More nacro argument type checking. No mismatches in mainline.

This commit is contained in:
Eric S. Raymond 2010-02-11 22:45:04 +00:00
parent d72fb9cca7
commit 75f2727548
15 changed files with 104 additions and 104 deletions

View file

@ -8,7 +8,7 @@
{LOW_PRESTART}
#define LOAD_SUBMAP X_RANGE Y_RANGE X_OFFSET Y_OFFSET
#define LOAD_SUBMAP X_SPAN Y_SPAN OFFSET_X OFFSET_Y
[store_unit]
[filter]
[/filter]
@ -21,20 +21,20 @@
[/store_villages]
{FOREACH MOVE_UNIT_store unit}
{VARIABLE_OP MOVE_UNIT_store[$unit].x add {X_OFFSET}}
{VARIABLE_OP MOVE_UNIT_store[$unit].y add {Y_OFFSET}}
{VARIABLE_OP MOVE_UNIT_store[$unit].goto_x add {X_OFFSET}}
{VARIABLE_OP MOVE_UNIT_store[$unit].goto_y add {Y_OFFSET}}
{VARIABLE_OP MOVE_UNIT_store[$unit].x add {OFFSET_X}}
{VARIABLE_OP MOVE_UNIT_store[$unit].y add {OFFSET_Y}}
{VARIABLE_OP MOVE_UNIT_store[$unit].goto_x add {OFFSET_X}}
{VARIABLE_OP MOVE_UNIT_store[$unit].goto_y add {OFFSET_Y}}
{NEXT unit}
{FOREACH villages village}
{VARIABLE_OP villages[$village].x add {X_OFFSET}}
{VARIABLE_OP villages[$village].y add {Y_OFFSET}}
{VARIABLE_OP villages[$village].x add {OFFSET_X}}
{VARIABLE_OP villages[$village].y add {OFFSET_Y}}
{NEXT village}
[replace_map]
x={X_RANGE}
y={Y_RANGE}
x={X_SPAN}
y={Y_SPAN}
{LOW_MAP 14_Human_Alliance.map}
[/replace_map]

View file

@ -103,7 +103,7 @@
[/else]
#enddef
#define CENTRAL_BODY_DEATH_ANIMATION BASE_IMAGE_FUNCTION OVERLAY_IMAGE_FUNCTION
#define CENTRAL_BODY_DEATH_ANIMATION BASE_IMAGE_AFFIX OVERLAY_IMAGE_AFFIX
start_time=0
die_sound_start_time=0
@ -146,32 +146,32 @@
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duration=800
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halo_x,halo_y=-9,17
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halo_x,halo_y=18,0
[/flame_burst_2_frame]
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halo_x,halo_y=-9,-18
[/flame_burst_3_frame]
[flame_burst_4_frame]
duration=800
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halo_x,halo_y=9,17
[/flame_burst_4_frame]
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duration=800
halo=misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1,halo/flame-burst-1.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-2.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-3.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-4.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-5.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-6.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-7.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-8.png~{OVERLAY_IMAGE_FUNCTION}:50,misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1
halo=misc/blank-hex.png~{OVERLAY_IMAGE_AFFIX}:1,halo/flame-burst-1.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-2.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-3.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-4.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-5.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-6.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-7.png~{OVERLAY_IMAGE_AFFIX}:50,halo/flame-burst-8.png~{OVERLAY_IMAGE_AFFIX}:50,misc/blank-hex.png~{OVERLAY_IMAGE_AFFIX}:1
halo_x,halo_y=8,-18
[/flame_burst_5_frame]
[flame_burst_6_frame]
duration=800
halo=misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1,halo/flame-burst-1.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-2.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-3.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-4.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-5.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-6.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-7.png~{OVERLAY_IMAGE_FUNCTION}:50,halo/flame-burst-8.png~{OVERLAY_IMAGE_FUNCTION}:50,misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1
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halo_x,halo_y=-18,0
[/flame_burst_6_frame]
@ -184,51 +184,51 @@
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[explosion_6_frame]
duration=800
halo="misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1,projectiles/fireball-impact-1.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-1.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-2.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-3.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-4.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-5.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-6.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-7.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-8.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-9.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-10.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-11.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-12.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-13.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-14.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-15.png~{OVERLAY_IMAGE_FUNCTION},projectiles/fireball-impact-16.png~{OVERLAY_IMAGE_FUNCTION},misc/blank-hex.png~{OVERLAY_IMAGE_FUNCTION}:1"
halo="misc/blank-hex.png~{OVERLAY_IMAGE_AFFIX}:1,projectiles/fireball-impact-1.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-1.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-2.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-3.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-4.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-5.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-6.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-7.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-8.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-9.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-10.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-11.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-12.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-13.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-14.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-15.png~{OVERLAY_IMAGE_AFFIX},projectiles/fireball-impact-16.png~{OVERLAY_IMAGE_AFFIX},misc/blank-hex.png~{OVERLAY_IMAGE_AFFIX}:1"
halo_x,halo_y=-18,0
[/explosion_6_frame]
[frame]
duration=2500
image="units/alien/core-compact.png~{BASE_IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{BASE_IMAGE_AFFIX}"
blend_color=255,255,255
blend_ratio=0.0~1.0
[/frame]
[frame]
duration=2600
image="units/alien/core-compact.png~{BASE_IMAGE_FUNCTION}"
image="units/alien/core-compact.png~{BASE_IMAGE_AFFIX}"
blend_color=255,255,255
blend_ratio=1.0
alpha=1.0~0.0
[/frame]
[frame]
duration=1
image="misc/blank-hex.png~{BASE_IMAGE_FUNCTION}"
image="misc/blank-hex.png~{BASE_IMAGE_AFFIX}"
[/frame]
#enddef

