Difference between revisions of "BuildingScenariosSamples"
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to flash the screen red for a moment, we might go, | to flash the screen red for a moment, we might go, | ||
− | + | [colour_adjust] | |
− | + | red=200 | |
− | + | [/colour_adjust] | |
− | + | ||
− | + | [delay] | |
− | + | time=20 | |
− | + | [/delay] | |
− | + | ||
− | + | [colour_adjust] | |
+ | red=0 | ||
+ | [/colour_adjust] | ||
A unit remarking what a tough fight it was when they kill an Ogre: | A unit remarking what a tough fight it was when they kill an Ogre: | ||
− | + | [event] | |
− | + | name=die | |
− | + | [filter] | |
− | + | type=Ogre | |
− | + | [/filter] | |
− | + | ||
− | + | [message] | |
− | + | speaker=second_unit | |
− | + | message= _ "Whew! That was a tough fight!" | |
− | + | [/message] | |
− | + | [/event] | |
− | Konrad remarks that he is scared at the start of a scenario: | + | Konrad remarks that he is scared at the start of a scenario: |
− | |||
− | + | [event] | |
− | + | name=start | |
− | + | [message] | |
− | + | speaker=Konrad | |
− | + | message= _ "I feel uneasy about this place" | |
− | + | [/message] | |
− | + | [/event] | |
− | |||
A selection of which way they should go at the end of a scenario: | A selection of which way they should go at the end of a scenario: | ||
− | + | [event] | |
− | + | name=victory | |
− | + | [message] | |
− | + | speaker=narrator | |
− | + | message= _ "Which way do you wish to go?" | |
− | + | [option] | |
− | + | message= _ "North" | |
− | + | [command] | |
− | + | [endlevel] | |
− | + | result=victory | |
− | + | next_scenario="Northern Advance" | |
− | + | [/endlevel] | |
− | + | [/command] | |
− | + | [/option] | |
− | + | [option] | |
− | + | message= _ "South" | |
− | + | [command] | |
− | + | [endlevel] | |
− | + | result=victory | |
− | + | next_scenario="Southern Citadel" | |
− | + | [/endlevel] | |
− | + | [/command] | |
− | + | [/option] | |
− | + | [/message] | |
− | + | [/event] | |
− | |||
− | |||
− | |||
Suppose you want to make it so that if a certain character, we will call him Fred the Peasant, survives in a certain | Suppose you want to make it so that if a certain character, we will call him Fred the Peasant, survives in a certain | ||
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but return in a later scenario. We can do this in the first scenario: | but return in a later scenario. We can do this in the first scenario: | ||
− | + | [event] | |
− | + | name=victory | |
− | + | [if] | |
− | + | [have_unit] | |
− | + | id=Fred | |
− | + | [/have_unit] | |
− | + | [then] | |
− | + | [message] | |
− | + | speaker=Fred | |
− | + | message= _ "I must go now, friends, but will return later!" | |
− | + | [/message] | |
− | + | ||
− | + | [kill] | |
− | + | id=Fred | |
− | + | [/kill] | |
− | + | ||
− | + | [set_variable] | |
− | + | name=fred_is_alive | |
− | + | value=yes | |
+ | [/set_variable] | ||
+ | [/then] | ||
[/if] | [/if] | ||
− | + | [/event] | |
This makes it so that if Fred is alive, he says something, then is removed from the game, and the variable | This makes it so that if Fred is alive, he says something, then is removed from the game, and the variable | ||
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In a later scenario, we can use the following code: | In a later scenario, we can use the following code: | ||
− | + | [event] | |
− | + | name=turn 7 | |
− | + | [if] | |
− | + | [variable] | |
− | + | name=fred_is_alive | |
− | + | equals=yes | |
− | + | [/variable] | |
− | + | [then] | |
− | + | [unit] | |
− | + | id=Fred | |
− | + | name= _ "Fred" | |
− | + | side=1 | |
− | + | type=Peasant | |
− | + | x,y=8,1 | |
− | + | [/unit] | |
− | + | ||
− | + | [message] | |
− | + | speaker=Fred | |
− | + | message= _ "I have returned to aid you friends!" | |
− | + | [/message] | |
− | + | [/then] | |
− | + | [else] | |
