mirror of
https://github.com/wesnoth/wesnoth
synced 2025-05-06 08:27:09 +00:00

Translatable message strings passed to it cannot be spellchecked by wmllint, and we don't wanna encourage this. Was already used nowhere in mainline.
368 lines
8.4 KiB
INI
368 lines
8.4 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 HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND_VALUE
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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_VALUE or else it'll get lost
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# during the 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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[remove_item]
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x,y={X},{Y}
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[/remove_item]
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[item]
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x,y={X},{Y}
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image={BACKGROUND_VALUE}
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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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[remove_item]
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x,y={X},{Y}
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[/remove_item]
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[item]
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x,y={X},{Y}
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image={BACKGROUND_VALUE}
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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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[remove_item]
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x,y={X},{Y}
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[/remove_item]
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[item]
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x,y={X},{Y}
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image={BACKGROUND_VALUE}
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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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[unit]
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side={SIDE}
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type=Fog Clearer
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x,y={X},{Y}
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max_moves={RADIUS}
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[/unit]
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[hide_unit]
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type=Fog Clearer
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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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#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 FAKE_UNIT_MOVE FROM_X TO_X FROM_Y TO_Y SIDE TYPE MODIFIER_WML
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# Moves a fake unit using TYPE's animations, from (FROM_X, FROM_Y)
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# to (TO_X, TO_Y). You can also specify modifiers that change the
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# baseframe displayed by unit's gender or variation, or none at
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# 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={FROM_X},{TO_X}
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y={FROM_Y},{TO_Y}
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{MODIFIER_WML}
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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 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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[color_adjust]
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red={RED}
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green={GREEN}
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blue={BLUE}
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[/color_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_TIME
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[color_adjust]
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red,green,blue={RED},{GREEN},{BLUE}
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[/color_adjust]
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[delay]
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time={DELAY_TIME}
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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_TIME
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{FADE_STEP_RGB {NUMBER} {NUMBER} {NUMBER} {DELAY_TIME}}
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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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# 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 asides 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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