An effect that changes icons
From The Battle for Wesnoth Wiki
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