WML Utilities
From The Battle for Wesnoth Wiki
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General shortcuts
# MODIFY_UNIT alters a unit variable (such as unit.x, unit.type, # unit.side), handling all the storing and unstoring. # # Example that flips all spearmen to side 2: # {MODIFY_UNIT type=Spearman side 2}
#define MODIFY_UNIT FILTER VAR VALUE [store_unit] [filter] {FILTER} [/filter]
variable=MODIFY_UNIT_store kill=yes [/store_unit]
{FOREACH MODIFY_UNIT_store MODIFY_UNIT_i} [set_variable] name=MODIFY_UNIT_store[$MODIFY_UNIT_i].{VAR} value={VALUE} [/set_variable]
[unstore_unit] variable=MODIFY_UNIT_store[$MODIFY_UNIT_i] find_vacant=no [/unstore_unit] {NEXT MODIFY_UNIT_i}
{CLEAR_VARIABLE MODIFY_UNIT_store} #enddef
# Shortcut for IF statements testing the value of a variable. You still need to # write [then] and [else] tags manually, though. # # You can use it like this: # # {IF some_variable equals yes ( # [then] # # something # [/then] # # [else] # # something else # [/else] # )}
#define IF VAR OP VAL CONTENTS [if] [variable] name={VAR} {OP}={VAL} [/variable]
{CONTENTS} [/if] #enddef
# Just a variation of the above, testing [have_unit] instead of [variable].
#define IF_HAVE_UNIT FILTER CONTENTS [if] [have_unit] {FILTER} [/have_unit]
{CONTENTS} [/if] #enddef
# Stores an attribute of a unit to the given variable. # # Example that flips all orcs to whatever side James is on: # # {STORE_UNIT_VAR description=James side side_of_James} # {MODIFY_UNIT race=orc side $side_of_James}
#define STORE_UNIT_VAR FILTER VAR TO_VAR [store_unit] [filter] {FILTER} [/filter]
kill=no variable=STORE_UNIT_VAR_store [/store_unit]
{VARIABLE_OP {TO_VAR} format $STORE_UNIT_VAR_store.{VAR}}
{CLEAR_VARIABLE STORE_UNIT_VAR_store} #enddef
# Moves a unit from its current location to the given location along a # relatively straight line displaying the movement just like [move_unit_fake] # does. # # Note that setting the destination on an existing unit does not kill either # one, but causes the unit to move to the nearest vacant hex instead. #define MOVE_UNIT FILTER TO_X TO_Y [store_unit] [filter] {FILTER} [/filter]
variable=MOVE_UNIT_temp kill=no [/store_unit]
[scroll_to] x=$MOVE_UNIT_temp.x y=$MOVE_UNIT_temp.y [/scroll_to]
[hide_unit] x=$MOVE_UNIT_temp.x y=$MOVE_UNIT_temp.y [/hide_unit]
{VARIABLE_OP x_coords format ("$MOVE_UNIT_temp.x|,{TO_X}")} {VARIABLE_OP y_coords format ("$MOVE_UNIT_temp.y|,{TO_Y}")}
[move_unit_fake] type=$MOVE_UNIT_temp.type x=$x_coords y=$y_coords [/move_unit_fake]
[teleport] [filter] {FILTER} [/filter]
x,y={TO_X},{TO_Y} [/teleport]
[unhide_unit][/unhide_unit]
[redraw][/redraw] #enddef
# This is a way to check whether or not the terrain in the given coordinates # is of the given type or types. Might be useful, since filtering by terrain # isn't possible directly. # # You can use it for example like this: # # [event] # name=moveto # first_time_only=no # # {IF_TERRAIN $x1 $y1 gfm ( # [then] # {DEBUG_MSG "Stepped on grassland, forest or mountains!"} # [/then] # )} # [/event]
#define IF_TERRAIN X Y TYPES CONTENTS [store_locations] x={X} y={Y} terrain={TYPES} variable=IF_TERRAIN_temp [/store_locations]
[if] [variable] name=IF_TERRAIN_temp.length not_equals=0 [/variable]
{CONTENTS} [/if]
{CLEAR_VARIABLE IF_TERRAIN_temp} #enddef
# You can iterate through a range of numbers with this macro. The CONTENTS # are repeated with every iteration, and you can use the VAR variable to # insert the number of the current step into each iteration. Note that # when using this, you must iterate from a smaller number to the bigger # number, because the increment is always 1. # # Example that spawns a row of skeletons into the coordinates (4,5), # (5,5), (6,5), (7,5), (8,5) and (9,5): # # {ITERATE 4 9 i ( # [unit] # type=Skeleton # x=$i # y=5 # [/unit] # )}
#define ITERATE FROM TO VAR CONTENTS {VARIABLE {VAR} {FROM}}
