAIN_BASE_P Yhl 8 dark-hive/lair3 } {TERRAIN_BASE_P Yhl 25 dark-hive/lair2 } {TERRAIN_BASE Yhl dark-hive/lair } {TERRAIN_BASE_P Yhs 8 dark-hive/surface3 } {TERRAIN_BASE_P Yhs 25 dark-hive/surface2 } {TERRAIN_BASE Yhs dark-hive/surface } # Dark hive floor's pits {OVERLAY_PL *^Xp 10 -1 dark-hive/pit-2 } {OVERLAY_PL *^Xp 11 -1 dark-hive/pit-3 } {OVERLAY_PL *^Xp 13 -1 dark-hive/pit-4 } {OVERLAY_PL *^Xp 14 -1 dark-hive/pit-5 } {OVERLAY_PL *^Xp 17 -1 dark-hive/pit-6 } {OVERLAY_PL *^Xp 20 -1 dark-hive/pit-7 } {OVERLAY_PL *^Xp 25 -1 dark-hive/pit-8 } {OVERLAY_L *^Xp -1 dark-hive/pit-1 } # Dark hive moss {WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss3} {TERRAIN_P 33} {WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss2} {TERRAIN_P 50} {WALL_OVERLAY_SE *^Xzm/ (!,Xo*) walls/moss} {WALL_OVERLAY_SW *^Xzm\ (!,Xo*) walls/moss3} {TERRAIN_P 33} {WALL_OVERLAY_SW *^Xzm\ (!,Xo*) walls/moss2} {TERRAIN_P 50} {WALL_OVERLAY_SW *^Xzm\ (!,Xo*) walls/moss} # Statues {OVERLAY *^Eza ../scenery/statue-adavyan } # Big ass trees {OVERLAY *^Fezo oak-tree-dead } {OVERLAY *^Feza great-tree-snow } # Gate terrain graphics {GATE_OVERLAY *^Z/ () 1 dark-gate-se} {GATE_OVERLAY *^Z\ 1 () dark-gate-sw} #define EVENT_GATE_IPF "~CS(38,14,-34)" #enddef {GATES_VERTICAL_NS_L (*^Zz|) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty} {GATES_DIAGONAL_SW_L (*^Zz\) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty} {GATES_DIAGONAL_SE_L (*^Zz/) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty} {GATES_VERTICAL_NS_L (*^Zz|o) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty-open} {GATES_DIAGONAL_SW_L (*^Zz\o) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty-open} {GATES_DIAGONAL_SE_L (*^Zz/o) (X*) 0 {EVENT_GATE_IPF} portals/gate-rusty-open} #undef EVENT_GATE_IPF # Banners {WALL_MOUNTED_BANNER_OVERLAY *^Ebur ../scenery/banner-uria-wall.png } {WALL_MOUNTED_BANNER_OVERLAY *^Ebme ../scenery/banner-yechnagoth-wall.png } {DISABLE_BASE_TRANSITIONS Qxv} # Dark hive transitions {NEW:BEACH (Yhr,Yhl,Yhs) W* flat/shore} # Don't replace transitions from specific "dominant" terrains such as rockbound # cave, sand, road, mountains, hills, etc. # # NOTE: (Naia #11, IftU #73, AtS #83) # # The deprecated Mushroom Grove gains compulsory Mycelium base graphics in # 1.16 with weird layering in order to enforce the Mycelium + Mushroom Grove # combination on almost all base terrains for no discernible reason. Wesnoth # devs, everyone! # This makes it first so no transitions are drawn into Mycelium/Deprecated # Mushroom Grove. {TRANSITION_RESTRICTED_L Yhr (!,Yhr,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/floor) } {TRANSITION_RESTRICTED_L Yhl (!,Yhl,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/lair) } {TRANSITION_RESTRICTED_L Yhs (!,Yhs,Uh*,H*,M*,Q*,Xo*,Urb,Rr,Rp,Ds,T*,*^Uf*) -499 (dark-hive/surface)} # Now we make a special case for Mycelium/Deprecated Mushroom Grove (which is # drawn at layer -319 as of 1.15.4) and force our transitions over it. {TRANSITION_RESTRICTED_L Yhr (T*,*^Uf*) -318 (dark-hive/floor) } {TRANSITION_RESTRICTED_L Yhl (T*,*^Uf*) -318 (dark-hive/lair) } {TRANSITION_RESTRICTED_L Yhs (T*,*^Uf*) -318 (dark-hive/surface)} # Note that we don't need to interfere with the new Mushroom Grove overlays # (^T*) because they don't force base graphics and transitions down our # throats. # HACK: Wesnoth 1.6 RC 1. Define a custom Re transition, as # the default mainline one is drawn below Yhs and looks awful. {TRANSITION_RESTRICTED_LF Yhr (Re,Rb,Rd) -331 transition3 (dark-hive/floor) } {TRANSITION_RESTRICTED_LF Yhl (Re,Rb,Rd) -332 transition3 (dark-hive/lair) } {TRANSITION_RESTRICTED_LF Yhs (Re,Rb,Rd) -333 transition3 (dark-hive/surface)} # Volcanic abyss terrain graphics {TERRAIN_BASE Qxv volcanic-abyss } {WALL_TRANSITION_LF Qxv (!,Qxv) -90 ground unwalkable/chasm} # Earthy rockbound cave {TRANSITION_COMPLETE_L Uhe (!,Uhe,W*,Ai) -200 cave/earthy-hills} # Fake shroud {OVERLAY_L *^Zok 1 void/void } {TRANSITION_RESTRICTED_LF *^Zok (!,*^Zok) 1 overlay void/void } #ifdef EDITOR {EDITOR_OVERLAY *^Gov tile-icons/overlay-flat} {EDITOR_OVERLAY *^Uov tile-icons/overlay-rough} {EDITOR_OVERLAY *^Zok tile-icons/fake-shroud} #endif
#textdomain wesnoth-Naia #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,Ares,Ariel,Arioch,Arkanthor,Armaros,Asael,Asag,Asb'el,Ash,Asmodeus,Astaroth,Azariel,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,Charon,Chazaqiel,Chul,Corson,Cronos,Daalberith,Dagon,Daniel,Dantalion,Decarabia,Deimos,Delchor,Demogorgon,Devan,Dubhor,Dumah,Dun,Edan,Edoru,El,Elan,Eligos,Erebus,Espro,Espreon,Eurynomous,Fomalhaut,Flauros,Flereous,Focalor,Foras,Forcas,Forneus,Furcas,Furfur,Gaap,Gader'el,Glasya-Labolas,Goliath,Gusion,Gwiti,Haagenti,Hal,Hade,Hades,Helios,Hephaestus,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,Kokytos,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,Mu,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,Tartaros,Taurus,Teeraal,Temeluchus,Thammuz,Thanatos,Theracar,Thor,Thorin,Thurin,Tityos,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,Zephyros,Zet,Zeth,Zhan,Zhangor,Zhunol,Zort,Zorg,Zudo,Zuno" female_names=_ "Aba,Ada,Aderi,Agiel,Agrat-bat-mahlaht,Aisa,Alie,Aly,Alya,Ammit,Amy,Ania,Analia,Anadea,Anadya,Angelia,Anna,Areza,Ariadne,Artien,Ashtaroth,Astarte,Astoreth,Atropos,Azura,Bellatrix,Beryla,Bruxe,Calliope,Charis,Charybdis,Charusse,Chi,Chia,Dana,Dane,Dara,Darma,Decima,Dela,Delepitore,Delirya,Deluna,Demona,Deth,Devila,Devira,Devyan,Dione,Drama,Dul,Duna,Eidyia,Eisheth Zenunil,Elandra,Electra,Elenia,Elestria,Eloh,Elyna,Elynea,Elynia,Elyra,Elyria,Elyssa,Elyza,Empusa,Enea,Eos,Eris,Eryssa,Ethea,Euryale,Evila,Evira,Fae,Faira,Fania,Faria,Fine,Gaia,Gremory,Gresil,Hecate,Hemera,Ira,Irda,Irdya,Irene,Iridya,Iril,Iris,Iruel,Isa,Issyl,Ivana,Ivyel,Izara,Jarla,Jevyan,Juno,Kaia,Kalah,Kalari,Kaleh,Kali,Kana,Karma,Karyna,Kazen,Kendria,Kara,Kia,Kindite,Kuna,Kyrah,Lachesis,Lailah,Lamashtu,Lamia,Lara,Leliel,Lethe,Leviathan,Lilia,Lilim,Lilin,Lilith,Lilitu,Lilya,Listra,Liza,Lua,Lucia,Lucile,Lucina,Lucine,Luna,Lyda,Lyla,Lyra,Magna,Maia,Mara,Medusa,Melia,Melchiresa,Melusine,Mia,Midara,Mintha,Mir,Mir Kaleh,Mistra,Moira,Moria,Musah,Myria,Myriam,Naamah,Nadia,Naia,Nala,Nara,Narya,Nebula,Nemesis,Neura,Neuralger,Nidia,Nika,Nirvana,Nirvenia,Nona,Nora,Norma,Nyada,Nystra,Nyx,Nyxa,Onoskelis,Pia,Proserpine,Rangda,Rhea,Rusalka,Sabata,Satana,Scylla,Sela,Shar,Share,Sharael,Sheol,Selene,Shia,Sonnielion,Stheno,Styx,Sul,Summa,Sunna,Sycorax,Syl,Sylestria,Sylin,Sylith,Symia,Syn,Synara,Synestria,Tada,Talah,Talam,Taweret,Thanadria,Thanavryen,Thea,Thia,Thiana,Thiara,Tial,Tora,Tundra,Turen,Tzitzimime,Uma,Umbria,Unarya,Unia,Unsere,Urania,Uzza,Vena,Verna,Verrier,Vepar,Vulpecula,Xandar,Xana,Xandria,Xeth,Xia,Xindra,Xindar,Yuki,Yumi,Yun,Yuna,Yuni,Zana,Zhul,Zidya,Zilla,Zoe,Zoya,Zuna,Zynara,Zythara" #enddef [race] id=demon male_name= _ "race^Demon" female_name= _ "race+female^Demoness" plural_name= _ "race^Demons" description= _ "Legend has it that at the beginning of time, powerful creatures called ‘demons’ governed all that existed. The Lords of Light and Darkness, seeing the danger they posed for the balance of nature, banished them to a separate plane of existence, trapped with no means of escape from inside. But time and time again, different versions of the legend have been told by different peoples in different places. Presumably, whatever small amount of truth there was in the original version of the story has since been lost forever. Either by ignorance, or in an attempt to make sense of the fractured stories gathered from Chaos prisoners, the peoples of Irdya refer more generally to all the vastly heterogeneous races of Inferno by this generic designation. Some go as far as to claim that normal Irdyan creatures may become ‘demonic’ in some form or another, pointing at the Chaos Lorekeepers’ powers and inscrutable nature." {DEMON_NAMES} num_traits=2 undead_variation=null {TRAIT_FEARLESS} [/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=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=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=80 cold=100 arcane=110 [/resistance] [/movetype] {./demons/}
#textdomain wesnoth-Naia {./elves-wood/}
#textdomain wesnoth-Naia [race] id=faerie female_name= _ "race^Faerie" male_name= _ "race+male^Faerie" plural_name= _ "race^Faeries" description= _ "Forests, caverns, mountains, and large bodies of water are propitious places to find many kinds of rare and mysterious creatures. Such environments are thus preferred by the remnants of the peoples said to antedate civilized life on Irdya, such as woses and merfolk, and the varied group of beings more commonly known as the true faeries." num_traits=2 ignore_global_traits=yes {TRAIT_QUICK} {TRAIT_INTELLIGENT} {TRAIT_RESILIENT} markov_chain_size=3 {ELVISH_NAMES} undead_variation=null [/race] [movetype] name=elynia_lowfloat flies=true [movement_costs] deep_water=4 shallow_water=2 reef=2 swamp_water=2 flat=1 sand=1 forest=1 hills=1 mountains=2 village=1 castle=1 cave=1 frozen=1 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=2 [/movement_costs] [defense] deep_water=70 shallow_water=60 swamp_water=60 reef=60 flat=50 sand=60 forest=30 hills=50 mountains=40 village=40 castle=40 cave=50 frozen=60 unwalkable=80 impassable=70 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=90 cold=100 arcane=110 [/resistance] [/movetype] [movetype] name=woodlandfaerie flying=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=2 [/movement_costs] [defense] deep_water=70 shallow_water=60 reef=50 swamp_water=60 flat=50 sand=60 forest=40 hills=50 mountains=40 village=40 castle=40 cave=50 frozen=60 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=80 cold=110 arcane=110 [/resistance] [/movetype] {./faeries/}
#textdomain wesnoth-Naia [race] id=aragwaith male_name= _ "race^Aragwaith" female_name= _ "race+female^Aragwaith" plural_name= _ "race^Aragwaithi" editor_icon=icons/unit-groups/race_human num_traits=2 markov_chain_size=3 {HUMAN_NAMES} description= _ "During most of the Golden Age, the humans who inhabited the Great Continent were mostly Wesnothians, divided across various territories such as the Northlands, Elensefar and the kingdom of Wesnoth itself. However, there was once a time of great strife during which a new race of humans started to appear from nowhere. They were the ‘Aragwaithi’, which meant ‘noble’ in their native language. It has been since then rumored that they came from the Vast Sea to settle in Wesnoth. They mostly lived as mercenaries in that time, until the Fall. After that, they supposedly moved to the northmost lands of the Continent, were the sands could not reach, and the green could survive. Albeit being humans, many of their customs and racial features are strongly reminiscent of elves. Their sages have a mastery of magic that is not to be underestimated on the battlefield." [/race] [movetype] name=aragwaithfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=3 reef=2 swamp_water=2 flat=1 sand=1 forest=2 hills=2 mountains=2 village=1 castle=1 cave=2 frozen=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=2 [/movement_costs] [defense] deep_water=80 shallow_water=80 reef=70 swamp_water=70 flat=60 sand=50 forest=50 hills=50 mountains=40 village=40 castle=40 cave=50 frozen=60 impassable=10 fungus=50 [/defense] [resistance] blade=100 pierce=100 impact=100 fire=100 cold=100 arcane=80 [/resistance] [/movetype] [movetype] name=aragwaithmounted [movement_costs] deep_water={UNREACHABLE} shallow_water=3 reef=2 swamp_water=2 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=3 frozen=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=3 [/movement_costs] [defense] deep_water=80 shallow_water=80 reef=70 swamp_water=70 flat=60 sand=60 forest=70 hills=60 mountains=60 village=60 castle=60 cave=60 frozen=60 impassable=10 fungus=80 [/defense] [resistance] blade=80 pierce=120 impact=70 fire=100 cold=100 arcane=80 [/resistance] [/movetype] [movetype] name=armorerfoot [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=80 village=60 castle=50 cave=60 unwalkable=80 impassable=80 frozen=80 fungus=60 [/defense] [resistance] blade=70 pierce=70 impact=80 fire=90 cold=100 arcane=80 [/resistance] [/movetype] {./humans/}
#textdomain wesnoth-Naia [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] {./imps/}
#textdomain wesnoth-Naia {./mechanical/}
#textdomain wesnoth-Naia [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] [movetype] name=fireafinity flies=true [movement_costs] deep_water=4 shallow_water=3 swamp_water=3 reef=3 flat=1 sand=1 forest=2 hills=1 mountains=1 village=1 castle=1 cave=1 unwalkable=1 impassable={UNREACHABLE} frozen=4 fungus=2 [/movement_costs] [defense] deep_water=90 shallow_water=80 swamp_water=80 reef=70 flat=50 sand=50 forest=70 hills=50 mountains=50 village=50 castle=50 cave=50 unwalkable=30 impassable=30 frozen=90 fungus=70 [/defense] [resistance] blade=80 pierce=80 impact=90 fire=40 cold=160 arcane=160 [/resistance] [/movetype] [movetype] name=rockafinity [movement_costs] deep_water={UNREACHABLE} shallow_water=3 swamp_water=3 reef=3 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=90 shallow_water=80 swamp_water=80 reef=50 flat=40 sand=40 forest=60 hills=50 mountains=50 village=40 castle=40 cave=40 unwalkable=90 impassable=30 frozen=40 fungus=60 [/defense] [resistance] blade=80 pierce=80 impact=90 fire=140 cold=70 arcane=160 [/resistance] [/movetype] [movetype] name=waterdependency [movement_costs] deep_water=1 shallow_water=1 swamp_water=1 reef=1 flat={UNREACHABLE} sand={UNREACHABLE} forest={UNREACHABLE} hills={UNREACHABLE} mountains={UNREACHABLE} village=1 castle=1 cave={UNREACHABLE} unwalkable={UNREACHABLE} impassable={UNREACHABLE} frozen={UNREACHABLE} fungus={UNREACHABLE} [/movement_costs] [defense] deep_water=40 shallow_water=40 swamp_water=40 reef=40 flat=90 sand=90 forest=90 hills=90 mountains=90 village=40 castle=40 cave=90 unwalkable=90 impassable=90 frozen=90 fungus=90 [/defense] [resistance] blade=80 pierce=80 impact=80 fire=90 cold=70 arcane=160 [/resistance] [special_note] note={SPECIAL_NOTE_RESTRICTED_TO_WATER} [/special_note] [/movetype] {./monsters/}
#textdomain wesnoth-Naia #define SHAXTHAL_RACE_DESCRIPTION _ "Of the many monstrosities comprising the Chaos legions, the most fearsome of them easily are these alien war-beasts known as the ‘Shaxthals’, always present among the front lines when the Overlords choose not to take any prisoners. Their unnatural strength and durable exoskeletons are completely unrivaled by any living creature native to Irdya, and their ability to decimate enemy armies and topple constructions with relative ease makes them an ideal companion for the demon hordes. Those few fools who attempt to fight them head-on almost never survive to tell the tale, as they either get their skulls shattered by a red energy blast originating from the creatures’ maws, or are ripped to shreds in an instant by their teeth and claws." #enddef [race] id=shaxthal male_name= _ "race^Shaxthal" female_name= _ "race+female^Shaxthal" plural_name= _ "race^Shaxthals" #ifdef CAMPAIGN_AFTER_THE_STORM description= _ "Long before the arrival of humans, an advanced people called the Argazar created a new lifeform combining characteristics from all other creatures known to them. These creatures known as the ‘invincibles’ or ‘Shaxthals’ were originally meant to become the basis for their research into attaining immortality. However, the enemy nation of Rythé forced the Argazar to repurpose their creations for warfare, thus attracting the attention of a mysterious and powerful foe. Following a devastating strike that poisoned the air and almost completely wiped out their civilization, the remnants of the Argazar found themselves forced to flee to a primitive world “beyond the veil” called Irdya. As life on the surface proved impossible, the Argazar attempted to rebuild their civilization underground. However, the few Shaxthal creatures they brought with them unexpectedly manifested minds of their own and rebelled against their creators. In the process, they began to assimilate the survivors and spawn new generations with new and more sophisticated bodies. With barely a few dozen Argazars left, they finally found a way to thwart the Shaxthals’ reproductive capabilities, kill the majority of the creatures, and put a few specimens into hibernation for further research. As the last of their people perished, their historians’ hope was that some day a new civilization would emerge and bring the Argazar back to life using the knowledge they recorded into their many crystal glyphs. Unbeknownst to them, the first race to discover their legacy would have no intention of using any of their findings for good."+" "+{SHAXTHAL_RACE_DESCRIPTION} #else description={SHAXTHAL_RACE_DESCRIPTION} #endif undead_variation=null ignore_global_traits=yes num_traits=2 {TRAIT_BIOMECHANICAL} {TRAIT_STRONG} {TRAIT_RESILIENT} {TRAIT_QUICK} {TRAIT_ARMORED} {TRAIT_INTELLIGENT} [/race] [movetype] name=biomechanical_smallfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=3 reef=2 swamp_water=3 flat=1 sand=2 forest=2 hills=2 mountains=3 village=1 castle=1 cave=2 frozen=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=2 [/movement_costs] [defense] deep_water=90 shallow_water=80 swamp_water=80 reef=70 flat=60 sand=60 forest=50 hills=50 mountains=40 village=40 castle=40 cave=60 frozen=70 unwalkable=80 impassable=60 fungus=50 [/defense] [resistance] blade=90 pierce=70 impact=100 fire=110 cold=90 arcane=100 [/resistance] [/movetype] [movetype] name=biomechanical_elusivefoot [movement_costs] deep_water=3 shallow_water=2 swamp_water=2 reef=2 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=1 frozen=2 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=2 [/movement_costs] [defense] deep_water=90 shallow_water=70 swamp_water=70 reef=70 flat=60 sand=60 forest=50 hills=50 mountains=40 village=40 castle=40 cave=60 frozen=70 unwalkable=80 impassable=60 fungus=50 [/defense] [resistance] blade=90 pierce=70 impact=100 fire=110 cold=90 arcane=100 [/resistance] [/movetype] [movetype] name=biomechanical_drone [movement_costs] deep_water=1 shallow_water=1 swamp_water=1 reef=1 flat=1 sand=1 forest=1 hills=1 mountains=1 village=1 castle=1 cave=1 frozen=1 unwalkable=1 impassable={UNREACHABLE} fungus=1 [/movement_costs] [defense] deep_water=50 shallow_water=50 swamp_water=50 reef=50 flat=50 sand=50 forest=50 hills=50 mountains=50 village=40 castle=40 cave=50 frozen=50 unwalkable=50 impassable=80 fungus=50 [/defense] [resistance] blade=90 pierce=70 impact=100 fire=110 cold=90 arcane=100 [/resistance] [/movetype] #define SHAXTHAL_SET_SURFACE_VARIATIONS_FLAG [event] name=prestart {VARIABLE shaxthals_in_surface yes} [/event] [event] name=victory {CLEAR_VARIABLE shaxthals_in_surface} [/event] #enddef #define SHAXTHAL_ONRECRUIT_CHECK_SURFACE_FLAG _TYPE_SELF [event] name=prerecruit first_time_only=no [filter] type={_TYPE_SELF} [/filter] [filter_condition] [variable] name=shaxthals_in_surface boolean_equals=yes [/variable] [/filter_condition] [object] silent=yes [filter] x,y=$x1,$y1 [/filter] [effect] apply_to=variation name=surface [/effect] [/object] [/event] #enddef #define SHAXTHAL_MAKE_SURFACE_VARIATION [+unit] variation=surface [/unit] #enddef #ifdef CAMPAIGN_AFTER_THE_STORM #define SHAXTHAL_ATS_ADVANCEMENT _PROMOTION_TYPE _LEVELUP_XP _AMLA_XP experience={_LEVELUP_XP} advances_to={_PROMOTION_TYPE} #enddef #else #define SHAXTHAL_ATS_ADVANCEMENT _PROMOTION_TYPE _LEVELUP_XP _AMLA_XP experience={_AMLA_XP} advances_to=null {AMLA_DEFAULT} #enddef #endif {./shaxthal/}
#textdomain wesnoth-Naia {./undead/}
#textdomain wesnoth-Naia [race] id=verlissh male_name= _ "race^Verlissh" female_name= _ "race+female^Verlissh" plural_name= _ "race^Verlisshi" description= _ "In order to expand its frontiers and defend its territory more effectively, the Chaos Empire has resorted to summoning all sorts of previously unseen creatures to support its vast military force. Some are said to come from the darkest depths of Irdya; others are rumored to hail from the unknown lands beyond the sky itself. Very little is known for certain about these monsters beyond their evident connection to the Lorekeepers’ arcane arts." undead_variation=null ignore_global_traits=yes num_traits=1 {TRAIT_FEARLESS} {TRAIT_STRONG} {TRAIT_RESILIENT} [/race] [movetype] name=verlissh_smallfoot [movement_costs] deep_water={UNREACHABLE} shallow_water=3 reef=2 swamp_water=3 flat=1 sand=1 forest=2 hills=2 mountains=3 village=1 castle=1 cave=1 frozen=3 unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus=2 [/movement_costs] [defense] deep_water=80 shallow_water=80 reef=70 swamp_water=80 flat=60 sand=60 forest=50 hills=50 mountains=40 village=40 castle=40 cave=60 frozen=80 unwalkable=80 impassable=60 fungus=50 [/defense] [resistance] blade=100 pierce=80 impact=90 fire=80 cold=90 arcane=100 [/resistance] [/movetype] #define VERLISSH_MACHINE_STANDING_ANIMATION _BASEFRAME [standing_anim] start_time=0 auto_hflip=no blend_color=0,255,255 [frame] duration=2500 image={_BASEFRAME} blend_ratio="0.00~0.05:800,0.05~0.02:400,0.02~0.06:800,0.06~0.00" [/frame] [/standing_anim] #enddef #define VERLISSH_MACHINE_DEATH_ANIMATION _BASEFRAME [death] start_time=0 auto_hflip=no [frame] duration=1 image={_BASEFRAME} [/frame] [/death] #enddef #define VERLISSH_MACHINE_DEFENSE_ANIMATION _BASEFRAME [defend] start_time=-125 sound_start_time=-26 auto_hflip=no [frame] duration=250 image={_BASEFRAME} [/frame] [sound_frame] duration=1 [/sound_frame] [if] hits=hit [sound_frame] duration=150 sound={SOUND_LIST:MATRIX_HIT} [/sound_frame] [/if] [else] hits=miss,kill [sound_frame] duration=150 [/sound_frame] [/else] [/defend] #enddef #define VERLISSH_MACHINE_ENERGY_ANIMATION _BASEFRAME start_time=-100 missile_start_time=-50 sound_start_time=-101 auto_hflip=no [missile_frame] duration=200 image="projectiles/darkmissile-n.png" image_diagonal="projectiles/darkmissile-ne.png" [/missile_frame] [frame] duration=200 image={_BASEFRAME} [/frame] [sound_frame] duration=1 [/sound_frame] [if] hits=no [sound_frame] duration=200 sound=magic-dark-miss.ogg [/sound_frame] [/if] [else] hits=yes [sound_frame] duration=200 sound=magic-dark.ogg [/sound_frame] [/else] #enddef #define VERLISSH_MACHINE_GOO_ANIMATION _BASEFRAME start_time=-300 sound_start_time=-301 auto_hflip=no {MISSILE_FRAME_SLIME} [frame] duration=300 image={_BASEFRAME} [/frame] [sound_frame] duration=1 [/sound_frame] [if] hits=no [sound_frame] duration=200 sound=squishy-miss.wav [/sound_frame] [/if] [else] hits=yes [sound_frame] duration=200 sound=squishy-strike.wav [/sound_frame] [/else] #enddef #define VERLISSH_MACHINE_NAMES #ifdef ENABLE_VERLISSH_MACHINE_NAMES [event] id=verlissh_machine_name_generator name=unit placed first_time_only=no [filter] type=Verlissh Matrix Flow System,Verlissh Matrix Core [/filter] [verlissh_namegen][/verlissh_namegen] [/event] #endif #enddef {./verlissh/}
#textdomain wesnoth-Naia {./wolves/}
