Difference between revisions of "UsefulWMLFragments"
From The Battle for Wesnoth Wiki
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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. | ||
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− | [[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
Contents
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)