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 | + | 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 Templates]]: Generic campaign, scenario and unit templates. | ||
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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. | ||
− | [[RandomTraitUnit]]: | + | [[RandomTraitUnit]]: Create a unit with two random traits. |
[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios. | [[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios. | ||
− | [[WML Abilities]]: | + | [[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]]: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2. | [[WML Buildings]]: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2. | ||
− | [[DroppableItem]]: | + | [[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. | [[A Shop Like Thing]]: How to add even more RPG elements to your scenarios. |
Revision as of 23:33, 30 July 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.
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.
ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
WML Macros: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on.
WML Scenario Tools: Branch on Village Type, Recruit from a Ship.
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: The Basic Building Template, Light House, 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: Point Rotation Scheme.