#textdomain wesnoth-Naia [unit_type] id=Demon name= _ "Demon" race=demon gender=male,female image="units/demons/regular.png" profile="portraits/demon-regular.png" hitpoints=32 movement_type=demonfoot movement=5 experience=38 level=1 alignment=chaotic advances_to=Demon Grunt,Demon Zephyr cost=15 usage=mixed fighter {TRAIT_DEXTROUS} description= _ "Legend has it that at the beginning of time, powerful creatures called ‘demons’ governed all that existed. The Lords of Light and Darkness, seeing the danger they posed for the balance of nature, banished them to a separate plane of existence, trapped with no means of escape from inside. It would take eons before the combined effort of foolish sorcerers and the most dreadful Demon Lord to ever exist would allow Uria unleash her hordes on a ravaged land. These fighter demons are nimble and sturdy creatures who have largely forgone the need for armor or clothing to protect themselves from physical damage. Although their sharp claws and unnatural strength allow them to tear opponents apart with ease, they usually prefer wielding crude blade weapons to appear even more intimidating in combat." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/regular.png" "units/demons/regular.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description={I18N:ATTACK_AXE} icon="attacks/axe-deathblade.png" type=blade range=melee damage=5 number=3 [/attack] [attack] name=fireball description={I18N:ATTACK_FIREBALL} type=fire range=ranged damage=4 number=3 [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons/demon-attack1.png" image="units/demons/regular.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons/demon-attack1.png" image="units/demons/regular.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons/demon-attack2.png" image="units/demons/regular.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY 0 0} [frame] begin=-250 end=-175 #image="units/demons/demon-range1.png" image="units/demons/regular.png" [/frame] [frame] begin=-175 end=-50 #image="units/demons/demon-range1.png" image="units/demons/regular.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 #image="units/demons/demon-range2.png" image="units/demons/regular.png" [/frame] [frame] begin=50 end=100 #image="units/demons/demon-range3.png" image="units/demons/regular.png" [/frame] [/attack_anim] [female] name= _ "female^Demoness" gender=female image="units/demons/regular+female.png" profile="portraits/demon-regular+female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/regular+female.png" "units/demons/regular+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] [if] [frame] #image="units/demons/regular+female-attack1.png" image="units/demons/regular+female.png" [/frame] [/if] [else] [frame] #image="units/demons/regular+female-attack1.png" image="units/demons/regular+female.png" [/frame] [/else] [frame] #image="units/demons/regular+female-attack2.png" image="units/demons/regular+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] [frame] #image="units/demons/regular+female-range1.png" image="units/demons/regular+female.png" [/frame] [frame] #image="units/demons/regular+female-range1.png" image="units/demons/regular+female.png" [/frame] [frame] #image="units/demons/regular+female-range2.png" image="units/demons/regular+female.png" [/frame] [frame] #image="units/demons/regular+female-range3.png" image="units/demons/regular+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Demon Grunt name= _ "Demon Grunt" race=demon gender=male,female image="units/demons/grunt.png" profile="portraits/demon-regular.png" hitpoints=43 movement_type=demonfoot movement=5 experience=90 level=2 alignment=neutral advances_to=Demon Warrior cost=28 usage=mixed fighter [resistance] blade=80 impact=90 cold=90 [/resistance] {TRAIT_DEXTROUS} description= _ "The best demon fighters are renowned for their unrivaled strength and performance under any environmental conditions. They obtain and craft new weapons and armor using whatever they can salvage from defeated foes, and learn new combat skills as they adapt to the land to which they are sent by their overlords." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/grunt.png" "units/demons/grunt.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=7 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/grunt-attack1.png" image="units/demons/grunt.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] duration=200 #image="units/demons/grunt-attack1.png" image="units/demons/grunt.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/demons/grunt-attack2.png" image="units/demons/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/grunt.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] duration=60 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] duration=70 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] duration=80 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] duration=90 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] duration=100 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] duration=100 image="units/demons/grunt.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [female] name= _ "female^Demoness Grunt" gender=female image="units/demons/grunt+female.png" profile="portraits/demon-regular+female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/grunt+female.png" "units/demons/grunt+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] [if] [frame] #image="units/demons/grunt+female-attack1.png" image="units/demons/grunt+female.png" [/frame] [/if] [else] [frame] #image="units/demons/grunt+female-attack1.png" image="units/demons/grunt+female.png" [/frame] [/else] [frame] #image="units/demons/grunt+female-attack2.png" image="units/demons/grunt+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [frame] image="units/demons/grunt+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Demon Warrior name= _ "Demon Warrior" race=demon gender=male,female image="units/demons/warrior.png" profile="portraits/demon-regular.png" hitpoints=59 movement_type=demonfoot movement=5 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=56 usage=mixed fighter {TRAIT_DEXTROUS} [resistance] blade=80 pierce=90 impact=80 cold=90 [/resistance] description= _ "The few natives of Irdya who have dared underestimate the might of these demonic warriors have invariably suffered horrific deaths at the hands of these blood-thirsty behemoths. The power of the armies of Chaos largely depends on the Lorekeepers’ wisdom in selecting the best fighters to serve them with their undying loyalty to Uria’s cause. But in time, a legendary warrior might rise from the ranks of servility and dethrone a mighty Demon Lord—even their own—and become him or herself a great vassal of Uria." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/demons/warrior.png" "units/demons/warrior.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=9 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/warrior.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/demons/warrior.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 image="units/demons/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/warrior.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] begin=-250 end=-190 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] begin=-190 end=-120 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] begin=-120 end=-40 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] begin=-40 end=50 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] begin=50 end=150 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] begin=150 end=250 image="units/demons/warrior.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [female] name= _ "female^Demoness Warrior" gender=female image="units/demons/warrior+female.png" profile="portraits/demon-regular+female.png" die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} {DEFENSE_ANIM "units/demons/warrior+female.png" "units/demons/warrior+female.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] [if] [frame] image="units/demons/warrior+female.png" [/frame] [/if] [else] [frame] image="units/demons/warrior+female.png" [/frame] [/else] [frame] image="units/demons/warrior+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [frame] image="units/demons/warrior+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Demon Zephyr name= _ "Demon Zephyr" race=demon gender=male,female image="units/demons/zephyr.png" hitpoints=39 movement_type=demonfly movement=6 experience=100 level=2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=24 usage=scout {TRAIT_DEXTROUS} [abilities] {ABILITY_SKIRMISHER} [/abilities] 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/zephyr.png" "units/demons/zephyr.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-flaming.png type=blade range=melee damage=6 number=3 [/attack] [attack] name=fireball description={I18N:ATTACK_FIREBALL} type=fire range=ranged damage=7 number=3 [/attack] [attack_anim] [filter_attack] name=claws [/filter_attack] [if] hits=yes [frame] begin=-100 end=100 #image="units/demons/demon-winged-attack1.png" image="units/demons/zephyr.png" sound=claws.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/demons/demon-winged-attack1.png" image="units/demons/zephyr.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=100 end=200 #image="units/demons/demon-winged-attack2.png" image="units/demons/zephyr.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY 0 0} [frame] begin=-250 end=-175 #image="units/demons/demon-winged-range1.png" image="units/demons/zephyr.png" [/frame] [frame] begin=-175 end=-50 #image="units/demons/demon-winged-range1.png" image="units/demons/zephyr.png" sound=fire.wav [/frame] [frame] begin=-50 end=50 #image="units/demons/demon-winged-range2.png" image="units/demons/zephyr.png" [/frame] [frame] begin=50 end=100 #image="units/demons/demon-winged-range3.png" image="units/demons/zephyr.png" [/frame] [/attack_anim] [female] name= _ "female^Demoness Zephyr" gender=female image="units/demons/zephyr+female.png" {DEFENSE_ANIM "units/demons/zephyr+female.png" "units/demons/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/demon-winged+female-attack1.png" image="units/demons/zephyr+female.png" [/frame] [/if] [else] [frame] #image="units/demons/demon-winged+female-attack1.png" image="units/demons/zephyr+female.png" [/frame] [/else] [frame] #image="units/demons/demon-winged+female-attack2.png" image="units/demons/zephyr+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] [frame] #image="units/demons/demon-winged+female-range1.png" image="units/demons/zephyr+female.png" [/frame] [frame] #image="units/demons/demon-winged+female-range1.png" image="units/demons/zephyr+female.png" [/frame] [frame] #image="units/demons/demon-winged+female-range2.png" image="units/demons/zephyr+female.png" [/frame] [frame] #image="units/demons/demon-winged+female-range3.png" image="units/demons/zephyr+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Elvish Hunter name= _ "Elvish Hunter" race=elf gender=male,female image="units/elves-wood/hunter.png" hitpoints=29 movement_type=woodland movement=6 cost=16 experience=42 level=1 alignment=neutral advances_to=Elvish Trapper usage=mixed fighter [movement_costs] cave=2 [/movement_costs] # These guys have a better defense in swamp water and sands [defense] swamp_water=60 cave=50 mountains=30 hills=40 sand=60 [/defense] description= _ "In order to protect their lands, the forest elves of the Valley of Elynia have developed new practices and formed special trained groups to patrol their frontiers. Their hunters are specialized in trapping unwary opponents from a safe distance to ease the task of the swordsmen." die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/hunter-sword-defend.png" "units/elves-wood/hunter.png" {SOUND_LIST:ELF_HIT} melee } {DEFENSE_ANIM_RANGE "units/elves-wood/hunter-ranged-defend.png" "units/elves-wood/hunter-ranged-4.png" {SOUND_LIST:ELF_HIT} ranged } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=5 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bolas description= _"bolas" type=impact range=ranged damage=4 number=2 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=bolas [/filter_attack] {MISSILE_FRAME_BOLAS} [frame] begin=-500 end=-375 image="units/elves-wood/hunter-ranged-1.png" [/frame] [if] hits=yes [frame] begin=-375 end=-250 image="units/elves-wood/hunter-ranged-2.png" sound=hatchet.wav [/frame] [/if] [else] hits=no [frame] begin=-375 end=-250 image="units/elves-wood/hunter-ranged-2.png" sound=hatchet-miss.wav [/frame] [/else] [frame] begin=-250 end=-125 image="units/elves-wood/hunter-ranged-3.png" [/frame] [frame] begin=-125 end=-100 image="units/elves-wood/hunter-ranged-4.png" [/frame] [frame] begin=-100 end=0 image="units/elves-wood/hunter-ranged-4.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-200 end=-175 image="units/elves-wood/hunter.png" [/frame] [frame] begin=-175 end=-75 image="units/elves-wood/hunter-sword-1.png" [/frame] [if] hits=no [frame] begin=-75 end=75 image="units/elves-wood/hunter-sword-2.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-75 end=75 image="units/elves-wood/hunter-sword-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/else] [frame] begin=75 end=125 image="units/elves-wood/hunter-sword-3.png" [/frame] [frame] begin=125 end=175 image="units/elves-wood/hunter-sword-4.png" [/frame] [frame] begin=175 end=200 image="units/elves-wood/hunter.png" [/frame] [/attack_anim] [female] name= _ "female^Elvish Hunter" gender=female image="units/elves-wood/hunter+female.png" die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/hunter+female-sword-defend.png" "units/elves-wood/hunter+female.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_RANGE "units/elves-wood/hunter+female-ranged-defend.png" "units/elves-wood/hunter+female-ranged-4.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack_anim] [filter_attack] name=bolas [/filter_attack] [frame] image="units/elves-wood/hunter+female-ranged-1.png" [/frame] [if] [frame] image="units/elves-wood/hunter+female-ranged-2.png" [/frame] [/if] [else] [frame] image="units/elves-wood/hunter+female-ranged-2.png" [/frame] [/else] [frame] image="units/elves-wood/hunter+female-ranged-3.png" [/frame] [frame] image="units/elves-wood/hunter+female-ranged-4.png" [/frame] [frame] image="units/elves-wood/hunter+female-ranged-4.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] image="units/elves-wood/hunter+female.png" [/frame] [frame] image="units/elves-wood/hunter+female-sword-1.png" [/frame] [if] [frame] image="units/elves-wood/hunter+female-sword-2.png" [/frame] [/if] [else] [frame] image="units/elves-wood/hunter+female-sword-2.png" [/frame] [/else] [frame] image="units/elves-wood/hunter+female-sword-3.png" [/frame] [frame] image="units/elves-wood/hunter+female-sword-4.png" [/frame] [frame] image="units/elves-wood/hunter+female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Elvish Prowler name= _ "Elvish Prowler" race=elf gender=male,female image="units/elves-wood/prowler.png" hitpoints=54 movement_type=woodland movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=60 usage=mixed fighter [abilities] {ABILITY_SKIRMISHER} {ABILITY_AMBUSH} [/abilities] [movement_costs] cave=2 [/movement_costs] # These guys have a better defense in swamp water and sands [defense] swamp_water=60 cave=50 mountains=30 hills=40 sand=60 [/defense] description= _ "The best hunters are renowned for their skill in taking advantage of their surroundings to sneak past enemies unnoticed and strike at them by surprise. It is not unusual for incursion parties to be either disbanded or decimated by patrol teams led by a few veteran prowlers." die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM "units/elves-wood/prowler.png" "units/elves-wood/prowler.png" {SOUND_LIST:ELF_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=9 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bolas description= _"bolas" type=impact range=ranged damage=12 number=2 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=bolas [/filter_attack] {MISSILE_FRAME_BOLAS} [if] hits=yes [frame] begin=-300 end=-200 #image=units/elves-desert/prowler-ranged-1.png image="units/elves-wood/prowler.png" sound=hatchet.wav [/frame] [/if] [else] hits=no [frame] begin=-300 end=-200 #image=units/elves-desert/prowler-ranged-1.png image="units/elves-wood/prowler.png" sound=hatchet-miss.wav [/frame] [/else] [frame] begin=-200 end=-100 #image=units/elves-desert/prowler-ranged-2.png image="units/elves-wood/prowler.png" [/frame] [frame] begin=-100 end=0 #image=units/elves-desert/prowler-ranged-3.png image="units/elves-wood/prowler.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-200 end=-100 #image="units/elves-wood/prowler-sword-1.png" image="units/elves-wood/prowler.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 #image="units/elves-wood/prowler-sword-2.png" image="units/elves-wood/prowler.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/elves-wood/prowler-sword-2.png" image="units/elves-wood/prowler.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [female] name= _ "female^Elvish Prowler" gender=female image="units/elves-wood/prowler+female.png" die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM "units/elves-wood/prowler+female.png" "units/elves-wood/prowler+female.png" {SOUND_LIST:ELF_FEMALE_HIT} } [attack_anim] [filter_attack] name=bolas [/filter_attack] [if] [frame] #image=units/elves-desert/prowler-ranged-1.png image="units/elves-wood/prowler+female.png" [/frame] [/if] [else] [frame] #image=units/elves-desert/prowler-ranged-1.png image="units/elves-wood/prowler+female.png" [/frame] [/else] [frame] #image=units/elves-desert/prowler-ranged-2.png image="units/elves-wood/prowler+female.png" [/frame] [frame] image="units/elves-wood/prowler+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] #image="units/elves-wood/prowler+female-sword-1.png" image="units/elves-wood/prowler+female.png" [/frame] [if] [frame] #image="units/elves-wood/prowler+female-sword-2.png" image="units/elves-wood/prowler+female.png" [/frame] [/if] [else] [frame] #image="units/elves-wood/prowler+female-sword-2.png" image="units/elves-wood/prowler+female.png" [/frame] [/else] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Elvish Trapper name= _ "Elvish Trapper" race=elf gender=male,female image="units/elves-wood/trapper.png" hitpoints=43 movement_type=woodland movement=6 experience=84 level=2 alignment=neutral advances_to=Elvish Prowler cost=34 usage=mixed fighter [abilities] {ABILITY_SKIRMISHER} [/abilities] [movement_costs] cave=2 [/movement_costs] # These guys have a better defense in swamp water and sands [defense] swamp_water=60 cave=50 mountains=30 hills=40 sand=60 [/defense] description= _ "Field experience has granted Elvish Trappers greater expertise in patrolling and defending their bases, utilizing decoys and swift moves to confound their enemies and attack them from behind. Their continuous training in swordplay also begins to prove advantageous, allowing them to operate better on their own." die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM "units/elves-wood/trapper.png" "units/elves-wood/trapper.png" {SOUND_LIST:ELF_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=7 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bolas description= _"bolas" type=impact range=ranged damage=8 number=2 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=bolas [/filter_attack] {MISSILE_FRAME_BOLAS} [if] hits=yes [frame] begin=-300 end=-200 #image=units/elves-desert/trapper-ranged-1.png image="units/elves-wood/trapper.png" sound=hatchet.wav [/frame] [/if] [else] hits=no [frame] begin=-300 end=-200 #image=units/elves-desert/trapper-ranged-1.png image="units/elves-wood/trapper.png" sound=hatchet-miss.wav [/frame] [/else] [frame] begin=-200 end=-100 #image=units/elves-desert/trapper-ranged-2.png image="units/elves-wood/trapper.png" [/frame] [frame] begin=-100 end=0 #image=units/elves-desert/trapper-ranged-3.png image="units/elves-wood/trapper.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-200 end=-100 #image="units/elves-wood/trapper-sword-1.png" image="units/elves-wood/trapper.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 #image="units/elves-wood/trapper-sword-2.png" image="units/elves-wood/trapper.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 #image="units/elves-wood/trapper-sword-2.png" image="units/elves-wood/trapper.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [female] name= _ "female^Elvish Trapper" gender=female image="units/elves-wood/trapper+female.png" die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM "units/elves-wood/trapper+female.png" "units/elves-wood/trapper+female.png" {SOUND_LIST:ELF_FEMALE_HIT} } [attack_anim] [filter_attack] name=bolas [/filter_attack] [if] [frame] #image=units/elves-desert/trapper-ranged-1.png image="units/elves-wood/trapper+female.png" [/frame] [/if] [else] [frame] #image=units/elves-desert/trapper-ranged-1.png image="units/elves-wood/trapper+female.png" [/frame] [/else] [frame] #image=units/elves-desert/trapper-ranged-2.png image="units/elves-wood/trapper+female.png" [/frame] [frame] #image=units/elves-desert/trapper-ranged-3.png image="units/elves-wood/trapper+female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] #image="units/elves-wood/trapper+female-sword-1.png" image="units/elves-wood/trapper+female.png" [/frame] [if] [frame] #image="units/elves-wood/trapper+female-sword-2.png" image="units/elves-wood/trapper+female.png" [/frame] [/if] [else] [frame] #image="units/elves-wood/trapper+female-sword-2.png" image="units/elves-wood/trapper+female.png" [/frame] [/else] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Faerie Dryad name= _ "Dryad" race=faerie gender=female image="units/faeries/dryad.png" halo="halo/elven/shyde-stationary-halo[1~6].png:150" profile="portraits/elves/druid.png" # fits well IMO hitpoints=50 movement_type=woodlandfaerie [resistance] fire=70 cold=100 [/resistance] movement=5 level=3 alignment=lawful experience=150 advances_to=null {AMLA_DEFAULT} cost=60 usage=archer description= _ "Dryads possess a closer affinity to their faerie nature than their brethren, yet at times exhibit a remarkable understanding of human nature. In fact, Dryads are more apt to engage the few travelers they meet in friendly conversation than seduce or murder them. Some elven scholars have proposed there exists a deeper connection between woodlandkind and humans as children of Earth; to many, this is unthinkable. For them, to even suggest such a connection between the violent, destructive humans and the ancient, illustrious elves constitutes heresy. If there are those among the faerie with knowledge of this world’s beginnings, they do not share it, preferring instead to lead peaceful, modest lives. Nonetheless, the Dryads’ calm nature in no way means they are powerless. Their extensive knowledge of nature and its magical arts makes them a formidable opponent in any conflict." die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/faeries/dryad.png" "units/faeries/dryad.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/dryad.png" "units/faeries/dryad.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack] name=fire aura description= _ "fire aura" icon=attacks/aura-fire.png type=fire range=melee damage=5 number=5 [/attack] [attack] name=mystic fire description= _ "mystic fire" icon=attacks/fireball.png type=fire range=ranged damage=7 number=6 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=fire aura [/filter_attack] {MELEE_FRAME_FIRE_AURA "units/faeries/dryad.png" "units/faeries/dryad.png" melee-fire.ogg} [/attack_anim] [attack_anim] [filter_attack] name=mystic fire [/filter_attack] start_time=-575 [frame] duration=650 image="units/faeries/dryad.png" [/frame] {MISSILE_FRAME_FAERIE_MYSTIC_FIRE} [if] hits=yes {BURST_FRAME_FAERIE_MYSTIC_FIRE} [/if] fire_sound_start_time=-525 [fire_sound_frame] sound=fire.wav [/fire_sound_frame] [/attack_anim] [variation] variation_id=tara inherit=yes hide_help=yes image="units/faeries/dryad-tara.png" {DEFENSE_ANIM_RANGE "units/faeries/dryad-tara.png" "units/faeries/dryad-tara.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/dryad-tara.png" "units/faeries/dryad-tara.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack_anim] [filter_attack] name=fire aura [/filter_attack] {MELEE_FRAME_FIRE_AURA "units/faeries/dryad-tara.png" "units/faeries/dryad-tara.png" melee-fire.ogg} [/attack_anim] [attack_anim] [filter_attack] name=mystic fire [/filter_attack] [frame] image="units/faeries/dryad-tara.png" [/frame] [/attack_anim] [/variation] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Fire Faerie name= _ "Fire Faerie" race=faerie gender=female image="units/faeries/fire.png" halo="halo/elven/shyde-stationary-halo[1~6].png:150" profile="portraits/elves/druid.png" # fits well IMO hitpoints=38 movement_type=woodlandfaerie [resistance] cold=100 [/resistance] movement=5 level=2 alignment=lawful experience=90 advances_to=Faerie Dryad,Faerie Spirit cost=42 usage=archer description= _ "Forest faeries rarely take part in wars and conflicts, preferring instead to dance and frolic in their forest homes. They will, however, defend these to the death; to this end, the forest elves have proven allies of convenience. The elves themselves have long had respect for those with a close affinity with the Arcane Flame. It is due to this close relationship that faeries will sometimes be found by the elves’ side in times of great need. The more experienced faeries possess an even greater mastery of the fire element, allowing them to hurl balls of raging fire at their enemies, or to ignite them with a single touch. Some are even said to eventually burn away their corporeal forms entirely, becoming a spirit born of the rage of the Flame." die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/faeries/fire.png" "units/faeries/fire.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/fire.png" "units/faeries/fire.