mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-01 06:58:38 +00:00
516 lines
12 KiB
INI
516 lines
12 KiB
INI
#textdomain wesnoth
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# Interface shortcut macros.
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# These don't depend on any other macros. Please don't change this.
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# ! in comments is used to generate HTML documentation; ignore it otherwise.
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#define MESSAGE SPEAKER IMAGE CAPTION TEXT
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# Displays a text message spoken by SPEAKER.
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# Speaker can be any of: narrator, unit and second_unit
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# For example, let's have the narrator, which looks like a faery
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# express some feelings on the undead:
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#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
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[message]
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speaker={SPEAKER}
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message={TEXT}
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image={IMAGE}
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caption={CAPTION}
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[/message]
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#enddef
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#define FLOATING_TEXT FILTER COLOUR TEXT
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# Floats the given text above the given unit in the same manner as
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# damage numbers are displayed in combat. For example when a unit
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# steps on a hidden trap and is dealt 8 damage, let's show this to
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# the player like all other damage is:
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#! {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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kill=no
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variable=FLOATING_TEXT_temp
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[/store_unit]
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[unstore_unit]
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variable=FLOATING_TEXT_temp
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find_vacant=no
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red,green,blue={COLOUR}
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text={TEXT}
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[/unstore_unit]
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{CLEAR_VARIABLE FLOATING_TEXT_temp}
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#enddef
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#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND
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# Scrolls to the given location, blinks the given image in and out a few
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# times, and then leaves the image in place. Use this to pinpoint an
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# important location to the player. If there's an existing [item] on the
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# location, specify it as the BACKGROUND or else it'll get lost during the
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# blinking.
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[scroll_to]
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x,y={X},{Y}
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check_fogged=false
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[/scroll_to]
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[item]
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x,y={X},{Y}
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halo={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[item]
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x,y={X},{Y}
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image={BACKGROUND}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[item]
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x,y={X},{Y}
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halo={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[item]
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x,y={X},{Y}
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image={BACKGROUND}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[item]
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x,y={X},{Y}
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halo={IMAGE}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[removeitem]
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x,y={X},{Y}
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[/removeitem]
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[item]
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x,y={X},{Y}
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image={BACKGROUND}
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[/item]
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[redraw][/redraw]
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[delay]
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time=300
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[/delay]
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[item]
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x,y={X},{Y}
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image={IMAGE}
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[/item]
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[redraw][/redraw]
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#enddef
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#define CLEAR_FOG SIDE X Y RADIUS
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# Clears fog in a specific area for the given side. This is to be used only
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# for the duration of an event: always use {UNCLEAR_FOG} (below) before the
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# event exits, or otherwise you'll be left with fake fog clearer units on
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# the map.
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[if]
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[have_unit]
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type=Fog Clearer
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[/have_unit]
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[then]
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[set_variable]
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name=fog_clearer_i
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add=1
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[/set_variable]
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[/then]
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[else]
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[set_variable]
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name=fog_clearer_i
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value=1
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[/set_variable]
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[/else]
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[/if]
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[unit]
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side={SIDE}
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type=Fog Clearer
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id=fog_clearer_$fog_clearer_i
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x,y={X},{Y}
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max_moves={RADIUS}
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[/unit]
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[store_unit]
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[filter]
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id=fog_clearer_$fog_clearer_i
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[/filter]
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kill=no
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variable=new_fog_clearer
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[/store_unit]
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[hide_unit]
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x,y=$new_fog_clearer.x,$new_fog_clearer.y
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[/hide_unit]
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[redraw]
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side={SIDE}
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[/redraw]
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#enddef
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#define UNCLEAR_FOG
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# Restores fog that was temporarily cleared (check CLEAR_FOG above). Only
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# one UNCLEAR_FOG is required no matter how many times CLEAR_FOG was used.
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[kill]
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type=Fog Clearer
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animate=no
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fire_event=no
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[/kill]
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[clear_variable]
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name=fog_clearer_i
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[/clear_variable]
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#enddef
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#define SET_LABEL X Y STRING
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# Puts STRING on the map at X,Y. Strictly a syntactic shortcut.
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#
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# For example:
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#! {SET_LABEL 4 7 _ "There be dragons here!"}
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[label]
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x={X}
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y={Y}
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text={STRING}
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[/label]
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#enddef
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#define REMOVE_LABEL X Y
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# Removes a label from a given tile.
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#
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# For example, remove it from 4,7
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#! {REMOVE_LABEL 4 7}
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[label]
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x={X}
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y={Y}
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text="" # wmllint: ignore
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[/label]
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#enddef
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#define SET_LABEL_PERSISTENT X Y STRING
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# Sets a label on tile x,y that gets reset every sideturn in case
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# someone clears it.
