An effect that changes icons
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Revision as of 18:12, 12 October 2013 by Bumbadadabum (talk | contribs) (→An effect that changes icons: ran wmlindent)
An effect that changes icons
Want to make this work? [object]
name= _ "Flaming Sword" image=items/flame-sword.png description= _ "This sword deals 50% more damage than other swords and deals fire damage." [effect] apply_to=attack name=sword set_type=fire increase_damage=50% set_icon=attacks/sword-flaming.png [/effect]
[/object]
Place this macro after that the unit takes the object, and also in a global post advance event (in all scenarios, for all units who might have their attack icons altered).
- define UPDATE_ICONS
#It searches through all the effects of all the items, looking for a set_icon tag. #When it finds one, it finds all attacks with the same name as the name that the #attack affects, and changes their icons. This works only until the next advancement, #then it has to be reapplied. It might check for other properties of the attack filter #of the unit, just needs a little bit of tweaking. [store_unit] [filter] x,y=$x1,$y1 [/filter] variable=advanced kill=no [/store_unit] {FOREACH advanced.modifications.object i} {FOREACH advanced.modifications.object[$i].effect j} [if] [variable] name=advanced.modifications.object[$i].effect[$j].set_icon contains="png" [/variable] [then] {VARIABLE attack_name $advanced.modifications.object[$i].effect[$j].name} {FOREACH advanced.attack k} [if] [variable] name=advanced.attack[$k].name equals=$attack_name [/variable] [then] {VARIABLE advanced.attack[$k].icon $advanced.modifications.object[$i].effect[$j].set_icon} [/then] [/if] {NEXT k} [/then] [/if] {NEXT j} {NEXT i} [unstore_unit] variable=advanced find_vacant=no [/unstore_unit] {CLEAR_VARIABLE advanced}
- enddef