mirror of
https://github.com/wesnoth/wesnoth
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341 lines
7.6 KiB
INI
341 lines
7.6 KiB
INI
# This file contains shortcuts for common WML events (such as prestart, side
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# turn, and such), which can be used to write events faster and in less space.
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#
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# It is recommended that you only use these if you're confident you could write
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# the expanded form as well; these are mostly intended as shortcuts for
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# experienced WML authors.
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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 in generating HTML documentation, ignore it otherwise.
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#define ON_EVENT NAME ACTION
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# Creates a generic event. Strictly a syntactic shortcut
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[event]
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name={NAME}
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{ACTION}
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[/event]
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#enddef
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#define ON_PRESTART ACTION
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# Creates an event that triggers when the scenario starts but before the user
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# gets any visible output. Strictly a syntactic shortcut.
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#
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# For example, you can make side 2 start the scenario with ownership of the
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# village at 13,15:
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#
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#! {ON_PRESTART (
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#! [capture_village]
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#! side=2
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#! x,y=13,15
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#! [/capture_village]
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#! )}
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[event]
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name=prestart
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{ACTION}
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[/event]
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#enddef
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#define ON_START ACTION
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# Creates an event that triggers when the scenario starts, after the map is
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# displayed but before the player can act. Strictly a syntactic shortcut.
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#
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# For example you could display some dialogue when the scenario starts:
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#
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#! {ON_START (
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#! [message]
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#! speaker=Konrad
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#! message= _ "Hey, I can see some enemies up ahead!"
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#! [/message]
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#!
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#! [message]
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#! speaker=Delfador
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#! message= _ "Yes, so it would seem. Charge!"
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#! [/message]
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#! )}
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[event]
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name=start
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{ACTION}
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[/event]
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#enddef
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# {ON_NEXT_TURN (
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# Creates an event that triggers at the end of every turn.
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#
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# For example, you could give a player some gold at the end every turn:
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#! [gold]
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#! amount=35
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#! side=1
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#! [/gold]
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#! )}
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#define ON_NEXT_TURN ACTION
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[event]
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name=new turn
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first_time_only=no
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{ACTION}
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[/event]
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#enddef
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#define ON_NEXT_TURN_ONCE ACTION
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# Creates an event that triggers at the end of the current turn.
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# For example you could give a player some gold before his/hers next turn.:
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#! {ON_NEXT_TURN (
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#! [gold]
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#! amount=100
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#! side=1
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#! [/gold]
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#! )}
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[event]
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name=new turn
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first_time_only=yes
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{ACTION}
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[/event]
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#enddef
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#define ON_SIDETURN ACTION
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# Creates an event that triggers at the start of every players turn
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# For example, you could set each players gold to a fixed amount every turn.
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#! {ON_SIDETURN (
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#! [modify_side]
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#! side=3
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#! gold=0
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#! [/modify_side]
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#! )}
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[event]
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name=side turn
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first_time_only=no
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{ACTION}
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[/event]
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#enddef
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#define ON_TURN TURN ACTION
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# Creates an event that triggers at the start of turn TURN
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# For example you can create a Wose belonging to player 1 at turn 3:
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# Strictly a syntactic shortcut.
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#! {ON_TURN 3 (
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#! [unit]
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#! side=1
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#! type=wose
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#! x,y=12,4
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#! [/unit]
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#! )}
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[event]
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name=turn {TURN}
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{ACTION}
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[/event]
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#enddef
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#define ON_LAST_TURN ACTION
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# Creates an event that triggers when the last turn ends.
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# Strictly a syntactic shortcut.
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#
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# For example you could display a message saying they suck:
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#! {ON_LAST_TURN (
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#! [message]
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#! speaker=narrator
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#! message="They suck!"
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#! [/message]
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#! )}
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[event]
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name=time over
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{ACTION}
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[/event]
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#enddef
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#define ON_VICTORY ACTION
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# Creates an event that triggers when a player wins the game, before
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# the game ends. Strictly a syntactic shortcut.
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#
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# For example you could congratulate the player:
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#! {ON_VICTORY (
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#! [message]
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#! speaker=narrator
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#! message="Congratulations!"
