[[WML improvements]]

- Added several new toys for scenario developers to play with

- wesnoth --test to see all thats done
This commit is contained in:
uid68698 2004-01-03 05:21:28 +00:00
parent e28a726d77
commit d56890a10d
38 changed files with 718 additions and 10 deletions

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@ -1,4 +1,568 @@
#define STORM_TRIDENT X Y
#
# Wesnoth Items and Objects
#
# Items require a X,Y location
# Objects require a X,Y location and an ID
#
# All images are GPL, many come from Worldforge.
# Worldforge images should be replaced with custom images.
#
# ITEMS
# ITM_BOOK1 ITM_BOOK2 ITM_BOOK3 ITM_BOOK4 ITM_FLOWER1 ITM_FLOWER2
# ITM_FLOWER3 ITM_FLOWER4 ITM_ORNATE1 ITM_ORNATE2 ITM_ROCK1
# ITM_ROCK2 ITM_ROCK3 ITM_ROCK4 ITM_DRAGONSTATUE ITM_MONOLITH1
# ITM_MONOLITH2 ITM_MONOLITH3 ITM_MONOLITH4 ITM_BALL1 ITM_BALL2
# ITM_BARREL ITM_TREE1 ITM_TREE2 ITM_WELL ITM_WISHINGWELL
#
# OBJECTS
# OBJ_POTION_HEALING (10% HP) OBJ_POTION_POISON (Poisoned)
# OBJ_POTION_HOLY (Holy) OBJ_POTION_STRONG (Strong)
# OBJ_POTION_DECAY (-10% HP) *OBJ_RING_REGENERATION (Regeneration)
# OBJ_RING_SLOW (Slowed) OBJ_STAFF_SPEED (+2 movement)
# OBJ_TRIDENT_STORM (Weapon) OBJ_SWORD_FIRE (Weapon)
# OBJ_SCEPTRE_FIRE (Weapon)
#
# ACTIONS
# {ACT_TELEPORT from_x from_y to_x to_y} - Teleport a unit
#
# * Item object or action does not yet function
#
#define ITM_BOOK1 X Y
[item]
x={X}
y={Y}
image=item-book1.png
[/item]
#enddef
#define ITM_BOOK2 X Y
[item]
x={X}
y={Y}
image=item-book2.png
[/item]
#enddef
#define ITM_BOOK3 X Y
[item]
x={X}
y={Y}
image=item-book3.png
[/item]
#enddef
#define ITM_BOOK4 X Y
[item]
x={X}
y={Y}
image=item-book4.png
[/item]
#enddef
#define ITM_FLOWER1 X Y
[item]
x={X}
y={Y}
image=item-flower1.png
[/item]
#enddef
#define ITM_FLOWER2 X Y
[item]
x={X}
y={Y}
image=item-flower2.png
[/item]
#enddef
#define ITM_FLOWER3 X Y
[item]
x={X}
y={Y}
image=item-flower3.png
[/item]
#enddef
#define ITM_FLOWER4 X Y
[item]
x={X}
y={Y}
image=item-flower4.png
[/item]
#enddef
#define ITM_BOX X Y
[item]
x={X}
y={Y}
image=item-box.png
[/item]
#enddef
#define ITM_ORNATE1 X Y
[item]
x={X}
y={Y}
image=item-ornate1.png
[/item]
#enddef
#define ITM_ORNATE2 X Y
[item]
x={X}
y={Y}
image=item-ornate2.png
[/item]
#enddef
#define ITM_ROCK1 X Y
[item]
x={X}
y={Y}
image=item-rock1.png
[/item]
#enddef
#define ITM_ROCK2 X Y
[item]
x={X}
y={Y}
image=item-rock2.png
[/item]
#enddef
#define ITM_ROCK3 X Y
[item]
x={X}
y={Y}
image=item-rock3.png
[/item]
#enddef
#define ITM_ROCK4 X Y
[item]
x={X}
y={Y}
image=item-rock4.png
[/item]
#enddef
#define ITM_DRAGONSTATUE X Y
[item]
x={X}
y={Y}
image=item-dragonstatue.png
[/item]
#enddef
#define ITM_MONOLITH1 X Y
[item]
x={X}
y={Y}
image=item-monolith1.png
[/item]
#enddef
#define ITM_MONOLITH2 X Y
[item]
x={X}
y={Y}
image=item-monolith2.png
[/item]
#enddef
#define ITM_MONOLITH3 X Y
[item]
x={X}
y={Y}
image=item-monolith3.png
[/item]
#enddef
#define ITM_MONOLITH4 X Y
[item]
x={X}
y={Y}
image=item-monolith4.png
[/item]
#enddef
#define ITM_BALL1 X Y
[item]
x={X}
y={Y}
image=item-ball1.png
[/item]
#enddef
#define ITM_BALL2 X Y
[item]
x={X}
y={Y}
image=item-ball2.png
[/item]
#enddef
#define ITM_BARREL X Y
[item]
x={X}
y={Y}
image=item-barrel.png
[/item]
#enddef
#define ITM_LEANTO X Y
[item]
x={X}
y={Y}
image=item-leanto.png
[/item]
#enddef
#define ITM_TREE1 X Y
[item]
x={X}
y={Y}
image=item-pine1.png
[/item]
#enddef
#define ITM_TREE2 X Y
[item]
x={X}
y={Y}
image=item-pine2.png
[/item]
#enddef
#define ITM_WELL X Y
[item]
x={X}
y={Y}
image=item-well.png
[/item]
#enddef
#define ITM_WISHINGWELL X Y
[item]
x={X}
y={Y}
image=item-well.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[message]
id=WISHINGWELL1
speaker=narrator
message="You have come accross a wishing well.
What would you like to wish for?"
[option]
id=WISHINGWELL2a
message=A swift victory
[command]
[gold]
amount=-1
[/gold]
[message]
id=WISHINGWELL2b
speaker=unit
message=With this golden coin, I wish that this battle will end in a swift and safe victory.
[/message]
[/command]
[/option]
[option]
id=WISHINGWELL3
message=Lots of gold
[command]
[gold]
amount=-1
[/gold]
[message]
id=WISHINGWELL3b
speaker=unit
message=I wish this single gold coin would be returned ten fold to me.
[/message]
[/command]
[/option]
[option]
id=WISHINGWELL4
message=Peace threwout Wesnoth
[command]
[gold]
amount=-1
[/gold]
[message]
id=WISHINGWELL4b
speaker=unit
message=The only thing worth wishing for is pease threwout the land.
[/message]
[/command]
[/option]
[option]
id=WISHINGWELL5
message=Don't make a wish
[/option]
[/message]
[/event]
#enddef
#define OBJ_POTION_HEALING X Y ID
[item]
x={X}
y={Y}
image=item-potion1.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Healing
image=item-potion1.png
duration=level
description=A feeling of wellbeaing overwelms the drinker.
