Difference between revisions of "UsefulWMLFragments"
From The Battle for Wesnoth Wiki
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=== Campaign Tools === | === Campaign Tools === | ||
*[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios. | *[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios. | ||
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+ | === RPG Tools === | ||
+ | *[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios. | ||
+ | *[[CutsceneWML]]: Fixed MOVE_TO event (uses FIND_NEARBY), move + exit to recall list, define character dialogue and a "main character", grant unlimited moves. | ||
==== Music Tools ==== | ==== Music Tools ==== | ||
*[[WML Musical Moods]]: Groups the Wesnoth music (as of 1.7.x) into "moods" and defines macros for playing randomly songs from these pools and for quickly switching music. | *[[WML Musical Moods]]: Groups the Wesnoth music (as of 1.7.x) into "moods" and defines macros for playing randomly songs from these pools and for quickly switching music. | ||
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==== Unit Tools ==== | ==== Unit Tools ==== |
Revision as of 06:27, 29 September 2009
Contents
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.
Some things not to do here:
- Don't add macros that duplicate things in the core macro library.
- Don't add macros that are trivial syntax shortcuts.
- Don't add macros that generate unbalanced syntax fragments.
Try to avoid adding pages here. It is better to find a category in which your code fits and add it to that page.
Logic Structure Macros
- WML Utilities: Macros to assist other macros. Filter by Terrain. Iterate. Overlay with Filter. Determine Opposite Coordinates. Find nearest hex(es)
Campaign Tools
- Victory Conditions: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
RPG Tools
- A Shop Like Thing: How to add even more RPG elements to your scenarios.
- CutsceneWML: Fixed MOVE_TO event (uses FIND_NEARBY), move + exit to recall list, define character dialogue and a "main character", grant unlimited moves.
Music Tools
- WML Musical Moods: Groups the Wesnoth music (as of 1.7.x) into "moods" and defines macros for playing randomly songs from these pools and for quickly switching music.
Unit Tools
- 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.
Item Tools
- DroppableItem: Macros to drop items. Currently only macros for dropping items on unit death including a permenant item that can be picked up, and dropped, multiple times by different units.
Advanced WML
- Advanced WML: Branch on Village Type. Recruit from a Ship. Point Rotation Scheme. Store Reachable Locations.
Templates
- WML Templates: Generic campaign, scenario and unit templates. (updated)