wesnoth/data/core/macros/unit-utils.cfg
2009-11-23 14:39:03 +00:00

341 lines
8.5 KiB
INI

#textdomain wesnoth
# This file contains unit utility macros for WML authors.
#
# These don't rely on any other macros. Please don't change this.
# This needs to match the magic UNREACHABLE constant in unit_movement_type
#define UNREACHABLE
99 #enddef
# Use this to restrict a filter to on-map units, not the recall list.
#define NOT_ON_RECALL_LIST
[not]
x,y=recall,recall
[/not]
#enddef
# Rationale for the naming scheme of these generators:
# All generators take SIDE X Y for consistency.
# Those that begin with NAMED_ additionally take ID_STRING NAME_STRING
# The LOYAL_ macros set the loyalty trait.
#define UNIT SIDE TYPE X Y WML
# Place a unit with embedded WML specified.
#
[unit]
side={SIDE}
type={TYPE}
x={X}
y={Y}
{WML}
[/unit]
#enddef
#define GENERIC_UNIT SIDE TYPE X Y
# Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a
# random name, gender and traits (just like a recruited unit).
[unit]
side={SIDE}
type={TYPE}
x={X}
y={Y}
generate_name=yes
random_traits=yes
random_gender=yes
upkeep=full
[/unit]
#enddef
#define NOTRAIT_UNIT SIDE TYPE X Y
# Creates a unit with no traits, random gender and generated name.
#
# Example:
#! {NOTRAIT_UNIT 1 (Elvish Fighter) 19 16}
#
[unit]
side={SIDE}
type={TYPE}
x={X}
y={Y}
generate_name=yes
random_traits=no
random_gender=yes
[/unit]
#enddef
#define LOYAL_UNIT SIDE TYPE X Y
# Creates a unit with the Loyal trait.
#
# Example:
#! {LOYAL_UNIT 1 (Elvish Fighter) 19 16}
#
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
generate_name=yes
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
# Create a unit with the Undead and Loyal traits.
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
#define NAMED_UNIT SIDE TYPE X Y ID_STRING NAME_STRING WML
# Place a named unit with embedded WML specified.
#
[unit]
side={SIDE}
type={TYPE}
x={X}
y={Y}
id={ID_STRING}
name={NAME_STRING}
{WML}
[/unit]
#enddef
#define NAMED_LOYAL_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
# Creates a unit with the Loyal trait.
#
# Example:
#! {LOYAL_UNIT 1 (Elvish Fighter) 19 16 (Myname) ( _ "Myname")}
#
[unit]
side={SIDE}
type={TYPE}
id={ID_STRING}
name={NAME_STRING}
x={X}
y={Y}
[modifications]
{TRAIT_LOYAL}
[/modifications]
[/unit]
#enddef
#define NAMED_GENERIC_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
# Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a
# generated gender and traits (just like a recruited unit).
[unit]
side={SIDE}
type={TYPE}
id={ID_STRING}
name={NAME_STRING}
x={X}
y={Y}
random_traits=yes
random_gender=yes
upkeep=full
[/unit]
#enddef
#define NAMED_NOTRAIT_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
# Creates a unit with no traits, random gender and specified name.
#
# Example:
#! {NAMED_NOTRAIT_UNIT 1 (Elvish Fighter) 20 22 (Mochi) (_"Mochi") }
#
[unit]
side={SIDE}
type={TYPE}
id={ID_STRING}
name={NAME_STRING}
x={X}
y={Y}
random_traits=no
random_gender=yes
[/unit]
#enddef
#define GUARDIAN
# Meant to be used as a suffix to a unit-generating macro call.
[+unit]
ai_special=guardian
animate=no
[/unit]
#enddef
#define NO_UPKEEP
# Meant to be used as a suffix to a unit-generating macro call.
# Use this wheen you don't want to use up a traits slot.
[+unit]
upkeep=loyal
[/unit]
#enddef
#define RECALL_OR_CREATE_UNIT WML ID_STRING
# 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
# 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 STORE_UNIT_VAR FILTER VAR TO_VAR
# Stores an attribute of a unit to the given variable.
#
# Example where this is used to flip all orcs to whatever side James is on:
#! {STORE_UNIT_VAR (id=James) side side_of_James}
#! {MODIFY_UNIT (race=orc) side $side_of_James}
[store_unit]
[filter]
{FILTER}
[/filter]
kill=no
variable=STORE_UNIT_VAR_store
[/store_unit]
[set_variable]
name={TO_VAR}
format=$STORE_UNIT_VAR_store.{VAR}
[/set_variable]
[clear_variable]
name=STORE_UNIT_VAR_store
[/clear_variable]
#enddef
#define ADVANCE_UNIT FILTER ADVANCETO
# Advances all units matching the filter to ADVANCETO or if missing, their normal advancement
#
# Example to advance all spearmen to a cavalrymen:
#! {ADVANCE_UNIT type=Spearman Cavalryman}
# Example to advance your leader normally:
#! {ADVANCE_UNIT canrecruit,side=yes,1 ""}
[store_unit]
[filter]
{FILTER}
[/filter]
variable=ADVANCE_UNIT_store
kill=no
[/store_unit]
[set_variable]
name=advanceto_len
string_length={ADVANCETO}
[/set_variable]
{FOREACH ADVANCE_UNIT_store i}
[if]
[variable]
name=advanceto_len
greater_than=0
[/variable]
[then]
[set_variable]
name=ADVANCE_UNIT_store[$i].advances_to
value={ADVANCETO}
[/set_variable]
[/then]
[/if]
[set_variable]
name=ADVANCE_UNIT_store[$i].experience
value=$ADVANCE_UNIT_store[$i].max_experience
[/set_variable]
[unstore_unit]
variable=ADVANCE_UNIT_store[$i]
find_vacant=no
advance=true
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE ADVANCE_UNIT_store}
{CLEAR_VARIABLE advanceto_len}
#enddef
#define TRANSFORM_UNIT T_FILTER TRANSFORMTO
# Transforms all units matching the filter into TRANSFORMTO or if missing, their normal advancement
# Keeps the unit's hitpoints, experience and status intact.
#
# Example to turn all spearmen into cavalrymen:
#! {TRANSFORM_UNIT type=Spearman Cavalryman}
[store_unit]
[filter]
{T_FILTER}
[/filter]
variable=TU_store
kill=no
[/store_unit]
{ADVANCE_UNIT ({T_FILTER}) ({TRANSFORMTO}) }
{FOREACH TU_store i}
[store_unit]
[filter]
x,y=$TU_store[$i].x,$TU_store[$i].y
[/filter]
variable=TUrestore_store
kill=yes
[/store_unit]
[set_variables]
name=TUrestore_store
mode=merge
[value]
hitpoints=$TU_store[$i].hitpoints
experience=$TU_store[$i].experience
[insert_tag]
name=status
variable=TU_store[$i].status
[/insert_tag]
[/value]
[/set_variables]
[if]
[variable]
name=TUrestore_store.status.not_living
boolean_equals=true
[/variable]
[then]
[clear_variable]
name=TUrestore_store.status.poisoned
[/clear_variable]
[/then]
[/if]
[unstore_unit]
variable=TUrestore_store
find_vacant=no
advance=false
[/unstore_unit]
{CLEAR_VARIABLE TUrestore_store}
{NEXT i}
{CLEAR_VARIABLE TU_store}
#enddef