UsefulWMLFragments: Difference between revisions

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[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML.
[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML.


[[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers
[[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers.


[[WishingWell]]: Hero(es) can get boosts for traits at a wishing well
[[Hardcore WML]]: Ways of accomplishing some unusual things with WML.
 
[[WishingWell]]: Hero(es) can get boosts for traits at a wishing well.


[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.

Revision as of 17:13, 14 January 2006

Useful WML Fragments

WmlTemplates: Campaign, scenario and unit templates, for the lazy ;)

Currently, these are all macros (see PreprocessorRef) that may 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.


ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.

WmlMacros: Simple functions such as store/unstore, variable formatting, item triggers.

Hardcore WML: Ways of accomplishing some unusual things with WML.

WishingWell: Hero(es) can get boosts for traits at a wishing well.

DroppableItem: A macro to create items that units can carry, that are left on the ground when those units die.

RandomTraitUnit: A series of macros to create a unit with two random traits.

PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.

MoveExistingUnit: A general way to move a unit from one place to another, displaying its movement.

BranchOnVillageType: Crude hack for branching on village type.

Rain effect: Creating an overlay of rain in a scenario.

Victory Conditions: Macros for different kinds of victory conditions, for example victory by controlling x% of villages on the map. Also suitable for multiplayer scenarios.

See Also

This page was last edited on 14 January 2006, at 17:13.
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