View file

@ -1,10 +1,10 @@
#textdomain wesnoth-utbs
#define NYM_BASE HP EXP LEVEL SWORD_POWER BOLAS_POWER
#define NYM_BASE HP_NUMBER XP_NUMBER LEVEL_NUMBER SWORD_AMOUNT BOLAS_AMOUNT
gender=female
image=units/elves-desert/nym.png
profile=portraits/nym.png
hitpoints={HP}
hitpoints={HP_NUMBER}
movement_type=woodland
#desert elves move fast across the sands, but are not used to forests
#they are also a bit faster in caves
@ -19,8 +19,8 @@
forest=50
[/defense]
movement=6
level={LEVEL}
experience={EXP}
level={LEVEL_NUMBER}
experience={XP_NUMBER}
alignment=lawful
usage=mixed fighter
die_sound={SOUND_LIST:ELF_FEMALE_HIT}
@ -30,7 +30,7 @@
description= _"sword"
type=blade
range=melee
damage={SWORD_POWER}
damage={SWORD_AMOUNT}
number=4
icon=attacks/sword-elven.png
[/attack]
@ -39,7 +39,7 @@
description= _"bolas"
type=impact
range=ranged
damage={BOLAS_POWER}
damage={BOLAS_AMOUNT}
number=2
[specials]
{WEAPON_SPECIAL_SLOW}

