Wartbed:Unit data/Movement capabilities

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WARTBED Units movements are defined in a set of abilities, declared per-unit in their script file definitions:
WARTBED Units movements are defined in a set of abilities, declared per-unit in their script file definitions:
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{| class="prettytable" style="background:rgb(180,200,180);border:2px solid black;"
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{| class="prettytable" style="background:rgb(180,200,180);border:2px solid black; float:left; margin-right:1em;"
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|+ Suggested WARTBED movement capabilities
! Positive !! Negative !! Description
! Positive !! Negative !! Description
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All units default to the negative on all abilities (i.e. can't move at all). Movement capabilities must explicitly be turned on. Units inherit the capabilities of their superclass (a wood elf inherits the same movement capabilities as the base elf it specialises), and if it shouldn't have an ability, it must be turned off explicitly (set to the negative).
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<div style="padding:2em">All units default to the negative on all abilities (i.e. can't move at all). Movement capabilities must explicitly be turned on. Units inherit the capabilities of their superclass (a wood elf inherits the same movement capabilities as the base elf it specialises), and if it shouldn't have an ability, it must be turned off explicitly (set to the negative).</div>
[[Category:WARTBED]]
[[Category:WARTBED]]
[[Category:Unit data]]
[[Category:Unit data]]

Revision as of 14:53, 21 March 2009

WARTBED Units movements are defined in a set of abilities, declared per-unit in their script file definitions:

Suggested WARTBED movement capabilities
Positive Negative Description
can cross land can't cross land Normal land movement
landwalker not landwalker Unhampered by difficult terrain
can cross woods can't cross woods Can walk through forests
woodwalker not woodwalker Unhampered by forests
can_cross_water can't cross water Can cross shallow water
can swim can't swim Can cross deep water
can levitate can't levitate Can cross all terrain (but not chasms)
can fly can't fly Can move to any valid area
All units default to the negative on all abilities (i.e. can't move at all). Movement capabilities must explicitly be turned on. Units inherit the capabilities of their superclass (a wood elf inherits the same movement capabilities as the base elf it specialises), and if it shouldn't have an ability, it must be turned off explicitly (set to the negative).
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