#textdomain wesnoth
# Traits for the [modifications] clause of SingleWML descriptions

#define TRAIT_LOYAL
    # Units with trait Loyal have no upkeep.
    [trait]
        id=loyal
        male_name= _ "loyal"
        female_name= _ "female^loyal"
        description= _ "Zero upkeep"
        [effect]
            apply_to=loyal
        [/effect]
    [/trait]
#enddef

#define TRAIT_UNDEAD
    # Units with trait Undead cannot be drained, poisoned or plagued.
    [trait]
        id=undead
        availability="musthave"
        male_name= _ "undead"
        female_name= _ "female^undead"
        description= _ "Immune to drain, poison and plague"
        [effect]
            apply_to=status
            add=not_living
        [/effect]
    [/trait]
#enddef

#define TRAIT_MECHANICAL
    # Units with trait Mechanical cannot be drained, poisoned or plagued.
    [trait]
        id=mechanical
        availability="musthave"
        male_name= _ "mechanical"
        female_name= _ "female^mechanical"
        description= _ "Immune to drain, poison and plague"
        [effect]
            apply_to=status
            add=not_living
        [/effect]
    [/trait]
#enddef

#define TRAIT_STRONG
    # Units with trait Strong get a +1 increment in hitpoints and melee damage.
    [trait]
        id=strong
        male_name= _ "strong"
        female_name= _ "female^strong"
        [effect]
            apply_to=attack
            range=melee
            increase_damage=1
        [/effect]
        [effect]
            apply_to=hitpoints
            increase_total=1
        [/effect]
    [/trait]
#enddef

#define TRAIT_DEXTROUS
    # Units with trait Dextrous get a +1 to ranged damage.
    [trait]
        id=dextrous
        male_name= _ "dextrous"
        female_name= _ "female^dextrous"
        [effect]
            apply_to=attack
            range=ranged
            increase_damage=1
        [/effect]
    [/trait]
#enddef

#define TRAIT_QUICK
    # Units with trait Quick have +1 movement and 5% less hitpoints.
    [trait]
        id=quick
        male_name= _ "quick"
        female_name= _ "female^quick"
        [effect]
            apply_to=movement
            increase=1
        [/effect]
        [effect]
            apply_to=hitpoints
            increase_total=-5%
        [/effect]
    [/trait]
#enddef

#define TRAIT_INTELLIGENT
    # Units with trait Intelligent get a 20% decrease in XP required to advance.
    [trait]
        id=intelligent
        male_name= _ "intelligent"
        female_name= _ "female^intelligent"
        [effect]
            apply_to=max_experience
            increase=-20%
        [/effect]
    [/trait]
#enddef

#define TRAIT_RESILIENT
    # Units with trait Resilient get 4 more HP plus 1 per level.
    [trait]
        id=resilient
        male_name= _ "resilient"
        female_name= _ "female^resilient"
        [effect]
            apply_to=hitpoints
            increase_total=4
        [/effect]
        [effect]
            apply_to=hitpoints
            times=per level
            increase_total=1
        [/effect]
    [/trait]
#enddef

#define TRAIT_HEALTHY
    # Units with trait Healthy get 1 more HP plus 1 per level and can move and rest in the same turn.
    # They also suffer a quarter less damage from poison.
    [trait]
        id=healthy
        male_name= _ "healthy"
        female_name= _ "female^healthy"
        description= _ "Can rest while moving, takes a quarter less poison damage"
        [effect]
            apply_to=hitpoints
            increase_total=1
        [/effect]
        [effect]
            apply_to=hitpoints
            times=per level
            increase_total=1
        [/effect]
    [/trait]
#enddef

#define TRAIT_FEARLESS
    # Units with trait Fearless fight normally during unfavorable day/night times.
    [trait]
        id=fearless
        male_name= _ "fearless"
        female_name= _ "female^fearless"
        description= _ "Fights normally during unfavorable times of day/night"
    [/trait]
#enddef

#define TRAIT_FEARLESS_MUSTHAVE
    # A clone of the above that would be generated even if random
    # trait generation is not used. This is needed for WCs and
    # Soullesses
    [trait]
        id=fearless
        availability="musthave"
        male_name= _ "fearless"
        female_name= _ "female^fearless"
        description= _ "Fights normally during unfavorable times of day/night"
    [/trait]
#enddef

#define TRAIT_WEAK
    # Units with trait Weak get a -1 increment in hitpoints and melee damage.
    [trait]
        id=weak
        male_name= _ "weak"
        female_name= _ "female^weak"
        [effect]
            apply_to=attack
            range=melee
            increase_damage=-1
        [/effect]
        [effect]
            apply_to=hitpoints
            increase_total=-1
        [/effect]
    [/trait]
#enddef

#define TRAIT_SLOW
    # Units with trait Slow have -1 movement and 5% more hitpoints.
    [trait]
        id=slow
        male_name= _ "slow"
        female_name= _ "female^slow"
        [effect]
            apply_to=movement
            increase=-1
        [/effect]
        [effect]
            apply_to=hitpoints
            increase_total=5%
        [/effect]
    [/trait]
#enddef

#define TRAIT_DIM
    # Units with trait Dim get a 20% increase in XP required to advance.
    [trait]
        id=dim
        male_name= _ "dim"
        female_name= _ "female^dim"
        [effect]
            apply_to=max_experience
            increase=20%
        [/effect]
    [/trait]
#enddef