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack] name=fire aura description= _ "fire aura" icon=attacks/aura-fire.png type=fire range=melee damage=4 number=4 [/attack] [attack] name=mystic fire description= _ "mystic fire" icon=attacks/fireball.png type=fire range=ranged damage=6 number=5 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=fire aura [/filter_attack] {MELEE_FRAME_FIRE_AURA "units/faeries/fire.png" "units/faeries/fire.png" fire.wav} [/attack_anim] [attack_anim] [filter_attack] name=mystic fire [/filter_attack] start_time=-300 [frame] image="units/faeries/fire.png:350" [/frame] {MISSILE_FRAME_FAERIE_MYSTIC_FIRE} [if] hits=yes {BURST_FRAME_FAERIE_MYSTIC_FIRE} [/if] {SOUND:HIT_AND_MISS flame-big.ogg flame-big-miss.ogg -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Faerie Spirit name= _ "Forest Spirit" race=faerie gender=female image="units/faeries/spirit.png" halo="halo/elven/shyde-stationary-halo[1~6].png:150" hitpoints=45 movement_type=undeadspirit movement=6 level=3 alignment=lawful experience=150 advances_to=null {AMLA_DEFAULT} {TRAIT_SPIRIT} cost=60 [abilities] {ABILITY_SYLVAN_SPARK} [/abilities] [defense] forest=30 [/defense] [resistance] fire=80 cold=90 [/resistance] usage=archer description= _ "One of the greatest mysteries of life is the true nature of Faerie, a domain of existence beyond the grasp of mortal creatures and the source of a power said to predate Irdya’s creation by an immensurable eternity. Even though elves and faeries have an innate affinity to the mystical energy within, their ability to channel it is severely constrained by their attachment to the physical realm. Breaking free of those bindings and fully embracing the arcane flame is not without its drawbacks, however. These faerie phantasms are occasionally seen aimlessly wandering the forests during the twilight. Their warped minds are no longer able to discern our reality from theirs, and only gradually fading memories keep them anchored to the domain of the living." die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/faeries/spirit.png" "units/faeries/spirit.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/spirit.png" "units/faeries/spirit.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack] name=fire aura description= _ "fire aura" icon=attacks/aura-fire.png type=fire range=melee damage=6 number=5 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack] name=mystic fire description= _ "mystic fire" icon=attacks/fireball.png type=fire range=ranged damage=6 number=5 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [standing_anim] start_time=0 blend_color=123,153,182 blend_ratio="0.00~0.15:625,0.15~0.10:625,0.10~0.15:625,0.15~0.00:625" alpha="0.95~0.90:750,0.90~0.95:250,0.95~0.90:750,0.90~0.95:750" [frame] image="units/faeries/spirit.png:2500" [/frame] [/standing_anim] [attack_anim] [filter_attack] name=fire aura [/filter_attack] {MELEE_FRAME_FIRE_AURA "units/faeries/spirit.png" "units/faeries/spirit.png" melee-fire.ogg} [/attack_anim] [attack_anim] [filter_attack] name=mystic fire [/filter_attack] start_time=-575 [frame] duration=650 image="units/faeries/spirit.png" [/frame] {MISSILE_FRAME_FAERIE_MYSTIC_FIRE} [if] hits=yes {BURST_FRAME_FAERIE_MYSTIC_FIRE} [/if] fire_sound_start_time=-525 [fire_sound_frame] sound=fire.wav [/fire_sound_frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Faerie Hamadryad name= _ "Hamadryad" race=faerie gender=female image="units/faeries/hamadryad.png" halo="halo/elven/shyde-stationary-halo[1~6].png:150" profile="portraits/elves/druid.png" # fits well IMO hitpoints=66 movement_type=woodlandfaerie [resistance] impact=90 fire=60 cold=80 arcane=90 [/resistance] [movement_costs] unwalkable=1 [/movement_costs] movement=6 level=4 alignment=neutral experience=200 advances_to=null {AMLA_DEFAULT} cost=96 [abilities] {ABILITY_TESTAMENT} {ABILITY_SYLVAN_SPARK} [/abilities] usage=mixed fighter description= _ "Elven lore tells of faerie creatures back in the Golden Age who achieved an even more intimate connection to the earth than their fellow dryads and forest phantoms, able to assume the shape of majestic trees and enjoy an exceedingly long, albeit solitary existence in the deepest forests of Irdya. Despite the name, the “hamadryads” were rumored to have more in common with woses than their comparatively mundane sisters. Their command of nature was unparalleled and said to surpass even the mightiest sylphs of yore, instilling such awe into them that some elven communities revered them as protector deities. To defile the sanctity of their domain—be it with fire, bloodshed or the felling of healthy trees—was considered a sin beyond redemption. Finding one of these mythical nymphs in humanoid form anywhere other than the heart of the forest is completely unheard of and would necessitate a magic disturbance of an unprecedented scale, or a highly improbable fluke." die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/faeries/hamadryad.png" "units/faeries/hamadryad.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/hamadryad.png" "units/faeries/hamadryad.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack] name=suffocate description= _ "suffocate" icon=attacks/vines.png type=impact [specials] {WEAPON_SPECIAL_MARK} [/specials] range=melee damage=9 number=3 [/attack] [attack] name=ensnare description={I18N:ATTACK_ENSNARE} type=impact [specials] {WEAPON_SPECIAL_SLOW} [/specials] damage=7 number=5 range=ranged icon=attacks/entangle.png [/attack] [attack] name=faerie fire description={I18N:ATTACK_FAERIE_FIRE} icon=attacks/faerie-fire.png type=arcane range=ranged damage=10 number=5 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=suffocate [/filter_attack] start_time=-550 #offset=0.0~-0.1:225,-0.1:125,-0.1~1.0:175,1.0:50,1.0~0.0:325 offset=0.0~0.50:250,0.50~0.75:375,0.75~0.0:325 [frame] image="units/faeries/hamadryad.png:725" halo="halo/elven/nature-halo[1~8].png" [/frame] {SOUND:HIT_AND_MISS mud-fist.ogg mud-fist-miss.ogg -400} [/attack_anim] [attack_anim] [filter_attack] name=ensnare [/filter_attack] missile_start_time=-200 [missile_frame] duration=250 offset=1.0 image="projectiles/entangle.png" image_diagonal="projectiles/entangle.png" [/missile_frame] start_time=-450 [frame] image="units/faeries/hamadryad.png" halo="halo/elven/nature-halo[1~8].png:75" halo_x,halo_y=0,-12 [/frame] attack_sound_start_time=-75 [attack_sound_frame] sound=entangle.wav [/attack_sound_frame] [/attack_anim] [attack_anim] [filter_attack] name=faerie 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/faeries/hamadryad.png" halo=halo/elven/faerie-fire-halo[1~7].png:75 halo_x,halo_y=22,8 [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Faerie Sprite name= _ "Sprite" race=faerie gender=female image="units/faeries/sprite.png" halo="halo/elven/shyde-stationary-halo[1~6].png:150" profile="portraits/elves/shaman.png" # fits well IMO hitpoints=25 movement_type=woodlandfaerie movement=5 level=1 alignment=lawful experience=50 advances_to=Fire Faerie cost=20 usage=archer description= _ "To a creature of the forests, fire is a mortal enemy, yet to the Faerie Sprites, it is a weapon strangely antithetical to their wooded nature. Though not much is otherwise factually known about the Faerie race, rare as they are and despite their numbers having grown since the Fall, they have always been viewed as gentle, mischievous beings, if perhaps a little too apt to play with the hearts of men. Travelers who have encountered them speak of beautiful elfin women clad in simple robes, their gossamer-thin wings glinting like jewels in starlight. Rare is the man — or woman — whose breath is not lost upon the sight of these beings, and neither are their advances spurned. Some awaken the next morning alone, and move on, only to find a child on their doorsteps months later. A more unlucky number never again see the light of day; they are often found dead, lying contentedly amongst the fallen leaves. Yet despite their reputations, faeries are by no means evil. Perhaps it is their strange sense of impish humor that leads them to do these things, or perhaps something deeper in their nature." die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/faeries/sprite.png" "units/faeries/sprite.png" {SOUND_LIST:ELF_FEMALE_HIT} melee } {DEFENSE_ANIM_ELVEN_RANGE "units/faeries/sprite.png" "units/faeries/sprite.png" {SOUND_LIST:ELF_FEMALE_HIT} ranged } [attack] name=fire aura description= _ "fire aura" icon=attacks/aura-fire.png type=fire range=melee damage=3 number=3 [/attack] [attack] name=mystic fire description= _ "mystic fire" icon=attacks/fireball.png type=fire range=ranged damage=5 number=4 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=fire aura [/filter_attack] {MELEE_FRAME_FIRE_AURA "units/faeries/sprite.png" "units/faeries/sprite.png" fire.wav} [/attack_anim] [attack_anim] [filter_attack] name=mystic fire [/filter_attack] start_time=-300 [frame] image="units/faeries/sprite.png:350" [/frame] {MISSILE_FRAME_FAERIE_MYSTIC_FIRE} [if] hits=yes {BURST_FRAME_FAERIE_MYSTIC_FIRE} [/if] {SOUND:HIT_AND_MISS torch.ogg torch-miss.ogg -300} [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Ancient Banner name= _ "Ancient Banner" race=aragwaith image="units/human-aragwaithi/ancient-banner.png" image_icon="units/human-aragwaithi/ancient-banner.png~SCALE(72,72)" [abilities] {ABILITY_LEADERSHIP} {ABILITY_PROTECTION} [/abilities] [resistance] blade=80 pierce=80 impact=80 fire=90 cold=90 [/resistance] hitpoints=58 movement_type=aragwaithfoot movement=5 experience=200 level=4 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=90 usage=fighter description= _ "TODO" {DEFENSE_ANIM "units/human-aragwaithi/ancient-banner.png" "units/human-aragwaithi/ancient-banner.png" {SOUND_LIST:HUMAN_HIT} } {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/ancient-banner.png" "units/human-aragwaithi/ancient-banner-n.png"} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=spear description={I18N:ATTACK_SPEAR} type=pierce range=melee damage=21 number=2 [/attack] [attack] name=scythe description= _ "scythe" icon=attacks/scythe.png type=blade range=melee damage=11 number=4 [/attack] {GENERIC_SPEAR_ANIM spear units/human-aragwaithi/ancient-banner.png} {GENERIC_SWORD_ANIM scythe units/human-aragwaithi/ancient-banner.png} [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Archer name= _ "Archer" race=aragwaith image="units/human-aragwaithi/archer.png" hitpoints=28 movement_type=aragwaithfoot movement=5 experience=38 level=1 alignment=neutral advances_to=Aragwaith Strongbow cost=15 usage=archer description= _ "The Aragwaithi are a noble people, fragile in body, but their training makes them among the more deadly denizens of this world. Their archers are no exception. Their skills with a bow are comparable to those of some elves, and they are remarkably quick with their daggers." die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] direction=n,ne,nw start_time=0 [frame] duration=100 image="units/human-aragwaithi/archer-n.png" [/frame] [/standing_anim] [standing_anim] direction=s,se,sw start_time=0 [frame] duration=100 image="units/human-aragwaithi/archer.png" [/frame] [/standing_anim] [death] start_time=0 [frame] duration=200 image="units/human-aragwaithi/archer-die1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/archer-die2.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/archer-die3.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/archer-die4.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/archer-die5.png" [/frame] [/death] [defend] [filter_attack] range=ranged [/filter_attack] direction=n,ne,nw [frame] begin=-150 end=-100 image="units/human-aragwaithi/archer-bow-n.png" [/frame] [frame] begin=-100 end=-50 image="units/human-aragwaithi/archer-ranged-attack-4-n.png" [/frame] [if] hits=hit [frame] begin=-50 end=0 image="units/human-aragwaithi/archer-ranged-attack-4-n.png" sound={SOUND_LIST:HUMAN_HIT} [/frame] [/if] [else] hits=miss,kill [frame] begin=-100 end=0 image="units/human-aragwaithi/archer-ranged-attack-1-n.png" [/frame] [/else] [frame] begin=0 end=150 image="units/human-aragwaithi/archer-bow-n.png" [/frame] [/defend] [defend] [filter_attack] range=ranged [/filter_attack] direction=s,se,sw [frame] begin=-200 end=-150 image="units/human-aragwaithi/archer-defend1.png" [/frame] [frame] begin=-150 end=-100 image="units/human-aragwaithi/archer-defend2.png" [/frame] [if] hits=hit [frame] begin=-100 end=0 image="units/human-aragwaithi/archer-defend4.png" sound={SOUND_LIST:HUMAN_HIT} [/frame] [/if] [else] hits=miss,kill [frame] begin=-100 end=0 image="units/human-aragwaithi/archer-defend4.png" [/frame] [/else] [frame] begin=0 end=50 image="units/human-aragwaithi/archer-defend5.png" [/frame] [frame] begin=50 end=150 image="units/human-aragwaithi/archer-bow.png" [/frame] [/defend] [defend] [filter_attack] range=melee [/filter_attack] [frame] begin=-200 end=-150 image="units/human-aragwaithi/archer-defend1.png" [/frame] [frame] begin=-150 end=-100 image="units/human-aragwaithi/archer-defend2.png" [/frame] [if] hits=hit [frame] begin=-100 end=0 image="units/human-aragwaithi/archer-defend3.png" sound={SOUND_LIST:HUMAN_HIT} [/frame] [/if] [else] hits=miss,kill [frame] begin=-100 end=0 image="units/human-aragwaithi/archer-defend3.png" [/frame] [/else] [frame] begin=0 end=50 image="units/human-aragwaithi/archer-defend4.png" [/frame] [frame] begin=50 end=100 image="units/human-aragwaithi/archer-defend5.png" [/frame] [if] direction=n,ne,nw [frame] begin=100 end=150 image="units/human-aragwaithi/archer-n.png" [/frame] [/if] [else] [frame] begin=100 end=150 image="units/human-aragwaithi/archer.png" [/frame] [/else] [/defend] [attack] name=dagger description={I18N:ATTACK_DAGGER} icon=attacks/dagger-human.png type=blade range=melee damage=4 number=3 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} type=pierce range=ranged damage=5 number=4 [/attack] [attack_anim] [filter_attack] name=dagger [/filter_attack] direction=n,nw,ne [frame] begin=-250 end=-100 image="units/human-aragwaithi/archer-attack1.png" [/frame] [if] hits=yes [frame] begin=-100 end=50 image="units/human-aragwaithi/archer-attack2.png" sound=dagger-swish.wav [/frame] [/if] [else] hits=no [frame] begin=-100 end=50 image="units/human-aragwaithi/archer-attack2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=50 end=200 image="units/human-aragwaithi/archer-attack3.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=dagger [/filter_attack] direction=se,sw,s [frame] begin=-250 end=-100 image="units/human-aragwaithi/archer-attack1.png" [/frame] [if] hits=yes [frame] begin=-100 end=50 image="units/human-aragwaithi/archer-attack2.png" sound=dagger-swish.wav [/frame] [/if] [else] hits=no [frame] begin=-100 end=50 image="units/human-aragwaithi/archer-attack2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=50 end=200 image="units/human-aragwaithi/archer-attack3.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=s,se,sw start_time=-445 [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=65 image="units/human-aragwaithi/archer-bow.png" [/frame] [frame] duration=75 image="units/human-aragwaithi/archer-ranged-attack-1.png" [/frame] [frame] duration=75 image="units/human-aragwaithi/archer-ranged-attack-2.png" [/frame] [if] hits=no [frame] duration=100 image="units/human-aragwaithi/archer-ranged-attack-3.png" sound=bow-miss.ogg [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/human-aragwaithi/archer-ranged-attack-3.png" sound=bow.ogg [/frame] [/else] [frame] duration=130 image="units/human-aragwaithi/archer-ranged-attack-4.png" [/frame] [frame] duration=65 image="units/human-aragwaithi/archer-ranged-attack-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=n,ne,nw start_time=-445 [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=65 image="units/human-aragwaithi/archer-bow-n.png" [/frame] [frame] duration=75 image="units/human-aragwaithi/archer-ranged-attack-1-n.png" [/frame] [frame] duration=75 image="units/human-aragwaithi/archer-ranged-attack-2-n.png" [/frame] [if] hits=no [frame] duration=100 image="units/human-aragwaithi/archer-ranged-attack-3-n.png" sound=bow-miss.ogg [/frame] [/if] [else] hits=yes [frame] duration=100 image="units/human-aragwaithi/archer-ranged-attack-3-n.png" sound=bow.ogg [/frame] [/else] [frame] duration=130 image="units/human-aragwaithi/archer-ranged-attack-4-n.png" [/frame] [frame] duration=65 image="units/human-aragwaithi/archer-ranged-attack-1-n.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Captain name= _ "Captain" race=aragwaith image="units/human-aragwaithi/captain.png" [abilities] {ABILITY_LEADERSHIP} [/abilities] [resistance] blade=90 pierce=90 impact=90 [/resistance] hitpoints=55 movement_type=aragwaithfoot movement=5 experience=175 level=3 alignment=neutral advances_to=Aragwaith Ancient Banner cost=60 usage=fighter description="" # wmllint: ignore {DEFENSE_ANIM "units/human-aragwaithi/captain-defend.png" "units/human-aragwaithi/captain.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=glaive-pierce description= _ "glaive" icon=attacks/glaive.png type=pierce range=melee damage=18 number=2 [/attack] [attack] name=glaive-blade description= _ "glaive" icon=attacks/glaive.png type=blade range=melee damage=10 number=4 [/attack] {GENERIC_SPEAR_ANIM glaive-pierce units/human-aragwaithi/captain.png} {GENERIC_SWORD_ANIM glaive-blade units/human-aragwaithi/captain.png} [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Eagle Master name= _ "Eagle Master" race=aragwaith image="units/human-aragwaithi/eagle-master.png" hitpoints=45 movement_type=fly movement=9 experience=100 level=2 alignment=neutral advances_to=null {AMLA_DEFAULT} undead_variation=gryphon cost=35 usage=scout description= _ "With experience, Eagle riders become more skilled and the relation with their winged friend become so strong that they act as one. As Eagle masters, they no longer need to give orders to their mounts, those anticipate them." {DEFENSE_ANIM "units/human-aragwaithi/eagle-master-attack.png" "units/human-aragwaithi/eagle-master-flying-8.png" {SOUND_LIST:GRYPHON_HIT} } die_sound={SOUND_LIST:GRYPHON_DIE} [defense] mountains=40 [/defense] [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-animal.png type=blade range=melee damage=10 number=3 [/attack] [attack] name=prey crush description= _ "prey crush" icon=attacks/blank-attack.png type=impact range=melee damage=16 number=2 [specials] {WEAPON_SPECIAL_ATTACK_ONLY} [/specials] [/attack] [standing_anim] start_time=0 submerge=0.01 [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-2.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-4.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-6.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-8.png" [/frame] [/standing_anim] [movement_anim] start_time=0 [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-2.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-4.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-6.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-master-flying-8.png" [/frame] [/movement_anim] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/human-aragwaithi/eagle-master-flying-8.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/human-aragwaithi/eagle-master-attack.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/human-aragwaithi/eagle-master-attack.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack.png" sound=claws.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/human-aragwaithi/eagle-master-flying-8.png" offset=0.75~0.0 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=prey crush [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/human-aragwaithi/eagle-master-flying-8.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/human-aragwaithi/eagle-master-attack-crush.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/human-aragwaithi/eagle-master-attack-crush.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack-crush.png" sound=fist.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack-crush.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/eagle-master-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/human-aragwaithi/eagle-master-flying-8.png" offset=0.75~0.0 [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Eagle Rider name= _ "Eagle Rider" race=aragwaith image="units/human-aragwaithi/eagle-rider.png" hitpoints=34 movement_type=fly movement=9 experience=36 level=1 alignment=neutral advances_to=Aragwaith Eagle Master undead_variation=mounted cost=23 usage=scout description= _ "Some Aragwaithi youths take young eagles as a pet. These are not the common eagles, but a race of noble, giant birds of prey. When they are grown enough, they usually willing to serve as a mount for their best friend, and their young mates learn the art of riding these giant birds." die_sound={SOUND_LIST:GRYPHON_DIE} {DEFENSE_ANIM "units/human-aragwaithi/eagle-rider-attack.png" "units/human-aragwaithi/eagle-rider-flying-8.png" {SOUND_LIST:GRYPHON_HIT} } [attack] name=claws description={I18N:ATTACK_CLAWS} icon=attacks/claws-animal.png type=blade range=melee damage=6 number=3 [/attack] [attack] name=prey crush description= _ "prey crush" icon=attacks/blank-attack.png type=impact range=melee damage=12 number=2 [specials] {WEAPON_SPECIAL_ATTACK_ONLY} [/specials] [/attack] [standing_anim] start_time=0 submerge=0.01 layer=55 [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-2.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-4.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-6.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-8.png" [/frame] [/standing_anim] [movement_anim] start_time=0 layer=55 [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-2.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-1and3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-4.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-6.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-5and7.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/eagle-rider-flying-8.png" [/frame] [/movement_anim] [attack_anim] [filter_attack] name=claws [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/human-aragwaithi/eagle-rider-flying-8.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/human-aragwaithi/eagle-rider-attack.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/human-aragwaithi/eagle-rider-attack.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack.png" sound=claws.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/human-aragwaithi/eagle-rider-flying-8.png" offset=0.75~0.0 [/frame] [/attack_anim] [attack_anim] [filter_attack] name=prey crush [/filter_attack] start_time=-500 [frame] duration=50 # end @ -450 image="units/human-aragwaithi/eagle-rider-flying-8.png" offset=0.0~-0.2 [/frame] [frame] duration=200 # end @ -250 image="units/human-aragwaithi/eagle-rider-attack-crush.png" offset=-0.2~-1.0 [/frame] [frame] duration=150 # -100 image="units/human-aragwaithi/eagle-rider-attack-crush.png" offset=-1.0~0.0 [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack-crush.png" sound=fist.ogg offset=0.0~1.25 [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack-crush.png" sound={SOUND_LIST:MISS} offset=0.0~1.25 [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/eagle-rider-attack.png" offset=1.25~0.75 [/frame] [frame] duration=100 image="units/human-aragwaithi/eagle-rider-flying-8.png" offset=0.75~0.0 [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Flagbearer name= _ "Flagbearer" race=aragwaith image="units/human-aragwaithi/flagbearer.png" hitpoints=45 [abilities] {ABILITY_LEADERSHIP} [/abilities] [resistance] blade=90 [/resistance] movement_type=aragwaithfoot movement=5 experience=100 level=2 alignment=neutral advances_to=Aragwaith Captain cost=40 usage=fighter description= _ "Flagbearers are the leaders on the battlefield. They wield large banners to lead and inspire the soldiers. They are also skilled with the glaive, which makes them dangerous in combat too." {DEFENSE_ANIM "units/human-aragwaithi/flagbearer-defend.png" "units/human-aragwaithi/flagbearer.png" {SOUND_LIST:HUMAN_HIT} } {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/flagbearer.png" "units/human-aragwaithi/flagbearer-n.png"} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=glaive-stab description= _ "glaive" icon=attacks/glaive.png type=pierce range=melee damage=13 number=2 [/attack] [attack] name=glaive-slash description= _ "glaive" icon=attacks/glaive.png type=blade range=melee damage=7 number=4 [/attack] [attack_anim] [filter_attack] name=glaive-stab [/filter_attack] direction=n start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-n-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-n-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-n-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-n-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive-stab [/filter_attack] direction=ne,nw start_time=-100 [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-ne.