Difference between revisions of "WML Abilities"
m |
(Added charm) |
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| Line 63: | Line 63: | ||
{CLEAR_VARIABLE target_hex} | {CLEAR_VARIABLE target_hex} | ||
{CLEAR_VARIABLE defender_in_village} | {CLEAR_VARIABLE defender_in_village} | ||
| + | [/event] | ||
| + | #enddef | ||
| + | |||
| + | === Charm {{DevFeature}} === | ||
| + | |||
| + | When a unit is hit with a ''charm'' attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack. | ||
| + | |||
| + | Example that makes all Troll Whelps have charm on their attack: | ||
| + | |||
| + | {CHARM (type=Troll Whelp) fist} | ||
| + | |||
| + | Note that this uses the macros ''IF'', ''STORE_UNIT_VAR'' and ''MODIFY_UNIT'' from the [[WML Utilities]] page. | ||
| + | |||
| + | #define CHARM FILTER WEAPON | ||
| + | [event] | ||
| + | name=attacker_hits | ||
| + | first_time_only=no | ||
| + | |||
| + | [filter] | ||
| + | {FILTER} | ||
| + | [/filter] | ||
| + | |||
| + | [special_filter] | ||
| + | weapon={WEAPON} | ||
| + | [/special_filter] | ||
| + | |||
| + | {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side} | ||
| + | {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side} | ||
| + | |||
| + | {IF charmer_side not_equals $charmed_side ( | ||
| + | [then] | ||
| + | {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side} | ||
| + | {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side} | ||
| + | {MODIFY_UNIT x,y=$x2,$y2 resting yes} | ||
| + | {MODIFY_UNIT x,y=$x2,$y2 moves 1} | ||
| + | |||
| + | {VARIABLE_OP varname format "side_$charmed_side|_units_charmed"} | ||
| + | {VARIABLE $varname yes} | ||
| + | |||
| + | {CLEAR_VARIABLE varname} | ||
| + | [/then] | ||
| + | )} | ||
| + | |||
| + | {CLEAR_VARIABLE charmer_side} | ||
| + | {CLEAR_VARIABLE charmed_side} | ||
| + | [/event] | ||
| + | |||
| + | [event] | ||
| + | name=side turn | ||
| + | first_time_only=no | ||
| + | |||
| + | {VARIABLE_OP this_side_charmed to_variable "side_$side_number|_units_charmed"} | ||
| + | |||
| + | {IF this_side_charmed equals yes ( | ||
| + | [then] | ||
| + | [store_unit] | ||
| + | [filter] | ||
| + | [not] | ||
| + | side=$side_number | ||
| + | [/not] | ||
| + | [/filter] | ||
| + | |||
| + | variable=possibly_charmed | ||
| + | kill=no | ||
| + | [/store_unit] | ||
| + | |||
| + | {FOREACH possibly_charmed i} | ||
| + | {VARIABLE_OP real_side format "0$possibly_charmed[$i].variables.real_side"} | ||
| + | |||
| + | {IF real_side not_equals "0" ( | ||
| + | [then] | ||
| + | {IF side_number equals $possibly_charmed[$i].variables.real_side ( | ||
| + | [then] | ||
| + | {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side} | ||
| + | {VARIABLE possibly_charmed[$i].side $side_number} | ||
| + | |||
| + | [unstore_unit] | ||
| + | variable=possibly_charmed[$i] | ||
| + | find_vacant=no | ||
| + | [/unstore_unit] | ||
| + | [/then] | ||
| + | )} | ||
| + | [/then] | ||
| + | )} | ||
| + | {NEXT i} | ||
| + | |||
| + | {CLEAR_VARIABLE possibly_charmed} | ||
| + | [/then] | ||
| + | )} | ||
[/event] | [/event] | ||
#enddef | #enddef | ||
Revision as of 19:58, 28 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 Utilities 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
Charm Template:DevFeature
When a unit is hit with a charm attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.
Example that makes all Troll Whelps have charm on their attack:
{CHARM (type=Troll Whelp) fist}
Note that this uses the macros IF, STORE_UNIT_VAR and MODIFY_UNIT from the WML Utilities page.
#define CHARM FILTER WEAPON
[event]
name=attacker_hits
first_time_only=no
[filter]
{FILTER}
[/filter]
[special_filter]
weapon={WEAPON}
[/special_filter]
{STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side}
{STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side}
{IF charmer_side not_equals $charmed_side (
[then]
{MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side}
{MODIFY_UNIT x,y=$x2,$y2 side $charmer_side}
{MODIFY_UNIT x,y=$x2,$y2 resting yes}
{MODIFY_UNIT x,y=$x2,$y2 moves 1}
{VARIABLE_OP varname format "side_$charmed_side|_units_charmed"}
{VARIABLE $varname yes}
{CLEAR_VARIABLE varname}
[/then]
)}
{CLEAR_VARIABLE charmer_side}
{CLEAR_VARIABLE charmed_side}
[/event]
[event]
name=side turn
first_time_only=no
{VARIABLE_OP this_side_charmed to_variable "side_$side_number|_units_charmed"}
{IF this_side_charmed equals yes (
[then]
[store_unit]
[filter]
[not]
side=$side_number
[/not]
[/filter]
variable=possibly_charmed
kill=no
[/store_unit]
{FOREACH possibly_charmed i}
{VARIABLE_OP real_side format "0$possibly_charmed[$i].variables.real_side"}
{IF real_side not_equals "0" (
[then]
{IF side_number equals $possibly_charmed[$i].variables.real_side (
[then]
{CLEAR_VARIABLE possibly_charmed[$i].variables.real_side}
{VARIABLE possibly_charmed[$i].side $side_number}
[unstore_unit]
variable=possibly_charmed[$i]
find_vacant=no
[/unstore_unit]
[/then]
)}
[/then]
)}
{NEXT i}
{CLEAR_VARIABLE possibly_charmed}
[/then]
)}
[/event]
#enddef