#textdomain wesnoth [binary_path] path=data/campaigns/Under_the_Burning_Suns [/binary_path] [binary_path] path=data/campaigns/The_Rise_Of_Wesnoth [/binary_path] #ifhave campaigns/Under_the_Burning_Suns/units/units.cfg [units] {campaigns/Under_the_Burning_Suns/utils/abilities.cfg} {campaigns/Under_the_Burning_Suns/units/units.cfg} {campaigns/Under_the_Burning_Suns/units/quenoth/Youth.cfg} [/units] #endif [test] name="Test scenario" map_data="Mm, Mm, Mm, Mm, Mm^Xm, Mm^Xm, Mm^Xm, Gg, Ww, Gg, Dd, Gg, Aa, Gg, Aa, Gg, Hh, Gg, Mm, Gg, Uu, Gg, Wo, Wo, Ch, Wo, Wo, Wo, Gg, Wo, Wo, Wo, Md, Wo, Wo, Wo, Rd, Wo, Wo Mm, Mm, Mm, Mm, Mm^Xm, Mm^Xm, Mm^Xm, Gg^Vl, Ww^Vm, Gg, Dd^Vda, Gg, Aa^Vea, Aa^Vla, Aa^Vha, Gg, Hh^Vhh, Gg, Mm^Vhh, Gg, Uu^Vu, Gg, Wo, Wo, Ch, Wo, Wo, Wo, Gg^Fet, Wo, Wo, Wo, Md, Wo, Wo, Wo, Rd^Vov, 3 Wo, Wo Mm, Mm, Mm, Mm, Mm, Mm^Xm, Gg, Gg, Gg, Uu^Vud, Gg, Dd^Vdt, Gg, Gg^Ve, Gg, Gg^Vh, Gg^Vo, Ha^Vhha, Gg, Gs^Vht, Wo, Wo, Cud, Ch, Wo, Wo, Ds, Gg, Wo, Wo^Fet, Hd^Fet, Md^Fet, Wo^Fet, Wo, Re^Kov, Rd^Cov, Wo, Wo, Wo Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Ch, Gg, Gg, Gg, Gg, Gg, Gg^Vo, Gg^Vo, Gg^Em, Ss^Vhs, Gg, Cud, Wo, Wo, Dd, Ds, Wo, Wo, Ha, Hd, Wo, Wo, Ql^Fet, Re^Fet, Wo, Wo, Uu^Fp, Uu, Uu Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, 1 Kh, Ch, Ww, Gg, Gg, Mm^Vhh, Gg, Gg, Gg, Gg, Gg^Es, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Dd, Wo, Wo, Gs, Ha, Wo, Wo, Mm, Ql, Wo, Wo, Uh^Fp, Uh^Fp, Wo^Fp, Wo^Fp, Wo Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg, Ww, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Em, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Wo, Gs, Gs, Gg^Vh, Ww, Ww^Fp, Mm, Ww, Wo, Rr, Rr, Wo^Fp, Wo^Fp, Gg^Fp, Gg^Fp, Gg Mm, Mm, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg^Em, Gg, Gg, Gg, Rr, Gg, Rr, Rr, Rr, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gs^Fp, Gg^Vh, Rr, Gg, Ww^Fp, Ww^Fp, Hh^Fp, Hh^Ft, Hh^Ft, Wo, Wo, Wo, Gg^Fp, Wo, Gg, Gg Mm, Mm, Gg, Gg, Gg^Es, Gg, Gg, Gg^Ve, Gg, Gg^Ve, Gg, Gg, Gg, Gg, Gg, Gg, Rr, Gg, Rr, Gg^Efm, Gg, Gg, Gg^Efm, Gg^Em, Gg^Em, Gg, Gg^Fdw, Ww^Fdw, Ww^Fp, Ww^Fp, Ww^Ft, Gg^Ft, Wo, Mm^Xm, Wo, Gg, Wo, Ha, Ha Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gs, Gg, Gg, Rr, Gg^Em, Gg, Gg^Efm, Gg, Gg^Efm, Gg^Efm, Gg, Gg, Gg^Es, Gg^Fdw, Aa^Fdw, Gg^Fp, Gg, Gg, Wo, Mm^Xm, Wo, Gg, Wo, Ha, Ha Gg, Gg, Gs^Fp, Gg, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gs, Gg, Gs, Gg, Gs, Gg, Gg, Re, Gg^Efm, Gg^Efm, Gg^Efm, Gg, Gg^Efm, Gg^Efm, Gg, Gg, Gg^Em, Aa^Fdw, Aa^Fdw, Gg, Gg, Wo, Aa, Wo, Gg, Wo, Hh, Hh Gg, Gg, Gg, Gg, Gs^Ft, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg^Es, Gs, Gs, Gs, Gg, Re, Gg^Efm, Re, Gg^Efm, Gg, Gg, Gg, Gg, Gg^Em, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Aa, Wo, Md, Wo, Hh, Hh