Difference between revisions of "An effect that changes icons"
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== An effect that changes icons == | == An effect that changes icons == | ||
Want to make this work? | Want to make this work? | ||
− | + | [object] | |
− | + | name= _ "Flaming Sword" | |
− | + | image=items/flame-sword.png | |
− | + | description= _ "This sword deals 50% more damage than other swords and deals fire damage." | |
− | + | [effect] | |
− | + | apply_to=attack | |
− | + | name=sword | |
− | + | set_type=fire | |
− | + | increase_damage=50% | |
− | + | '''set_icon=attacks/sword-flaming.png''' | |
− | + | [/effect] | |
− | + | [/object] | |
Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered). | Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered). | ||
− | + | #define UPDATE_ICONS | |
− | + | #It searches through all the effects of all the items, looking for a set_icon tag. | |
− | + | #When it finds one, it finds all attacks with the same name as the name that the | |
− | + | #attack affects, and changes their icons. This works only until the next advancement, | |
− | + | #then it has to be reapplied. It might check for other properties of the attack filter | |
− | + | #of the unit, just needs a little bit of tweaking. | |
− | + | [store_unit] | |
− | + | [filter] | |
− | + | x,y=$x1,$y1 | |
− | + | [/filter] | |
− | + | variable=advanced | |
− | + | kill=no | |
− | + | [/store_unit] | |
{FOREACH advanced.modifications.object i} | {FOREACH advanced.modifications.object i} | ||
− | + | {FOREACH advanced.modifications.object[$i].effect j} | |
− | + | [if] | |
− | + | [variable] | |
− | + | name=advanced.modifications.object[$i].effect[$j].set_icon | |
− | + | contains="png" | |
− | + | [/variable] | |
− | + | [then] | |
− | + | {VARIABLE attack_name $advanced.modifications.object[$i].effect[$j].name} | |
− | + | {FOREACH advanced.attack k} | |
− | + | [if] | |
− | + | [variable] | |
− | + | name=advanced.attack[$k].name | |
− | + | equals=$attack_name | |
− | + | [/variable] | |
− | + | [then] | |
− | + | {VARIABLE advanced.attack[$k].icon $advanced.modifications.object[$i].effect[$j].set_icon} | |
− | + | [/then] | |
− | + | [/if] | |
− | + | {NEXT k} | |
− | + | [/then] | |
− | + | [/if] | |
− | + | {NEXT j} | |
{NEXT i} | {NEXT i} | ||
− | + | [unstore_unit] | |
variable=advanced | variable=advanced | ||
− | + | find_vacant=no | |
[/unstore_unit] | [/unstore_unit] | ||
− | + | {CLEAR_VARIABLE advanced} | |
− | + | #enddef |
Revision as of 18:12, 12 October 2013
An effect that changes icons
Want to make this work? [object]
name= _ "Flaming Sword" image=items/flame-sword.png description= _ "This sword deals 50% more damage than other swords and deals fire damage." [effect] apply_to=attack name=sword set_type=fire increase_damage=50% set_icon=attacks/sword-flaming.png [/effect]
[/object]
Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered).
- define UPDATE_ICONS
#It searches through all the effects of all the items, looking for a set_icon tag. #When it finds one, it finds all attacks with the same name as the name that the #attack affects, and changes their icons. This works only until the next advancement, #then it has to be reapplied. It might check for other properties of the attack filter #of the unit, just needs a little bit of tweaking. [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=advanced kill=no [/store_unit] {FOREACH advanced.modifications.object i} {FOREACH advanced.modifications.object[$i].effect j} [if] [variable] name=advanced.modifications.object[$i].effect[$j].set_icon contains="png" [/variable] [then] {VARIABLE attack_name $advanced.modifications.object[$i].effect[$j].name} {FOREACH advanced.attack k} [if] [variable] name=advanced.attack[$k].name equals=$attack_name [/variable] [then] {VARIABLE advanced.attack[$k].icon $advanced.modifications.object[$i].effect[$j].set_icon} [/then] [/if] {NEXT k} [/then] [/if] {NEXT j} {NEXT i} [unstore_unit] variable=advanced find_vacant=no [/unstore_unit] {CLEAR_VARIABLE advanced}
- enddef