cannot_use_message=Your not worthy of healing.
[effect]
apply_to=hitpoints
increase=10%
[/effect]
[/object]
[/event]
#enddef
#define OBJ_POTION_POISON X Y ID
[item]
x={X}
y={Y}
image=item-potion2.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Poison
image=item-potion2.png
duration=level
description=Poison is seaping threw the veins of this unit at this ver moment.
cannot_use_message=NONE
[effect]
apply_to=status
add=poisoned
[/effect]
[/object]
[/event]
#enddef
#define OBJ_POTION_HOLY X Y ID
[item]
x={X}
y={Y}
image=item-holywater.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Holy Water
image=item-holywater.png
duration=level
description=This water will make close range weapons holy.
cannot_use_message=I am not suited to using this item! Let another take it.
[effect]
apply_to=attack
range=short
set_type=holy
[/effect]
[/object]
[/event]
#enddef
#define OBJ_POTION_STRONG X Y ID
[item]
x={X}
y={Y}
image=item-potion3.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Strong
image=item-potion3.png
duration=level
description=Strength is given to the drinker.
cannot_use_message=NONE
[effect]
apply_to=attack
range=short
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=2
heal_full=yes
[/effect]
[/object]
[/event]
#enddef
#define OBJ_POTION_DECAY X Y ID
[item]
x={X}
y={Y}
image=item-potion4.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Decay
image=item-potion4.png
duration=level
description=This poor unit drank somthing they really shouldn't have.
cannot_use_message=NONE
[effect]
apply_to=hitpoints
increase=-10%
[/effect]
[/object]
[/event]
#enddef
#define OBJ_RING_REGENERATION X Y ID
[item]
x={X}
y={Y}
image=item-ring1.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Ring of Regeneration
image=item-ring1.png
duration=forever
description=This ring will heal the bearer, a little, each turn.
cannot_use_message=NONE
[effect]
apply_to=attack
range=short
set_type=holy
[/effect]
[/object]
[message]
id=OBJERROR
speaker=narrator
message=Can't set abilities yet, sorry.
[/message]
[/event]
#enddef
#define OBJ_RING_SLOW X Y ID
[item]
x={X}
y={Y}
image=item-ring2.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Ring of Slowness
image=item-ring2.png
duration=forever
description=The bearer of this ring is slowed.
cannot_use_message=NONE
[effect]
apply_to=status
add=slowed
[/effect]
[/object]
[/event]
#enddef
#define OBJ_STAFF_SPEED X Y ID
[item]
x={X}
y={Y}
image=item-staff.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Staff of Swiftness
image=item-staff.png
duration=forever
description=This staff will grant the bearer with swift movement.
cannot_use_message=Only magical beings can whield such an object.
[effect]
apply_to=movement
increase=2
[/effect]
[/object]
[/event]
#enddef
#define OBJ_TRIDENT_STORM X Y ID
[item]
x={X}
y={Y}
@ -9,12 +573,11 @@
name=moveto
first_time_only=no
[filter]
side=1
x={X}
y={Y}
[/filter]
[object]
id=object_stormtrident
id={ID}
name=Storm Trident
image=misc/item-stormtrident.png
duration=forever
@ -46,11 +609,11 @@
[/event]
#enddef
#define FLAMING_SWORD X Y
#define OBJ_SWORD_FIRE X Y ID
[item]
x={X}
y={Y}
image=misc/item-flamesword.png
image=item-flamesword.png
[/item]
[event]
@ -62,9 +625,9 @@
y={Y}
[/filter]
[object]
id=object_flamingsword
id={ID}
name=Flaming Sword
image=misc/item-flamsword.png
image=item-flamsword.png
duration=forever
description=""
cannot_use_message="Only the leader of an army can wield this sword!"
@ -93,3 +656,91 @@
[/object]
[/event]
#enddef
#define OBJ_SCEPTRE_FIRE X Y ID
[item]
x={X}
y={Y}
image=item-sceptreoffire.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
side=1
x={X}
y={Y}
[/filter]
[object]
id={ID}
name=Sceptre of Fire
image=item-sceptreoffire.png
duration=forever
description="This ancient Sceptre was forged by the Dwarves. A symbol of the kingship of Wesnoth, the Sceptre has the power to shoot fireballs at enemies of the bearer!"
cannot_use_message="This is the Sceptre of Fire. Only a true successor to the throne can possibly dare to take this!"
[filter]
type=Princess,Commander,Lord
[/filter]
[effect]
apply_to=new_attack
name=sceptre of fire
type=fire
range=long
special=magical
damage=16
number=4
[sound]
time=-200
sound=fire.wav
[/sound]
[missile_frame]
begin=-100
end=0
image=fireball.png
image_diagonal=fireball.png
[/missile_frame]
[/effect]
[/object]
[/event]
#enddef
#define ACT_TELEPORT X1 Y1 X2 Y2
[item]
x={X1}
y={Y1}
image=item-ball2.png
[/item]
[item]
x={X2}
y={Y2}
image=item-ball1.png
[/item]
[event]
name=moveto
first_time_only=no
[filter]
x={X1}
y={Y1}
[/filter]
[teleport]
[filter]
x={X1}
y={Y1}
[/filter]
x={X2}
y={Y2}
[/teleport]
[scroll_to_unit]
x={X2}
y={Y2}
[/scroll_to_unit]
[message]
id=TELEPORT1
speaker=narrator
message="Zap~"
[/message]
[/event]
#enddef