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#! [/message]
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#! )}
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[event]
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name=victory
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{ACTION}
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[/event]
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#enddef
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#define ON_DEFEAT ACTION
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# Creates an event that triggers when a player wins the game, before
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# the game ends. Strictly a syntactic shortcut.
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#
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# For example you could suggest an easier difficulty
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# the player:
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#! {ON_DEFEAT (
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#! [message]
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#! speaker=narrator
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#! message="Aww.. you lost. Try again with 800g and +40g income?"
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#! [/message]
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#! )}
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[event]
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name=defeat
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{ACTION}
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[/event]
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#enddef
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#define ON_TILE X Y FILTER ACTION
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# Creates an event that triggers anytime a unit steps on a given tile.
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# The filter can be used to only affect special units, or units of a
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# given player.
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#
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# For example, we could make a tree where the first player's leader can
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# read a note, but nobody else:
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#! {ON_TILE 5 7 (
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#! side=1
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#! canrecruit=1
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#! ) (
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#! [message]
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#! speaker=narrator
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#! message="This is a note."
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#! [/message]
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#! )}
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[event]
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name=moveto
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first_time_only=no
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[filter]
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x={X}
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y={Y}
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ALLOW_UNDO
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# Allows the player to undo the effects of a moveto event.
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# Strictly a syntactic shortcut.
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#
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# For example, let's allow undoing reading a note:
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#! {ON_TILE 5 7 () (
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#! [message]
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#! speaker=narrator
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#! message="This is a note."
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#! [/message]
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#! {ALLOW_UNDO}
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#! )}
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[allow_undo]
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[/allow_undo]
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#enddef
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#define ON_TILE_ONCE X Y FILTER ACTION
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# Creates an event that triggers the first time a unit steps on a
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# given tile. The filter can be used to only affect special units, or
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# units of a given player.
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For example we could make a text-message
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# that is only readable once:
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#! {ON_TILE_ONCE 5 7 () (
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#! [message]
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#! speaker=narrator
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#! message="This is a note."
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#! [/message]
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#! )}
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[event]
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name=moveto
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first_time_only=yes
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[filter]
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x={X}
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y={Y}
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_DEATH FILTER ACTION
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# Creates an event that triggers anytime a unit matching FILTER dies.
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# Strictly a syntactic shortcut.
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#
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# For example we can make all units scream in pain upon death:
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#! {ON_DEATH () (
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#! [message]
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#! speaker=unit
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#! message="AAaaaaAAaaAAaarrrghh!!!"
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#! [/message]
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#! )}
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[event]
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name=die
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_DEATH_ONCE FILTER ACTION
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# Creates an event that triggers the first time a unit matching FILTER
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# dies. Strictly a syntactic shortcut.
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#
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# For example we can make only player 3s leader units scream in
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# pain upon death:
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#! {ON_DEATH_ONCE (
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#! side=3
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#! canrecruit=1
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#! ) (
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#! [message]
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#! speaker=unit
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#! message="AAaaaaAAaaAAaarrrghh!!!"
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#! [/message]
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#! )}
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[event]
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name=die
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first_time_only=yes
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_ADVANCEMENT FILTER ACTION
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# Creates an event that triggers before any unit matching FILTER
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# advances to a new class. Strictly a syntactic shortcut.
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#
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# For example we could make it smile:
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#! {ON_ADVANCEMENT () (
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#! [message]
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#! speaker=unit
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#! message=":D"
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#! [/message]
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#! )}
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[event]
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name=advance
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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#define ON_POSTADVANCEMENT FILTER ACTION
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# Creates an event that triggers after any unit matching FILTER
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# advanced to a new class. Strictly a syntactic shortcut.
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#
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# For example we could make it claim to be
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# the strongest one alive:
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#! {ON_POSTADVANCEMENT () (
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#! [message]
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#! speaker=unit
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#! message="I'm the strongest one alive!"
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#! [/message]
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#! )}
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[event]
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name=post_advance
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first_time_only=no
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[filter]
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{FILTER}
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[/filter]
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{ACTION}
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[/event]
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#enddef
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