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#
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# Example:
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#! {SET_LABEL_PERSISTENT 4 7 _ "There really will be dragons here!!"}
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{SET_LABEL {X} {Y} ({STRING}) }
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{ON_SIDETURN (
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{SET_LABEL {X} {Y} ({STRING}) }
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)}
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#enddef
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#define SET_IMAGE_AND_LABEL_PERSISTENT X Y IMAGE STRING
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# Shorthand for setting both a persistant label and image at once.
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{SET_LABEL_PERSISTENT {X} {Y} ({STRING}) }
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{PLACE_IMAGE ({IMAGE}) {X} {Y}}
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#enddef
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#define FAKE_UNIT_MOVE X1 X2 Y1 Y2 SIDE TYPE MODIFIERS
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# Moves a fake unit using TYPE's animations, from (X1, Y1) to (X2, Y2).
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# You can also specify modifiers that change the baseframe displayed by
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# unit's gender or variation, or none at all.
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#
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# Example:
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#! {FAKE_UNIT_MOVE 1 2 1 2 1 (Dark Adept) (
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#! gender=female
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#! variation=fancy
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#! )}
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[move_unit_fake]
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type={TYPE}
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side={SIDE}
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x={X1},{X2}
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y={Y1},{Y2}
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{MODIFIERS}
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[/move_unit_fake]
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#enddef
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#define SCROLL X Y
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# Scrolls the screen by the specified offsets
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#
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# For example, let's scroll 5 right and 3 down:
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#! {SCROLL 5 3}
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[scroll]
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x={X}
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y={Y}
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[/scroll]
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#enddef
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#define SCROLL_TO X Y
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# Scrolls the screen to focus on the specified coordinates
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#
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# For example, let's focus on 26,35:
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#! {SCROLL 26 35}
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[scroll_to]
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x={X}
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y={Y}
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[/scroll_to]
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#enddef
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#define REDRAW
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[redraw]
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[/redraw]
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#enddef
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#define QUAKE SOUND
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# Visuals and sound for an earth tremor.
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[sound]
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name={SOUND}
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[/sound]
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[scroll]
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x=5
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y=0
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[/scroll]
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[scroll]
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x=-10
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y=0
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[/scroll]
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[scroll]
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x=5
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y=5
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[/scroll]
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[scroll]
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x=0
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y=-10
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[/scroll]
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[scroll]
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x=0
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y=5
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[/scroll]
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#enddef
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#define EARTHQUAKE ACTION_WML
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# Creates an earthquake-effect while performing ACTION_WML
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# For example we could kill all non-leader units in the earthquake:
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#! {EARTHQUAKE (
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#! [kill]
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#! canrecruit=no
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#! animate=yes
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#! [/kill]
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#! )}
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[sound]
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name=lightning.ogg
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[/sound]
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{SCROLL 2 1}
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{SCROLL -1 -3}
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{SCROLL -3 1}
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{ACTION_WML}
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{SCROLL 1 3}
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{SCROLL 1 -2}
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#enddef
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#define COLOR_ADJUST RED GREEN BLUE
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# Adjusts the color of the screen by a tint or red, green and blue
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# for example, let's make it very blueish:
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#! {COLOR_ADJUST 0 0 100}
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[colour_adjust]
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red={RED}
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green={GREEN}
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blue={BLUE}
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[/colour_adjust]
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#enddef
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# Flashes the screen with a given color performing ACTION_WML
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# These macros come in WHITE, RED, GREEN and BLUE and can
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# easily be expanded for ORANGE, PURPLE etc.
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#
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# Example: flash the screen to scare the player:
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#! {FLASH_GREEN ()}
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#! {FLASH_RED ()}
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#! {FLASH_BLUE ()}
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#! {FLASH_WHITE ()}
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#define FLASH_WHITE ACTION_WML
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# Flash the screen momentarily white.
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{COLOR_ADJUST 67 67 67}
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{COLOR_ADJUST 100 100 100}
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{ACTION_WML}
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{COLOR_ADJUST 33 33 33}
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{COLOR_ADJUST 0 0 0}
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#enddef
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#define FLASH_RED ACTION_WML
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# Flash the screen momentarily red.
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{COLOR_ADJUST 67 0 0}
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{COLOR_ADJUST 100 0 0}
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{ACTION_WML}
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{COLOR_ADJUST 33 0 0}
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{COLOR_ADJUST 0 0 0}
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#enddef
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#define FLASH_GREEN ACTION_WML
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# Flash the screen momentarily green.
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{COLOR_ADJUST 0 67 0}
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{COLOR_ADJUST 0 100 0}
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{ACTION_WML}
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{COLOR_ADJUST 0 33 0}
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{COLOR_ADJUST 0 0 0}
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#enddef
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#define FLASH_BLUE ACTION_WML
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# Flash the screen momentarily blue.