View file

@ -4,7 +4,7 @@
# MODIFY_AI - ADD
############################################################
#define MODIFY_AI_ADD_ASPECT SIDE ASPECT_ID FACET
#define MODIFY_AI_ADD_ASPECT SIDE ASPECT_ID FACET_WML
# modify ai, add facet to an aspect
#
# example: {MODIFY_AI_ADD_ASPECT 1 aggression (id=always value=0.5)}
@ -14,40 +14,40 @@
side={SIDE}
action=add
path=aspect[{ASPECT_ID}].facet
{FACET}
{FACET_WML}
[/modify_ai]
#enddef
#define MODIFY_AI_ADD_STAGE SIDE STAGE
#define MODIFY_AI_ADD_STAGE SIDE STAGE_WML
# modify ai, add stage
[modify_ai]
side={SIDE}
action=add
path=stage
{STAGE}
{STAGE_WML}
[/modify_ai]
#enddef
#define MODIFY_AI_ADD_GOAL SIDE GOAL
#define MODIFY_AI_ADD_GOAL SIDE GOAL_WML
# modify ai, add goal
[modify_ai]
side={SIDE}
action=add
path=goal
{GOAL}
{GOAL_WML}
[/modify_ai]
#enddef
#define MODIFY_AI_ADD_CANDIDATE_ACTION SIDE STAGE_ID CANDIDATE_ACTION
#define MODIFY_AI_ADD_CANDIDATE_ACTION SIDE STAGE_ID CANDIDATE_ACTION_WML
# modify ai, add candidate action to a stage
[modify_ai]
side={SIDE}
action=add
path=stage[{STAGE_ID}].candidate_action
{CANDIDATE_ACTION}
{CANDIDATE_ACTION_WML}
[/modify_ai]
#enddef
@ -110,11 +110,11 @@
# ASPECTS - DECLARATION
############################################################
#define AI_ASPECT ASPECT_ID FACET
#define AI_ASPECT ASPECT_ID FACET_WML
#macro to define a named facet of ai aspect
[aspect]
id={ASPECT_ID}
{FACET}
{FACET_WML}
[/aspect]
#enddef
@ -141,7 +141,7 @@
{AI_SIMPLE_ASPECT {ASPECT_ID} "always" {VALUE}}
#enddef
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY ASPECT_ID FACET_ID TIMEOFDAY VALUE
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY ASPECT_ID FACET_ID TIMEOFDAY_VALUE VALUE
# simple aspect which is active during a specified time of day
{AI_ASPECT {ASPECT_ID}
@ -149,7 +149,7 @@
[facet]
id={FACET_ID}
value={VALUE}
time_of_day={TIMEOFDAY}
time_of_day={TIMEOFDAY_VALUE}
[/facet]
)}
#enddef
@ -186,7 +186,7 @@
{AI_SIMPLE_ASPECT_VALUE {ASPECT_ID} "always" {VALUE}}
#enddef
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE ASPECT_ID FACET_ID TIMEOFDAY VALUE
#define AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE ASPECT_ID FACET_ID TIMEOFDAY_VALUE VALUE
# simple aspect which is active during a specified time of day
{AI_ASPECT {ASPECT_ID}
@ -196,7 +196,7 @@
[value]
{VALUE}
[/value]
time_of_day={TIMEOFDAY}
time_of_day={TIMEOFDAY_VALUE}
[/facet]
)}
#enddef
@ -235,7 +235,7 @@
{MODIFY_AI_ADD_SIMPLE_ASPECT {SIDE} {ASPECT_ID} "always" {VALUE}}
#enddef
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY SIDE ASPECT_ID FACET_ID TIMEOFDAY_VALUE VALUE
# modify ai, add simple aspect which is active during a specified time of day
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
@ -243,7 +243,7 @@
[facet]
id={FACET_ID}
value={VALUE}
time_of_day={TIMEOFDAY}
time_of_day={TIMEOFDAY_VALUE}
[/facet]
)}
#enddef
@ -280,7 +280,7 @@
{MODIFY_AI_ADD_SIMPLE_ASPECT_VALUE {SIDE} {ASPECT_ID} "always" {VALUE}}
#enddef
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE
#define MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE SIDE ASPECT_ID FACET_ID TIMEOFDAY_VALUE VALUE
# modify ai, add simple aspect which is active during a specified time of day
{MODIFY_AI_ADD_ASPECT {SIDE} {ASPECT_ID}
@ -290,7 +290,7 @@
[value]
{VALUE}
[/value]
time_of_day={TIMEOFDAY}
time_of_day={TIMEOFDAY_VALUE}
[/facet]
)}
#enddef

View file

@ -1,6 +1,6 @@
#textdomain wesnoth
#define AI_CONTROLLER AFFIX PLAYER_SIDES ALLY_SIDES VARIABLES
#define AI_CONTROLLER AFFIX PLAYER_SIDES ALLY_SIDES VARIABLES_WML
# expects $order_type to be set
[event]
name=apply_ai_params
@ -685,7 +685,7 @@
mode=merge
[literal]
{VARIABLES}
{VARIABLES_WML}
[/literal]
[/set_variables]