Gg, Gg, Dd^Do, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gs^Es, Gg, Gg, Rd, Gg, Gg^Es, Re, Re, Re, Gg^Efm, Gg, Ch, Ch, Ch, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Ai, Wo, Md, Wo, Ss^Bw|, Ss^Bw| Gg, Gg, Gg, Gg, Gg^Fet, Gg, Gg, Gg, Gs^Fpa, Ds^Fp, Gs^Fp, Gg, Gg, Rd, Gg, Rd, Gg, Gg, Gg, Gg, Gg, Gg, Ch, Ch, Ch, Gg, Gg, Gg, Ww, Gg, Wo, Gg, Wo, Ai, Wo, Mm, Wo, Ss, Ss Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Re^Fp, Gg^Fet, Gg^Fp, Ss^Vm, Gg, Rd, Rd, Rd, Gg, Re, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo^Bw\, Wo^Bw/, Wo^Bw|, Ww, Gg, Wo, Dd, Wo, Mm, Wo, Ss, Ss Xu, Xu, Xu, Ce, Ce, Ke, Ce, Gg, Gg, Re^Fp, Gg^Ve, Gg^Vh, Gg, Gg, Gg, Gg, Ce, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss^Bw/, Ww, Ss^Bw|, Ss^Bw\, Gg, Wo, Dd, Wo, Qxu, Wo, Rr, Rr Xu, Xu, Uu^Uf, Xu, Ce, Ce, Xu, Gg, Uh, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ke, Ce, Gg, Gg, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss^Bw\, Wo, Ds, Wo, Qxu, Wo, Rr, Rr Xu, Xu, Uu^Uf, Xu, Xu, Xu, Xu, Xu, Uu, Gg, Uh, Gg, Gg, Gg^Es, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Ss, Gg, Gg, 2 Kh, Gg, Gg, Wo, Ds, Wo, Rd, Wo, Uh, Uh Xu, Xu, Qxu, Qxu, Cud, Xu, Uu, Uu^Ii, Uu^Vu, Gg, Xu, Gg, Gg, Gg, Gg^Ve, Gg, Ch, Gg, Gg, Chr, Chr, Gg, Chw, Ww, Gg, Chs, Chs, Gg, Cud, Gg, Gg, Gg, Wo, Gs, Wo, Rd, Wo, Uh, Uh Xu, Xu, Xu, Qxu, Ql, Cud, Uh, Uu^Vu, Uu^Uf, Xu, Ql, Gg^Ve, Xu, Gg, Gg, Gg, Kh, Ch, Gg, Khr, Gg, Gg, Khw, Chw, Gg, Khs, Gg, Gg, Kud, Cud, Ww^Bw/, Ww^Bw/, Wo, Gs, Wo, Re, Wo, Uu, Uu Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Gg, Wo, Re, Wo, Uu, Uu Xu, Xu, Qxu, Qxu, Ql, Ql, Ql, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Xu, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Gg, Wo, Gg, Wo, Re, Wo, Uu, Uu" turns=-1 id=test {DAWN} {MORNING} {AFTERNOON} {DUSK} {FIRST_WATCH} {SECOND_WATCH} current_time=3 victory_music="loyalists.ogg,underground.ogg,revelation.ogg" defeat_music="sad.ogg" [side] no_leader=yes [leader] name= "Kaleh" gender=male type=Quenoth Youth [modifications] [object] [effect] apply_to=image_mod add="BLEND(255,0,255,25%)" [/effect] [/object] [/modifications] random_gender=yes id="test" max_hitpoints=90 experience=99 alignment=liminal [/leader] side=1 controller=human suppress_end_turn_confirmation=yes recruit="Ghost,Troll Whelp,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,White Mage,Mage of Light,Elvish Sharpshooter,Silver Mage,Vampire Bat,Blood Bat,Dread Bat,Soulless,Walking Corpse,Fire Dragon" gold=2000 village_support=5 team_name="1" shroud=yes recall_cost=42 [village] x,y=9,7 [/village] [village] x,y=7,7 [/village] [unit] alignment=lawful x,y=8,11 type=Elvish Outrider max_hitpoints=12000 hitpoints=12000 max_experience=9999 experience=9000 