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-ne.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=glaive-stab [/filter_attack] direction=s start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-s-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-s-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-s-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-s-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive-stab [/filter_attack] direction=se,sw start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-se-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-se-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-se-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-se-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive-slash [/filter_attack] direction=n start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-n-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-n-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-n-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-n-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive-slash [/filter_attack] direction=ne,nw start_time=-100 [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-ne.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-ne.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=glaive-slash [/filter_attack] direction=s start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-s-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-s-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-s-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-s-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive-slash [/filter_attack] direction=se,sw start_time=-150 [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-se-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-se-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/flagbearer-attack-se-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/flagbearer-attack-se-1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Greatbow name= _ "Greatbow" race=aragwaith image="units/human-aragwaithi/greatbow.png" hitpoints=46 movement_type=aragwaithfoot movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=45 usage=archer description= _ "Finally moving on from the dirk and dagger to the sword, the Greatbows are superior to the Strongbows in melee combat, although not as much as the Slayers. Their bows are masterpieces of military craftsmanship, designed and built by their users to their own particular requirements over the span of several months. Due to the large strength required to draw these bows, any person other than the owner trying to use them could suffer serious injuries." {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-melee-draw-2.png" "units/human-aragwaithi/greatbow-defend.png" {SOUND_LIST:HUMAN_HIT} (range=melee)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-bow.png" "units/human-aragwaithi/greatbow-bow.png" {SOUND_LIST:HUMAN_HIT} (range=ranged direction=sw,s,se)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-bow-n.png" "units/human-aragwaithi/greatbow-bow-n.png" {SOUND_LIST:HUMAN_HIT} (range=ranged direction=nw,n,ne)} {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/greatbow.png" "units/human-aragwaithi/greatbow-n.png"} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-human.png type=blade range=melee damage=10 number=3 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} icon=attacks/bow-elven.png type=pierce range=ranged damage=12 number=4 [specials] {WEAPON_SPECIAL_PRECISION} [/specials] [/attack] [draw_weapon_anim] [filter_attack] name=sword [/filter_attack] start_time=0 [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-2.png" [/frame] [/draw_weapon_anim] [sheath_weapon_anim] [filter_attack] name=sword [/filter_attack] start_time=0 [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-2.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-1.png" [/frame] [/sheath_weapon_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-200 [frame] duration=50 image="units/human-aragwaithi/greatbow-melee-draw-2.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-1.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-3.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-4.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=sw,s,se start_time=-450 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-1.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-2.png" [/frame] [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/greatbow-3.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/greatbow-3.png" sound=bow-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-bow.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=sw,n,ne start_time=-450 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-1.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-2.png" [/frame] [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/greatbow-3.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/greatbow-3.png" sound=bow-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-bow-n.png" [/frame] [/attack_anim] [variation] variation_id=unhooded inherit=yes hide_help=yes image="units/human-aragwaithi/greatbow-alt.png" {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-melee-draw-2.png" "units/human-aragwaithi/greatbow-defend.png" {SOUND_LIST:HUMAN_HIT} (range=melee)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-bow-alt.png" "units/human-aragwaithi/greatbow-bow-alt.png" {SOUND_LIST:HUMAN_HIT} (range=ranged direction=sw,s,se)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/greatbow-bow-n-alt.png" "units/human-aragwaithi/greatbow-bow-n-alt.png" {SOUND_LIST:HUMAN_HIT} (range=ranged direction=nw,n,ne)} {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/greatbow-alt.png" "units/human-aragwaithi/greatbow-n-alt.png"} [draw_weapon_anim] [filter_attack] name=sword [/filter_attack] start_time=0 [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-1-alt.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-2-alt.png" [/frame] [/draw_weapon_anim] [sheath_weapon_anim] [filter_attack] name=sword [/filter_attack] start_time=0 [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-2-alt.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/greatbow-melee-draw-1-alt.png" [/frame] [/sheath_weapon_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-200 [frame] duration=50 image="units/human-aragwaithi/greatbow-melee-draw-2-alt.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-1-alt.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-2-alt.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-2-alt.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-3-alt.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/greatbow-melee-attack-4-alt.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=sw,s,se start_time=-450 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-1-alt.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-2-alt.png" [/frame] [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/greatbow-3-alt.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/greatbow-3-alt.png" sound=bow-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-bow-alt.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=sw,n,ne start_time=-450 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-1-alt.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/greatbow-2-alt.png" [/frame] [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/greatbow-3-alt.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/greatbow-3-alt.png" sound=bow-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/greatbow-bow-n-alt.png" [/frame] [/attack_anim] [/variation] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Guard name= _ "Guard" race=aragwaith image="units/human-aragwaithi/guard.png" hitpoints=54 movement_type=aragwaithfoot [abilities] {ABILITY_STEADFAST} [/abilities] [resistance] pierce=90 blade=80 impact=90 [/resistance] movement=4 experience=74 level=2 alignment=lawful advances_to=Aragwaith Shield Guard cost=27 usage=fighter description= _ "Chosen from among the toughest Swordsmen, Aragwaith Guards opt to forgo their mobility in favor of the advantages that armor brings to their survivability. Whether posted to ceremonial units during times of peace, or to the battlefield during war, their role is always the same: defending their country’s nobility." {DEFENSE_ANIM "units/human-aragwaithi/guard-defend-1.png" "units/human-aragwaithi/guard.png" {SOUND_LIST:HUMAN_HIT} } {DEFENSE_ANIM "units/human-aragwaithi/guard-defend-2.png" "units/human-aragwaithi/guard.png" {SOUND_LIST:HUMAN_HIT} } {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/guard.png" "units/human-aragwaithi/guard-n.png"} die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/greatsword-human.png type=blade range=melee damage=11 number=3 [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] direction=s start_time=-100 [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/guard-attack-1-s.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/guard-attack-1-s.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/guard-attack-2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] # TODO direction=se,sw,ne,nw,n start_time=-150 [frame] duration=50 image="units/human-aragwaithi/guard-attack-1.png" [/frame] [frame] duration=50 image="units/human-aragwaithi/guard-attack-2.png" [/frame] [if] hits=yes [frame] duration=75 image="units/human-aragwaithi/guard-attack-3.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=75 image="units/human-aragwaithi/guard-attack-3.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=75 image="units/human-aragwaithi/guard-defend-2.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Guardian name= _ "Guardian" race=aragwaith image="units/human-aragwaithi/guardian.png" hitpoints=62 movement_type=aragwaithfoot movement=5 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=51 usage=fighter description="" # wmllint: ignore {DEFENSE_ANIM "units/human-aragwaithi/guardian-defend.png" "units/human-aragwaithi/guardian.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [resistance] blade=80 pierce=80 impact=90 [/resistance] [attack] name=spear description={I18N:ATTACK_SPEAR} icon=attacks/spear.png type=pierce range=melee damage=24 number=2 [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=n start_time=-300 [frame] duration=200 image="units/human-aragwaithi/guardian.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/guardian.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=ne,nw start_time=-300 [frame] duration=200 image="units/human-aragwaithi/guardian.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/guardian.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=s start_time=-300 [frame] duration=200 image="units/human-aragwaithi/guardian.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/guardian.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/guardian.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=se,sw start_time=-300 [frame] duration=200 image="units/human-aragwaithi/guardian-attack-1.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/guardian-attack-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/guardian-attack-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/guardian-attack-1.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Lancer name= _ "Lancer" race=aragwaith image="units/human-aragwaithi/lancer.png" hitpoints=48 movement_type=aragwaithmounted movement=8 experience=80 level=2 alignment=neutral gender=male,female advances_to=Aragwaith Silver Shield undead_variation=mounted cost=34 usage=scout die_sound=horse-die.ogg [defend] start_time=-150 [frame] duration=100 image="units/human-aragwaithi/lancer.png" [/frame] [if] hits=hit [frame] duration=100 image="units/human-aragwaithi/lancer-defend.png" sound={SOUND_LIST:HORSE_HIT} [/frame] [/if] [else] hits=miss,kill [frame] duration=100 image="units/human-aragwaithi/lancer-defend.png" [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/lancer-defend.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/lancer.png" [/frame] [/defend] [attack] name=spear description={I18N:ATTACK_SPEAR} type=pierce range=melee damage=11 number=3 [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=n start_time=-200 [frame] duration=100 image="units/human-aragwaithi/lancer.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/lancer.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/lancer.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=ne,nw start_time=-200 [frame] duration=100 image="units/human-aragwaithi/lancer.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/lancer.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/lancer.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=s,se,sw start_time=-200 [frame] duration=100 image="units/human-aragwaithi/lancer-moving.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/lancer-moving.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/lancer-moving.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [female] gender=female name= _ "female^Lancer" image="units/human-aragwaithi/lancer-female.png" [death] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [/death] [defend] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-defend-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-defend-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-defend-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-defend-female.png" [/frame] [/defend] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=n [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=ne,nw [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=s,se,sw [frame] image="units/human-aragwaithi/lancer-moving-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-moving-female.png" [/frame] [frame] image="units/human-aragwaithi/lancer-moving-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Longswordsman name= _ "Longswordsman" race=aragwaith image="units/human-aragwaithi/longswordsman.png" hitpoints=46 movement_type=aragwaithfoot movement=6 experience=88 level=2 alignment=neutral advances_to=Aragwaith Swordsmaster cost=27 usage=fighter description= _ "While Aragwaithi Swordsmen seem uncannily skilled to blade-wielders of other races, the Aragwaithi reserve their own admiration for Longswordsmen. These warriors have become so adept at the arts of thrust and parry that they have adopted a longer blade than the Swordsmen, yet they are able to wield it with equal grace and skill." die_sound={SOUND_LIST:HUMAN_DIE} [resistance] blade=90 [/resistance] {DEFENSE_ANIM "units/human-aragwaithi/longswordsman-defend-2.png" "units/human-aragwaithi/longswordsman-defend-1.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=long-sword description={I18N:ATTACK_LONGSWORD} icon=attacks/sword-human.png type=blade range=melee damage=9 number=4 [/attack] [attack_anim] [filter_attack] name=long-sword [/filter_attack] [frame] begin=-400 end=-300 image="units/human-aragwaithi/longswordsman-attack-1.png" [/frame] [frame] begin=-300 end=-100 image="units/human-aragwaithi/longswordsman-attack-2.png" [/frame] [if] hits=yes [frame] begin=-100 end=0 image="units/human-aragwaithi/longswordsman-attack-3.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-aragwaithi/longswordsman-attack-3.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-aragwaithi/longswordsman-attack-4.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Pikeman name= _ "Pikeman" race=aragwaith image="units/human-aragwaithi/pikeman.png" hitpoints=50 movement_type=aragwaithfoot movement=5 experience=70 level=2 alignment=neutral advances_to=Aragwaith Guardian cost=28 usage=fighter description="" # wmllint: ignore {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/pikeman-defend.png" "units/human-aragwaithi/pikeman.png" {SOUND_LIST:HUMAN_HIT} (direction=s,se,sw)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/pikeman-attack-n-1.png" "units/human-aragwaithi/pikeman-n.png" {SOUND_LIST:HUMAN_HIT} (direction=n,ne,nw)} {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/pikeman.png" "units/human-aragwaithi/pikeman-n.png"} die_sound={SOUND_LIST:HUMAN_DIE} [resistance] blade=90 pierce=80 [/resistance] [attack] name=spear description={I18N:ATTACK_SPEAR} icon=attacks/spear.png type=pierce range=melee damage=16 number=2 [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [death] start_time=0 [frame] duration=200 image="units/human-aragwaithi/pikeman-die1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/pikeman-die2.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/pikeman-die3.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/pikeman-die4.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/pikeman-die5.png" [/frame] [/death] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=n start_time=-200 [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-n-1.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/pikeman-attack-n-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/pikeman-attack-n-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/pikeman-attack-n-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=ne,nw start_time=-200 [frame] duration=150 image="units/human-aragwaithi/pikeman-attack-ne.png" [/frame] [if] hits=yes [frame] duration=150 image="units/human-aragwaithi/pikeman-attack-ne.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/human-aragwaithi/pikeman-attack-ne.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=s start_time=-150 [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-s-1.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-s-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-s-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/pikeman-attack-s-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=se,sw start_time=-200 [frame] duration=100 image="units/human-aragwaithi/pikeman.png" [/frame] [frame] duration=50 image="units/human-aragwaithi/pikeman-attack-se-1.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-se-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/pikeman-attack-se-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/pikeman.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Scout name= _ "Scout" race=aragwaith image="units/human-aragwaithi/scout.png" hitpoints=36 movement_type=aragwaithmounted movement=8 experience=40 level=1 gender=male,female alignment=neutral advances_to=Aragwaith Lancer undead_variation=mounted cost=18 usage=scout die_sound=horse-die.ogg {DEFENSE_ANIM "units/human-aragwaithi/scout.png" "units/human-aragwaithi/scout-defend.png" {SOUND_LIST:HORSE_HIT} } [attack] name=spear description={I18N:ATTACK_SPEAR} type=pierce range=melee damage=11 number=2 [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] [frame] begin=-200 end=-100 image="units/human-aragwaithi/scout-moving.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-aragwaithi/scout-moving.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-aragwaithi/scout-moving.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=250 image="units/human-aragwaithi/scout.png" [/frame] [/attack_anim] [female] gender=female name= _ "female^Scout" image="units/human-aragwaithi/scout-female.png" {DEFENSE_ANIM "units/human-aragwaithi/scout-female.png" "units/human-aragwaithi/scout-female-defend.png" {SOUND_LIST:HORSE_HIT} } [attack_anim] [filter_attack] name=spear [/filter_attack] [frame] image="units/human-aragwaithi/scout-female-moving.png" [/frame] [frame] image="units/human-aragwaithi/scout-female-moving.png" [/frame] [frame] image="units/human-aragwaithi/scout-female-moving.png" [/frame] [frame] image="units/human-aragwaithi/scout-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Shield Guard name= _ "Shield Guard" race=aragwaith image="units/human-aragwaithi/shield-guard.png" hitpoints=66 movement_type=aragwaithfoot [abilities] {ABILITY_PROTECTION} {ABILITY_STEADFAST} [/abilities] [resistance] pierce=80 impact=90 blade=80 [/resistance] movement=4 experience=150 level=3 alignment=lawful advances_to=null {AMLA_DEFAULT} cost=45 usage=fighter description= _ "These warriors wear the old shields of their ancients. These ancients could hold the line in the great battles until the reinforcements arrived, but they paid a high price, not many survived the battle and many others died through their strong wounds. Now only the best warriors are allowed to carry these ancient shields to remind the world and to honor these brave man and their sacrifice." {DEFENSE_ANIM "units/human-aragwaithi/shield-guard.png" "units/human-aragwaithi/shield-guard.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/greatsword-human.png type=blade range=melee damage=15 number=3 [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=yes direction=n,ne [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=no direction=n,ne [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:MISS} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=yes direction=e,se [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=no direction=e,se [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:MISS} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=yes direction=s,sw [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] hits=no direction=s,sw [frame] begin=-100 end=0 image="units/human-aragwaithi/shield-guard.png" sound={SOUND_LIST:MISS} [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/shield-guard.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Silver Shield name= _ "Silver Shield" race=aragwaith image="units/human-aragwaithi/silver-shield.png" hitpoints=62 movement_type=aragwaithmounted movement=9 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} undead_variation=mounted gender=male,female cost=48 usage=scout {DEFENSE_ANIM "units/human-aragwaithi/silver-shield-defend.png" "units/human-aragwaithi/silver-shield.png" {SOUND_LIST:HORSE_HIT}} die_sound=horse-die.ogg [attack] name=spear description={I18N:ATTACK_SPEAR} type=pierce range=melee damage=12 number=4 [/attack] [movement_anim] [frame] begin=0 end=150 image="units/human-aragwaithi/silver-shield-moving.png" [/frame] [/movement_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=n [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=n [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear-miss.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=ne,nw [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=ne,nw [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear-miss.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=s [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=s [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear-miss.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=se,sw [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear.ogg [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=se,sw [frame] begin=-200 end=-100 image="units/human-aragwaithi/silver-shield.png" sound=horse-canter.wav [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/silver-shield-moving.png" sound=spear-miss.ogg [/frame] [/attack_anim] [female] name= _ "female^Silver Shield" image="units/human-aragwaithi/silver-shield-female.png" gender=female {DEFENSE_ANIM "units/human-aragwaithi/silver-shield-defend-female.png" "units/human-aragwaithi/silver-shield-female.png" {SOUND_LIST:HORSE_HIT}} die_sound=horse-die.ogg [death] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [/death] [movement_anim] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/movement_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=n [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=n [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=ne,nw [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=ne,nw [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=s [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=s [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=yes direction=se,sw [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] hits=no direction=se,sw [frame] image="units/human-aragwaithi/silver-shield-female.png" [/frame] [frame] image="units/human-aragwaithi/silver-shield-moving-female.png" [/frame] [/attack_anim] [/female] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Slayer name= _ "Slayer" race=aragwaith image="units/human-aragwaithi/slayer.png" hitpoints=53 movement_type=aragwaithfoot movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=62 usage=mixed fighter description= _ "While improving only marginally on the power of their bow, the Slayer abandons the blade in favor of training with a glaive, improving his skills in hand-to-hand combat. He is not as rugged as others of comparable skill, but far deadlier." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/slayer-defend.png" "units/human-aragwaithi/slayer.png" {SOUND_LIST:HUMAN_HIT} (range=melee)} {DEFENSE_ANIM_FILTERED "units/human-aragwaithi/slayer-bow.png" "units/human-aragwaithi/slayer-bow.png" {SOUND_LIST:HUMAN_HIT} (range=ranged)} {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/slayer.png" "units/human-aragwaithi/slayer-n.png"} [attack] name=glaive description= _ "glaive" type=blade range=melee damage=11 number=4 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} icon=attacks/bow-elven.png type=pierce range=ranged damage=9 number=4 [/attack] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=s start_time=-400 [frame] duration=100 image="units/human-aragwaithi/slayer-attack1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/slayer-attack3a.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/slayer-attack3a.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=s start_time=-400 [frame] duration=100 image="units/human-aragwaithi/slayer-attack1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/slayer-attack3b.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/slayer-attack3b.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=se,sw start_time=-400 [frame] duration=100 image="units/human-aragwaithi/slayer-attack1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/slayer-defend-attack6.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/slayer-defend-attack6.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/slayer-attack2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=n start_time=-400 [frame] duration=300 image="units/human-aragwaithi/slayer-attack4a.png" [/frame] [if] hits=yes [frame] duration=300 image="units/human-aragwaithi/slayer-attack4a.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=300 image="units/human-aragwaithi/slayer-attack4a.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=n start_time=-400 [frame] duration=300 image="units/human-aragwaithi/slayer-attack4b.png" [/frame] [if] hits=yes [frame] duration=300 image="units/human-aragwaithi/slayer-attack4b.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=300 image="units/human-aragwaithi/slayer-attack4b.png" sound={SOUND_LIST:MISS} [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=ne,nw start_time=-400 [frame] duration=300 image="units/human-aragwaithi/slayer-attack4a.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/slayer-attack5a.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/slayer-attack5a.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/slayer-attack4a.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=glaive [/filter_attack] direction=ne,nw start_time=-400 [frame] duration=300 image="units/human-aragwaithi/slayer-attack4a.png" [/frame] [if] hits=yes [frame] duration=200 image="units/human-aragwaithi/slayer-attack5b.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=200 image="units/human-aragwaithi/slayer-attack5b.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/slayer-attack4a.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=ne,nw [missile_frame] begin=-100 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-575 end=-525 image="units/human-aragwaithi/slayer-bow.png" [/frame] [frame] begin=-525 end=-450 image="units/human-aragwaithi/slayer-attack1-ranged+defend-e.png" [/frame] [frame] begin=-450 end=-300 image="units/human-aragwaithi/slayer-attack1-ranged+defend-e.png" [/frame] [frame] begin=-300 end=-150 image="units/human-aragwaithi/slayer-attack2-ranged-e.png" [/frame] [if] hits=yes [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-e.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-e.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=0 end=100 image="units/human-aragwaithi/slayer-attack4-ranged-e.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=n [missile_frame] begin=-100 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-575 end=-525 image="units/human-aragwaithi/slayer-bow.png" [/frame] [frame] begin=-525 end=-450 image="units/human-aragwaithi/slayer-attack1+4-ranged-n.png" [/frame] [frame] begin=-450 end=-300 image="units/human-aragwaithi/slayer-attack1+4-ranged-n.png" [/frame] [frame] begin=-300 end=-150 image="units/human-aragwaithi/slayer-attack2-ranged-n.png" [/frame] [if] hits=yes [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-n.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-n.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=0 end=100 image="units/human-aragwaithi/slayer-attack1+4-ranged-n.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=s,se,sw [missile_frame] begin=-100 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-575 end=-525 image="units/human-aragwaithi/slayer-bow.png" [/frame] [frame] begin=-525 end=-450 image="units/human-aragwaithi/slayer-attack1-ranged-s.png" [/frame] [frame] begin=-450 end=-300 image="units/human-aragwaithi/slayer-attack1-ranged-s.png" [/frame] [frame] begin=-300 end=-150 image="units/human-aragwaithi/slayer-attack2-ranged-s.png" [/frame] [if] hits=yes [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-s.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=0 image="units/human-aragwaithi/slayer-attack3-ranged-s.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=0 end=100 image="units/human-aragwaithi/slayer-attack4-ranged-s.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Sorceress name= _ "female^Sorceress" race=aragwaith gender=female image="units/human-aragwaithi/sorceress.png" hitpoints=40 movement_type=aragwaithfoot movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=68 usage=healer description= _ "The mighty Aragwaith Sorceresses are agile like the wind. They can confound their opponents by standing in front of them seemingly defenseless; once the attacker hits, they realize their victim is actually behind them, ready to land her own killing blow. Because of their vast and intimate knowledge of both defensive and offensive magic, even the higher ranks of the Aragwaithi regard these women with great respect and caution." [abilities] {ABILITY_CURES} {ABILITY_TELEPORT} [/abilities] [healing_anim] start_time=-275 [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-1.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-2.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-3.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-4.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-5.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-6.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-7.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-8.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" halo="halo/wizard+female-heal-halo-9.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/sorceress-heal.png" [/frame] [/healing_anim] {DEFENSE_ANIM "units/human-aragwaithi/sorceress-defend-1.png" "units/human-aragwaithi/sorceress-defend-2.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=staff description={I18N:ATTACK_STAFF} icon=attacks/staff-magic.png type=impact range=melee damage=13 number=2 [/attack] [attack] name=fireball description={I18N:ATTACK_FIREBALL} icon=attacks/fireball.png type=fire range=ranged damage=15 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/human-aragwaithi/sorceress.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY 0 0} [frame] begin=-240 end=-180 image="units/human-aragwaithi/sorceress.png" [/frame] [frame] begin=-180 end=-120 image="units/human-aragwaithi/sorceress.png" sound=fire.wav [/frame] [frame] begin=-120 end=60 image="units/human-aragwaithi/sorceress.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Spearman name= _ "Spearman" race=aragwaith image="units/human-aragwaithi/spearman.png" hitpoints=34 movement_type=aragwaithfoot movement=5 experience=43 level=1 alignment=neutral advances_to=Aragwaith Pikeman,Aragwaith Flagbearer cost=15 usage=fighter description= _ "The less dextrous and stronger Aragwaith take up the spear. Useful in hunting, this weapon is also deadly on the battlefield. Many impetuous knights have found themselves or their mounts impaled on the point of an Aragwaithi spear." {DEFENSE_ANIM "units/human-aragwaithi/spearman-defend.png" "units/human-aragwaithi/spearman.png" {SOUND_LIST:HUMAN_HIT} } {DEFENSE_ANIM "units/human-aragwaithi/spearman-defend-alt.png" "units/human-aragwaithi/spearman.png" {SOUND_LIST:HUMAN_HIT} } die_sound={SOUND_LIST:HUMAN_DIE} [standing_anim] direction=n,ne,nw start_time=0 [frame] duration=100 image="units/human-aragwaithi/spearman-n.png" [/frame] [/standing_anim] [standing_anim] direction=se,sw,s start_time=0 [frame] duration=100 image="units/human-aragwaithi/spearman.png" [/frame] [/standing_anim] [movement_anim] direction=s,se,sw start_time=0 [frame] duration=100 image="units/human-aragwaithi/spearman-moving.png" [/frame] [/movement_anim] [idle_anim] start_time=0 {STANDARD_IDLE_FILTER} [frame] duration=1000 image="units/human-aragwaithi/spearman-idle.png" [/frame] [/idle_anim] [resistance] pierce=90 [/resistance] [death] start_time=0 [frame] duration=200 image="units/human-aragwaithi/spearman-die-1.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/spearman-die-2.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/spearman-die-3.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/spearman-die-4.png" [/frame] [/death] [attack] name=spear description={I18N:ATTACK_SPEAR} type=pierce range=melee damage=12 number=2 [specials] {WEAPON_SPECIAL_FIRSTSTRIKE} [/specials] [/attack] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=s [frame] begin=-200 end=-150 image="units/human-aragwaithi/spearman.png" [/frame] [frame] begin=-150 end=-50 image="units/human-aragwaithi/spearman-attack-s-1.png" [/frame] [if] hits=yes [frame] begin=-50 end=100 image="units/human-aragwaithi/spearman-attack-s-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-50 end=100 image="units/human-aragwaithi/spearman-attack-s-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=150 image="units/human-aragwaithi/spearman-attack-s-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=n [frame] begin=-200 end=-150 image="units/human-aragwaithi/spearman-n.png" [/frame] [frame] begin=-150 end=-50 image="units/human-aragwaithi/spearman-attack-n-1.png" [/frame] [if] hits=yes [frame] begin=-50 end=100 image="units/human-aragwaithi/spearman-attack-n-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-50 end=100 image="units/human-aragwaithi/spearman-attack-n-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=150 image="units/human-aragwaithi/spearman-attack-n-1.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=ne,nw [frame] begin=-200 end=-100 image="units/human-aragwaithi/spearman.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-ne.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-ne.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=150 image="units/human-aragwaithi/spearman.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=se,sw [frame] begin=-200 end=-100 image="units/human-aragwaithi/spearman-moving.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-se-2a.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-se-2a.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=150 image="units/human-aragwaithi/spearman.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=spear [/filter_attack] direction=se,sw [frame] begin=-200 end=-100 image="units/human-aragwaithi/spearman-attack-se-1.png" [/frame] [if] hits=yes [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-se-2.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=100 image="units/human-aragwaithi/spearman-attack-se-2.png" sound=spear-miss.ogg [/frame] [/else] [frame] begin=100 end=150 image="units/human-aragwaithi/spearman.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Strongbow name= _ "Strongbow" race=aragwaith image="units/human-aragwaithi/strongbow.png" hitpoints=38 movement_type=aragwaithfoot movement=6 experience=85 level=2 alignment=neutral advances_to=Aragwaith Greatbow,Aragwaith Slayer cost=38 usage=archer description= _ "By wielding a stronger bow and training almost constantly, the Aragwaith Strongbow fires a far deadlier shot than the average archer. Their dirks are longer than the daggers used by the typical archer, and they wield them far more effectively." {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/strongbow.png" "units/human-aragwaithi/strongbow-n.png"} {DEFENSE_ANIM "units/human-aragwaithi/strongbow-defend-1.png" "units/human-aragwaithi/strongbow-bow.png" {SOUND_LIST:HUMAN_HIT}} die_sound={SOUND_LIST:HUMAN_DIE} [death] start_time=0 [frame] duration=150 image="units/human-aragwaithi/strongbow-die-1.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/strongbow-die-2.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/strongbow-die-3.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/strongbow-die-4.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/strongbow-die-5.png" [/frame] [frame] duration=150 image="units/human-aragwaithi/strongbow-die-6.png" [/frame] [/death] [attack] name=short sword description={I18N:ATTACK_SHORT_SWORD} icon=attacks/sword-human-short.png type=blade range=melee damage=7 number=3 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} icon=attacks/bow-elven.png type=pierce range=ranged damage=9 number=4 [/attack] [attack_anim] [filter_attack] name=short sword [/filter_attack] [frame] begin=-200 end=-100 image="units/human-aragwaithi/strongbow-sword-1-5.png" [/frame] [if] hits=no [frame] begin=-100 end=0 image="units/human-aragwaithi/strongbow-sword-2.png" sound={SOUND_LIST:MISS} [/frame] [/if] [else] hits=yes [frame] begin=-100 end=0 image="units/human-aragwaithi/strongbow-sword-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/else] [frame] begin=0 end=100 image="units/human-aragwaithi/strongbow-sword-3.png" [/frame] [frame] begin=100 end=150 image="units/human-aragwaithi/strongbow-sword-4.png" [/frame] [frame] begin=150 end=225 image="units/human-aragwaithi/strongbow-sword-1-5.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=se,sw,s [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-575 end=-525 image="units/human-aragwaithi/strongbow-1.png" [/frame] [frame] begin=-525 end=-450 image="units/human-aragwaithi/strongbow-2.png" [/frame] [frame] begin=-450 end=-375 image="units/human-aragwaithi/strongbow-3.png" [/frame] [if] hits=yes [frame] begin=-375 end=-300 image="units/human-aragwaithi/strongbow-4.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-375 end=-300 image="units/human-aragwaithi/strongbow-4.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=-300 end=-200 image="units/human-aragwaithi/strongbow-2.png" [/frame] [frame] begin=-200 end=-100 image="units/human-aragwaithi/strongbow-1.png" [/frame] [frame] begin=-100 end=100 image="units/human-aragwaithi/strongbow-bow.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=bow [/filter_attack] direction=ne,nw,n [missile_frame] begin=-150 end=0 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] begin=-575 end=-525 image="units/human-aragwaithi/strongbow-n.png" [/frame] [frame] begin=-525 end=-450 image="units/human-aragwaithi/strongbow-n-1.png" [/frame] [frame] begin=-450 end=-375 image="units/human-aragwaithi/strongbow-n-2.png" [/frame] [frame] begin=-375 end=-300 image="units/human-aragwaithi/strongbow-n-3.png" [/frame] [if] hits=yes [frame] begin=-300 end=-225 image="units/human-aragwaithi/strongbow-n-4.png" sound=bow.ogg [/frame] [/if] [else] hits=no [frame] begin=-300 end=-225 image="units/human-aragwaithi/strongbow-n-4.png" sound=bow-miss.ogg [/frame] [/else] [frame] begin=-225 end=-150 image="units/human-aragwaithi/strongbow-n-5.png" [/frame] [frame] begin=-150 end=0 image="units/human-aragwaithi/strongbow-n-1.png" [/frame] [frame] begin=0 end=100 image="units/human-aragwaithi/strongbow-n.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Swordsman name= _ "Swordsman" race=aragwaith image="units/human-aragwaithi/swordman.png" hitpoints=32 movement_type=aragwaithfoot movement=5 experience=39 level=1 alignment=neutral advances_to=Aragwaith Guard,Aragwaith Longswordsman cost=14 usage=fighter description= _ "While the Aragwaithi are slight of body, they are also fast and nimble. These abilities, coupled with the intensive training given to the Aragwaith military, make for superb swordsmen. Swordsmen are clad in light chain mail — the better to resist the blades of their enemies." {STANDING_ANIM_DIRECTIONAL "units/human-aragwaithi/swordman.png" "units/human-aragwaithi/swordman-n.png"} [defend] start_time=-150 [frame] duration=1 image="units/human-aragwaithi/swordman.png" [/frame] [frame] duration=149 image="units/human-aragwaithi/swordman-defend-1.png" [/frame] [if] hits=hit [frame] duration=1 image="units/human-aragwaithi/swordman-defend-1.png" sound={SOUND_LIST:HUMAN_HIT} [/frame] [/if] [else] hits=miss,kill [frame] duration=1 image="units/human-aragwaithi/swordman-defend-1.png" [/frame] [/else] [/defend] die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-human.png type=blade range=melee damage=6 number=4 [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [frame] begin=-150 end=-50 image="units/human-aragwaithi/swordman-attack-1.png" [/frame] [if] hits=yes [frame] begin=-50 end=0 image="units/human-aragwaithi/swordman-attack-2.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-50 end=0 image="units/human-aragwaithi/swordman-attack-2.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=125 image="units/human-aragwaithi/swordman-attack-2.png" [/frame] [frame] begin=125 end=200 image="units/human-aragwaithi/swordman.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Swordsmaster name= _ "Swordsmaster" race=aragwaith image="units/human-aragwaithi/swordmaster.png" hitpoints=52 movement_type=aragwaithfoot movement=6 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=43 usage=fighter # wmllint: local spelling Swordsmasters description= _ "Aragwaith Swordsmasters have endured years of rigorous military training, and survived countless ferocious battles. Their swordplay prowess is regarded with awe even by those few foes who have witnessed it and lived to tell the tale. Upon attaining the rank and the reputation that comes with it, they take up responsibility for teaching the young, passing the martial traditions of the Aragwaithi onto future generations." die_sound={SOUND_LIST:HUMAN_DIE} [resistance] blade=90 [/resistance] [death] start_time=0 [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [/death] [defend] start_time=-200 [frame] duration=100 image="units/human-aragwaithi/swordmaster-attack-1.png" [/frame] [if] hits=hit [frame] duration=100 image="units/human-aragwaithi/swordmaster-defend-1.png" sound={SOUND_LIST:HUMAN_HIT} [/frame] [/if] [else] hits=miss,kill [frame] duration=100 image="units/human-aragwaithi/swordmaster-defend-1.png" [/frame] [/else] [frame] duration=50 image="units/human-aragwaithi/swordmaster-attack-1.png" [/frame] [/defend] [attack] name=long-sword description={I18N:ATTACK_LONGSWORD} icon=attacks/sword-human.png type=blade range=melee damage=10 number=5 [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=long-sword [/filter_attack] direction=s,sw,se start_time=-300 [frame] duration=100 image="units/human-aragwaithi/swordmaster-attack-1.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/swordmaster-attack-2.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/swordmaster-attack-3.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/swordmaster-attack-4.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=long-sword [/filter_attack] direction=ne,n,nw [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=200 image="units/human-aragwaithi/swordmaster.png" [/frame] [if] hits=yes [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/swordmaster.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia # Great sprites, only a shame the standing animation doesn't fit. [unit_type] id=Aragwaith Witch name= _ "female^Witch" race=aragwaith gender=female image="units/human-aragwaithi/witch+female.png" hitpoints=22 movement_type=aragwaithfoot movement=5 experience=54 level=1 alignment=neutral advances_to=Aragwaith Wizard cost=22 usage=healer [abilities] {ABILITY_HEALS} [/abilities] [healing_anim] start_time=-275 [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-1.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-2.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-3.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-4.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-5.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-6.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-7.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-8.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" halo="halo/wizard+female-heal-halo-9.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/witch+female-heal.png" [/frame] [/healing_anim] description= _ "The increasingly rare magically-gifted noblewomen of the Aragwaithi function as the lorekeepers of their unique civilization, possessing vast knowledge about the history of Irdya and the many trials faced by their ancestors. But the path to reach their status and earn the Grand Council’s trust and respect is arduous, and much of their lives is spent training in the marches, far away from their kin. In those parts, the ability to create and control flames is highly versatile, as well as the mastery of the arts of healing." die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [defend] start_time=-150 [frame] duration=1 image="units/human-aragwaithi/witch+female.png" [/frame] [frame] duration=49 image="units/human-aragwaithi/witch+female-defend-1.png" [/frame] [frame] duration=50 image="units/human-aragwaithi/witch+female-defend-2.png" [/frame] [if] hits=hit [frame] duration=100 image="units/human-aragwaithi/witch+female-defend-3.png" sound={SOUND_LIST:HUMAN_FEMALE_HIT} [/frame] [/if] [else] hits=miss,kill [frame] duration=100 image="units/human-aragwaithi/witch+female-defend-3.png" [/frame] [/else] [frame] duration=1 image="units/human-aragwaithi/witch+female.png" [/frame] [/defend] [idle_anim] start_time=0 {STANDARD_IDLE_FILTER} [frame] duration=1000 image="units/human-aragwaithi/witch+female-idle.png" [/frame] [/idle_anim] [attack] name=kick description= _ "kick" icon=attacks/fist-human.png type=impact range=melee damage=7 number=1 [/attack] [attack] name=fireball description={I18N:ATTACK_FIREBALL} icon=attacks/fireball.png type=fire range=ranged damage=7 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=kick [/filter_attack] [frame] begin=-250 end=-200 image="units/human-aragwaithi/witch+female-attack-1.png" [/frame] [frame] begin=-200 end=-150 image="units/human-aragwaithi/witch+female-attack-2.png" [/frame] [if] hits=yes [frame] begin=-150 end=0 image="units/human-aragwaithi/witch+female-attack-3.png" sound=fist.ogg [/frame] [/if] [else] [frame] begin=-150 end=0 image="units/human-aragwaithi/witch+female-attack-3.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=50 image="units/human-aragwaithi/witch+female-attack-4.png" [/frame] [frame] begin=50 end=100 image="units/human-aragwaithi/witch+female-attack-5.png" [/frame] [frame] begin=100 end=150 image="units/human-aragwaithi/witch+female-attack-6.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY 0 0} [frame] begin=-240 end=0 image="units/human-aragwaithi/witch+female-ranged.png" sound=fire.wav [/frame] [frame] begin=0 end=60 image="units/human-aragwaithi/witch+female.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Aragwaith Wizard name= _ "female^Wizard" race=aragwaith gender=female image="units/human-aragwaithi/wizard.png" hitpoints=31 movement_type=aragwaithfoot movement=5 experience=132 level=2 alignment=neutral advances_to=Aragwaith Sorceress cost=43 usage=healer [abilities] {ABILITY_CURES} [/abilities] description="" # wmllint: ignore [idle_anim] start_time=0 {STANDARD_IDLE_FILTER} [frame] duration=100 image="units/human-aragwaithi/wizard-idle-1.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/wizard-idle-2.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/wizard-idle-3.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/wizard-idle-2.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/wizard-idle-3.png" [/frame] [frame] duration=100 image="units/human-aragwaithi/wizard-idle-1.png" [/frame] [/idle_anim] [healing_anim] start_time=-275 [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-1.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-2.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-3.