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{COLOR_ADJUST 0 0 67}
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{COLOR_ADJUST 0 0 100}
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{ACTION_WML}
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{COLOR_ADJUST 0 0 33}
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{COLOR_ADJUST 0 0 0}
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#enddef
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#define THUNDER ACTION_WML
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# Creates a thunder-and-lightning effect while performing ACTION_WML.
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# For example, player 3 might disappear in the flash of lightning:
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#! {THUNDER (
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#! [store_unit]
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#! [filter]
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#! side=3
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#! [/filter]
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#! variable=player3
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#! kill=yes
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#! [/store_unit]
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#! )}
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[sound]
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name=lightning.ogg
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[/sound]
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{FLASH_WHITE ({ACTION_WML}) }
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#enddef
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#The macro that all the following macros work off
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#define FADE_STEP_RGB RED GREEN BLUE DELAY
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[colour_adjust]
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red,green,blue={RED},{GREEN},{BLUE}
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[/colour_adjust]
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[delay]
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time={DELAY}
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[/delay]
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[redraw][/redraw]
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#enddef
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#The macro that the following fade to black macros rely on
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#define FADE_STEP NUMBER DELAY
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{FADE_STEP_RGB {NUMBER} {NUMBER} {NUMBER} {DELAY}}
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#enddef
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#define FADE_TO_BLACK
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# Fades the screen to black. Use {FADE_IN} to return to normal
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{FADE_STEP -32 5}
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{FADE_STEP -64 5}
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{FADE_STEP -96 5}
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{FADE_STEP -128 5}
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{FADE_STEP -160 5}
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{FADE_STEP -192 5}
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{FADE_STEP -224 5}
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#enddef
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#define FADE_TO_BLACK_HOLD TIME
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# Fades the screen to black and then pauses for TIME milliseconds.
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# Use {FADE_IN} to return to normal
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{FADE_STEP -32 5}
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{FADE_STEP -64 5}
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{FADE_STEP -96 5}
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{FADE_STEP -128 5}
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{FADE_STEP -160 5}
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{FADE_STEP -192 5}
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{FADE_STEP -224 {TIME}}
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#enddef
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#define FADE_IN
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# Brings the screen back from a {FADE_TO_BLACK}
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{FADE_STEP -224 5}
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{FADE_STEP -192 5}
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{FADE_STEP -160 5}
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{FADE_STEP -128 5}
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{FADE_STEP -96 5}
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{FADE_STEP -64 5}
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{FADE_STEP -32 5}
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{FADE_STEP 0 5}
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#enddef
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#define DEBUG TEXT
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# Logs a WML debug message to consol and the in-game chat.
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# It does nothing unless the 'wml' log domain is set to debug
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# level at application startup (usually with --log-debug=wml),
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# or in-game with the :log command (e.g. :log debug wml).
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#
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# Example:
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# ! {DEBUG "inconsistency: $unit.id is not loyal!"}
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[wml_message]
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logger=debug
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message={TEXT}
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[/wml_message]
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#enddef
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#define LOG TEXT
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# Logs a WML message to console and the in-game chat. It does
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# nothing unless the 'wml' log domain is set to log level at
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# application startup (usually with --log-info=wml), or in-game
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# with the :log command (e.g. :log info wml).
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#
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# Example:
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# ! {LOG "player moved to forbidden location"}
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[wml_message]
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logger=log
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message={TEXT}
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[/wml_message]
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#enddef
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#define WARNING TEXT
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# Logs a WML warning to console and the in-game chat. It does
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# nothing unless the 'wml' log domain is set to warning level at
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# application startup (usually with --log-warning=wml), or in-game
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# with the :log command (e.g. :log warning wml).
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#
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# Example:
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# ! {WARNING "malformed unit data"}
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[wml_message]
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logger=warn
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message={TEXT}
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[/wml_message]
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#enddef
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#define ERROR TEXT
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# Logs a WML error to console and the in-game chat.
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#
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# Example:
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# ! {ERROR "could not respawn hero at 2,4"}
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[wml_message]
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logger=err
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message={TEXT}
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[/wml_message]
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#enddef
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# Encapsulate text in conventional markup for characters whispering.
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# We do this so whispers can be restyled by tweaking this markup
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#define WHISPER TEXT
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"<small>(" + {TEXT} + ")</small>"#enddef
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# Encapsulate text in conventional markup for characters speaking aside.
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# We do this so whispers can be restyled by tweaking this markup
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#define ASIDE TEXT
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"<i>(" + {TEXT} + ")</i>"#enddef
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# Encapsulate text in conventional markup similar to how standard
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# character message dialogs are rendered. Intended for story screens
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# mainly.
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#define CAPTION TEXT
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"<span color='#bcb088'><b>" + {TEXT} + "</b></span>
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"#enddef
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