Difference between revisions of "Campaign/Forgotten Legacy/General Utils"
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Latest revision as of 12:36, 23 March 2008
# Thank to zookeeper for this file within his RotL campaign #define PUT_IMG IMG X Y [item] x={X} y={Y} image={IMG} [/item] #enddef # Shortcut for IF statements testing the value of a variable. Need to write # [then] and [else] tags manually, though. # # I usually use it like this: # # {IF some_variable equals yes ( # [then] # ... # [/then] # )} #define IF VAR OP VAL CONTENTS [if] [variable] name={VAR} {OP}={VAL} [/variable] {CONTENTS} [/if] #enddef # A variation of the above, testing [have_unit] instead of [variable]. #define IF_HAVEUNIT FILTER CONTENTS [if] [have_unit] {FILTER} [/have_unit] {CONTENTS} [/if] #enddef # A shortcut for [while] testing the value of a variable. Use just like the IF # above. #define WHILE VAR OP VAL CONTENTS [while] [variable] name={VAR} {OP}={VAL} [/variable] [do] {CONTENTS} [/do] [/while] #enddef # A variation of the above, testing for [have_unit] instead of [variable]. #define WHILE_HAVEUNIT FILTER CONTENTS [while] [have_unit] {FILTER} [/have_unit] [do] {CONTENTS} [/do] [/while] #enddef # Sets VAR to FROM, and repeats CONTENTS until VAR equals TO, adding 1 to VAR # every cycle. Quite similar to REPEAT below, this just makes it simpler to # iterate through a dynamic range. If you just need to repeat the same set of # commands, use REPEAT below. # # Example that spawns a row of four skeletons: ((4,5), (5,5), (6,5), (7,5)) # # {ITERATE 4 8 i ( # [unit] # type=Skeleton # x=$i # y=5 # [/unit] # )} #define ITERATE FROM TO VAR CONTENTS {VARIABLE {VAR} {FROM}} {WHILE {VAR} not_equals {TO} ( {CONTENTS} {VARIABLE_OP {VAR} add 1} )} #enddef # Used in conjunction with TIMES (below) to repeat something. You cannot nest # multiple {REPEAT}'s, because every {REPEAT} uses the same variable for # iterating. I might fix this sometime, though. Use this to repeat the same set # of commands, and ITERATE above to iterate through a range of values. # # Example that recalls 4 spearmen for side 1: # # {REPEAT} # [recall] # type=Spearman # side=1 # [/recall] # {TIMES 4} #define REPEAT {VARIABLE REPEAT_i 0} {VARIABLE REPEAT_repeats 1} [while] [variable] name=REPEAT_i less_than=$REPEAT_repeats [/variable] [do] #enddef #define TIMES REPEATS {VARIABLE REPEAT_repeats {REPEATS}} {VARIABLE_OP REPEAT_i add 1} [/do] [/while] {CLEAR_VARIABLE REPEAT_i} {CLEAR_VARIABLE REPEAT_repeats} #enddef # Shorter way of writing a [teleport]. #define TELEPORT FILTER X Y [teleport] [filter] {FILTER} [/filter] x,y={X},{Y} [/teleport] #enddef # Tests if a given unit stands on a given type of terrain. #define IF_UNIT_ON_TERRAIN FILTER LETTER #enddef # Alters a unit variable (such as unit.x, unit.type, unit.side) # # Example that flips all spearmen to side 2: # {MODIFY_UNIT type=Spearman side 2} #define MODIFY_UNIT FILTER VAR VALUE [store_unit] [filter] {FILTER} [/filter] variable=MODIFY_UNIT_store kill=yes [/store_unit] {FOREACH MODIFY_UNIT_store MODIFY_UNIT_i} [set_variable] name=MODIFY_UNIT_store[$MODIFY_UNIT_i].