Difference between revisions of "UsefulWMLFragments"

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== Useful WML Fragments ==
 
== Useful WML Fragments ==
  
Most of the things found here are 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.
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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.
[[WML Templates]]: Generic campaign, scenario and unit templates.
 
  
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Also, when creating or using macros, please remember: Every macro must generate a WML fragment which would be syntactically balanced and correct by itself. Unbalanced macros confuse our maintenance and sanity-checking tools, creating extra work and headaches for the already-overworked WML maintainers.
''There is overlap between WML_Utilities, ProgrammingMacros, and WML_Macros.
 
Working on resolving this.''
 
  
[[WML Utilities]]: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on. Also some utility macros for more complex tasks, such as mirroring hex coordinates. Generally useful, scenario-independent little helpers.
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'''Note: some of the code here is outdated or otherwise poor. It's not advisable to blindly copy-paste code from here and expect it to work on recent Wesnoth versions or assume that the recent versions don't support a simpler and less hacky way of doing the same thing.'''
  
[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML.
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Some things '''not''' to do here:
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* Don't add macros that duplicate things in [http://www.wesnoth.org/macro-reference.xhtml the core macro library].
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* Don't add macros that are trivial syntax shortcuts.
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* Don't add macros that generate unbalanced syntax fragments.
  
[[WML Macros]]: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on.
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Try to avoid adding pages here. It is better to find a category in which your code fits and add it to that page.
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[[WML Scenario Tools]]: Branch on Village Type, Recruit from a Ship.
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=== Logic Structure Macros ===
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*[[WML Utilities]]: Macros to assist other macros. Overlay with Filter. Determine Opposite Coordinates. Find nearest hex(es)
  
[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement.
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==== RPG Tools ====
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*[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios.
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*[[CutsceneWML]]: Fixed MOVE_TO event (uses FIND_NEARBY from [[WML Utilities]]), move + exit to recall list, define character dialogue and a "main character", grant unlimited moves.*
  
[[RandomTraitUnit]]: A series of macros to create a unit with two random traits.
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==== Music Tools ====
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*[[WML Musical Moods]]: Groups the Wesnoth music (as of 1.7.x) into "moods" and defines macros for playing randomly songs from these pools and for quickly switching music.
  
[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
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==== Unit Tools ====
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*[[WML Abilities]]: Knockback. Charm. Bloodlust.
  
[[WML Abilities]]: Unit abilities and specials implemented in WML. Cannot currently be incorporated in the unit type definitions themselves, but must be individually included in every scenario in which they should work.
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==== Item Tools ====
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*[[DroppableItem]]: For placing items on the terrain upon death of a unit.
  
[[WML Buildings]]: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2.
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==== Map Tools ====
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*[[FloodWML]]: Macros to create a flood of a certain terrain type spreading across the map.
  
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.
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=== Advanced WML ===
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*[[Advanced Optimisations and Hacks]]: If you're coding something really complex, this might come handy
  
[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios.
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== See Also ==
  
[[PseudoRandom]]: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.
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* [[ReferenceWML]]
 
 
[[Rain effect]]: Creating an overlay of rain in a scenario.
 
 
 
[[Advanced WML]]: Point Rotation Scheme.
 
  
== See Also ==
 
  
* [[ReferenceWML]]
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[[Category: UsefulWMLFragments|*]]

Latest revision as of 13:27, 13 September 2022

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.

Also, when creating or using macros, please remember: Every macro must generate a WML fragment which would be syntactically balanced and correct by itself. Unbalanced macros confuse our maintenance and sanity-checking tools, creating extra work and headaches for the already-overworked WML maintainers.

Note: some of the code here is outdated or otherwise poor. It's not advisable to blindly copy-paste code from here and expect it to work on recent Wesnoth versions or assume that the recent versions don't support a simpler and less hacky way of doing the same thing.

Some things not to do here:

  • Don't add macros that duplicate things in the core macro library.
  • Don't add macros that are trivial syntax shortcuts.
  • Don't add macros that generate unbalanced syntax fragments.

Try to avoid adding pages here. It is better to find a category in which your code fits and add it to that page.

Logic Structure Macros

  • WML Utilities: Macros to assist other macros. Overlay with Filter. Determine Opposite Coordinates. Find nearest hex(es)

RPG Tools

  • A Shop Like Thing: How to add even more RPG elements to your scenarios.
  • CutsceneWML: Fixed MOVE_TO event (uses FIND_NEARBY from WML Utilities), move + exit to recall list, define character dialogue and a "main character", grant unlimited moves.*

Music Tools

  • WML Musical Moods: Groups the Wesnoth music (as of 1.7.x) into "moods" and defines macros for playing randomly songs from these pools and for quickly switching music.

Unit Tools

Item Tools

  • DroppableItem: For placing items on the terrain upon death of a unit.

Map Tools

  • FloodWML: Macros to create a flood of a certain terrain type spreading across the map.

Advanced WML

See Also

This page was last edited on 13 September 2022, at 13:27.