[while] [variable] name={VAR} less_than_equal_to={TO} [/variable]
[do] {CONTENTS}
{VARIABLE_OP {VAR} add 1} [/do] [/while] #enddef
More uncommon tasks
Adding unit overlays with a filter instead of (x,y)
- UNIT_OVERLAY adds an overlay to a unit, taking in a standard filter
- Example that gives all spearmen a book:
- {UNIT_OVERLAY type=Spearman items/book1.png}
- define UNIT_OVERLAY FILTER IMG
[store_unit] [filter] {FILTER} [/filter] variable=UNIT_OVERLAY_store kill=no [/store_unit] {FOREACH UNIT_OVERLAY_store UNIT_OVERLAY_i}
{VARIABLE_OP UNIT_OVERLAY_tempx format $UNIT_OVERLAY_store[$UNIT_OVERLAY_i].x} {VARIABLE_OP UNIT_OVERLAY_tempy format $UNIT_OVERLAY_store[$UNIT_OVERLAY_i].y}
[unit_overlay] x=$UNIT_OVERLAY_tempx y=$UNIT_OVERLAY_tempy
image={IMG}
[/unit_overlay] {NEXT UNIT_OVERLAY_i} {CLEAR_VARIABLE UNIT_OVERLAY_store}
- enddef
Returning a unit to the recall list
# This places a given unit back to the recall list of the side it is on. # Note however, that the unit is not healed to full health, so when # recalled (even if not until the next scenario) the unit may have less # than his maximum hp left. # # An example, that returns all units stepping on (20,38) back to the recall # list: # # [event] # name=moveto # # [filter] # x,y=20,38 # [/filter] # # {PUT_TO_RECALL_LIST x,y=20,38} # [/event]
#define PUT_TO_RECALL_LIST FILTER [store_unit] [filter] {FILTER} [/filter]
variable=temp kill=yes [/store_unit]
{FOREACH temp i} {VARIABLE temp[$i].x "recall"} {VARIABLE temp[$i].y "recall"}
[unstore_unit] variable=temp[$i] find_vacant=no [/unstore_unit] {NEXT i} #enddef
Determining opposite coordinates
# Using this, you can determine the coordinates on the "opposite side" of a # central hex, relative to another hex adjacent to it. What this really means # is illustrated below: # __ __ __ # __/ \__ __/2 \__ __/ \__ # / \__/1 \ / \__/ \ /2 \__/ \ C: central point # \__/C \__/ \__/C \__/ \__/C \__/ 1: the hex to "mirror" # /2 \__/ \ / \__/ \ / \__/1 \ 2: the result # \__/ \__/ \__/1 \__/ \__/ \__/ # \__/ \__/ \__/ # # The coordinates of the central point are given in {CENTER_X} and {CENTER_Y}, # and the coordinates of hex 1 in {X} and {Y}. The coordinates of hex 2 are # then stored in {VAR}, which will have member variables x and y. # # Note that this uses the IF macro given earlier on this page.
#define OPPOSITE_SIDE CENTER_X CENTER_Y X Y VAR {VARIABLE x_odd {X}}
{VARIABLE_OP x_odd multiply 0.5} {VARIABLE_OP x_odd multiply 2}
{VARIABLE c_x {CENTER_X}} {VARIABLE c_y {CENTER_Y}} {VARIABLE s_x {X}} {VARIABLE s_y {Y}}
{VARIABLE result_x {CENTER_X}} {VARIABLE result_y {CENTER_Y}}
{IF s_x greater_than $c_x ( [then] {VARIABLE_OP result_x add -1} [/then] )}
{IF s_x less_than $c_x ( [then] {VARIABLE_OP result_x add 1} [/then] )}
{IF s_x equals $c_x ( [then] {IF s_y less_than $c_y ( [then] {VARIABLE_OP result_y add 1} [/then] )}
{IF s_y greater_than $c_y ( [then] {VARIABLE_OP result_y add -1} [/then] )} [/then] )}
{IF x_odd not_equals $s_x ( [then] {IF s_y equals $c_y ( [then] {VARIABLE_OP result_y add 1} [/then] )} [/then]
[else] {IF s_y equals $c_y ( [then] {VARIABLE_OP result_y add -1} [/then] )} [/else] )}
{VARIABLE {VAR}.x $result_x} {VARIABLE {VAR}.y $result_y}
{CLEAR_VARIABLE c_x} {CLEAR_VARIABLE c_y} {CLEAR_VARIABLE s_x} {CLEAR_VARIABLE s_y} {CLEAR_VARIABLE result_x} {CLEAR_VARIABLE result_y} {CLEAR_VARIABLE x_odd} #enddef