Difference between revisions of "UsefulWMLFragments"

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(Useful WML Fragments)
(Useful WML Fragments)
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== Useful WML Fragments ==
 
== Useful WML Fragments ==
  
Most of the things found here are macros (see [[PreprocessorRef]]) that may be copied into a scenario file or another file included first by the campaign,and then used in the scenario (or multiplayer map). Remember that a macro cannot be used at a point before it is defined.
+
Most of the things found here are macros (see [[PreprocessorRef]]) that must be copied into a scenario file or another file included first by the campaign, and then used in the scenario (or multiplayer map). Remember that a macro cannot be used at a point before it is defined.
 +
 
 
[[WML Templates]]: Generic campaign, scenario and unit templates.
 
[[WML Templates]]: Generic campaign, scenario and unit templates.
  
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[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement.
 
[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement.
  
[[RandomTraitUnit]]: A series of macros to create a unit with two random traits.
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[[RandomTraitUnit]]: Create a unit with two random traits.
  
 
[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
 
[[Victory Conditions]]: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
  
[[WML Abilities]]: Unit abilities and specials implemented in WML. Cannot currently be incorporated in the unit type definitions themselves, but must be individually included in every scenario in which they should work.
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[[WML Abilities]]: Knockback. Charm. Bloodlust. Abilities cannot currently be incorporated in the unit type definitions themselves, but must be included in the scenario file.
  
 
[[WML Buildings]]: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2.
 
[[WML Buildings]]: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2.
  
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.
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[[DroppableItem]]: Generic item that a unit can carry, and is left on the ground when the unit dies.
  
 
[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios.
 
[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios.

Revision as of 23:33, 30 July 2006

Useful WML Fragments

Most of the things found here are macros (see PreprocessorRef) that must be copied into a scenario file or another file included first by the campaign, and then used in the scenario (or multiplayer map). Remember that a macro cannot be used at a point before it is defined.

WML Templates: Generic campaign, scenario and unit templates.


There is overlap between WML_Utilities, ProgrammingMacros, and WML_Macros. Working on resolving this.

WML Utilities: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on. Also some utility macros for more complex tasks, such as mirroring hex coordinates. Generally useful, scenario-independent little helpers.

ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.

WML Macros: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on.


WML Scenario Tools: Branch on Village Type, Recruit from a Ship.

MoveExistingUnit: A general way to move a unit from one place to another, displaying its movement.

RandomTraitUnit: Create a unit with two random traits.

Victory Conditions: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.

WML Abilities: Knockback. Charm. Bloodlust. Abilities cannot currently be incorporated in the unit type definitions themselves, but must be included in the scenario file.

WML Buildings: The Basic Building Template, Light House, Wishing Well #1, Wishing Well #2.

DroppableItem: Generic item that a unit can carry, and is left on the ground when the unit dies.

A Shop Like Thing: How to add even more RPG elements to your scenarios.

PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.

Rain effect: Creating an overlay of rain in a scenario.

Advanced WML: Point Rotation Scheme.

See Also