diff --git a/data/core/macros/deprecated-utils.cfg b/data/core/macros/deprecated-utils.cfg index bdf93b9149f..1f90b4d0192 100644 --- a/data/core/macros/deprecated-utils.cfg +++ b/data/core/macros/deprecated-utils.cfg @@ -14,492 +14,3 @@ #enddef #wmllint: markcheck on -#define SET_LABEL_PERSISTENT X Y STRING - {DEPRECATE SET_LABEL_PERSISTENT 1.9.3} - [label] - x={X} - y={Y} - text={STRING} - [/label] -#enddef - -#define SET_IMAGE_AND_LABEL_PERSISTENT X Y IMAGE STRING - {DEPRECATE SET_IMAGE_AND_LABEL_PERSISTENT 1.9.3} - [label] - x={X} - y={Y} - text={STRING} - [/label] - - [item] - x={X} - y={Y} - image={IMAGE} - [/item] -#enddef - -#define TIME_ACTIONS CONTENT_WML - # Messing with the variable is annoying, so I'll deprecate this in favour of - # TIMED_ACTIONS - {DEPRECATE TIME_ACTIONS 1.9.4} - - # Measure (in milliseconds) the time arbitrary event WML takes to - # execute. Afterwards, the time the enclosed WML took to execute - # is found in the variable $timed_actions_ms. - # - # Example: - #! [event] - #! name=start - #! - #! {TIME_ACTIONS ( - #! {MODIFY_UNIT race=orc name ( _ "Azir")} - #! )} - #! - #! {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."} - #! [/event] - [set_variable] - name=TIME_ACTIONS_time_begin - time=stamp - [/set_variable] - - {CONTENT_WML} - - [set_variable] - name=TIME_ACTIONS_time_end - time=stamp - [/set_variable] - - [set_variable] - name=timed_actions_ms - value=$TIME_ACTIONS_time_end - [/set_variable] - [set_variable] - name=timed_actions_ms - sub=$TIME_ACTIONS_time_begin - [/set_variable] - - [clear_variable] - name=TIME_ACTIONS_time_begin - [/clear_variable] - [clear_variable] - name=TIME_ACTIONS_time_end - [/clear_variable] -#enddef - -#define FLOATING_TEXT FILTER COLOR_VALUE TEXT - {DEPRECATE FLOATING_TEXT 1.9.4} - - # Floats the given text above the given unit in the same manner as - # damage numbers are displayed in combat. For example when a unit - # steps on a hidden trap and is dealt 8 damage, let's show this to - # the player like all other damage is: - #! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"} - [store_unit] - [filter] - {FILTER} - [/filter] - - kill=no - variable=FLOATING_TEXT_temp - [/store_unit] - - [unstore_unit] - variable=FLOATING_TEXT_temp - find_vacant=no - red,green,blue={COLOR_VALUE} - text={TEXT} - [/unstore_unit] - - [clear_variable] - name=FLOATING_TEXT_temp - [/clear_variable] -#enddef - -#define CAPTURE_FILTERED_VILLAGES SIDE FILTER - {DEPRECATE CAPTURE_FILTERED_VILLAGES 1.9.4} - - # Change ownership of villages matching the specified location filter. - [capture_village] - side={SIDE} - {FILTER} - [/capture_village] -#enddef - -#define SET_OBJECTIVES SIDE SUMMARY_TEXT NOTE_TEXT CONDITION_WML - {DEPRECATE SET_OBJECTIVES 1.9.4} - - # Sets the objectives for a given player - # Side 0 means every player. Does not affect gameplay, - # except that it tells the player what the objectives of a scenario are. - # - # For example, we could set the objective for all players to: "survive for - # 3 turns" with this: - #! {SET_OBJECTIVES 0 "Survive for 3 turns" () ()} - # - [objectives] - side = {SIDE} - summary = {SUMMARY_TEXT} - note = {NOTE_TEXT} - {CONDITION_WML} - [/objectives] -#enddef - -#define VICTORY_CONDITION DESCRIPTION - {DEPRECATE VICTORY_CONDITION 1.9.4} - - # Used in conjunction with SET_OBJECTIVES this sets a victory condition - # (marked green). - # - # For example we could tell player 2 to win by killing all other players - #! {SET_OBJECTIVES 0 "Kill eachother." ( - #! {VICTORY_CONDITION "Kill all other players."