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. | ||
− | [[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers | + | [[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers. |
− | [[WishingWell]]: Hero(es) can get boosts for traits at a wishing well | + | [[Hardcore WML]]: Ways of accomplishing some unusual things with WML. |
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+ | [[WishingWell]]: Hero(es) can get boosts for traits at a wishing well. | ||
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die. | [[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die. |
Revision as of 17:13, 14 January 2006
Useful WML Fragments
WmlTemplates: Campaign, scenario and unit templates, for the lazy ;)
Currently, these are all macros (see PreprocessorRef) that may 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.
ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
WmlMacros: Simple functions such as store/unstore, variable formatting, item triggers.
Hardcore WML: Ways of accomplishing some unusual things with WML.
WishingWell: Hero(es) can get boosts for traits at a wishing well.
DroppableItem: A macro to create items that units can carry, that are left on the ground when those units die.
RandomTraitUnit: A series of macros to create a unit with two random traits.
PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.
MoveExistingUnit: A general way to move a unit from one place to another, displaying its movement.
BranchOnVillageType: Crude hack for branching on village type.
Rain effect: Creating an overlay of rain in a scenario.
Victory Conditions: Macros for different kinds of victory conditions, for example victory by controlling x% of villages on the map. Also suitable for multiplayer scenarios.