Difference between revisions of "UsefulWMLFragments"
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=== Advanced WML === | === Advanced WML === | ||
*[[Advanced Optimisations and Hacks]]: If you're coding something really complex, this might come handy | *[[Advanced Optimisations and Hacks]]: If you're coding something really complex, this might come handy | ||
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== See Also == | == See Also == |
Revision as of 01:14, 23 January 2021
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.
Also, when creating or using macros, please remember: Every macro must generate a WML fragment which would be syntactically balanced and correct by itself. Unbalanced macros confuse our maintenance and sanity-checking tools, creating extra work and headaches for the already-overworked WML maintainers.
Note: some of the code here is outdated or otherwise poor. It's not advisable to blindly copy-paste code from here and expect it to work on recent Wesnoth versions or assume that the recent versions don't support a simpler and less hacky way of doing the same thing.
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. Overlay with Filter. Determine Opposite Coordinates. Find nearest hex(es)
RPG Tools
- A Shop Like Thing: How to add even more RPG elements to your scenarios.
- CutsceneWML: Fixed MOVE_TO event (uses FIND_NEARBY from WML Utilities), move + exit to recall list, define character dialogue and a "main character", grant unlimited moves.*
- An effect that changes icons: Wanted to change some attack's icon when the unit took an object, but there was no set_icon variable accepted? This enables it!
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.
Item Tools
- Removing Items: A macro that removes objects from a unit.
- DroppableItem: For placing items on the terrain upon death of a unit.
Map Tools
- FloodWML: Macros to create a flood of a certain terrain type spreading across the map.
Advanced WML
- Advanced Optimisations and Hacks: If you're coding something really complex, this might come handy