Difference between revisions of "UsefulWMLFragments"
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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. | 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. | ||
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+ | High level macros often require the lower level macros found in ProgrammingMacros, Utilities, and Scenario Tools. | ||
[[WML Templates]]: Generic campaign, scenario and unit templates. | [[WML Templates]]: Generic campaign, scenario and unit templates. |
Revision as of 12:33, 7 October 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.
High level macros often require the lower level macros found in ProgrammingMacros, Utilities, and Scenario Tools.
WML Templates: Generic campaign, scenario and unit templates.
ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
WML Utilities: Macros to assist other macros. Test Value of Variable. If Have Unit. Store Unit Attribute. Filter by Terrain. Iterate. Overlay with Filter. Determine Opposite Coordinates.
WML Scenario Tools: Macros directly useful in a scenario. Modify unit. Return Unit to Recall List. Trap Unit. Change Keep Terrain. Hero die message. Item effect.
MoveExistingUnit: Move a unit from one place to another, displaying its movement. Move Unit 1. Move Unit 2. Move Unit 3.
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.
RandomTraitUnit: Create a unit with two random traits.
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.