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@ -1,6 +1,25 @@
[test]
name=Scenario 1: The Elves Besieged
map=map-test
map_data="ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggg1Cgggggggggfffffgggggggggggggg
ggggggggCgggggggggfffffgggggggggggggg
ggggggggggggggggggfffffgggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
gggggggggggggggggggggggggggg2gggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
ggggggggggggggggggggggggggggggggggggg
"
turns=36
id=test
@ -11,7 +30,45 @@
{FIRST_WATCH}
{SECOND_WATCH}
{STORM_TRIDENT 10 5}
{ITM_BOOK1 2 2}
{ITM_BOOK2 3 2}
{ITM_BOOK3 4 2}
{ITM_BOOK4 5 2}
{ITM_FLOWER1 2 3}
{ITM_FLOWER2 3 3}
{ITM_FLOWER3 4 3}
{ITM_FLOWER4 5 3}
{ITM_ROCK1 2 4}
{ITM_ROCK2 3 4}
{ITM_ROCK3 4 4}
{ITM_ROCK4 5 4}
{ITM_DRAGONSTATUE 2 5}
{ITM_ORNATE1 3 5}
{ITM_ORNATE2 4 5}
{ITM_BARREL 5 5}
{ITM_MONOLITH1 2 6}
{ITM_MONOLITH2 3 6}
{ITM_MONOLITH3 4 6}
{ITM_MONOLITH4 5 6}
{ITM_WELL 2 7}
{ITM_LEANTO 3 7}
{ITM_BALL1 4 7}
{ITM_BALL2 5 7}
{ITM_BOX 2 8}
{ITM_WISHINGWELL 10 5}
{OBJ_RING_REGENERATION 10 4 OBJ1}
{OBJ_RING_SLOW 11 4 OBJ2}
{OBJ_POTION_HEALING 12 4 OBJ3}
{OBJ_POTION_POISON 13 4 OBJ4}
{OBJ_POTION_HOLY 14 4 OBJ5}
{OBJ_POTION_STRONG 15 4 OBJ6}
{OBJ_POTION_DECAY 11 5 OBJ7}
{OBJ_TRIDENT_STORM 12 5 OBJ8}
{OBJ_SWORD_FIRE 13 5 OBJ9}
{OBJ_SCEPTRE_FIRE 14 5 OBJ10}
{ACT_TELEPORT 10 3 27 15}
[side]
type=Fighter
@ -21,7 +78,7 @@
controller=human
hitpoints=80
recruit=Assassin,Elvish Hero,Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman,Red Mage,Spearman,Swordsman,Duelist,Fencer,Elvish Captain,Elvish Ranger,Elvish Shyde,Thief,Rogue,Merman,Elvish Lord,White Mage,Mage of Light,Elvish Sharpshooter,Merman Lord
gold=800
gold=20
enemy=2
[/side]

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