#textdomain wesnoth # Utility macros for images, overlays, and display effects. # These don't depend on any other macros. Please don't change this. #define MAGENTA_IS_THE_TEAM_COLOR # A macro to define a common set of magenta color values which different # units can be color shifted by using the team color system. flag_rgb=magenta #enddef #define COLOR_HEAL green=255 #enddef #define COLOR_HARM red=255 #enddef #define COLOR_WHITE red=255 green=255 blue=255 #enddef #define IS_HERO # Embed this into a unit declaration to add a hero icon to the unit. overlays="misc/hero-icon.png" #enddef #define IS_LOYAL # Embed this into a unit declaration to add a loyalty icon to the unit. overlays="misc/loyal-icon.png" #enddef #define NEW_JOURNEY X Y # Make a new journey mark on a tracking map [image] x,y={X},{Y} file=misc/new-journey.png delay=500 centered=yes [/image] #enddef #define OLD_JOURNEY X Y # Make an old journey mark on a tracking map [image] x,y={X},{Y} file=misc/dot-white.png centered=yes [/image] #enddef #define NEW_BATTLE X Y # Make a new battle mark on a tracking map [image] x,y={X},{Y} file=misc/new-battle.png delay=500 centered=yes [/image] #enddef #define OLD_BATTLE X Y # Make an old battle mark on a tracking map [image] x,y={X},{Y} file=misc/cross-white.png centered=yes [/image] #enddef #define NEW_REST X Y # Make a new rest mark on a tracking map [image] x,y={X},{Y} file=misc/flag-red.png delay=500 centered=yes [/image] #enddef #define OLD_REST X Y # Make an old rest mark on a tracking map [image] x,y={X},{Y} file=misc/flag-white.png centered=yes [/image] #enddef #define PLACE_IMAGE IMAGE X Y # Place an image at a specified location on the map. [item] x={X} y={Y} image={IMAGE} [/item] #enddef #define REMOVE_IMAGE X Y # Removes a previously set image from a tile. # # Example: #! {REMOVE_IMAGE 14 5} [removeitem] x,y={X},{Y} [/removeitem] #enddef #define TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR_ID # Override the team color of filtered units. [object] silent=yes [filter] {FILTER} [/filter] [effect] apply_to=image_mod add=RC(magenta>{TEAMCOLOR_ID}) [/effect] [/object] #enddef #define MAKE_HERO ID_STRING # Give an existing unit a hero overlay [store_unit] [filter] id={ID_STRING} [/filter] variable=hero_store kill=no [/store_unit] [unit_overlay] x=$hero_store.x y=$hero_store.y image=misc/hero-icon.png [/unit_overlay] {CLEAR_VARIABLE hero_store} #enddef #define UNMAKE_HERO ID_STRING # Remove the hero overlay from a unit [store_unit] [filter] id={ID_STRING} [/filter] variable=hero_store kill=no [/store_unit] [remove_unit_overlay] x=$hero_store.x y=$hero_store.y image=misc/hero-icon.png [/remove_unit_overlay] {CLEAR_VARIABLE hero_store} #enddef #define ANIMATED_CAMPFIRE X Y # Embed this at scenario toplevel, not within an event. # Note that it will freeze while dialogue popups are onscreen. [terrain_graphics] x={X} y={Y} [tile] x=0 y=0 [image] layer=0 name="../scenery/fire1:140,../scenery/fire2:140,../scenery/fire3:140,../scenery/fire4:140,../scenery/fire5:140,../scenery/fire6:140,../scenery/fire7:140,../scenery/fire8:140" [/image] [/tile] [/terrain_graphics] #enddef #define ANIMATED_BRAZIER X Y # Embed this at scenario toplevel, not within an event. # Note that it will freeze while dialogue popups are onscreen. [terrain_graphics] x={X} y={Y} [tile] x=0 y=0 [image] layer=0 name="../items/brazier-lit1:140,../items/brazier-lit2:140,../items/brazier-lit3:140,../items/brazier-lit4:140,../items/brazier-lit5:140,../items/brazier-lit6:140,../items/brazier-lit7:140,../items/brazier-lit8:140" [/image] [/tile] [/terrain_graphics] #enddef #define FLAG_VARIANT NAME # Enable the specified flag variant: knalgan, loyalist, or undead. # Use within a [side] block; only affects that side. # wmlscope: start ignoring flag=flags/{NAME}-flag-1.png:150,flags/{NAME}-flag-2.png:150,flags/{NAME}-flag-3.png:150,flags/{NAME}-flag-4.png:150 flag_icon=flags/{NAME}-flag-icon.png # wmlscope: stop ignoring flag_rgb=flag_green #enddef #define ANIMATED_MAUSOLEUM X Y # Embed this at scenario toplevel, not within an event. # Note that it will freeze while dialogue popups are onscreen. [terrain_graphics] x={X} y={Y} [tile] x=0 y=0 set_flag=mausoleum [/tile] [/terrain_graphics] [terrain_graphics] map=" , * * , * , 1 * , * , *" [tile] pos=1 has_flag=mausoleum [/tile] [image] layer=0 center=92,138 name="../scenery/mausoleum01:140,../scenery/mausoleum02:140,../scenery/mausoleum03:140,../scenery/mausoleum04:140,../scenery/mausoleum05:140,../scenery/mausoleum06:140,../scenery/mausoleum07:140,../scenery/mausoleum08:140,../scenery/mausoleum09:140,../scenery/mausoleum10:140,../scenery/mausoleum11:140,../scenery/mausoleum12:140,../scenery/mausoleum13:140,../scenery/mausoleum14:140,../scenery/mausoleum15:140,../scenery/mausoleum16:140,../scenery/mausoleum17:140,../scenery/mausoleum18:140" [/image] [/terrain_graphics] #enddef