UsefulWMLFragments: Difference between revisions
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== Useful WML Fragments == | == Useful WML Fragments == | ||
NOTES ABOUT ADDING PAGES: Don't add new pages here. Find a category in which your code fits and add it to that page. | |||
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. | 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. | ||
For a step by step instruction, look here: [[HowTo: IncludeMacros]] and then here: [[HowTo: UseMacros]] | |||
High level macros often require the lower level macros found in ProgrammingMacros, Utilities, and Scenario Tools. | High level macros often require the lower level macros found in ProgrammingMacros, Utilities, and Scenario Tools. | ||
[[WML | === Logic Structure Macros === | ||
*[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML. | |||
*[[WML Utilities]]: Macros to assist other macros. Test Value of Variable. If Have Unit. Store Unit Attribute. Filter by Terrain. Iterate. Overlay with Filter. Determine Opposite Coordinates. | |||
[[ | === Campaign Tools === | ||
*[[WML Scenario Tools]]: Macros directly useful in a scenario. Modify unit. Give villages to a side. Return Unit to Recall List. Trap Unit. Change Keep Terrain. Hero die message. Item effect. | |||
*[[WML Dialog Tools]]: Macros useful for unit dialog/storyboarding. Character Speaker, Blank story section, Delays and Fades. | |||
*[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios. | |||
[[ | ==== Map Tools ==== | ||
*[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios. | |||
*[[Rain effect]]: Creating an overlay of rain in a scenario. | |||
[[WML Abilities]]: Knockback. Charm. Bloodlust. Abilities cannot currently be incorporated in the unit type definitions themselves, but must be included in the scenario file. | ==== Unit Tools ==== | ||
*[[MoveExistingUnit]]: Move a unit from one place to another, displaying its movement. Move Unit 1. Move Unit 2. Move Unit 3. | |||
*[[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]]: Generic Buildings, Light House/Dark Tower, Wishing Well #1, Wishing Well #2. | |||
*[[RandomTraitUnit]]: Create a unit with two random traits. (very simple.) (updated) | |||
[[ | ==== Item Tools ==== | ||
*[[DroppableItem]]: Generic item that a unit can carry, and is left on the ground when the unit dies. | |||
[[ | === Multiplayer Tools === | ||
*[[PseudoRandom]]: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy. | |||
[[ | === Advanced WML === | ||
*[[Advanced WML]]: Branch on Village Type. Recruit from a Ship. Point Rotation Scheme. | |||
[[ | === Templates === | ||
*[[WML Templates]]: Generic campaign, scenario and unit templates. (updated) | |||
== See Also == | == See Also == | ||
Revision as of 13:40, 9 April 2007
Useful WML Fragments
NOTES ABOUT ADDING PAGES: Don't add new pages here. Find a category in which your code fits and add it to that page.
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.
For a step by step instruction, look here: HowTo: IncludeMacros and then here: HowTo: UseMacros
High level macros often require the lower level macros found in ProgrammingMacros, Utilities, and Scenario Tools.
Logic Structure Macros
- ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
- WML Utilities: Macros to assist other macros. Test Value of Variable. If Have Unit. Store Unit Attribute. Filter by Terrain. Iterate. Overlay with Filter. Determine Opposite Coordinates.
Campaign Tools
- WML Scenario Tools: Macros directly useful in a scenario. Modify unit. Give villages to a side. Return Unit to Recall List. Trap Unit. Change Keep Terrain. Hero die message. Item effect.
- WML Dialog Tools: Macros useful for unit dialog/storyboarding. Character Speaker, Blank story section, Delays and Fades.
- Victory Conditions: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
Map Tools
- A Shop Like Thing: How to add even more RPG elements to your scenarios.
- Rain effect: Creating an overlay of rain in a scenario.
Unit Tools
- MoveExistingUnit: Move a unit from one place to another, displaying its movement. Move Unit 1. Move Unit 2. Move Unit 3.
- 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: Generic Buildings, Light House/Dark Tower, Wishing Well #1, Wishing Well #2.
- RandomTraitUnit: Create a unit with two random traits. (very simple.) (updated)
Item Tools
- DroppableItem: Generic item that a unit can carry, and is left on the ground when the unit dies.
Multiplayer Tools
- PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.
Advanced WML
- Advanced WML: Branch on Village Type. Recruit from a Ship. Point Rotation Scheme.
Templates
- WML Templates: Generic campaign, scenario and unit templates. (updated)
See Also
This page was last edited on 9 April 2007, at 13:40.