{VAR} value={VALUE} [/set_variable] [unstore_unit] variable=MODIFY_UNIT_store[$MODIFY_UNIT_i] find_vacant=no [/unstore_unit] {NEXT MODIFY_UNIT_i} {CLEAR_VARIABLE MODIFY_UNIT_store} #enddef # Modifies a side. What [modify_side] can do, this can. #define MODIFY_SIDE SIDE VAR VALUE [modify_side] side={SIDE} {VAR}={VALUE} [/modify_side] #enddef # Shortcut for [store_unit]. Does not remove the unit from play. #define SAVE_UNIT FILTER VAR [store_unit] [filter] {FILTER} [/filter] kill=no variable={VAR} [/store_unit] #enddef # Shortcut for [store_unit]. Removes the unit from play. #define STORE_UNIT FILTER VAR [store_unit] [filter] {FILTER} [/filter] kill=yes variable={VAR} [/store_unit] #enddef # Shortcut for [unstore_unit]. #define UNSTORE_UNIT VAR [unstore_unit] variable={VAR} find_vacant=yes [/unstore_unit] #enddef # Stores a variable attribute of a unit to the given variable. # # Example that flips all orcs to whatever side James is on: # # {STORE_UNIT_VAR description=James side side_of_James} # {MODIFY_UNIT race=orc side $side_of_James} #define STORE_UNIT_VAR FILTER VAR TO_VAR [store_unit] [filter] {FILTER} [/filter] kill=no variable=STORE_UNIT_VAR_store [/store_unit] {VARIABLE_OP {TO_VAR} format $STORE_UNIT_VAR_store.{VAR}} {CLEAR_VARIABLE STORE_UNIT_VAR_store} #enddef #define UNIT_OVERLAY FILTER IMAGE {SAVE_UNIT FILTER UNIT_OVERLAY_unit} [unit_overlay] x=$UNIT_OVERLAY_unit.x y=$UNIT_OVERLAY_unit.y image={IMAGE} [/unit_overlay] {CLEAR_VARIABLE UNIT_OVERLAY_unit} #enddef #define REMOVE_UNIT_OVERLAY FILTER IMAGE {SAVE_UNIT FILTER REMOVE_UNIT_OVERLAY_unit} [remove_unit_overlay] x=$REMOVE_UNIT_OVERLAY_unit.x y=$REMOVE_UNIT_OVERLAY_unit.y image={IMAGE} [/remove_unit_overlay] {CLEAR_VARIABLE REMOVE_UNIT_OVERLAY_unit} #enddef #define REDRAW [redraw][/redraw] #enddef #define DELAY TIME [delay] time={TIME} [/delay] #enddef # Shakes the screen a little bit. #define SHORT_RUMBLE [scroll] x,y=32,32 [/scroll] [scroll] x,y=-48,-48 [/scroll] [scroll] x,y=24,24 [/scroll] [scroll] x,y=-12,-12 [/scroll] [scroll] x,y=6,6 [/scroll] [scroll] x,y=-2,-2 [/scroll] #enddef # Shakes the screen a bit more. #define LONG_RUMBLE [scroll] x,y=32,32 [/scroll] [scroll] x,y=-64,-64 [/scroll] [scroll] x,y=48,48 [/scroll] [scroll] x,y=-32,-32 [/scroll] [scroll] x,y=32,32 [/scroll] [scroll] x,y=-16,-16 [/scroll] [scroll] x,y=16,16 [/scroll] [scroll] x,y=-8,-8 [/scroll] [scroll] x,y=4,4 [/scroll] #enddef # Flashes the screen a bit. RGB sets the colour: (255,255,255) makes the flash # white, (255,0,0) red, etc. #define FLASH RGB {VARIABLE FLASH_delay 5} {REPEAT} [colour_adjust] red,green,blue={RGB} [/colour_adjust] [redraw][/redraw] [colour_adjust] red,green,blue=0,0,0 [/colour_adjust] [redraw][/redraw] [delay] time=$FLASH_delay [/delay] {TIMES 2} #enddef # Macro for the event that changes a sleeping gryphon into a normal gryphon when # attacked. #define GRYPHON_WAKEUP_EVENT [event] name=attack first_time_only=no [filter_second] type=Sleeping Gryphon [/filter_second] {MODIFY_UNIT (x,y=$x2,$y2) type Gryphon} [/event] #enddef # Used by FADE_TO_BLACK (below). #define FADE_STEP LIGHTNESS DELAY [colour_adjust] red,green,blue={LIGHTNESS},{LIGHTNESS},{LIGHTNESS} [/colour_adjust] [redraw][/redraw] #enddef # Fades the screen to black using [colour_adjust]. #define FADE_TO_BLACK # {FADE_STEP -16 5} {FADE_STEP -32 5} # {FADE_STEP -48 5} {FADE_STEP -64 5} # {FADE_STEP -80 5} {FADE_STEP -96 5} # {FADE_STEP -112 5} {FADE_STEP -128 5} # {FADE_STEP -144 5} {FADE_STEP -160 5} # {FADE_STEP -176 5} {FADE_STEP -192 5} # {FADE_STEP -208 5} {FADE_STEP -224 5} # {FADE_STEP -240 5} {FADE_STEP -55 5} #enddef # A dummy side is needed for highlights and dummy units. This macro defines a # dummy side to which all dummies belong to. So, any scenario where the macro # HIGHLIGHT_HEX or a regular dummy unit (id=dummy) is used requires this macro # to be used. SIDENUM defines the side number of the dummy side (can be # any valid side number). # # colour=8 (white) is because when highlighting with a dummy unit, a unit halo # of any other colour would be visible. #define DUMMY_SIDE SIDENUM [side] side={SIDENUM} team_name=DUMMY_SIDE_dummies colour=8 no_leader=yes [/side] [event] name=prestart {VARIABLE DUMMY_SIDE_NUM {SIDENUM}} [/event] #enddef # Highlights a hex for a moment by flashing it. Uses [hide_unit], so no units # should be hidden when this macro is used. # # It would be easy to make it work without [hide_unit], though. #define HIGHLIGHT_HEX X Y [scroll_to] x,y={X},{Y} [/scroll_to] [if] [have_unit] x,y={X},{Y} [/have_unit] [then] {REPEAT} [unit_overlay] x,y={X},{Y} image=terrain/highlight.png [/unit_overlay] [redraw][/redraw] [delay] time=50 [/delay] [remove_unit_overlay] x,y={X},{Y} image=terrain/highlight.png [/remove_unit_overlay] [redraw][/redraw] [delay] time=50 [/delay] {TIMES 3} [/then] [else] [unit] side=$DUMMY_SIDE_NUM type=highlight_dummy x,y={X},{Y} [/unit] {REPEAT} [hide_unit] x,y={X},{Y} [/hide_unit] [redraw][/redraw] [delay] time=50 [/delay] [unhide_unit][/unhide_unit] [redraw][/redraw] [delay] time=50 [/delay] {TIMES 3} [kill] x,y={X},{Y} animate=no [/kill] [/else] [/if] #enddef # Includes STUFF only on easy difficulty #define ON_EASY STUFF #ifdef EASY {STUFF} #endif #enddef # Includes STUFF only on normal difficulty #define ON_NORMAL STUFF #ifdef NORMAL {STUFF} #endif #enddef # Includes STUFF only on hard difficulty #define ON_HARD STUFF #ifdef HARD {STUFF} #endif #enddef # Moves a unit from its current location to the given location along a # relatively straight line displaying the movement just like [move_unit_fake] # does. # # Note that setting the destination on an existing unit does not kill either # one, but causes the unit to move to the nearest vacant hex instead. #define MOVE_UNIT FILTER TO_X TO_Y [store_unit] [filter] {FILTER} [/filter] variable=FL_temp kill=no [/store_unit] [scroll_to] x=$FL_temp.x y=$FL_temp.y [/scroll_to] [hide_unit] x=$FL_temp.x y=$FL_temp.y [/hide_unit] {VARIABLE_OP x_coords format ("$FL_temp.x|,{TO_X}")} {VARIABLE_OP y_coords format ("$FL_temp.y|,{TO_Y}")} [move_unit_fake] type=$FL_temp.type x=$x_coords y=$y_coords [/move_unit_fake] [teleport] [filter] {FILTER} [/filter] x,y={TO_X},{TO_Y} [/teleport] [unhide_unit][/unhide_unit] [redraw][/redraw] #enddef #define VICTORY_SMALL_BONUS [endlevel] [gold] amount=($turns-$turn)*25 [/gold] result=victory bonus=no [/endlevel] #enddef
This page was last edited on 23 March 2008, at 12:36.