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-4.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-5.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-6.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-7.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-8.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" halo="halo/wizard+female-heal-halo-9.png" [/frame] [frame] duration=55 image="units/human-aragwaithi/wizard-heal.png" [/frame] [/healing_anim] {DEFENSE_ANIM "units/human-aragwaithi/wizard-defend-1.png" "units/human-aragwaithi/wizard.png" {SOUND_LIST:HUMAN_FEMALE_HIT} } die_sound={SOUND_LIST:HUMAN_FEMALE_DIE} [attack] name=staff description={I18N:ATTACK_STAFF} icon=attacks/staff-magic.png type=impact range=melee damage=7 number=2 [/attack] [attack] name=fireball description={I18N:ATTACK_FIREBALL} icon=attacks/fireball.png type=fire range=ranged damage=10 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/human-aragwaithi/wizard-attack-[1~3].png:[50,150,150]" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=fireball [/filter_attack] {MISSILE_FRAME_FIREBALL_XY 0 0} start_time=-250 [frame] duration=50 image="units/human-aragwaithi/wizard-ranged.png" [/frame] [frame] duration=250 image="units/human-aragwaithi/wizard-ranged.png" sound=fire.wav [/frame] [frame] duaration=50 image="units/human-aragwaithi/wizard-ranged.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Bowman name= _ "Chaos Bowman" race=human image="units/human-chaos/bowman.png" hitpoints=33 movement_type=smallfoot movement=5 experience=39 level=1 alignment=chaotic advances_to=Chaos Crossbowman,Chaos Longbowman cost=14 usage=archer [defense] sand=60 [/defense] description= _ "Since time immemorial, humans have used and perfected the bow and arrow for hunting and defense. Even after the Fall, it continues to be the cheapest and most effective weapon a military can afford for its lowest-ranking soldiers. Archers seldom have adequate training or equipment to be effective in combat at close quarters, but they are nonetheless capable of defending themselves should the situation call for it." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=short sword description={I18N:ATTACK_SHORT_SWORD} icon=attacks/sword-human-short.png type=blade range=melee damage=4 number=2 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} icon=attacks/bow-short-reinforced.png type=pierce range=ranged damage=6 number=3 [/attack] {DEFENSE_ANIM_RANGE "units/human-chaos/bowman.png" "units/human-chaos/bowman.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-chaos/bowman.png" "units/human-chaos/bowman.png" {SOUND_LIST:HUMAN_HIT} ranged} [attack_anim] [filter_attack] name=bow [/filter_attack] start_time=-445 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-2.png" image="units/human-chaos/bowman.png" [/frame] [if] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/bowman.png" sound=bow-miss.ogg [/frame] [/if] [else] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/bowman.png" sound=bow.ogg [/frame] [/else] [frame] duration=130 #image="units/human-loyalists/bowman-bow-attack-4.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/bowman.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=short sword [/filter_attack] start_time=-275 [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-1.png" image="units/human-chaos/bowman.png" [/frame] [if] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/bowman.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/bowman.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-3.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-4.png" image="units/human-chaos/bowman.png" [/frame] [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/bowman.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Cataphract name= _ "Chaos Cataphract" race=human image="units/human-chaos/cataphract.png" hitpoints=68 movement_type=mounted movement=9 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} undead_variation=mounted cost=52 usage=scout # wmllint: local spelling Cataphracts description= _ "Cataphracts are held in utmost respect by the Chaos military and serve as the legions’ fearsome standard-bearers. When not carrying the Chaos flag into battle, they are often seen swiftly traversing the blood-stained battlefields to deliver news, commands, and supplies. Their most striking aspect is the symbiotic relationship they share with their mounts, however. Gentler emotions are seldom found amongst the Chaos ranks, but these riders have been known to pause and mourn their fallen steeds, even amidst the carnage of battle." die_sound=horse-die.ogg {DEFENSE_ANIM "units/human-chaos/cataphract.png" "units/human-chaos/cataphract.png" {SOUND_LIST:HORSE_HIT} } [defense] sand=60 [/defense] [resistance] blade=70 impact=60 cold=80 [/resistance] [attack] name=sword description={I18N:ATTACK_SWORD} icon="attacks/greatsword-orcish.png" type=blade range=melee damage=10 number=4 [/attack] [attack] name=crossbow description={I18N:ATTACK_CROSSBOW} icon="attacks/crossbow-orcish.png" type=pierce range=ranged damage=20 number=1 [/attack] [attack_anim] [filter_attack] name=crossbow [/filter_attack] start_time=-1100 missile_start_time=-150 [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-1.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-2.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-3.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-4.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-5.png" image="units/human-chaos/cataphract.png" [/frame] [if] hits=yes [frame] duration=200 #image="units/human-loyalists/cavalier-ranged-6.png" image="units/human-chaos/cataphract.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=200 #image="units/human-loyalists/cavalier-ranged-6.png" image="units/human-chaos/cataphract.png" sound=crossbow-miss.ogg [/frame] [/else] [frame] duration=300 #image="units/human-loyalists/cavalier-ranged-7.png" image="units/human-chaos/cataphract.png" [/frame] [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-225 [frame] duration=25 #image="units/human-loyalists/cavalier.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=50 #image="units/human-loyalists/cavalier-moving.png" image="units/human-chaos/cataphract.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=300 #image="units/human-loyalists/cavalier-attack.png" image="units/human-chaos/cataphract.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=300 #image="units/human-loyalists/cavalier-attack.png" image="units/human-chaos/cataphract.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 #image="units/human-loyalists/cavalier-moving.png" image="units/human-chaos/cataphract.png" [/frame] [frame] duration=25 #image="units/human-loyalists/cavalier.png" image="units/human-chaos/cataphract.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Cavalier name= _ "Chaos Cavalier" race=human image="units/human-chaos/cavalier.png" hitpoints=53 movement_type=mounted movement=9 experience=95 level=2 alignment=chaotic advances_to=Chaos Cataphract undead_variation=mounted cost=34 usage=scout description= _ "A rider and its mount achieve their maximum potential once they learn to trust each other and act in unison. Even if it may seem unusual at first glance, there are such horsemen fighting under Uria’s banner, and they treat their companions as an extension of themselves in all regards." die_sound=horse-die.ogg {DEFENSE_ANIM "units/human-chaos/cavalier.png" "units/human-chaos/cavalier.png" {SOUND_LIST:HORSE_HIT} } [defense] sand=60 [/defense] [resistance] blade=70 impact=60 cold=80 [/resistance] [attack] name=sword description={I18N:ATTACK_SWORD} icon="attacks/sword-orcish.png" type=blade range=melee damage=6 number=4 [/attack] [attack] name=crossbow description={I18N:ATTACK_CROSSBOW} icon="attacks/crossbow-orcish.png" type=pierce range=ranged damage=12 number=1 [/attack] [attack_anim] [filter_attack] name=crossbow [/filter_attack] start_time=-1100 missile_start_time=-150 [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-1.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-2.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-3.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-4.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=100 #image="units/human-loyalists/cavalier-ranged-5.png" image="units/human-chaos/cavalier.png" [/frame] [if] hits=yes [frame] duration=200 #image="units/human-loyalists/cavalier-ranged-6.png" image="units/human-chaos/cavalier.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=200 #image="units/human-loyalists/cavalier-ranged-6.png" image="units/human-chaos/cavalier.png" sound=crossbow-miss.ogg [/frame] [/else] [frame] duration=300 #image="units/human-loyalists/cavalier-ranged-7.png" image="units/human-chaos/cavalier.png" [/frame] [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-225 [frame] duration=25 #image="units/human-loyalists/cavalier.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=50 #image="units/human-loyalists/cavalier-moving.png" image="units/human-chaos/cavalier.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=300 #image="units/human-loyalists/cavalier-attack.png" image="units/human-chaos/cavalier.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=300 #image="units/human-loyalists/cavalier-attack.png" image="units/human-chaos/cavalier.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=50 #image="units/human-loyalists/cavalier-moving.png" image="units/human-chaos/cavalier.png" [/frame] [frame] duration=25 #image="units/human-loyalists/cavalier.png" image="units/human-chaos/cavalier.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Crossbowman name= _ "Chaos Crossbowman" race=human image="units/human-chaos/crossbowman.png" hitpoints=48 movement_type=smallfoot movement=5 experience=70 level=2 alignment=chaotic advances_to=Chaos Arbalestier cost=36 usage=archer [defense] sand=60 [/defense] [resistance] blade=90 [/resistance] description=_"While most bowmen at the Chaos Empire’s service choose to specialize further in their craft with larger and more powerful bows, some opt for a less conventional approach to attaining greater combat prowess. These soldiers not only replace their rustic bows with crossbows — an absolute luxury for an army which can barely afford full body armor — but they also trade their short swords for heavier axes. While this does improve their efficacy in battle to some extent, it does so at the expense of speed and accuracy." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=6 number=3 icon=attacks/axe-undead.png [/attack] [attack] name=crossbow description={I18N:ATTACK_CROSSBOW} icon=attacks/crossbow-human.png type=pierce range=ranged damage=8 number=3 [/attack] {DEFENSE_ANIM "units/human-chaos/crossbowman.png" "units/human-chaos/crossbowman.png" {SOUND_LIST:HUMAN_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-200 [frame] duration=400 image="units/human-chaos/crossbowman.png" [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=crossbow [/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] [if] hits=yes [frame] duration=400 #image="units/human-loyalists/crossbowman-ranged.png" image="units/human-chaos/crossbowman.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=400 #image="units/human-loyalists/crossbowman-ranged.png" image="units/human-chaos/crossbowman.png" sound=crossbow-miss.ogg [/frame] [/else] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Chaos Arbalestier name= _ "Chaos Arbalestier" race=human image="units/human-chaos/crossbowman-arbalestier.png" hitpoints=65 movement_type=smallfoot movement=5 experience=150 {AMLA_DEFAULT} level=3 alignment=chaotic advances_to=null cost=56 usage=archer [defense] sand=60 [/defense] [resistance] blade=80 [/resistance] # wmllint: local spelling arbalest arbalests description= _ "Going a step further than most, these elite Chaos soldiers are equipped with a more sophisticated variation on the basic crossbow, able to shoot bolts with much greater penetrating force. Because of the increased reload times and maintenance cost, these ‘arbalests’ are rarely seen on the battlefield in an active role, their owners often carrying them unloaded as a status symbol instead." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=9 number=3 icon=attacks/axe-undead.png [/attack] [attack] name=arbalest description= _ "arbalest" icon=attacks/crossbow-iron.png type=pierce range=ranged damage=11 number=3 [/attack] {DEFENSE_ANIM "units/human-chaos/crossbowman-arbalestier.png" "units/human-chaos/crossbowman-arbalestier.png" {SOUND_LIST:HUMAN_HIT} } [attack_anim] [filter_attack] name=axe [/filter_attack] start_time=-200 [frame] duration=400 image="units/human-chaos/crossbowman-arbalestier.png" [/frame] {SOUND:HIT_AND_MISS axe.ogg {SOUND_LIST:MISS} -100} [/attack_anim] [attack_anim] [filter_attack] name=arbalest [/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] [if] hits=yes [frame] duration=400 #image="units/human-loyalists/crossbowman-ranged.png" image="units/human-chaos/crossbowman-arbalestier.png" sound=crossbow.ogg [/frame] [/if] [else] hits=no [frame] duration=400 #image="units/human-loyalists/crossbowman-ranged.png" image="units/human-chaos/crossbowman-arbalestier.png" sound=crossbow-miss.ogg [/frame] [/else] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Dark Knight name= _ "Knight of Chaos" image="units/human-chaos/dark-knight.png" profile="portraits/dark-knight.png" [movement_anim] [frame] begin=0 end=150 image="units/human-chaos/dark-knight-attack1.png" [/frame] [/movement_anim] race=human hitpoints=51 movement_type=smallfoot movement=5 experience=95 level=2 alignment=chaotic advances_to=Chaos Razerman cost=32 description= _ "Mastering the art of dual wielding is no small feat in and of itself, but its applications in real combat are limited by the impracticality of coordinating swings and balancing the wielder’s weight while under pressure. This hardly deters Chaos infantries from trying, however, usually with decent results. To inexperienced opponents, the mere sight of an approaching man suited in full armor hurling guttural screams is terrifying enough without him furiously swinging a sword and axe in either hand." usage=fighter [resistance] fire=90 [/resistance] die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/dark-knight-defend.png" "units/human-chaos/dark-knight.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=8 number=4 icon=attacks/greatsword-orcish.png [/attack] [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=14 number=2 icon=attacks/axe-undead.png [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/dark-knight-attack1.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/dark-knight-attack1.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/dark-knight-attack2.png" [/frame] [frame] begin=100 end=200 image="units/human-chaos/dark-knight-attack3.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/dark-knight-axe1.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/dark-knight-axe1.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/dark-knight-axe2.png" [/frame] [frame] begin=100 end=200 image="units/human-chaos/dark-knight-axe3.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Doom Guard name= _ "Doom Guard" race=human image="units/human-chaos/doom-guard.png" hitpoints=52 movement_type=armorerfoot movement=4 experience=90 [abilities] {ABILITY_STEADFAST} [/abilities] level=2 alignment=chaotic advances_to=Hell Guardian cost=35 usage=fighter description= _ "Although the Chaos Empire is a staunch believer in the principle of defense through offense, its leadership is also well aware of the importance of defending its borders against hostile incursions, as well as the occasional civil revolt. Guards tasked with the protection of the Empire’s strongholds are provided with specially-crafted armor and enjoy privileges normally reserved only for those who have proven their worth in battle. They are also occasionally granted troops and assigned to assault missions whenever a considerable amount of resistance may be expected." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/doom-guard.png" "units/human-chaos/doom-guard.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=9 number=3 icon=attacks/sword-orcish.png [/attack] [attack] name=shield description= _ "shield" type=impact range=melee defense_weight=2.1 damage=15 number=1 icon=attacks/rectangular-shield.png [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-200 end=0 image="units/human-chaos/doom-guard.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-200 end=0 image="units/human-chaos/doom-guard.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-0 end=100 image="units/human-chaos/doom-guard.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shield [/filter_attack] [if] hits=yes [frame] begin=-200 end=0 image="units/human-chaos/doom-guard.png" sound=mace.wav [/frame] [/if] [else] hits=no [frame] begin=-200 end=0 image="units/human-chaos/doom-guard.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/doom-guard.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Headhunter name= _ "Headhunter" race=human image="units/human-chaos/headhunter.png" hitpoints=34 movement_type=smallfoot movement=7 experience=40 level=1 alignment=chaotic [resistance] blade=130 pierce=120 impact=120 [/resistance] [abilities] {ABILITY_SKIRMISHER} [/abilities] advances_to=Chaos Marauder cost=18 usage=scout description= _ "The Chaos Empire relies extensively on its charismatic Lorekeepers to attract and convert outsiders — chiefly barbarians — to its cause. Those who lack the ability or knowledge to join the ranks of the Chaos Magi are given the most basic equipment and assigned to raiding missions where their undisciplined brutality may be put to use to terrorize and confuse their victims, often at the cost of their own lives." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/headhunter.png" "units/human-chaos/headhunter.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=club description={I18N:ATTACK_CLUB} icon=attacks/club-small.png type=impact range=melee damage=5 number=2 [/attack] [attack] name=javelin description={I18N:ATTACK_JAVELIN} icon=attacks/javelin-orcish.png type=pierce range=ranged damage=5 number=3 [/attack] [attack_anim] [filter_attack] name=javelin [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=200 image="units/human-chaos/headhunter.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=200 image="units/human-chaos/headhunter.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=club [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/headhunter.png" sound=club.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/headhunter.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/headhunter.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Hell Guardian name= _ "Hell Guardian" race=human image="units/human-chaos/hell-guardian.png" hitpoints=63 movement_type=armorerfoot movement=4 experience=150 [abilities] {ABILITY_STEADFAST} [/abilities] level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=80 usage=fighter description= _ "Only the very best guards in the Empire’s service are allowed access to equipment forged by blacksmiths from Inferno. These men are said to be able to withstand a rockslide if need be, protected by their stalwart devotion to the ruling lords of Inferno." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/hell-guardian.png" "units/human-chaos/hell-guardian.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-orcish.png type=blade range=melee damage=9 number=4 [/attack] [attack] name=shield description= _ "shield" icon=attacks/rectangular-shield.png type=impact range=melee defense_weight=2.1 damage=20 number=1 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-200 end=0 image="units/human-chaos/hell-guardian.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-200 end=0 image="units/human-chaos/hell-guardian.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-0 end=100 image="units/human-chaos/hell-guardian.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=shield [/filter_attack] [if] hits=yes [frame] begin=-200 end=0 image="units/human-chaos/hell-guardian.png" sound=mace.wav [/frame] [/if] [else] hits=no [frame] begin=-200 end=0 image="units/human-chaos/hell-guardian.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/hell-guardian.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Hell Overlord name= _ "Overlord" image="units/human-chaos/overlord.png" profile="portraits/dark-knight.png" race=human hitpoints=90 movement_type=smallfoot movement=6 experience=200 level=4 alignment=chaotic advances_to=null {AMLA_DEFAULT} usage=fighter undead_variation=mounted cost=70 [resistance] fire=90 [/resistance] description= _ "There are very few things able to make Chaos soldiers cower in fear, and even fewer humans who have earned the genuine respect of the demon lords of Inferno. While their subordinates torture and kill for pleasure, the Chaos Overlords hardly ever participate in battle, instead preferring to observe the action from a safe distance. On the exceedingly rare occasions where they do join the fray, they perform in an almost mechanical fashion, mowing down anything that gets in their way without even attempting to dodge enemy fire. It is because of their stoic disposition that many — enemies and allies alike — speculate that they have surrendered their very souls to Uria in exchange for their unnatural strength and resilience. Suffice it to say, only someone who has somehow drawn the ire of the Chaos Empire would ever find themselves facing a Chaos Overlord on the battle field." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/overlord.png" "units/human-chaos/overlord.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=12 number=5 icon=attacks/greatsword-orcish.png [/attack] [attack] name=battle axe description={I18N:ATTACK_BATTLE_AXE} type=blade range=melee damage=20 number=2 icon=attacks/battleaxe-undead.png [/attack] [attack_anim] [filter_attack] name=battle axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/overlord.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/overlord.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/overlord.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/overlord.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/overlord.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/overlord.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Invader name= _ "Chaos Invader" image="units/human-chaos/invader.png" [movement_anim] [frame] begin=0 end=150 image="units/human-chaos/invader-move.png" [/frame] [/movement_anim] race=human hitpoints=36 movement_type=smallfoot movement=5 experience=39 [resistance] fire=90 [/resistance] level=1 alignment=chaotic advances_to=Dark Knight,Doom Guard cost=15 description= _ "These dark soldiers fight for a cause they mostly ignore, many of them reveling instead in the glory of senseless bloodshed and destruction. But there are those amongst their ranks willing to pay heed to the sermons of the Chaos Magi and place their trust in fallen gods from a long forgotten era." usage=fighter die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/invader-defend.png" "units/human-chaos/invader.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=8 number=3 icon=attacks/sword-orcish.png [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/invader-attack1.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/invader-attack1.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/invader-attack2.png" [/frame] [frame] begin=100 end=200 image="units/human-chaos/invader-attack3.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Invoker name= _ "Chaos Invoker" race=human image="units/human-chaos/invoker.png" hitpoints=30 movement_type=smallfoot [resistance] fire=80 cold=80 [/resistance] movement=5 experience=48 level=1 alignment=chaotic advances_to=Chaos Magus cost=19 [abilities] {ABILITY_LEADERSHIP} [/abilities] usage=archer description= _ "There is much speculation as to the origins of the religious groups that eventually joined to form the Chaos Empire. Amongst scholars, the most popular theory postulates the creation of two separate cults by the same prophet approximately four centuries ago: the cult of Yechnagoth, centered around the western seaboard, and the cult of Chaos, which existed primarily throughout the eastern wastes. As time went on, the more prolific Chaos Magi’s sphere of influence expanded and absorbed Yechnagoth’s worshipers, reshaping their tenets and giving way to a unified religion worshiping Uria as the goddess who brought the Dark Lady back from the dead. Low-ranking initiates — colloquially known as “Invokers” by their enemies — lack the sophisticated knowledge that defines their order; they have much yet to learn before they can attain a formal title and be entrusted with the leadership of the demonic hordes. Nonetheless, they are a cornerstone of the Chaos military, always ready to provide their services and proselytize to captives and outsiders with elaborate displays of power." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/invoker-defend.png" "units/human-chaos/invoker.png" {SOUND_LIST:HUMAN_HIT} } [leading_anim] start_time=-100 [frame] duration=200 image="units/human-chaos/invoker.png" [/frame] [/leading_anim] [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/fist-human.png type=impact range=melee damage=2 number=1 [/attack] [attack] name=ethereal blast description= _ "ethereal blast" icon=attacks/missile-chaos.png type=arcane range=ranged damage=6 number=3 [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] [/attack] [attack_anim] [filter_attack] name=fist [/filter_attack] [frame] begin=-200 end=-150 image="units/human-chaos/invoker-magic-1.png" [/frame] [if] hits=yes [frame] begin=-150 end=-25 image="units/human-chaos/invoker-melee.png" sound=fist.ogg [/frame] [/if] [else] hits=no [frame] begin=-150 end=-25 image="units/human-chaos/invoker-melee.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-25 end=75 image="units/human-chaos/invoker-magic-1.png" [/frame] [frame] begin=75 end=150 image="units/human-chaos/invoker.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=ethereal blast [/filter_attack] {MISSILE_FRAME_ETHEREAL_BLAST} [frame] begin=-450 end=-420 image="units/human-chaos/invoker.png" [/frame] [frame] begin=-420 end=-395 image="units/human-chaos/invoker-magic-1.png" [/frame] [frame] begin=-395 end=-320 image="units/human-chaos/invoker-magic-2.png" [/frame] [frame] begin=-320 end=-300 image="units/human-chaos/invoker-magic-3.png" [/frame] [frame] begin=-300 end=-250 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-1.png halo_x,halo_y=0,-12 [/frame] [frame] begin=-250 end=-200 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-2.png halo_x,halo_y=0,-12 [/frame] [frame] begin=-200 end=-150 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-3.png halo_x,halo_y=0,-12 [/frame] [frame] begin=-150 end=-100 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-4.png halo_x,halo_y=0,-12 [/frame] [frame] begin=-100 end=-50 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-5.png halo_x,halo_y=0,-12 [/frame] [if] hits=no [frame] begin=-50 end=0 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-6.png halo_x,halo_y=0,-12 sound=magic-dark-miss.ogg [/frame] [/if] [else] hits=yes [frame] begin=-50 end=0 image="units/human-chaos/invoker-magic-3.png" halo=halo/undead/dark-magic-6.png halo_x,halo_y=0,-12 sound=magic-dark.ogg [/frame] [/else] [frame] begin=0 end=50 image="units/human-chaos/invoker-magic-2.png" [/frame] [frame] begin=50 end=90 image="units/human-chaos/invoker-magic-1.png" [/frame] [frame] begin=90 end=100 image="units/human-chaos/invoker.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Lorekeeper name= _ "Chaos Lorekeeper" race=human image="units/human-chaos/lorekeeper.png" hitpoints=51 movement_type=smallfoot [resistance] fire=80 cold=80 arcane=110 [/resistance] movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=80 [abilities] {ABILITY_LEADERSHIP} [/abilities] usage=archer description= _ "In a world where savage men fight each other over what little water and food they can find, knowledge remains one of the few tools left to bring a semblance of order to their pathetic lives. But humans can only do so much to change the flawed reality in which they dwell, and their chaotic, vicious nature surfaces at every turn. The cultists of Chaos believe that only Uria, Mother of all demons, Goddess of Life and Mistress of the Void, can reshape and improve this decaying world. They dedicate their very souls to doing her bidding and spreading her message to every corner of Irdya. The dreaded Chaos Lorekeepers govern both the military and their subordinate Magi. They are indisputably regarded as sacred figures akin to demigods by Uria’s and Yechnagoth’s worshippers alike. Their dedication to their craft borders on irrational, and the wars they wage often serve much darker purposes. Those unlucky enough to survive are taken captive, fated to undergo unfathomable horrors in the name of the Lorekeepers’ unending search for knowledge. It is this, more than anything else, that keeps their subjects in line; they are well aware of the consequences should they disobey an order even slightly. But as unlikely as it might sound, the Lorekeepers are not alone in ruling over the wicked legions of Uria..." die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-chaos/lorekeeper.png" "units/human-chaos/lorekeeper.png" {SOUND_LIST:HUMAN_OLD_HIT} } [leading_anim] start_time=-100 [frame] duration=200 image="units/human-chaos/lorekeeper.png" [/frame] [/leading_anim] [attack] name=staff description={I18N:ATTACK_STAFF} type=impact range=melee damage=7 number=2 icon=attacks/staff-necromantic.png [/attack] [attack] name=infernal chill description= _ "infernal chill" type=cold range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=13 number=2 icon=attacks/iceball.png [/attack] [attack] name=ethereal blast description= _ "ethereal blast" type=arcane range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=9 number=4 icon=attacks/missile-chaos.png [/attack] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/human-chaos/lorekeeper.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=ethereal blast [/filter_attack] [missile_frame] begin=-200 end=50 image="projectiles/chaosmissile-n.png" image_diagonal="projectiles/chaosmissile-ne.png" halo=halo/chaos-halo1.png:25,halo/chaos-halo2.png:25,halo/chaos-halo3.png:25,halo/chaos-halo4.png:25,halo/chaos-halo5.png:25,halo/chaos-halo6.png:25,halo/chaos-halo7.png:25,halo/chaos-halo8.png:25,halo/chaos-halo9.png:50 halo_x,halo_y=10,-2 [/missile_frame] [frame] begin=-300 end=-200 image="units/human-chaos/lorekeeper.png" [/frame] [if] hits=yes [frame] begin=-200 end=100 image="units/human-chaos/lorekeeper.png" sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=100 image="units/human-chaos/lorekeeper.png" sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=infernal chill [/filter_attack] {MISSILE_FRAME_INFERNAL_CHILL} [frame] begin=-300 end=-250 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-1.png [/frame] [frame] begin=-250 end=-190 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-2.png sound=magicmissile.wav [/frame] [frame] begin=-190 end=-120 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-3.png [/frame] [frame] begin=-120 end=-40 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-4.png [/frame] [frame] begin=-40 end=50 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-5.png [/frame] [frame] begin=50 end=150 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-6.png [/frame] [frame] begin=150 end=250 image="units/human-chaos/lorekeeper.png" halo=halo/saurian-magic-halo-7.png [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Magus name= _ "Chaos Magus" race=human image="units/human-chaos/magus.png" hitpoints=42 movement_type=smallfoot [resistance] fire=80 cold=80 arcane=90 [/resistance] movement=5 experience=90 level=2 alignment=chaotic advances_to=Chaos Lorekeeper cost=40 [abilities] {ABILITY_LEADERSHIP} [/abilities] usage=archer description= _ "When not busy sermonising their devout followers, the Chaos Magi put their craft to use supporting the Empire’s troops with fearsome infernal magic. The power they wield comes at a cost, however, as their bodies gradually succumb to a force not meant for humans to control, rendering them more vulnerable to certain forms of magic. Thus, researching new methods to elude death becomes paramount if they are to achieve — or surpass — the greatness of their elders." die_sound={SOUND_LIST:HUMAN_OLD_DIE} {DEFENSE_ANIM "units/human-chaos/magus.png" "units/human-chaos/magus.png" {SOUND_LIST:HUMAN_OLD_HIT} } [leading_anim] start_time=-100 [frame] duration=200 image="units/human-chaos/magus.png" [/frame] [/leading_anim] [attack] name=staff description={I18N:ATTACK_STAFF} type=impact range=melee damage=6 number=1 icon=attacks/staff-necromantic.png [/attack] [attack] name=ethereal blast description= _ "ethereal blast" type=arcane [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] range=ranged damage=7 number=4 icon=attacks/missile-chaos.png [/attack] [attack_anim] [filter_attack] name=staff [/filter_attack] start_time=-200 [frame] image="units/human-chaos/magus.png:400" [/frame] {SOUND:HIT_AND_MISS staff.ogg staff-miss.ogg -125} [/attack_anim] [attack_anim] [filter_attack] name=ethereal blast [/filter_attack] {MISSILE_FRAME_ETHEREAL_BLAST} [frame] begin=-300 end=-200 image="units/human-chaos/magus.png" [/frame] [if] hits=yes [frame] begin=-200 end=100 image="units/human-chaos/magus.png" sound=magic-missile-1.ogg,magic-missile-2.ogg,magic-missile-3.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=100 image="units/human-chaos/magus.png" sound=magic-missile-1-miss.ogg,magic-missile-2-miss.ogg,magic-missile-3-miss.ogg [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Longbowman name= _ "Chaos Longbowman" race=human image="units/human-chaos/longbowman.png" hitpoints=51 movement_type=smallfoot movement=5 experience=68 level=2 alignment=chaotic advances_to=Chaos Heavy Longbowman cost=26 usage=archer [defense] sand=60 [/defense] description= _ "Even though the Chaos Empire’s soldiers are more adept at fighting hand-to-hand, they also understand the importance of being able to keep their adversaries at bay and take them down before they can retaliate. Chaos Longbowmen carry more powerful weapons than the average archer; the subtle improvements made to their bows and arrowheads enable their projectiles to fly farther and penetrate even thick armor. Making matters worse are the lethal fluids of dubious origin into which the arrows are dipped prior to shooting." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-human.png type=blade range=melee damage=8 number=2 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} type=pierce range=ranged damage=9 number=3 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] {DEFENSE_ANIM_RANGE "units/human-chaos/longbowman.png" "units/human-chaos/longbowman.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-chaos/longbowman.png" "units/human-chaos/longbowman.png" {SOUND_LIST:HUMAN_HIT} ranged} [attack_anim] [filter_attack] name=bow [/filter_attack] start_time=-445 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-2.png" image="units/human-chaos/longbowman.png" [/frame] [if] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/longbowman.png" sound=bow-miss.ogg [/frame] [/if] [else] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/longbowman.png" sound=bow.ogg [/frame] [/else] [frame] duration=130 #image="units/human-loyalists/bowman-bow-attack-4.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/longbowman.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-275 [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-1.png" image="units/human-chaos/longbowman.png" [/frame] [if] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/longbowman.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/longbowman.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-3.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-4.png" image="units/human-chaos/longbowman.png" [/frame] [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/longbowman.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Heavy Longbowman name= _ "Chaos Heavy Longbowman" race=human image="units/human-chaos/longbowman-heavy.png" hitpoints=67 movement_type=smallfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=46 usage=archer [defense] sand=60 [/defense] description= _ "Reloading and aiming is a time-consuming process and a window of opportunity for assailants to strike down the defenseless archer. The most valued bowmen in the Chaos Empire’s service earn their prestige by attaining an elf-like proficiency with the longbow, shooting more than a dozen arrows a minute without tiring or missing their mark — or so the rumors go, anyway." die_sound={SOUND_LIST:HUMAN_DIE} [attack] name=sword description={I18N:ATTACK_SWORD} icon=attacks/sword-human.png type=blade range=melee damage=8 number=3 [/attack] [attack] name=bow description={I18N:ATTACK_BOW} type=pierce range=ranged damage=9 number=4 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] {DEFENSE_ANIM_RANGE "units/human-chaos/longbowman-heavy.png" "units/human-chaos/longbowman-heavy.png" {SOUND_LIST:HUMAN_HIT} melee} {DEFENSE_ANIM_RANGE "units/human-chaos/longbowman-heavy.png" "units/human-chaos/longbowman-heavy.png" {SOUND_LIST:HUMAN_HIT} ranged} [attack_anim] [filter_attack] name=bow [/filter_attack] start_time=-445 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/missile-n.png" image_diagonal="projectiles/missile-ne.png" [/missile_frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=75 #image="units/human-loyalists/bowman-bow-attack-2.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [if] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/longbowman-heavy.png" sound=bow-miss.ogg [/frame] [/if] [else] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-bow-attack-3.png" image="units/human-chaos/longbowman-heavy.png" sound=bow.ogg [/frame] [/else] [frame] duration=130 #image="units/human-loyalists/bowman-bow-attack-4.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=65 #image="units/human-loyalists/bowman-bow-attack-1.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-275 [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-1.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [if] hits=yes [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/longbowman-heavy.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-2.png" image="units/human-chaos/longbowman-heavy.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-3.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=100 #image="units/human-loyalists/bowman-melee-attack-4.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [frame] duration=50 #image="units/human-loyalists/bowman-melee-defend-1.png" image="units/human-chaos/longbowman-heavy.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Marauder name= _ "Marauder" race=human image="units/human-chaos/marauder.png" hitpoints=38 movement_type=smallfoot movement=7 experience=70 level=2 alignment=chaotic [resistance] blade=130 pierce=120 impact=120 [/resistance] [abilities] {ABILITY_SKIRMISHER} [/abilities] advances_to=Chaos Soulhunter cost=40 usage=scout description= _ "Even barbarian brutes can hone their skills given enough time. Those in the Chaos Empire’s service who manage to survive long enough to do so are given plenty of opportunities to broaden their horizons and brandish better arms against their adversaries." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/marauder.png" "units/human-chaos/marauder.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=club description={I18N:ATTACK_CLUB} type=impact range=melee damage=6 number=3 [/attack] [attack] name=axe description={I18N:ATTACK_AXE} type=blade icon=attacks/axe-undead.png range=melee damage=8 number=2 [/attack] [attack] name=javelin description={I18N:ATTACK_JAVELIN} type=pierce icon=attacks/javelin-orcish.png range=ranged damage=7 number=3 [/attack] [attack_anim] [filter_attack] name=javelin [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=200 image="units/human-chaos/marauder.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=200 image="units/human-chaos/marauder.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/marauder.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/marauder.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/marauder.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=club [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/marauder.png" sound=club.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/marauder.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/marauder.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Raider name= _ "Chaos Raider" race=human image="units/human-chaos/raider.png" hitpoints=38 movement_type=mounted movement=8 experience=40 level=1 alignment=chaotic advances_to=Chaos Cavalier undead_variation=mounted cost=17 usage=scout description= _ "For most desert dwellers, horses and other equines have become an increasingly scarce commodity, to the point that they are used in battle only as a last resort in the direst of situations. This is not the case for the Chaos Empire, however, which somehow maintains a steady supply of horses for their numerous raiding parties. Those unaccustomed to the animals usually flee before them, their impressions not improved by the creatures’ fierce disposition and tendency to trample anything underfoot." die_sound=horse-die.ogg # [movement_anim] # [frame] # begin=0 # end=150 # image="units/human-loyalists/cavalryman-moving.png" # [/frame] # [/movement_anim] {DEFENSE_ANIM "units/human-chaos/raider.png" "units/human-chaos/raider.png" {SOUND_LIST:HORSE_HIT} } [defense] sand=60 [/defense] [resistance] blade=70 impact=60 cold=80 [/resistance] [attack] name=sword description={I18N:ATTACK_SWORD} icon="attacks/sword-orcish.png" type=blade range=melee damage=6 number=3 [/attack] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-225 [frame] duration=25 image="units/human-chaos/raider.png" [/frame] [frame] duration=50 image="units/human-chaos/raider.png" sound=horse-canter.wav [/frame] [if] hits=yes [frame] duration=300 image="units/human-chaos/raider.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] duration=300 image="units/human-chaos/raider.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=75 image="units/human-chaos/raider.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Razerman name= _ "Chaos Razerman" image="units/human-chaos/razerman.png" profile="portraits/dark-knight.png" [movement_anim] [frame] begin=0 end=150 image="units/human-chaos/razerman-attack1.png" [/frame] [/movement_anim] race=human hitpoints=75 movement_type=smallfoot movement=5 experience=150 level=3 alignment=chaotic advances_to=null {AMLA_DEFAULT} usage=fighter [resistance] fire=90 [/resistance] cost=42 description= _ "To become legion commanders in the Chaos army, soldiers must shed what little remains of their humanity and thoroughly embrace the bloodshed, becoming relentless killing machines. But these demon-like creatures rarely content themselves with simply murdering every living thing in their way. Instead, they take great delight in inflicting as much pain as possible on their hapless victims, with methods such as flaying and mutilation comprising only a small part of their repertoire. Their sadism is rivaled only by that of the Chaos Lorekeepers, and the Mother of Inferno herself." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/razerman-defend.png" "units/human-chaos/razerman.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=sword description={I18N:ATTACK_SWORD} type=blade range=melee damage=12 number=4 icon=attacks/greatsword-orcish.png [/attack] [attack] name=axe description={I18N:ATTACK_AXE} type=blade range=melee damage=18 number=2 icon=attacks/axe-undead.png [/attack] [attack_anim] [filter_attack] name=axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/razerman-axe1.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/razerman-axe1.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/razerman-axe2.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/razerman-attack1.png" sound={SOUND_LIST:SWORD_SWISH} [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/razerman-attack1.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=100 image="units/human-chaos/razerman-attack2.png" [/frame] [frame] begin=100 end=200 image="units/human-chaos/razerman-attack3.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Chaos Soulhunter name= _ "Soulhunter" race=human image="units/human-chaos/soulhunter.png" hitpoints=46 movement_type=smallfoot movement=7 experience=150 level=3 alignment=chaotic [resistance] blade=130 pierce=120 impact=120 [/resistance] [abilities] {ABILITY_SKIRMISHER} [/abilities] advances_to=null {AMLA_DEFAULT} cost=100 usage=scout description= _ "Most human civilizations throughout history have held the dead in great respect regardless of their origin and allegiance. Once society crumbled after the Fall, however, it became relatively increasingly common for humans to desecrate the bodies of their deceased for purposes ranging from the practical to the obscene. Higher-ranking Chaos brutes flaunt their strength and experience by daubing the blood of their fallen enemies on their visages and torsos, and wearing their bones as necklaces, face masks, and other ornamental gear. Dubbed “Soulhunters” by their equally amoral peers, they relish the thrill of battle and are more than willing to put their lives on the line in the hope that, some day, Uria will reward them with unending life and godlike strength to rule over all on Irdya." die_sound={SOUND_LIST:HUMAN_DIE} {DEFENSE_ANIM "units/human-chaos/soulhunter.png" "units/human-chaos/soulhunter.png" {SOUND_LIST:HUMAN_HIT} } [attack] name=club description={I18N:ATTACK_CLUB} type=impact range=melee damage=8 number=3 [/attack] [attack] name=battle-axe description={I18N:ATTACK_BATTLE_AXE} icon=attacks/battleaxe-undead.png type=blade range=melee damage=12 number=2 [/attack] [attack] name=javelin description={I18N:ATTACK_JAVELIN} type=pierce range=ranged damage=9 number=3 icon=attacks/javelin-orcish.png [/attack] [attack_anim] [filter_attack] name=javelin [/filter_attack] [missile_frame] begin=-150 end=0 image="projectiles/spear-n.png" image_diagonal="projectiles/spear-ne.png" [/missile_frame] [if] hits=yes [frame] begin=-200 end=200 image="units/human-chaos/soulhunter.png" sound=spear.ogg [/frame] [/if] [else] hits=no [frame] begin=-200 end=200 image="units/human-chaos/soulhunter.png" sound=spear-miss.ogg [/frame] [/else] [/attack_anim] [attack_anim] [filter_attack] name=battle-axe [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/soulhunter.png" sound=axe.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/soulhunter.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/soulhunter.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=club [/filter_attack] [if] hits=yes [frame] begin=-100 end=0 image="units/human-chaos/soulhunter.png" sound=club.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=0 image="units/human-chaos/soulhunter.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=0 end=200 image="units/human-chaos/soulhunter.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [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= _ "Although most would find the notion preposterous, the truth is that imps larger than the biggest of trolls do exist. These behemoths rarely make an appearance on the battle field, but when they do, they announce themselves with roars able to shake mountains, and stomps that fracture and sink down the ground beneath. One has to wonder exactly how the Chaos Overlords — comically puny by comparison — manage to rein in these titans and have them do their bidding without using any kind of mind-control magic." 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=ink.ogg [/frame] [/if] [else] hits=no [frame] duration=80 image="units/imps/imp-armageddon.png" sound=ink-miss.ogg [/frame] [/else] [frame] duration=100 image="units/imps/imp-armageddon.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [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= _ "Most imps do not enjoy a particularly long lifespan, in no small part due to their demon overlords being all too prone to regarding them as disposable canon fodder. It is no small feat for an imp to survive past childhood, and those who do become a much more credible threat to Irdyan creatures." 