View file

@ -389,7 +389,7 @@
[/filter]
#enddef
#define DRAKE_FLYING_ANIM STANDING_FRAME FLYING_FRAME
#define DRAKE_FLYING_ANIM STANDING_IMAGE FLYING_IMAGE
[standing_anim]
start_time=0
[filter]
@ -402,7 +402,7 @@
[/filter]
[frame]
duration=150
image={STANDING_FRAME}
image={STANDING_IMAGE}
[/frame]
[/standing_anim]
@ -420,7 +420,7 @@
[/filter]
[frame]
duration=150
image={FLYING_FRAME}
image={FLYING_IMAGE}
[/frame]
[/standing_anim]
#enddef

View file

@ -1,8 +1,8 @@
#textdomain wesnoth
#define NEW_GOLD_CARRYOVER PERCENTAGE
#define NEW_GOLD_CARRYOVER PERCENTAGE_NUMBER
carryover_add=yes
carryover_percentage={PERCENTAGE}
carryover_percentage={PERCENTAGE_NUMBER}
#enddef
#define EARLY_FINISH_BONUS_NOTE
@ -29,18 +29,18 @@ _"No gold carried over to the next scenario."#enddef
_"
20% of finishing gold carried over to the next scenario."#enddef
#define ALTERNATIVE_OBJECTIVE OBJECTIVE
#define ALTERNATIVE_OBJECTIVE OBJECTIVE_TEXT
[objective]
description="<span color='white'>" + _ "Alternative objective:" + "</span>
<span color='#00ff00'>" + {OBJECTIVE} + "</span> "
<span color='#00ff00'>" + {OBJECTIVE_TEXT} + "</span> "
condition=win
[/objective]
#enddef
#define ALTERNATIVE_OBJECTIVE_BONUS OBJECTIVE
#define ALTERNATIVE_OBJECTIVE_BONUS OBJECTIVE_TEXT
[objective]
description="<span color='white'>" + _ "Alternative objective:" + "</span>
<span color='#00ff00'>" + {OBJECTIVE} + "</span> " + {EARLY_FINISH_BONUS_CAPTION}
<span color='#00ff00'>" + {OBJECTIVE_TEXT} + "</span> " + {EARLY_FINISH_BONUS_CAPTION}
condition=win
[/objective]
#enddef

View file

@ -109,7 +109,7 @@
[/removeitem]
#enddef
#define TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR
#define TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR_ID
# Override the team color of filtered units.
[object]
silent=yes
@ -118,7 +118,7 @@
[/filter]
[effect]
apply_to=image_mod
add=RC(magenta>{TEAMCOLOR})
add=RC(magenta>{TEAMCOLOR_ID})
[/effect]
[/object]
#enddef

View file

@ -4,21 +4,21 @@
# These don't depend on any other macros. Please don't change this.
# ! in comments is used to generate HTML documentation; ignore it otherwise.
#define MESSAGE SPEAKER IMAGE CAPTION TEXT
# Displays a text message spoken by SPEAKER.
#define MESSAGE SPEAKER_ID IMAGE CAPTION_TEXT MESSAGE_TEXT
# Displays a text message spoken by SPEAKER_ID.
# Speaker can be any of: narrator, unit and second_unit
# For example, let's have the narrator, which looks like a faery
# express some feelings on the undead:
#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
[message]
speaker={SPEAKER}
message={TEXT}
speaker={SPEAKER_ID}
message={MESSAGE_TEXT}
image={IMAGE}
caption={CAPTION}
caption={CAPTION_TEXT}
[/message]
#enddef
#define FLOATING_TEXT FILTER COLOUR TEXT
#define FLOATING_TEXT FILTER COLOUR_VALUE TEXT
# Floats the given text above the given unit in the same manner as
# damage numbers are displayed in combat. For example when a unit
# steps on a hidden trap and is dealt 8 damage, let's show this to
@ -36,19 +36,19 @@
[unstore_unit]
variable=FLOATING_TEXT_temp
find_vacant=no
red,green,blue={COLOUR}
red,green,blue={COLOUR_VALUE}
text={TEXT}
[/unstore_unit]
{CLEAR_VARIABLE FLOATING_TEXT_temp}
#enddef
#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND
#define HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND_VALUE
# Scrolls to the given location, blinks the given image in and out a few
# times, and then leaves the image in place. Use this to pinpoint an
# important location to the player. If there's an existing [item] on the
# location, specify it as the BACKGROUND or else it'll get lost during the
# blinking.
# location, specify it as the BACKGROUND_VALUE or else it'll get lost
# during the blinking.
[scroll_to]
x,y={X},{Y}
check_fogged=false
@ -66,7 +66,7 @@
[/removeitem]
[item]
x,y={X},{Y}
image={BACKGROUND}
image={BACKGROUND_VALUE}
[/item]
[redraw][/redraw]
[delay]
@ -85,7 +85,7 @@
[/removeitem]
[item]
x,y={X},{Y}
image={BACKGROUND}
image={BACKGROUND_VALUE}
[/item]
[redraw][/redraw]
[delay]
@ -104,7 +104,7 @@
[/removeitem]
[item]
x,y={X},{Y}
image={BACKGROUND}
image={BACKGROUND_VALUE}
[/item]
[redraw][/redraw]
[delay]

