Deprecated ON_EVENT, ON_PRESTART, ON_START, ON_SIDETURN,

...ON_TURN, ON_VICTORY, ON_DEFEAT, ALLOW_UNDO, and ON_TILE_ONCE.
This commit is contained in:
Steven Panek 2010-11-25 09:51:10 +00:00
parent 67c76d2a76
commit 6874d8807f
4 changed files with 223 additions and 178 deletions

View file

@ -342,7 +342,8 @@
[/message]
[/then]
[else]
{ALLOW_UNDO}
[allow_undo]
[/allow_undo]
[/else]
[/if]
[/event]

View file

@ -177,3 +177,180 @@
description = {DESCRIPTION}
[/objective]
#enddef
#define ON_EVENT NAME ACTION_WML
{DEPRECATE ON_EVENT 1.9.4}
# Creates a generic event. Strictly a syntactic shortcut
[event]
name={NAME}
{ACTION_WML}
[/event]
#enddef
#define ON_PRESTART ACTION_WML
{DEPRECATE ON_PRESTART 1.9.4}
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=prestart
{ACTION_WML}
[/event]
#enddef
#define ON_START ACTION_WML
{DEPRECATE ON_START 1.9.4}
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=start
{ACTION_WML}
[/event]
#enddef
#define ON_SIDETURN ACTION_WML
{DEPRECATE ON_SIDETURN 1.9.4}
# 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]
#! )}
[event]
name=side turn
first_time_only=no
{ACTION_WML}
[/event]
#enddef
#define ON_TURN TURN ACTION_WML
{DEPRECATE ON_TURN 1.9.4}
# 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:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
[event]
name=turn {TURN}
{ACTION_WML}
[/event]
#enddef
#define ON_VICTORY ACTION_WML
{DEPRECATE ON_VICTORY 1.9.4}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
[event]
name=victory
{ACTION_WML}
[/event]
#enddef
#define ON_DEFEAT ACTION_WML
{DEPRECATE ON_DEFEAT 1.9.4}
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=defeat
{ACTION_WML}
[/event]
#enddef
#define ALLOW_UNDO
{DEPRECATE ALLOW_UNDO 1.9.4}
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
#enddef
#define ON_TILE_ONCE X Y FILTER ACTION_WML
{DEPRECATE ON_TILE_ONCE 1.9.4}
# 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]
#! )}
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION_WML}
[/event]
#enddef

View file

@ -9,165 +9,6 @@
# These don't depend on any other macros. Please don't change this.
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define ON_EVENT NAME ACTION_WML
# Creates a generic event. Strictly a syntactic shortcut
[event]
name={NAME}
{ACTION_WML}
[/event]
#enddef
#define ON_PRESTART ACTION_WML
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=prestart
{ACTION_WML}
[/event]
#enddef
#define ON_START ACTION_WML
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=start
{ACTION_WML}
[/event]
#enddef
#define ON_SIDETURN ACTION_WML
# 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]
#! )}
[event]
name=side turn
first_time_only=no
{ACTION_WML}
[/event]
#enddef
#define ON_TURN TURN ACTION_WML
# 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:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
[event]
name=turn {TURN}
{ACTION_WML}
[/event]
#enddef
#define ON_VICTORY ACTION_WML
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
[event]
name=victory
{ACTION_WML}
[/event]
#enddef
#define ON_DEFEAT ACTION_WML
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# 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]
#! )}
[event]
name=defeat
{ACTION_WML}
[/event]
#enddef
#define ALLOW_UNDO
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
#enddef
#define ON_TILE_ONCE X Y FILTER ACTION_WML
# 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]
#! )}
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION_WML}
[/event]
#enddef
#define CALL_FUNCTION EVENT_NAME PARAMETER_WML
# This will fire an event with a set of parameters, for example:
#! {CALL_FUNCTION my_event a,b,c=1,2,3}

View file

@ -242,48 +242,74 @@ usage=mask
#enddef
#define TS_SPAWNS
{ON_TURN 2 (
[event]
name=turn 2
{TS_SPAWN1 "Footpad"}{TS_SPAWN1 "Peasant"}
{TS_SPAWN2 "Bowman"}{TS_SPAWN2 "Cavalryman"}
)}
{ON_TURN 5 (
[/event]
[event]
name=turn 5
{TS_SPAWN1 "Thief"}{TS_SPAWN1 "Poacher"}
{TS_SPAWN2 "Dwarvish Guardsman"}{TS_SPAWN2 "Dwarvish Fighter"}
)}
{ON_TURN 8 (
[/event]
[event]
name=turn 8
{TS_SPAWN1 "Elvish Archer"}{TS_SPAWN1 "Elvish Shaman"}
{TS_LAKE_SPAWN "Merman Hunter"}
{TS_SPAWN2 "Elvish Archer"}
)}
{ON_TURN 11 (
[/event]
[event]
name=turn 11
{TS_SPAWN1 "Orcish Slayer"}
{TS_LAKE_SPAWN "Naga Fighter"}
{TS_SPAWN2 "Troll Hero"}{TS_SPAWN2 "Troll Whelp"}
)}
{ON_TURN 14 (
[/event]
[event]
name=turn 14
{TS_SPAWN1 "Drake Warrior"}{TS_SPAWN1 "Drake Glider"}
{TS_SPAWN2 "Fire Drake"}{TS_SPAWN2 "Drake Fighter"}
)}
{ON_TURN 17 (
[/event]
[event]
name=turn 17
{TS_SPAWN1 "Death Knight"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Walking Corpse"}{TS_SPAWN1 "Vampire Bat"}
{TS_SWAMP_SPAWN "Tentacle of the Deep"}
{TS_SPAWN2 "Lich"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Walking Corpse"}{TS_SPAWN2 "Vampire Bat"}
)}
{ON_TURN 20 (
[/event]
[event]
name=turn 20
{TS_SPAWN1 "Drake Enforcer"}
{TS_LAKE_SPAWN "Mermaid Diviner"}{TS_LAKE_SPAWN "Merman Entangler"}
{TS_SPAWN2 "Drake Enforcer"}
)}
{ON_TURN 23 (
[/event]
[event]
name=turn 23
{TS_SPAWN1 "Dark Sorcerer"}
{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}{TS_LAKE_SPAWN "Shadow"}
{TS_SPAWN2 "Dark Sorcerer"}
)}
{ON_TURN 26 (
[/event]
[event]
name=turn 26
{TS_SPAWN1 "Goblin Rouser"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}{TS_SPAWN1 "Goblin Spearman"}
{TS_SWAMP_SPAWN "Cuttle Fish"}
{TS_SPAWN2 "Goblin Rouser"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}{TS_SPAWN2 "Goblin Spearman"}
)}
[/event]
#enddef
[multiplayer]