#textdomain wesnoth-utbs #define KALEH_LEVEL_BONUS # We increase damage by one when we increase the level. [effect] apply_to=attack times=per level increase_damage=1 [/effect] #enddef #define KALEH_ADVANCEMENT HP_INCREMENT XP_INCREMENT EFFECT_WML VARIATION_NAME [advancement] max_times=1 always_display=yes [effect] apply_to=hitpoints increase_total={HP_INCREMENT} increase={HP_INCREMENT} [/effect] [effect] apply_to=max_experience increase={XP_INCREMENT} [/effect] [effect] apply_to=variation name={VARIATION_NAME} [/effect] {EFFECT_WML} [/advancement] #enddef # ADVANCEMENTS: #define KALEH_LEADERSHIP VARIANT_NAME {KALEH_ADVANCEMENT 3 8 ( id=leadership description= _ "a leader in battle" image=units/elves-desert/kaleh-leading.png require_amla="" [effect] apply_to=new_ability [filter] level=2 [/filter] [abilities] {ABILITY_LEADERSHIP_LEVEL_2} [/abilities] [/effect] [effect] apply_to=new_ability [filter] level=3 [/filter] [abilities] {ABILITY_LEADERSHIP_LEVEL_3} [/abilities] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_BOLAS VARIANT_NAME {KALEH_ADVANCEMENT 4 6 ( id=bolas description= _ "trained by Nym in using the bolas" image=attacks/bolas.png require_amla="" [effect] apply_to=new_attack name=bolas description= _"bolas" type=impact range=ranged damage=4 number=2 [specials] {WEAPON_SPECIAL_SLOW} [/specials] icon=attacks/bolas.png [/effect] [effect] apply_to=attack name=bolas times=per level increase_damage=1 [/effect] [effect] apply_to=new_animation [attack_anim] [filter_attack] name=bolas [/filter_attack] missile_start_time=-150 [missile_frame] duration=150 image=projectiles/bolas-n.png image_diagonal=projectiles/bolas-ne.png [/missile_frame] start_time=-300 [frame] image=units/elves-desert/kaleh.png:300 [/frame] {SOUND:HIT_AND_MISS hatchet.wav hatchet-miss.wav -300} {SOUND:SLOW} [/attack_anim] [/effect] ) {VARIANT_NAME}} #enddef # Special macro to add the damage bonus per level. Use only once! #define KALEH_SWORD_FIRST VARIANT_NAME {KALEH_ADVANCEMENT 6 4 ( id=sword description= _ "a better swordsman" image=attacks/sword-elven.png require_amla="" [effect] apply_to=attack range=melee increase_damage=2 [/effect] {KALEH_LEVEL_BONUS} ) {VARIANT_NAME}} #enddef #define KALEH_SWORD VARIANT_NAME {KALEH_ADVANCEMENT 6 4 ( id=sword description= _ "a better swordsman" image=attacks/sword-elven.png require_amla="" [effect] apply_to=attack range=melee increase_damage=2 [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_SWORD2 VARIANT_NAME {KALEH_ADVANCEMENT 6 6 ( id=sword2 description= _ "a better swordsman" image=attacks/sword-elven.png require_amla=sword [effect] apply_to=attack range=melee increase_damage=2 [/effect] ) {VARIANT_NAME}} #enddef # Special macro to add the damage bonus per level. Use only once! #define KALEH_BOW_FIRST VARIANT_NAME {KALEH_ADVANCEMENT 4 4 ( id=bow description= _ "a better archer" image=attacks/bow-elven.png require_amla="" [effect] apply_to=attack name=bow increase_damage=1 increase_attacks=1 [/effect] {KALEH_LEVEL_BONUS} ) {VARIANT_NAME}} #enddef #define KALEH_BOW VARIANT_NAME {KALEH_ADVANCEMENT 4 4 ( id=bow description= _ "a better archer" image=attacks/bow-elven.png require_amla="" [effect] apply_to=attack name=bow increase_damage=1 increase_attacks=1 [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_BOW2 VARIANT_NAME {KALEH_ADVANCEMENT 4 6 ( id=bow2 description= _ "a better archer" image=attacks/bow-elven.png require_amla=bow [effect] apply_to=attack name=bow increase_damage=2 [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_BOW3 VARIANT_NAME {KALEH_ADVANCEMENT 4 8 ( id=bow3 description= _ "a marksman with the bow" image=attacks/bow-elven.png require_amla=bow2 [effect] apply_to=attack name=bow increase_damage=1 [set_specials] {WEAPON_SPECIAL_MARKSMAN} [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_SUSTENANCE VARIANT_NAME {KALEH_ADVANCEMENT 5 8 ( id=sustenance description= _ "gain +20% resistance under the sun" image=attacks/sand-storm.png