− | + | [message] | |
− | + | speaker=Konrad | |
− | + | message= _ "I wish Fred were still alive. He would know what to do!" | |
− | + | [/message] | |
− | + | [/else] | |
− | + | [/if] | |
+ | [/event] | ||
If the variable 'fred_is_alive' equals 'yes' then this will create a unit, Fred, a Peasant, at (8,1), and he will give a | If the variable 'fred_is_alive' equals 'yes' then this will create a unit, Fred, a Peasant, at (8,1), and he will give a | ||
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hate the undead, and if so, and get it to say something: | hate the undead, and if so, and get it to say something: | ||
− | + | [role] | |
− | + | role=undead_hater | |
− | + | type=Mage of Light,Paladin,White Mage | |
− | + | [/role] | |
− | + | ||
− | + | [message] | |
− | + | role=undead_hater | |
− | + | message= _ "The foul hordes of the undead approach, this battle will surely be tough!" | |
− | + | [/message] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
== See Also == | == See Also == | ||
* [[BuildingScenarios]] | * [[BuildingScenarios]] | ||
* [[UsefulWMLFragments]] | * [[UsefulWMLFragments]] | ||
+ | |||
+ | [[Category:Create]] |
Latest revision as of 18:49, 11 March 2014
This page contains basic examples of WML. For more examples, you can look at the data of Wesnoth using a text editor.
to flash the screen red for a moment, we might go,
[colour_adjust] red=200 [/colour_adjust] [delay] time=20 [/delay] [colour_adjust] red=0 [/colour_adjust]
A unit remarking what a tough fight it was when they kill an Ogre:
[event] name=die [filter] type=Ogre [/filter] [message] speaker=second_unit message= _ "Whew! That was a tough fight!" [/message] [/event]
Konrad remarks that he is scared at the start of a scenario:
[event] name=start [message] speaker=Konrad message= _ "I feel uneasy about this place" [/message] [/event]
A selection of which way they should go at the end of a scenario:
[event] name=victory [message] speaker=narrator message= _ "Which way do you wish to go?" [option] message= _ "North" [command] [endlevel] result=victory next_scenario="Northern Advance" [/endlevel] [/command] [/option] [option] message= _ "South" [command] [endlevel] result=victory next_scenario="Southern Citadel" [/endlevel] [/command] [/option] [/message] [/event]
Suppose you want to make it so that if a certain character, we will call him Fred the Peasant, survives in a certain scenario, he will leave, but return in a later scenario. We can do this in the first scenario:
[event] name=victory [if] [have_unit] id=Fred [/have_unit] [then] [message] speaker=Fred message= _ "I must go now, friends, but will return later!" [/message] [kill] id=Fred [/kill] [set_variable] name=fred_is_alive value=yes [/set_variable] [/then] [/if] [/event]
This makes it so that if Fred is alive, he says something, then is removed from the game, and the variable 'fred_is_alive' is set to yes.
In a later scenario, we can use the following code:
[event] name=turn 7 [if] [variable] name=fred_is_alive equals=yes [/variable] [then] [unit] id=Fred name= _ "Fred" side=1 type=Peasant x,y=8,1 [/unit] [message] speaker=Fred message= _ "I have returned to aid you friends!" [/message] [/then] [else] [message] speaker=Konrad message= _ "I wish Fred were still alive. He would know what to do!" [/message] [/else] [/if] [/event]
If the variable 'fred_is_alive' equals 'yes' then this will create a unit, Fred, a Peasant, at (8,1), and he will give a greeting message. Otherwise, Konrad will lament Fred being dead.
Suppose the player has just come across some undead, you might like to find if the player has a unit that would truly hate the undead, and if so, and get it to say something:
[role] role=undead_hater type=Mage of Light,Paladin,White Mage [/role] [message] role=undead_hater message= _ "The foul hordes of the undead approach, this battle will surely be tough!" [/message]