View file

@ -93,7 +93,7 @@
[/item]
#enddef
#define PICKUPPABLE_ITEM ID X Y CAN_TAKE_FILTER IMAGE TEXT CANNOT_TAKE_TEXT OBJECT
#define PICKUPPABLE_ITEM ID X Y CAN_TAKE_FILTER_WML IMAGE TEXT CANNOT_TAKE_TEXT OBJECT_WML
# This places an item on the map which can be picked up once, but allows the
# player to choose whether the unit stepping on it should take it or not.
# The "object" doesn't necessarily need to be an [object], any action works.
@ -130,7 +130,7 @@
[if]
[have_unit]
x,y={X},{Y}
{CAN_TAKE_FILTER}
{CAN_TAKE_FILTER_WML}
[/have_unit]
[variable]
@ -148,7 +148,7 @@
message= _ "Take it"
[command]
{OBJECT}
{OBJECT_WML}
[removeitem]
x,y={X},{Y}

View file

@ -17,7 +17,7 @@
#define EVERYWHERE
x,y=1-999,1-999 #enddef
#define SET_OBJECTIVES SIDE SUMMARY NOTE CONDITION_WML
#define SET_OBJECTIVES SIDE SUMMARY_TEXT NOTE_TEXT CONDITION_WML
# Sets the objectives for a given player
# Side 0 means every player. Does not affect gameplay,
# except that it tells the player what the objectives of a scenario are.
@ -28,8 +28,8 @@ x,y=1-999,1-999 #enddef
#
[objectives]
side = {SIDE}
summary = {SUMMARY}
note = {NOTE}
summary = {SUMMARY_TEXT}
note = {NOTE_TEXT}
{CONDITION_WML}
[/objectives]
#enddef
@ -64,7 +64,7 @@ x,y=1-999,1-999 #enddef
[/objective]
#enddef
#define SIDE_PLAYER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_WML
#define SIDE_PLAYER SIDE TEAM_NAME DESCRIPTION GOLD INCOME SIDE_WML
# Defines a multiplayer side in a scenario that is controllable by the player.
#
# For example we can set side 1 to be a player belonging to team "Good Guys"
@ -73,7 +73,7 @@ x,y=1-999,1-999 #enddef
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
team_name={TEAM_NAME}
canrecruit=yes
controller=human
gold={GOLD}
@ -82,7 +82,7 @@ x,y=1-999,1-999 #enddef
[/side] # wmllint: validate-on
#enddef
#define SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_WML AI_WML
#define SIDE_COMPUTER SIDE TEAM_NAME DESCRIPTION GOLD INCOME SIDE_WML AI_WML
# Defines a multiplayer side in a scenario that is controllad by
# the computer.
#
@ -96,7 +96,7 @@ x,y=1-999,1-999 #enddef
[side] # wmllint: validate-off
user_team_name={DESCRIPTION}
side={SIDE}
team_name={TEAM}
team_name={TEAM_NAME}
canrecruit=yes
controller=ai
allow_player=no

