diff --git a/data/core/macros/event-utils.cfg b/data/core/macros/event-utils.cfg index 3159dc25c55..e3f659692a9 100644 --- a/data/core/macros/event-utils.cfg +++ b/data/core/macros/event-utils.cfg @@ -59,40 +59,6 @@ [/event] #enddef -# {ON_NEXT_TURN ( -# Creates an event that triggers at the end of every turn. -# -# For example, you could give a player some gold at the end every turn: -#! [gold] -#! amount=35 -#! side=1 -#! [/gold] -#! )} - -#define ON_NEXT_TURN ACTION - [event] - name=new turn - first_time_only=no - {ACTION} - [/event] -#enddef - -#define ON_NEXT_TURN_ONCE ACTION - # Creates an event that triggers at the end of the current turn. - # For example you could give a player some gold before his/hers next turn.: - #! {ON_NEXT_TURN ( - #! [gold] - #! amount=100 - #! side=1 - #! [/gold] - #! )} - [event] - name=new turn - first_time_only=yes - {ACTION} - [/event] -#enddef - #define ON_SIDETURN ACTION # Creates an event that triggers at the start of every players turn # For example, you could set each players gold to a fixed amount every turn. @@ -126,23 +92,6 @@ [/event] #enddef -#define ON_LAST_TURN ACTION - # Creates an event that triggers when the last turn ends. - # Strictly a syntactic shortcut. - # - # For example you could display a message saying they suck: - #! {ON_LAST_TURN ( - #! [message] - #! speaker=narrator - #! message="They suck!" - #! [/message] - #! )} - [event] - name=time over - {ACTION} - [/event] -#enddef - #define ON_VICTORY ACTION # Creates an event that triggers when a player wins the game, before # the game ends. Strictly a syntactic shortcut. @@ -178,34 +127,6 @@ [/event] #enddef -#define ON_TILE X Y FILTER ACTION - # Creates an event that triggers anytime a unit steps on a given tile. - # The filter can be used to only affect special units, or units of a - # given player. - # - # For example, we could make a tree where the first player's leader can - # read a note, but nobody else: - #! {ON_TILE 5 7 ( - #! side=1 - #! canrecruit=1 - #! ) ( - #! [message] - #! speaker=narrator - #! message="This is a note." - #! [/message] - #! )} - [event] - name=moveto - first_time_only=no - [filter] - x={X} - y={Y} - {FILTER} - [/filter] - {ACTION} - [/event] -#enddef - #define ALLOW_UNDO # Allows the player to undo the effects of a moveto event. # Strictly a syntactic shortcut. @@ -246,92 +167,3 @@ {ACTION} [/event] #enddef - -#define ON_DEATH FILTER ACTION - # Creates an event that triggers anytime a unit matching FILTER dies. - # Strictly a syntactic shortcut. - # - # For example we can make all units scream in pain upon death: - #! {ON_DEATH () ( - #! [message] - #! speaker=unit - #! message="AAaaaaAAaaAAaarrrghh!!!" - #! [/message] - #! )} - [event] - name=die - first_time_only=no - [filter] - {FILTER} - [/filter] - {ACTION} - [/event] -#enddef - -#define ON_DEATH_ONCE FILTER ACTION - # Creates an event that triggers the first time a unit matching FILTER - # dies. Strictly a syntactic shortcut. - # - # For example we can make only player 3s leader units scream in - # pain upon death: - #! {ON_DEATH_ONCE ( - #! side=3 - #! canrecruit=1 - #! ) ( - #! [message] - #! speaker=unit - #! message="AAaaaaAAaaAAaarrrghh!!!" - #! [/message] - #! )} - [event] - name=die - first_time_only=yes - [filter] - {FILTER} - [/filter] - {ACTION} - [/event] -#enddef - -#define ON_ADVANCEMENT FILTER ACTION - # Creates an event that triggers before any unit matching FILTER - # advances to a new class. Strictly a syntactic shortcut. - # - # For example we could make it smile: - #! {ON_ADVANCEMENT () ( - #! [message] - #! speaker=unit - #! message=":D" - #! [/message] - #! )} - [event] - name=advance - first_time_only=no - [filter] - {FILTER} - [/filter] - {ACTION} - [/event] -#enddef - -#define ON_POSTADVANCEMENT FILTER ACTION - # Creates an event that triggers after any unit matching FILTER - # advanced to a new class. Strictly a syntactic shortcut. - # - # For example we could make it claim to be - # the strongest one alive: - #! {ON_POSTADVANCEMENT () ( - #! [message] - #! speaker=unit - #! message="I'm the strongest one alive!" - #! [/message] - #! )} - [event] - name=post_advance - first_time_only=no - [filter] - {FILTER} - [/filter] - {ACTION} - [/event] -#enddef diff --git a/data/core/macros/interface-utils.cfg b/data/core/macros/interface-utils.cfg index 1c74fd984dd..acd2405ad61 100644 --- a/data/core/macros/interface-utils.cfg +++ b/data/core/macros/interface-utils.cfg @@ -324,24 +324,12 @@ [/removeitem] #enddef -#define SET_IMAGE_AND_LABEL X Y IMAGE TEXT - # Shorthand for setting both an image and a label at once. - {SET_LABEL {X} {Y} ({TEXT}) } - {SET_IMAGE {X} {Y} ({IMAGE}) } -#enddef - #define SET_IMAGE_AND_LABEL_PERSISTANT X Y IMAGE TEXT # Shorthand for setting both a persistant label and image at once. {SET_LABEL_PERSISTANT {X} {Y} ({TEXT}) } {SET_IMAGE {X} {Y} ({IMAGE}) } #enddef -#define REMOVE_IMAGE_AND_LABEL X Y - # Shorthand for removing both image and label at once - {REMOVE_IMAGE {X} {Y}} - {REMOVE_LABEL {X} {Y}} -#enddef - #define SCROLL X Y # Scrolls the screen by the specified offsets # diff --git a/data/core/macros/items.cfg b/data/core/macros/items.cfg index d2ade249834..e0973ad83b2 100644 --- a/data/core/macros/items.cfg +++ b/data/core/macros/items.cfg @@ -1,33 +1,9 @@ #textdomain wesnoth # -# Wesnoth Items and Objects -# -# Items require a X,Y location -# Objects require a X,Y location and an ID +# Macros for items and objects # # All images are GPL, many come from Worldforge. # Worldforge images should be replaced with custom images. -# -# ITEMS -# ITM_BOOK1 ITM_BOOK2 ITM_BOOK3 ITM_BOOK4 ITM_FLOWER1 ITM_FLOWER2 -# ITM_FLOWER3 ITM_FLOWER4 ITM_ORNATE1 ITM_ORNATE2 ITM_ROCK1 -# ITM_ROCK2 ITM_ROCK3 ITM_ROCK4 ITM_DRAGONSTATUE ITM_MONOLITH1 -# ITM_MONOLITH2 ITM_MONOLITH3 ITM_MONOLITH4 ITM_BALL_GREEN ITM_BALL_BLUE -# ITM_BARREL ITM_TREE1 ITM_TREE2 ITM_WELL ITM_WISHINGWELL -# -# OBJECTS -# OBJ_POTION_HEALING (10% HP) OBJ_POTION_POISON (Poisoned) -# OBJ_POTION_HOLY (Holy) OBJ_POTION_STRONG (Strong) -# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration) -# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement) -# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon) -# OBJ_SCEPTER_FIRE (Weapon) -# -# ACTIONS -# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit -# -# * Item object or action does not yet function -# #define ITM_BOOK1 