wesnoth/data/utils/event-utils.cfg

314 lines
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INI

# This file contains shortcuts for common WML events (such as prestart, side
# turn, and such), which can be used to write events faster and in less space.
#
# It is recommended that you only use these if you're confident you could write
# the expanded form as well; these are mostly intended as shortcuts for
# experienced WML authors.
# Creates a generic event, only intended to be used when no other event can be
# used.
#define ON_EVENT NAME ACTION
[event]
name={NAME}
{ACTION}
[/event]
#enddef
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output.
#
# For example, you can make side 2 start the scenario with ownership of the
# village at 13,15:
#
# {ON_PRESTART (
# [capture_village]
# side=2
# x,y=13,15
# [/capture_village]
# )}
#define ON_PRESTART ACTION
[event]
name=prestart
{ACTION}
[/event]
#enddef
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act.
#
# For example you could display some dialogue when the scenario starts:
#
# {ON_START (
# [message]
# speaker=Konrad
# message= _ "Hey, I can see some enemies up ahead!"
# [/message]
#
# [message]
# speaker=Delfador
# message= _ "Yes, so it would seem. Charge!"
# [/message]
# )}
#define ON_START ACTION
[event]
name=start
{ACTION}
[/event]
#enddef
# Creates an event that triggers at the end of every turn.
#
# For example, you could give a player some gold at the end every turn:
#
# {ON_NEXT_TURN (
# [gold]
# amount=35
# side=1
# [/gold]
# )}
#define ON_NEXT_TURN ACTION
[event]
name=new turn
first_time_only=no
{ACTION}
[/event]
#enddef
# Creates an event that triggers at the end of the current turn.
# For example you could give a player some gold before his/hers next turn.:
# {ON_NEXT_TURN (
# [gold]
# amount=100
# side=1
# [/gold]
# )}
#define ON_NEXT_TURN_ONCE ACTION
[event]
name=new turn
first_time_only=yes
{ACTION}
[/event]
#enddef
# Creates an event that triggers at the start of every players turn
# For example you could set each players gold to a fixed amount every turn.
# {ON_SIDETURN (
# [modify_side]
# side=3
# gold=0
# [/modify_side]
# )}
#define ON_SIDETURN ACTION
[event]
name=side turn
first_time_only=no
{ACTION}
[/event]
#enddef
# Creates an event that triggers at the start of turn TURN
# For example you can create a Wose belonging to player 1 at turn 3:
# {ON_TURN 3 (
# [unit]
# side=1
# type=wose
# x,y=12,4
# [/unit]
# )}
#define ON_TURN TURN ACTION
[event]
name=turn {TURN}
{ACTION}
[/event]
#enddef
# Creates an event that triggers when the last turn ends.
# For example you could display a message saying they suck:
# {ON_LAST_TURN (
# [message]
# speaker=narrator
# message="They suck!"
# [/message]
# )}
#define ON_LAST_TURN ACTION
[event]
name=time over
{ACTION}
[/event]
#enddef
# Creates an event that triggers when a player wins the game, before the game ends.
# For example you could congratulate the player:
# {ON_VICTORY (
# [message]
# speaker=narrator
# message="Congratulations!"
# [/message]
# )}
#define ON_VICTORY ACTION
[event]
name=victory
{ACTION}
[/event]
#enddef
# Creates an event that triggers when a player wins the game, before the game ends.
# For example you could suggest an easier difficulty the player:
# {ON_DEFEAT (
# [message]
# speaker=narrator
# message="Aww.. you lost. Try again with 800g and +40g income?"
# [/message]
# )}
#define ON_DEFEAT ACTION
[event]
name=defeat
{ACTION}
[/event]
#enddef
# Creates an event that triggers anytime a unit steps on a given tile.
# The filter can be used to only affect special units, or units of a given player.
# For example we could make a tree where the first players leader can read a note, but noone else:
# {ON_TILE 5 7 (
# side=1
# canrecruit=1
# ) (
# [message]
# speaker=narrator
# message="This is a note."
# [/message]
# )}
#define ON_TILE X Y FILTER ACTION
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
# Creates an event that triggers the first time a unit steps on a given tile.
# The filter can be used to only affect special units, or units of a given player.
# For example we could make a text-message that is only readable once:
# {ON_TILE_ONCE 5 7 () (
# [message]
# speaker=narrator
# message="This is a note."
# [/message]
# )}
#define ON_TILE_ONCE X Y FILTER ACTION
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
# Creates an event that triggers anytime a unit matching FILTER dies.
# For example we can make all units scream in pain upon death:
# {ON_DEATH () (
# [message]
# speaker=unit
# message="AAaaaaAAaaAAaarrrghh!!!"
# [/message]
# )}
#define ON_DEATH FILTER ACTION
[event]
name=die
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
# Creates an event that triggers the first time a unit matching FILTER dies.
# For example we can make only player 3s leader units scream in pain upon death:
# {ON_DEATH (
# side=3
# canrecruit=1
# ) (
# [message]
# speaker=unit
# message="AAaaaaAAaaAAaarrrghh!!!"
# [/message]
# )}
#define ON_DEATH_ONCE FILTER ACTION
[event]
name=die
first_time_only=yes
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
# Creates an event that triggers before any unit matching FILTER advances to a new class.
# For example we could make it smile:
# {ON_ADVANCEMENT () (
# [message]
# speaker=unit
# message=":D"
# [/message]
# )}
#define ON_ADVANCEMENT FILTER ACTION
[event]
name=advance
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef
# Creates an event that triggers after any unit matching FILTER advanced to a new class.
# For example we could make it claim to be the strongest one alive:
# {ON_POSTADVANCEMENT () (
# [message]
# speaker=unit
# message="I'm the strongest one alive!"
# [/message]
# )}
#define ON_POSTADVANCEMENT FILTER ACTION
[event]
name=post_advance
first_time_only=no
[filter]
{FILTER}
[/filter]
{ACTION}
[/event]
#enddef