require_amla=bow [effect] apply_to=new_ability [abilities] [resistance] id=sustenance add=20 max_value=30 apply_to=blade,pierce,impact,fire,cold,arcane [filter_base_value] greater_than=-1 [/filter_base_value] [filter] [filter_location] time_of_day=lawful [/filter_location] [/filter] name= _ "sustenance" description= _ "This unit’s resistances are increased by 20% in daylight, on defense and attack. Vulnerabilities are not affected." affect_self=yes [/resistance] [/abilities] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_ARMOR VARIANT_NAME {KALEH_ADVANCEMENT 6 10 ( id=armor description= _ "gain +10% resistance to blade, pierce and impact" image=attacks/heater-shield.png require_amla="sword,sword2" [effect] apply_to=resistance [resistance] blade=-10 pierce=-10 impact=-10 [/resistance] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_STUN VARIANT_NAME {KALEH_ADVANCEMENT 4 10 ( id=stun description= _ "gain a stunning attack that disrupts enemy ZOC" image=attacks/scimitar.png require_amla="sword" [effect] apply_to=attack name=sword [set_specials] mode=append [dummy] id=stun name= _ "stun" description= _ "This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. Not active on defense." name_inactive= _ "stun" description_inactive= _ "This attack puts enormous pressure on the enemy, disrupting his ZOC if a hit is landed. Not active on defense." active_on=offense [/dummy] [/set_specials] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_CAMOUFLAGE VARIANT_NAME {KALEH_ADVANCEMENT 7 10 ( id=camouflage description= _ "skilled in surviving the desert" image=units/elves-desert/kaleh-defend.png require_amla="" [effect] apply_to=new_ability [abilities] [hides] id=camouflage name= _ "camouflage" name_inactive= _ "camouflage" description= _ "This unit can hide in desert dunes, desert mountains and craters, and remain undetected by its enemies. Enemy units cannot see this unit while it is in desert dunes, desert mountains, oasis and craters, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." description_inactive= _ "This unit can hide in desert dunes, desert mountains and craters, and remain undetected by its enemies. Enemy units cannot see this unit while it is in desert dunes, desert mountains, oasis and craters, except if they have units next to it. Any enemy unit that first discovers this unit immediately loses all its remaining movement." affect_self=yes [filter] [filter_location] terrain=Hd,Md,Dd^Dc,Dd^Do [/filter_location] [/filter] [/hides] [/abilities] [/effect] ) {VARIANT_NAME}} #enddef #define KALEH_BASE id=Kaleh race=elf name= _ "Kaleh of the Quenoth Elves" image=units/elves-desert/kaleh.png movement_type=desert_elf movement=5 profile=portraits/kaleh.png alignment=lawful [leading_anim] start_time=-150 [frame] image=units/elves-desert/kaleh-leading.png:300 [/frame] [/leading_anim] advances_to=null cost=14 usage=fighter description= _ "Kaleh is still a young Elf of the Quenoth, on the verge of adulthood. He trained with his father with the bow and sword, joining him in lighter expeditions and raids. When his father was lost, Kaleh became more serious and solemn than is usual for those who walk under the two suns. He turned inwards for answers and guidance, not knowing how much his people would look towards him for guidance in times to come."+{SPECIAL_NOTES}+{SPECIAL_NOTES_LEADERSHIP}+{SPECIAL_NOTES_MARKSMAN}+{SPECIAL_NOTES_SLOW} die_sound={SOUND_LIST:ELF_HIT} {DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-defend.png" units/elves-desert/kaleh.png {SOUND_LIST:ELF_HIT} melee} {DEFENSE_ANIM_RANGE "units/elves-desert/kaleh-ranged-defend.png" units/elves-desert/kaleh-ranged.png {SOUND_LIST:ELF_HIT} ranged} # Melee damage increased by 1, ranged damage decreased by 1 [attack] name=sword description= _"sword" type=blade range=melee damage=5 number=4 icon=attacks/sword-elven.png [/attack] [attack] name=bow description= _"bow" type=pierce range=ranged damage=2 number=3 icon=attacks/bow-elven.png [/attack] [attack_anim] [filter_attack] name=bow [/filter_attack] missile_start_time=-100 [missile_frame] duration=100 image=projectiles/missile-n.png image_diagonal=projectiles/missile-ne.png [/missile_frame] start_time=-445 [frame] image="units/elves-desert/kaleh-ranged.png:65" [/frame] [frame] image="units/elves-desert/kaleh-ranged-[1~4].png:[65,75*2,130]" [/frame] [frame] image="units/elves-desert/kaleh-ranged.png:65" [/frame] {SOUND:HIT_AND_MISS bow.ogg bow-miss.ogg -380} [/attack_anim] [attack_anim] [filter_attack] name=sword [/filter_attack] start_time=-200 [frame] image=units/elves-desert/kaleh-melee-[1~2].png:[100,200] [/frame] [frame] image=units/elves-desert/kaleh.png:100 [/frame] {SOUND:HIT_AND_MISS {SOUND_LIST:SWORD_SWISH} {SOUND_LIST:MISS} -100} [/attack_anim] #enddef [unit_type] {KALEH_BASE} hitpoints=28 experience=22 level=1 [variation] {KALEH_BASE} hide_help=yes variation_id=Youth inherit=no level=1 hitpoints=28 experience=22 name= _ "Desert Youth" # Special macros to add the damage bonus per level. Use only once! {KALEH_SWORD_FIRST Fighter} {KALEH_BOW_FIRST Fighter} [/variation] # Generic Fighter variation tree. #define KALEH_FIGHTER VARIANT_NAME {KALEH_BOLAS {VARIANT_NAME}} {KALEH_SWORD {VARIANT_NAME}} {KALEH_BOW {VARIANT_NAME}} {KALEH_BOW2 {VARIANT_NAME}} {KALEH_BOW3 {VARIANT_NAME}} {KALEH_CAMOUFLAGE {VARIANT_NAME}} {KALEH_SUSTENANCE {VARIANT_NAME}} {KALEH_ARMOR {VARIANT_NAME}} {KALEH_STUN {VARIANT_NAME}} #enddef [variation] {KALEH_BASE} hide_help=yes variation_id=Fighter inherit=no level=1 hitpoints=28 experience=28 name= _ "Desert Fighter" {KALEH_LEADERSHIP Captain } {KALEH_SWORD2 Hero } {KALEH_FIGHTER Fighter1} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Fighter1 inherit=no level=2 hitpoints=28 experience=40 name= _ "Desert Fighter" {KALEH_LEADERSHIP Captain2} {KALEH_SWORD2 Hero2 } {KALEH_FIGHTER Fighter2} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Fighter2 inherit=no level=2 hitpoints=28 experience=50 name= _ "Desert Fighter" {KALEH_LEADERSHIP Captain3} {KALEH_SWORD2 Hero3 } {KALEH_FIGHTER Fighter3} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Fighter3 inherit=no level=3 hitpoints=28 experience=80 name= _ "Desert Fighter" {KALEH_LEADERSHIP Captain3} {KALEH_SWORD2 Hero3 } {KALEH_FIGHTER Fighter3} [/variation] # Captain variation tree - reached when leadership is chosen # disables sword2 and thus armor # reduces XP requirements by 3 per variation #define KALEH_CAPTAIN VARIANT_NAME {KALEH_LEADERSHIP {VARIANT_NAME}} {KALEH_FIGHTER {VARIANT_NAME}} #enddef [variation] {KALEH_BASE} hide_help=yes variation_id=Captain inherit=no level=2 hitpoints=28 experience=37 name= _ "Desert Captain" {KALEH_CAPTAIN Captain2} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Captain2 inherit=no level=2 hitpoints=28 experience=44 name= _ "Desert Captain" {KALEH_CAPTAIN Captain3} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Captain3 inherit=no level=3 hitpoints=28 experience=71 name= _ "Desert Marshal" {KALEH_CAPTAIN Captain3} {AMLA_DEFAULT} [+advancement] require_amla=leadership,bolas,camouflage,bow,bow2,bow3,sword,sustenance,stun [/advancement] [/variation] # Hero variation tree - reached when sword2 is chosen # disables leadership # gives +3 HP per variation #define KALEH_HERO VARIANT_NAME {KALEH_SWORD2 {VARIANT_NAME}} {KALEH_FIGHTER {VARIANT_NAME}} #enddef [variation] {KALEH_BASE} hide_help=yes variation_id=Hero inherit=no level=2 hitpoints=31 experience=40 name= _ "Desert Hero" {KALEH_HERO Hero2} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Hero2 inherit=no level=2 hitpoints=34 experience=50 name= _ "Desert Hero" {KALEH_HERO Hero3} [/variation] [variation] {KALEH_BASE} hide_help=yes variation_id=Hero3 inherit=no level=3 hitpoints=37 experience=80 name= _ "Desert Champion" {KALEH_HERO Hero3} {AMLA_DEFAULT} [+advancement] require_amla=armor,bolas,camouflage,bow,bow2,bow3,sword,sword2,sustenance,stun [/advancement] [/variation] [/unit_type]