Difference between revisions of "UsefulWMLFragments"
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[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML. | [[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML. | ||
− | [[WML Scenario Tools]]: Macros directly useful in a scenario. Modify unit. Move unit. Return Unit to Recall List. Trap Unit. Another Move Unit. Change Keep Terrain. Hero die message. Item effect. | + | [[WML Scenario Tools]]: Macros directly useful in a scenario. Modify unit. Move unit. Return Unit to Recall List. Trap Unit. Another Move Unit. Change Keep Terrain. Hero die message. Item effect. |
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[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement. | [[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement. | ||
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[[Rain effect]]: Creating an overlay of rain in a scenario. | [[Rain effect]]: Creating an overlay of rain in a scenario. | ||
− | [[Advanced WML]]: Recruit from a Ship. Point Rotation Scheme. | + | [[Advanced WML]]: Branch on Village Type. Recruit from a Ship. Point Rotation Scheme. |
== See Also == | == See Also == | ||
* [[ReferenceWML]] | * [[ReferenceWML]] |
Revision as of 01:23, 15 August 2006
Useful WML Fragments
Most of the things found here are macros (see PreprocessorRef) that must be copied into a scenario file or another file included first by the campaign, and then used in the scenario (or multiplayer map). Remember that a macro cannot be used at a point before it is defined.
WML Templates: Generic campaign, scenario and unit templates.
WML Utilities: Macros not immediately useful.
ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
WML Scenario Tools: Macros directly useful in a scenario. Modify unit. Move unit. Return Unit to Recall List. Trap Unit. Another Move Unit. Change Keep Terrain. Hero die message. Item effect. MoveExistingUnit: A general way to move a unit from one place to another, displaying its movement.
RandomTraitUnit: Create a unit with two random traits.
Victory Conditions: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
WML Abilities: Knockback. Charm. Bloodlust. Abilities cannot currently be incorporated in the unit type definitions themselves, but must be included in the scenario file.
WML Buildings: Generic Buildings, Light House/Dark Tower, Wishing Well #1, Wishing Well #2.
DroppableItem: Generic item that a unit can carry, and is left on the ground when the unit dies.
A Shop Like Thing: How to add even more RPG elements to your scenarios.
PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.
Rain effect: Creating an overlay of rain in a scenario.
Advanced WML: Branch on Village Type. Recruit from a Ship. Point Rotation Scheme.