X Y [item] @@ -37,190 +13,6 @@ [/item] #enddef -#define ITM_BOOK2 X Y - [item] - x={X} - y={Y} - image=items/book2.png - [/item] -#enddef - -#define ITM_BOOK3 X Y - [item] - x={X} - y={Y} - image=items/book3.png - [/item] -#enddef - -#define ITM_BOOK4 X Y - [item] - x={X} - y={Y} - image=items/book4.png - [/item] -#enddef - -#define ITM_FLOWER1 X Y - [item] - x={X} - y={Y} - image=items/flower1.png - [/item] -#enddef - -#define ITM_FLOWER2 X Y - [item] - x={X} - y={Y} - image=items/flower2.png - [/item] -#enddef - -#define ITM_FLOWER3 X Y - [item] - x={X} - y={Y} - image=items/flower3.png - [/item] -#enddef - -#define ITM_FLOWER4 X Y - [item] - x={X} - y={Y} - image=items/flower4.png - [/item] -#enddef - -#define ITM_BOX X Y - [item] - x={X} - y={Y} - image=items/box.png - [/item] -#enddef - -#define ITM_ORNATE1 X Y - [item] - x={X} - y={Y} - image=items/ornate1.png - [/item] -#enddef - -#define ITM_ORNATE2 X Y - [item] - x={X} - y={Y} - image=items/ornate2.png - [/item] -#enddef - -#define ITM_ROCK1 X Y - [item] - x={X} - y={Y} - image=scenery/rock1.png - [/item] -#enddef - -#define ITM_ROCK2 X Y - [item] - x={X} - y={Y} - image=scenery/rock2.png - [/item] -#enddef - -#define ITM_ROCK3 X Y - [item] - x={X} - y={Y} - image=scenery/rock3.png - [/item] -#enddef - -#define ITM_ROCK4 X Y - [item] - x={X} - y={Y} - image=scenery/rock4.png - [/item] -#enddef - -#define ITM_DRAGONSTATUE X Y - [item] - x={X} - y={Y} - image=items/dragonstatue.png - [/item] -#enddef - -#define ITM_MONOLITH1 X Y - [item] - x={X} - y={Y} - image=scenery/monolith1.png - [/item] -#enddef - -#define ITM_MONOLITH2 X Y - [item] - x={X} - y={Y} - image=scenery/monolith2.png - [/item] -#enddef - -#define ITM_MONOLITH3 X Y - [item] - x={X} - y={Y} - image=scenery/monolith3.png - [/item] -#enddef - -#define ITM_MONOLITH4 X Y - [item] - x={X} - y={Y} - image=scenery/monolith4.png - [/item] -#enddef - -#define ITM_BALL_GREEN X Y - [item] - x={X} - y={Y} - image=items/ball-green.png - [/item] -#enddef - -#define ITM_BALL_BLUE X Y - [item] - x={X} - y={Y} - image=items/ball-blue.png - [/item] -#enddef - -#define ITM_BARREL X Y - [item] - x={X} - y={Y} - image=items/barrel.png - [/item] -#enddef - -#define ITM_LEANTO X Y - [item] - x={X} - y={Y} - image=scenery/leanto.png - [/item] -#enddef - #define ITM_TREE1 X Y [item] x={X} @@ -229,22 +21,6 @@ [/item] #enddef -#define ITM_TREE2 X Y - [item] - x={X} - y={Y} - image=scenery/pine2.png - [/item] -#enddef - -#define ITM_WELL X Y - [item] - x={X} - y={Y} - image=scenery/well.png - [/item] -#enddef - #define ITM_WISHINGWELL X Y [item] x={X} @@ -708,44 +484,3 @@ What would you like to wish for?" [/object] [/event] #enddef - -#define ACT_TELEPORT X1 Y1 X2 Y2 - [item] - x={X1} - y={Y1} - image=items/ball-blue.png - [/item] - - [item] - x={X2} - y={Y2} - image=items/ball-green.png - [/item] - - [event] - name=moveto - first_time_only=no - [filter] - x={X1} - y={Y1} - [/filter] - [teleport] - [filter] - x={X1} - y={Y1} - [/filter] - x={X2} - y={Y2} - [/teleport] - [scroll_to_unit] - x={X2} - y={Y2} - [/scroll_to_unit] - [message] - id=TELEPORT1 - speaker=narrator - message= _ "Zap" - image=wesnoth-icon.png - [/message] - [/event] -#enddef