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={I18N:ATTACK_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-Naia [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= _ "Adult imps come in many forms and sizes, betraying the fact that they are neither related to the better-known demon warriors, nor belonging to a single species of their own. They are much stronger and sharper of mind than it is generally expected of their kind, to the point that it is not unheard of for them to lead some of their demon cousins in battle. ‘Gutwrenchers’ are renowned for their great appetite, and their razor-sharp claws which allow them to swiftly tear their prey to bits. For any hapless creature targeted by one of these monsters there is little hope — even if they somehow manage to extricate themselves from the imp’s crushing grip, odds are their flesh is already melting away thanks to the imp’s corrosive saliva." 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={I18N:ATTACK_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=ink.ogg [/frame] [/if] [else] hits=no [frame] duration=80 image="units/imps/imp-gutwrencher.png" sound=ink-miss.ogg [/frame] [/else] [frame] duration=100 image="units/imps/imp-gutwrencher.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [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 — and incorrectly — considered a lesser class of creatures separate from the fearsome demons, Imps are often underestimated due to their smaller builds and evident lack of of mental prowess. Furthering this misconception, Demon leaders often dispatch them in large numbers as cheap cannon-fodder." die_sound={SOUND_LIST:IMP_DIE} {DEFENSE_ANIM "units/imps/imp.png" "units/imps/imp.png" {SOUND_LIST:IMP_HIT} } [attack] name=claws description={I18N:ATTACK_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-Naia [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= _ "Imp whelps are extremely small and frail, and pose no threat whatsoever to any properly-trained soldier. However, coming across a swarm of these creatures spells trouble regardless, as they almost never stray too far away from their progenitors." 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={I18N:ATTACK_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-Naia [unit_type] id=Automaton name= _ "Automaton" race=mechanical image="units/mechanical/automaton.png" hitpoints=38 movement_type=armoredfoot movement=5 experience=50 level=1 alignment=neutral advances_to=Iron Golem cost=18 usage=fighter [resistance] arcane=50 cold=70 fire=80 [/resistance] [movement_costs] mountains=4 hills=3 sand=1 frozen=4 deep_water=4 shallow_water=3 reef=2 swamp_water=3 [/movement_costs] description= _ "These small metallic beings seem not to require food or water to fight, very much like the undead. Heavily armored and wielding a steel mace and rectangular shield, these ‘automatons’ are said to have been originally created by the dwarves before a clan was captured by the forces of Chaos. Their primary drawback is their apparent unease when navigating rough terrains such as hills and mountains." die_sound={SOUND_LIST:BOT_SMALL_DIE} {DEFENSE_ANIM "units/mechanical/automaton.png" "units/mechanical/automaton.png" {SOUND_LIST:BOT_SMALL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=morning star description={I18N:ATTACK_MORNING_STAR} icon="attacks/mace-spiked.png" type=impact range=melee damage=8 number=2 [/attack] [attack] name=rectangular-shield description= _ "rectangular shield" icon=attacks/rectangular-shield.png type=impact range=melee damage=6 number=2 [specials] {WEAPON_SPECIAL_DEFEND_ONLY} [/specials] [/attack] [attack_anim] [filter_attack] name=morning star [/filter_attack] start_time=-260 [if] hits=yes [frame] duration=85 image="units/mechanical/automaton.png" sound=flail.ogg [/frame] [/if] [else] hits=no [frame] duration=85 image="units/mechanical/automaton.png" sound=flail-miss.ogg [/frame] [/else] [frame] duration=175 image="units/mechanical/automaton.png" [/frame] [frame] duration=200 image="units/mechanical/automaton.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=rectangular-shield [/filter_attack] start_time=-50 [if] hits=no [frame] duration=100 sound={SOUND_LIST:MISS} image="units/mechanical/automaton.png" [/frame] [/if] [else] hits=yes [frame] duration=100 sound=mace.wav image="units/mechanical/automaton.png" [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Door name= _ "Door" race=mechanical image="misc/blank-hex.png" image_icon="terrain/dark-gate-se.png" ellipse=none hitpoints=8 movement_type=none movement=1 level=0 alignment=neutral advances_to=null cost=1 usage=null hide_help=true [abilities] {ABILITY_STEADFAST} [/abilities] description= _ "The door will open only to those who are allied with its owners, unless struck down by their enemies first." {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] # # Core Gate terrains # [event] id=naia_door_handler_1 name=last breath first_time_only=no [filter] type=Door [filter_location] terrain="*^P*/,*^P*\,*^P*|" [/filter_location] [/filter] [lua] [args] x,y=$x1,$y1 [/args] code=<< local loc = ... local newtile = wesnoth.get_terrain(loc.x, loc.y) .. "o" wesnoth.set_terrain(loc.x, loc.y, newtile, "overlay") >> [/lua] [redraw] side=1 [/redraw] [/event] # # Legacy IftU/AtS Gate terrain # [event] id=naia_door_handler_2 name=last breath first_time_only=no [filter] type=Door [filter_location] terrain="*^Z/,*^Z\" [/filter_location] [/filter] [remove_terrain_overlays] x,y=$x1,$y1 [/remove_terrain_overlays] [redraw] side=1 [/redraw] [/event] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Goliath name= _ "Mechanical Goliath" race=mechanical image="units/mechanical/goliath.png" hitpoints=61 movement_type=armoredfoot movement=5 experience=150 level=3 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=67 usage=fighter [resistance] arcane=50 cold=70 fire=60 [/resistance] [movement_costs] mountains=3 hills=2 sand=1 frozen=2 deep_water=3 shallow_water=2 reef=2 swamp_water=2 [/movement_costs] description= _ "Giant metallic beasts under the command of the forces of Chaos, the Mechanical Goliaths can crush in a matter of seconds any man, skeleton, or even troll. They seem immune to poison, drain, and other hazards that would normally pose a great danger for a living being. Because of this, it’s been suggested that they are magically animated constructions of rock and steel. To make things even worse, it is said that they can destroy entire armies from a distance with a sudden flash of red light, in an attack that is both powerful and accurate." die_sound=bot-huge-explosion.ogg {DEFENSE_ANIM "units/mechanical/goliath.png" "units/mechanical/goliath.png" {SOUND_LIST:DRAKE_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/fist-troll.png type=impact range=melee damage=14 number=2 [/attack] [attack] name=flash cannon description= _ "flash cannon" type=impact range=ranged damage=19 number=1 icon=attacks/flash-cannon.png [specials] {WEAPON_SPECIAL_MARKSMAN} [/specials] [/attack] [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-200 [frame] duration=50 image="units/mechanical/goliath.png" [/frame] [if] hits=yes [frame] duration=250 image="units/mechanical/goliath-melee.png" sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=250 image="units/mechanical/goliath-melee.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/mechanical/goliath.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=flash cannon [/filter_attack] start_time=-900 {MISSILE_FRAME_TORPEDO} [frame] duration=300 image="units/mechanical/goliath.png" sound=gun-energy-huge-fire-prelude.ogg [/frame] [frame] duration=200 image="units/mechanical/goliath.png" sound=gun-activate-1.ogg,gun-activate-2.ogg [/frame] [frame] duration=250 image="units/mechanical/goliath-melee.png" [/frame] torpedo_blast_start_time=-1 torpedo_blast_offset=1.0 torpedo_blast_auto_vflip=no [torpedo_blast_frame] duration=1 [/torpedo_blast_frame] [if] hits=yes [frame] duration=150 offset=0.0~-0.2:50,-0.2~0.0:100 image="units/mechanical/goliath.png" sound=gun-energy-huge-fire.ogg [/frame] [torpedo_blast_frame] duration=540 halo="projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60" [/torpedo_blast_frame] [/if] [else] hits=no [frame] duration=150 offset=0.0 image="units/mechanical/goliath.png" [/frame] [torpedo_blast_frame] duration=540 halo="misc/blank-hex.png" [/torpedo_blast_frame] [/else] [torpedo_blast_frame] duration=1 [/torpedo_blast_frame] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Iron Golem name= _ "Iron Golem" race=mechanical image="units/mechanical/golem-iron.png" hitpoints=48 movement_type=armoredfoot movement=5 experience=70 level=2 alignment=neutral advances_to=Goliath cost=30 usage=fighter [resistance] arcane=50 cold=70 fire=70 [/resistance] [movement_costs] mountains=3 hills=2 sand=1 frozen=2 deep_water=3 shallow_water=2 reef=2 swamp_water=2 [/movement_costs] description= _ "Some automatons mysteriously grow in size overnight, gaining greater strength and taller bodies in a process that is unknown to anyone but the less commonly seen Lorekeepers of Chaos. They drop their shield and mace in favor of harder and stronger armor, and fists that can crush the rock with minimal effort — compensating for the lack of close range weapons. Less commonly, they may fire a powerful weapon that is said to resemble the great firesticks of the dwarven lords in both shape and destructive effect. " die_sound=bot-huge-explosion.ogg {DEFENSE_ANIM "units/mechanical/golem-iron.png" "units/mechanical/golem-iron.png" {SOUND_LIST:DRAKE_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/fist-troll.png type=impact range=melee damage=11 number=2 [/attack] [attack] name=flash cannon description= _ "flash cannon" type=impact range=ranged damage=13 number=1 icon=attacks/flash-cannon.png [/attack] [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-200 [frame] duration=50 image="units/mechanical/golem-iron.png" [/frame] [if] hits=yes [frame] duration=250 image="units/mechanical/golem-iron.png" sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=250 image="units/mechanical/golem-iron.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image="units/mechanical/golem-iron.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=flash cannon [/filter_attack] start_time=-900 {MISSILE_FRAME_TORPEDO} [frame] duration=300 image="units/mechanical/golem-iron.png" sound=gun-energy-huge-fire-prelude.ogg [/frame] [frame] duration=200 image="units/mechanical/golem-iron.png" sound=gun-activate-1.ogg,gun-activate-2.ogg [/frame] [frame] duration=250 image="units/mechanical/golem-iron.png" [/frame] torpedo_blast_start_time=-1 torpedo_blast_offset=1.0 torpedo_blast_auto_vflip=no [torpedo_blast_frame] duration=1 [/torpedo_blast_frame] [if] hits=yes [frame] duration=150 offset=0.0~-0.2:50,-0.2~0.0:100 image="units/mechanical/golem-iron.png" sound=gun-energy-huge-fire.ogg [/frame] [torpedo_blast_frame] duration=540 halo="projectiles/fireball-impact-7.png:60,projectiles/fireball-impact-8.png:60,projectiles/fireball-impact-9.png:60,projectiles/fireball-impact-10.png:60,projectiles/fireball-impact-11.png:60,projectiles/fireball-impact-12.png:60,projectiles/fireball-impact-13.png:60,projectiles/fireball-impact-14.png:60,projectiles/fireball-impact-15.png:60,projectiles/fireball-impact-16.png:60" [/torpedo_blast_frame] [/if] [else] hits=no [frame] duration=150 offset=0.0 image="units/mechanical/golem-iron.png" [/frame] [torpedo_blast_frame] duration=540 halo="misc/blank-hex.png" [/torpedo_blast_frame] [/else] [torpedo_blast_frame] duration=1 [/torpedo_blast_frame] [/attack_anim] [/unit_type] # kate: indent-mode normal; encoding utf-8; space-indent on;
#textdomain wesnoth-Naia [unit_type] id=Worker Droid name= _ "Worker Droid" race=mechanical image="units/mechanical/worker.png" hitpoints=20 movement_type=armoredfoot movement=5 # As if these weaklings would EVER get this much XP amount in a natural manner experience=25 level=0 alignment=neutral advances_to=Automaton cost=5 usage=fighter [resistance] arcane=50 cold=70 [/resistance] [movement_costs] mountains=4 hills=3 sand=1 frozen=4 deep_water=4 shallow_water=4 reef=3 swamp_water=4 [/movement_costs] # FIXME: I'm too lazy right now to make up something better for a description. description= _ "These tiny metal gnomes are known as the ‘worker droids’ by the Chaos overlords. It is not known what nature drives their acts; in fact, nobody knows, aside from their creators, if they are living beings, undead, or animated rocks." die_sound={SOUND_LIST:BOT_SMALL_DIE} {DEFENSE_ANIM "units/mechanical/worker.png" "units/mechanical/worker.png" {SOUND_LIST:BOT_SMALL_HIT} } [abilities] {ABILITY_SUBMERGE} [/abilities] [attack] name=oil description=_"oil" icon=attacks/slime-thrown.png type=impact range=ranged damage=3 number=2 [/attack] [attack_anim] [filter_attack] name=oil [/filter_attack] start_time=-180 missile_start_time=-150 [missile_frame] duration=150 image="projectiles/slime-glob.png" image_diagonal="projectiles/slime-glob.png" [/missile_frame] [if] hits=yes [frame] duration=280 image="units/mechanical/worker.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] duration=280 image="units/mechanical/worker.png" sound=squishy-miss.wav [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Abomination name= _ "Abomination" race=monster image="units/monsters/abomination.png" hitpoints=35 movement_type=gruefoot movement=4 experience=100 level=2 alignment=chaotic advances_to=null {AMLA_DEFAULT} cost=34 usage=fighter undead_variation=troll description= _ "The origin of these hideous creatures is uncertain. Some speculate that they might be humans, orcs, dwarves or trolls that were somehow changed into their current aspect. Others claim that they are failed attempts at breeding a new race of demon soldiers by the Chaos forces. However they came into existence, they appear to be highly sensitive to light and avoid leaving the safety of their dark caverns." die_sound={SOUND_LIST:TROLL_DIE} {DEFENSE_ANIM "units/monsters/abomination.png" "units/monsters/abomination.png" {SOUND_LIST:TROLL_HIT} } [attack] name=crush description={I18N:ATTACK_CRUSH} type=impact range=melee damage=11 number=2 icon=attacks/fist-troll.png [/attack] [attack_anim] [filter_attack] name=crush [/filter_attack] start_time=-150 [if] hits=yes [frame] duration=150 image="units/monsters/abomination.png" sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=150 image="units/monsters/abomination.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=200 image="units/monsters/abomination.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Fire Wisp name= _ "Fire Wisp" race=monster {TRAIT_ELEMENTAL} image="units/monsters/firewisp.png" {DEFENSE_ANIM "units/monsters/firewisp-defend.png" "units/monsters/firewisp.png" {SOUND_LIST:DRAKE_HIT} } hitpoints=11 movement_type=fireafinity movement=6 experience=40 level=0 alignment=neutral advances_to=Fire Guardian cost=12 usage=mixed fighter description= _ "Fire Wisps are minor spirits of flame. They like to frolic in pools of lava, and take great delight in burning anything they can reach. They should not be a great challenge to unexperienced fighters, except when found in swarms." die_sound=drake-die.ogg [attack] name=fire bash description= _ "fire bash" type=fire icon=attacks/fireball.png range=melee damage=4 number=3 [/attack] [attack] name=fire breath description={I18N:ATTACK_FIRE_BREATH} icon=attacks/fireball.png type=fire range=ranged damage=4 number=2 [/attack] [death] start_time=0 [frame] duration=50 image=units/monsters/firewisp.png [/frame] [frame] duration=100 image=units/monsters/firewisp-death1.png [/frame] [frame] duration=100 image=units/monsters/firewisp-death2.png [/frame] [frame] duration=100 image=units/monsters/firewisp-death3.png [/frame] [frame] duration=100 image=units/monsters/firewisp-death4.png [/frame] [frame] duration=100 image=units/monsters/firewisp-death5.png [/frame] [/death] [attack_anim] [filter_attack] name=fire bash [/filter_attack] start_time=-200 [frame] duration=100 image=units/monsters/firewisp-ranged1.png [/frame] [frame] duration=150 image=units/monsters/firewisp-attack.png sound=fire.wav [/frame] [frame] duration=50 image=units/monsters/firewisp-ranged1.png [/frame] [/attack_anim] [attack_anim] [filter_attack] name=fire breath [/filter_attack] start_time=-500 {MISSILE_FRAME_FIRE_BREATH 11,-34 11,15 24,-22 26,10} [frame] duration=100 image=units/monsters/firewisp-ranged1.png [/frame] [if] hits=yes [frame] duration=50 image=units/monsters/firewisp-ranged2.png sound=flame-big.ogg [/frame] [/if] [else] hits=no [frame] duration=50 image=units/monsters/firewisp-ranged2.png sound=flame-big-miss.ogg [/frame] [/else] [frame] duration=200 image=units/monsters/firewisp-ranged1.png [/frame] [frame] duration=150 image=units/monsters/firewisp.png [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Fungoid name= _ "Fungoid" race=monster image="units/monsters/fungoid.png" hitpoints=24 movement_type=treefolk movement=4 [movement_costs] fungus=1 cave=2 [/movement_costs] [defense] fungus=60 cave=60 [/defense] experience=25 {AMLA_DEFAULT} level=0 alignment=chaotic advances_to=null # experience=80 # advances_to=Giant Mushroom cost=4 usage=fighter undead_variation=null # wmllint: local spelling fungoids description= _ "Fungoids are mushroom-like creatures that can multiply very quickly. Their soft bodies and delicious taste once seasoned make them a prime target for inexperienced adventurers." die_sound=squishy-hit.wav,wose-hit.ogg {DEFENSE_ANIM "units/monsters/fungoid.png" "units/monsters/fungoid.png" "squishy-hit.wav,wose-hit.ogg" } [attack] name=crush description={I18N:ATTACK_CRUSH} icon=attacks/crush-wose.png type=impact range=melee damage=4 number=2 [/attack] [attack] name=tentacle description={I18N:ATTACK_TENTACLE} type=pierce range=melee damage=4 number=3 [/attack] [attack_anim] [filter_attack] name=crush [/filter_attack] start_time=-500 [if] hits=yes [frame] duration=400 image="units/monsters/fungoid.png" sound=wose-attack.ogg [/frame] [/if] [else] hits=no [frame] duration=400 image="units/monsters/fungoid.png" sound=wose-miss.ogg [/frame] [/else] [frame] duration=150 image="units/monsters/fungoid.png" [/frame] [frame] duration=75 image="units/monsters/fungoid.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=tentacle [/filter_attack] start_time=-225 [frame] duration=75 image="units/monsters/fungoid.png" [/frame] [frame] duration=75 image="units/monsters/fungoid.png" [/frame] [if] hits=yes [frame] duration=100 image="units/monsters/fungoid.png" sound=squishy-hit.wav [/frame] [/if] [else] hits=no [frame] duration=100 image="units/monsters/fungoid.png" sound=squishy-miss.wav [/frame] [/else] [frame] duration=75 image="units/monsters/fungoid.png" [/frame] [frame] duration=50 image="units/monsters/fungoid.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Lesser Giant Spider name= _ "Lesser Giant Spider" race=monster image="units/monsters/giant-spider-lesser.png" hitpoints=39 movement_type=mountainfoot movement=6 experience=130 level=2 alignment=chaotic advances_to=Giant Spider cost=38 usage=fighter undead_variation=null description= _ "Smaller and weaker Giant Spiders are very common underground. They usually prey on single insects roaming around, but sometimes it is possible to find dwarven or human corpses trapped in their webs, which suggests they have little problem in eating big individuals fool enough to fall in their traps." die_sound=hiss-die.wav {DEFENSE_ANIM "units/monsters/giant-spider-lesser.png" "units/monsters/giant-spider-lesser.png" {SOUND_LIST:BAT_HIT} } [attack] name=fangs description={I18N:ATTACK_FANGS} icon=attacks/fangs-spider.png type=blade range=melee damage=12 number=2 [specials] {WEAPON_SPECIAL_POISON} [/specials] [/attack] [attack] name=web description={I18N:ATTACK_WEB} type=impact range=ranged damage=6 number=3 [specials] {WEAPON_SPECIAL_SLOW} [/specials] [/attack] [attack_anim] [filter_attack] name=fangs [/filter_attack] [frame] begin=-225 end=-175 image="units/monsters/giant-spider-lesser.png" [/frame] [frame] begin=-175 end=-100 image="units/monsters/giant-spider-lesser.png" [/frame] [if] hits=yes [frame] begin=-100 end=-50 image="units/monsters/giant-spider-lesser.png" sound=bite-small.ogg [/frame] [/if] [else] hits=no [frame] begin=-100 end=-50 image="units/monsters/giant-spider-lesser.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-50 end=100 image="units/monsters/giant-spider-lesser.png" [/frame] [frame] begin=100 end=175 image="units/monsters/giant-spider-lesser.png" [/frame] [frame] begin=175 end=200 image="units/monsters/giant-spider-lesser.png" [/frame] [/attack_anim] [attack_anim] [filter_attack] name=web [/filter_attack] [missile_frame] begin=-200 end=0 image="projectiles/web.png" image_diagonal="projectiles/web.png" [/missile_frame] [frame] begin=-200 end=-150 image="units/monsters/giant-spider-lesser.png" [/frame] [if] hits=yes [frame] begin=-150 end=-75 image="units/monsters/giant-spider-lesser.png" sound=net.wav [/frame] [/if] [else] hits=no [frame] begin=-150 end=-75 image="units/monsters/giant-spider-lesser.png" sound={SOUND_LIST:MISS} [/frame] [/else] [frame] begin=-75 end=100 image="units/monsters/giant-spider-lesser.png" [/frame] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Leech name= _ "Leech" race=monster image="units/monsters/leech.png" hitpoints=42 movement_type=smallfoot [movement_costs] deep_water={UNREACHABLE} shallow_water={UNREACHABLE} reef={UNREACHABLE} swamp_water={UNREACHABLE} flat={UNREACHABLE} sand={UNREACHABLE} forest={UNREACHABLE} hills={UNREACHABLE} mountains={UNREACHABLE} village={UNREACHABLE} castle={UNREACHABLE} cave={UNREACHABLE} frozen={UNREACHABLE} unwalkable={UNREACHABLE} impassable={UNREACHABLE} fungus={UNREACHABLE} [/movement_costs] [resistance] blade=120 pierce=90 impact=90 fire=120 cold=100 arcane=110 [/resistance] movement=1 experience=50 level=1 alignment=neutral advances_to=null {AMLA_DEFAULT} cost=70 usage=mixed fighter undead_variation=null description= _ "Leeches are universally known for their common diet, the warm blood of various bigger creatures. However, this is exactly why they are often used for medicinal purposes. Although not directly related, the same name is applied to groups of strange worms attached to the ground, found under caves, who are not a great danger as they cannot move around to search for prey. Instead, they await unwary victims who get close enough for them to be able to trap them in their deadly tentacles and then swallow their blood, which increases their strength and heals their wounds. It is fortunate that they have not developed legs; otherwise, they would be an almost unstoppable menace to explorers and dwellers of the caves they inhabit." die_sound=squishy-hit.wav {DEFENSE_ANIM "units/monsters/leech.png" "units/monsters/leech.png" squishy-hit.wav } [abilities] {ABILITY_REGENERATES} {ABILITY_FEEDING} [/abilities] [attack] name=drainer icon=attacks/fangs.png description= _ "drainer" type=pierce range=melee damage=9 number=2 [specials] {WEAPON_SPECIAL_DRAIN} [/specials] [/attack] [attack_anim] [filter_attack] name=drainer [/filter_attack] start_time=-100 [if] hits=yes [frame] duration=200 image="units/monsters/leech.png" sound=squishy-strike.wav [/frame] [/if] [else] hits=no [frame] duration=200 image="units/monsters/leech.png" sound=squishy-miss.wav [/frame] [/else] [/attack_anim] [/unit_type]
#textdomain wesnoth-Naia [unit_type] id=Animated Rock name= _ "Animated Rock" race=monster {TRAIT_ELEMENTAL} image="units/monsters/animated-rock.png" hitpoints=26 movement_type=rockafinity movement=5 experience=40 level=0 alignment=neutral advances_to=Rock Golem cost=8 usage=fighter description= _ "Animated Rocks are rather slow creatures made out of solid, living rock. They have a weak attack, but are incredibly hard to destroy. It is rumored that these magical constructs can only be summoned by powerful magi." die_sound=drake-die.ogg [abilities] {ABILITY_STEADFAST} [/abilities] [attack] name=fist description={I18N:ATTACK_FIST} icon=attacks/fist-troll.png type=impact range=melee damage=5 number=3 [/attack] {DEFENSE_ANIM "units/monsters/animated-rock-defend.png" "units/monsters/animated-rock.png" {SOUND_LIST:DRAKE_HIT} } [attack_anim] [filter_attack] name=fist [/filter_attack] start_time=-200 [frame] duration=50 image=units/monsters/animated-rock.png [/frame] [if] hits=yes [frame] duration=250 image=units/monsters/animated-rock-attack.png sound=fist.ogg [/frame] [/if] [else] hits=no [frame] duration=250 image=units/monsters/animated-rock-attack.png sound={SOUND_LIST:MISS} [/frame] [/else] [frame] duration=100 image=units/monsters/animated-rock.png [/frame] [/attack_anim] [death] start_time=0 [frame] duration=50 image=units/monsters/animated-rock.png [/frame] [frame] duration=100 image=units/monsters/animated-rock-die1.png [/frame] [frame] duration=100 image=units/monsters/animated-rock-die2.png [/frame] [frame] duration=100 image=units/monsters/animated-rock-die3.png [/frame] [/death] [/unit_type]