Difference between revisions of "WML Abilities"
From The Battle for Wesnoth Wiki
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Remember that you must include the WML ability code in every scenario where you intend them to work. | Remember that you must include the WML ability code in every scenario where you intend them to work. | ||
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{KNOCKBACK description=Jane mace} | {KNOCKBACK description=Jane mace} | ||
| + | Note that this uses the macros ''OPPOSITE_SIDE'', ''IF'', ''IF_HAVE_UNIT'' and ''STORE_UNIT_VAR'' from the [[WML Macros]] page. | ||
#define KNOCKBACK FILTER WEAPON | #define KNOCKBACK FILTER WEAPON | ||
Revision as of 10:47, 16 February 2006
Remember that you must include the WML ability code in every scenario where you intend them to work.
Knockback Template:DevFeature
When a unit is hit with a knockback attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.
Examples that give knockback for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:
{KNOCKBACK (type=Drake Glider) slam}
{KNOCKBACK description=Jane mace}
Note that this uses the macros OPPOSITE_SIDE, IF, IF_HAVE_UNIT and STORE_UNIT_VAR from the WML Macros page.
#define KNOCKBACK FILTER WEAPON
[event]
name=attacker_hits
first_time_only=no
[filter]
{FILTER}
[/filter]
[special_filter]
weapon={WEAPON}
[/special_filter]
[sound]
name=ghoul-hit.wav
[/sound]
{OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex}
[store_locations]
x,y=$x2,$y2
terrain=AaBbDeLptUVvYZ
variable=defender_in_village
[/store_locations]
{IF_HAVE_UNIT x,y=$target_hex.x,$target_hex.y (
[else]
{IF defender_in_village.length not_equals 1 (
[then]
{STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender}
[teleport]
[filter]
x,y=$x2,$y2
[/filter]
x,y=$target_hex.x,$target_hex.y
[/teleport]
[capture_village]
side=$side_of_defender
x,y=$target_hex.x,$target_hex.y
[/capture_village]
{CLEAR_VARIABLE side_of_defender}
[/then]
)}
[/else]
)}
{CLEAR_VARIABLE target_hex}
{CLEAR_VARIABLE defender_in_village}
[/event]
#enddef