} - #! )} - # - [objective] - condition = "win" - description = {DESCRIPTION} - [/objective] -#enddef - -#define DEFEAT_CONDITION DESCRIPTION - {DEPRECATE DEFEAT_CONDITION 1.9.4} - - # Used in conjunction with SET_OBJECTIVES this sets a defeat condition - # (marked red). - # - # For example we could tell all players that they lose if they die. - #! {SET_OBJECTIVES 0 "Survive." ( - #! {DEFEAT_CONDITION "Death of your leader."} - #! )} - # - [objective] - condition = "lose" - description = {DESCRIPTION} - [/objective] -#enddef - -#define ON_EVENT NAME ACTION_WML - {DEPRECATE ON_EVENT 1.9.4} - - # Creates a generic event. Strictly a syntactic shortcut - [event] - name={NAME} - {ACTION_WML} - [/event] -#enddef - -#define ON_PRESTART ACTION_WML - {DEPRECATE ON_PRESTART 1.9.4} - - # Creates an event that triggers when the scenario starts but before the user - # gets any visible output. Strictly a syntactic shortcut. - # - # For example, you can make side 2 start the scenario with ownership of the - # village at 13,15: - # - #! {ON_PRESTART ( - #! [capture_village] - #! side=2 - #! x,y=13,15 - #! [/capture_village] - #! )} - [event] - name=prestart - {ACTION_WML} - [/event] -#enddef - -#define ON_START ACTION_WML - {DEPRECATE ON_START 1.9.4} - - # Creates an event that triggers when the scenario starts, after the map is - # displayed but before the player can act. Strictly a syntactic shortcut. - # - # For example you could display some dialogue when the scenario starts: - # - #! {ON_START ( - #! [message] - #! speaker=Konrad - #! message= _ "Hey, I can see some enemies up ahead!" - #! [/message] - #! - #! [message] - #! speaker=Delfador - #! message= _ "Yes, so it would seem. Charge!" - #! [/message] - #! )} - [event] - name=start - {ACTION_WML} - [/event] -#enddef - -#define ON_SIDETURN ACTION_WML - {DEPRECATE ON_SIDETURN 1.9.4} - - # 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. - #! {ON_SIDETURN ( - #! [modify_side] - #! side=3 - #! gold=0 - #! [/modify_side] - #! )} - [event] - name=side turn - first_time_only=no - {ACTION_WML} - [/event] -#enddef - -#define ON_TURN TURN ACTION_WML - {DEPRECATE ON_TURN 1.9.4} - - # Creates an event that triggers at the start of turn TURN - # For example you can create a Wose belonging to player 1 at turn 3: - # Strictly a syntactic shortcut. - #! {ON_TURN 3 ( - #! [unit] - #! side=1 - #! type=wose - #! x,y=12,4 - #! [/unit] - #! )} - [event] - name=turn {TURN} - {ACTION_WML} - [/event] -#enddef - -#define ON_VICTORY ACTION_WML - {DEPRECATE ON_VICTORY 1.9.4} - - # Creates an event that triggers when a player wins the game, before - # the game ends. Strictly a syntactic shortcut. - # - # For example you could congratulate the player: - #! {ON_VICTORY ( - #! [message] - #! speaker=narrator - #! message="Congratulations!" - #! [/message] - #! )} - [event] - name=victory - {ACTION_WML} - [/event] -#enddef - -#define ON_DEFEAT ACTION_WML - {DEPRECATE ON_DEFEAT 1.9.4} - - # Creates an event that triggers when a player wins the game, before - # the game ends. Strictly a syntactic shortcut. - # - # For example you could suggest an easier difficulty - # the player: - #! {ON_DEFEAT ( - #! [message] - #! speaker=narrator - #! message="Aww.. you lost. Try again with 800g and +40g income?" - #! [/message] - #! )} - [event] - name=defeat - {ACTION_WML} - [/event] -#enddef - -#define ALLOW_UNDO - {DEPRECATE ALLOW_UNDO 1.9.4} - - # Allows the player to undo the effects of a moveto event. - # Strictly a syntactic shortcut. - # - # For example, let's allow undoing reading a note: - #! {ON_TILE 5 7 () ( - #! [message] - #! speaker=narrator - #! message="This is a note." - #! [/message] - #! {ALLOW_UNDO} - #! )} - [allow_undo] - [/allow_undo] -#enddef - -#define ON_TILE_ONCE X Y FILTER ACTION_WML - {DEPRECATE ON_TILE_ONCE 1.9.4} - - # Creates an event that triggers the first time 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 text-message - # that is only readable once: - #! {ON_TILE_ONCE 5 7 () ( - #! [message] - #! speaker=narrator - #! message="This is a note." - #! [/message] - #! )} - [event] - name=moveto - first_time_only=yes - [filter] - x={X} - y={Y} - {FILTER} - [/filter] - {ACTION_WML} - [/event] -#enddef - -#define SIDE_PLAYER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML - {DEPRECATE SIDE_PLAYER 1.9.4} - - # Defines a multiplayer side in a scenario that is controllable by the player. - # - # For example we can set side 1 to be a player belonging to team "Good Guys" - # starting with 200g and no income: - #! {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()} - [side] # wmllint: validate-off - user_team_name={DESCRIPTION} - side={SIDE} - team_name={TEAM_NAME} - canrecruit=yes - controller=human - gold={GOLD_AMOUNT} - income={INCOME_AMOUNT} - {SIDE_WML} - [/side] # wmllint: validate-on -#enddef - -#define SIDE_COMPUTER SIDE TEAM_NAME DESCRIPTION GOLD_AMOUNT INCOME_AMOUNT SIDE_WML AI_WML - {DEPRECATE SIDE_COMPUTER 1.9.4} - - # Defines a multiplayer side in a scenario that is controllad by - # the computer. - # - # For example, we can set side 4 to be a computer belonging to - # team "Evil Guys" starting with 666g and 999 income. - # We also make it more aggressive: - #! {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 999 ( - #! aggression=0.95 - #! )} - # - [side] # wmllint: validate-off - user_team_name={DESCRIPTION} - side={SIDE} - team_name={TEAM_NAME} - canrecruit=yes - controller=ai - allow_player=no - disallow_observers=yes - gold={GOLD_AMOUNT} - income={INCOME_AMOUNT} - {SIDE_WML} - [ai] - {AI_WML} - [/ai] - [/side] # wmllint: validate-on -#enddef - -#define AMLA_TOUGH HP_ADVANCE_NUMBER - {DEPRECATE AMLA_TOUGH 1.9.4} - - # Canned definition of an AMLA adding HP, without fullhealing. - [advancement] - strict_amla=yes - max_times=100 - id=tough_{HP_ADVANCE_NUMBER} - description= _ "Max HP bonus +" {HP_ADVANCE_NUMBER} _", MAX XP +25%" - image="misc/icon-amla-tough.png" - [effect] - apply_to=hitpoints - increase={HP_ADVANCE_NUMBER} - increase_total={HP_ADVANCE_NUMBER} - [/effect] - [effect] - apply_to=max_experience - increase=25% - [/effect] - [/advancement] -#enddef - -#define ITM_BOOK1 X Y - {DEPRECATE ITM_BOOK1 1.9.4} - - [item] - x={X} - y={Y} - image=items/book1.png - [/item] -#enddef - -#define ITM_TREE1 X Y - {DEPRECATE ITM_TREE1 1.9.4} - - [item] - x={X} - y={Y} - image=scenery/pine1.png - [/item] -#enddef - -#define RECALL_OR_CREATE_UNIT WML ID_STRING - {DEPRECATE RECALL_OR_CREATE_UNIT 1.9.4} - - # A substitute for [recall] that works even when there's no-one to recall - # useful for testing scenarios out of order. - [recall] - id={ID_STRING} - [/recall] - [if] - [have_unit] - id={ID_STRING} - [/have_unit] - [else] - [store_starting_location] - side=1 - variable=tmp - [/store_starting_location] - [unit] - {WML} - side=1 - x=$tmp.x - y=$tmp.y - [/unit] - [clear_variable] - name=tmp - [/clear_variable] - [/else] - [/if] -#enddef - -#define RECALL_OR_CREATE TYPE ID_STRING - {DEPRECATE RECALL_OR_CREATE 1.9.4} - - # A substitute for [recall] that works even when there's no-one to recall - # useful for testing scenarios out of order. - {RECALL_OR_CREATE_UNIT (type={TYPE} - id={ID_STRING}) {ID_STRING}} -#enddef - -#define ITM_GLOWING_BRAZIER X Y - {DEPRECATE ITM_GLOWING_BRAZIER 1.9.4} - - [item] - x={X} - y={Y} - image=items/brazier-lit1.png - halo=halo/fire-aura.png - [/item] -#enddef - -#define REDRAW - {DEPRECATE REDRAW 1.9.4} - - [redraw] - [/redraw] -#enddef