View file

@ -23,18 +23,18 @@
[/redraw]
#enddef
#define TELEPORT_TILE OLDX OLDY NEWX NEWY
# Teleports a unit on tile OLDX,OLDY to NEWX,NEWY
#define TELEPORT_TILE OLD_X OLD_Y NEW_X NEW_Y
# Teleports a unit on tile OLD_X,OLD_Y to NEW_X,NEW_Y
#
# For example, teleport any unit thats currently on 1,1 to 4,5
#! {TELEPORT_TILE 1 1 4 5}
[teleport]
[filter]
x={OLDX}
y={OLDY}
x={OLD_X}
y={OLD_Y}
[/filter]
x={NEWX}
y={NEWY}
x={NEW_X}
y={NEW_Y}
[/teleport]
[redraw]
[/redraw]

View file

@ -85,13 +85,13 @@
#enddef
# wmlindent: start ignoring
#define FOREACH ARRAY VAR
#define FOREACH ARRAY_VALUE VAR
# Macro to begin a WML clause that iterates over an array.
{VARIABLE {VAR} 0}
[while]
[variable]
name={VAR}
less_than=${ARRAY}.length
less_than=${ARRAY_VALUE}.length
[/variable]
[do]
#enddef
@ -174,12 +174,12 @@
[/if]
#enddef
#define DEBUG_MSG MESSAGE
#define DEBUG_MSG MESSAGE_TEXT
# Emit a debug message. Meant to be overridden with no-op definition
# of the same name for production use.
[message]
speaker=narrator
message={MESSAGE}
message={MESSAGE_TEXT}
image=wesnoth-icon.png
[/message]
#enddef
@ -382,8 +382,8 @@
#define MENU_IMG_TXT IMAGE TEXT
"&"+{IMAGE}+"="+{TEXT}#enddef
#define MENU_IMG_TXT2 IMG TXT1 TXT2
"&"+{IMG}+"="+{TXT1}+"="+{TXT2}#enddef
#define MENU_IMG_TXT2 IMAGE FIRST_TEXT_VALUE SECOND_TEXT_VALUE
"&"+{IMAGE}+"="+{FIRST_TEXT_VALUE}+"="+{SECOND_TEXT_VALUE}#enddef
#define TIME_ACTIONS CONTENT_WML
# Measure (in milliseconds) the time arbitrary event WML takes to

View file

@ -892,15 +892,15 @@ Note: You need to use map settings for the scenario to work right."
[/event]
#enddef
#define WEATHER_EVENT_AT TURN WEATHER
#define WEATHER_EVENT_AT TURN WEATHER_VALUE
{VARIABLE_OP weather_events add 1}
{VARIABLE weather_event[$weather_events].turn {TURN}}
{VARIABLE weather_event[$weather_events].weather {WEATHER}}
{VARIABLE weather_event[$weather_events].weather {WEATHER_VALUE}}
{RANDOMIZE 2}
{VARIABLE_OP turn add $random}
{VARIABLE_OP weather[{WEATHER}].turns add -$random}
{VARIABLE_OP weather[{WEATHER_VALUE}].turns add -$random}
{VARIABLE max_turns 2}
{VARIABLE w_id {WEATHER}}
{VARIABLE w_id {WEATHER_VALUE}}
[if]
[variable]
name=w_id
@ -916,7 +916,7 @@ Note: You need to use map settings for the scenario to work right."
greater_than=0
[/variable]
[variable]
name=weather[{WEATHER}].turns
name=weather[{WEATHER_VALUE}].turns
greater_than=1
[/variable]
[do]
@ -930,7 +930,7 @@ Note: You need to use map settings for the scenario to work right."
[then]
{VARIABLE_OP turn add $random}
{VARIABLE_OP max_turns add -$random}
{VARIABLE_OP weather[{WEATHER}].turns add -$random}
{VARIABLE_OP weather[{WEATHER_VALUE}].turns add -$random}
[/then]
[else]
# stop incrementing

View file

@ -173,7 +173,7 @@ def formaltype(f):
ftype = "filter"
elif f == "WML" or f.endswith("_WML"):
ftype = "wml"
elif f in ("AFFIX",):
elif f in ("AFFIX",) or f.endswith("AFFIX"):
ftype = "affix"
elif f.endswith("VALUE"):
ftype = "any"