max_moves=120 vision=12 jamming=5 level=10 name= "UI testing Outrider called Isor" [status] #dehydrated=yes #entangled=yes poisoned=yes #entangled=yes slowed=yes [/status] [+modifications] {TRAIT_LOYAL} {TRAIT_INTELLIGENT} {TRAIT_DEXTROUS} [object] silent=yes [effect] apply_to=remove_attacks [/effect] [effect] apply_to=new_attack name=sword #textdomain wesnoth-units description=_"sword" #textdomain wesnoth icon=attacks/greatsword-elven.png type=blade [specials] [drains] id=life_vortex name="Life Vortex" description="Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets." value=0 add=100 apply_to=both [/drains] [heal_on_hit] id=entropy name="Entropy" description="Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets." [filter_opponent] [not] status=not_living [/not] [/filter_opponent] sub=4 apply_to=both [/heal_on_hit] [/specials] range=melee damage=9 number=5 [/effect] [effect] apply_to=new_attack name=bow #textdomain wesnoth-units description=_"bow" #textdomain wesnoth icon=attacks/bow-elven.png type=pierce [specials] [drains] id=empathic_weapon name="Empathic Weapon" description="All damage dealt by this attack to a living target is dealt to the user as well" multiply=-2 [/drains] [heal_on_hit] id=rejuvenating_weapon name="Rejuvenating Weapon (10)" description="Each successful strike with this weapon heals the user for 10 HP" value=10 [/heal_on_hit] [/specials] range=ranged damage=9 number=3 [/effect] [effect] apply_to=new_attack name=longbow #textdomain wesnoth-units description=_"longbow" #textdomain wesnoth icon=attacks/bow-elven-magic.png type=pierce [specials] {WEAPON_SPECIAL_MARKSMAN} [drains] id=drains name="drains 20%" description="This unit drains health from living units, healing itself for 20% of the amount of damage it deals (rounded down)." value=20 [/drains] [heal_on_hit] id=drains name="sacrifice 5" description="Each successful attack costs this unit 5 HP." sub=5 [/heal_on_hit] [/specials] range=ranged damage=10 number=5 [/effect] [effect] apply_to=new_attack name=life bomb description="life bomb" type=impact [specials] [heal_on_hit] id=drains name="life copy 20" description="When this attack hits a living unit, the user is healed for 20 HP." [filter_opponent] [not] status=not_living [/not] [/filter_opponent] value=20 [/heal_on_hit] [/specials] damage=3 number=2 range=ranged [/effect] [/object] [/modifications] [abilities] {ABILITY_SKIRMISHER} {ABILITY_ILLUMINATES} [/abilities] [/unit] [unit] x,y=9,7 type="Silver Mage" generate_name=yes [/unit] [unit] x,y=4,8 type="Elvish Avenger" id=statue generate_name=yes hitpoints=4 vision=15 ellipse=none [status] petrified=yes [/status] overlays="wesnoth-icon.png~CROP(10,10,20,20)" [/unit] [unit] x,y=14,6 type=Footpad generate_name=yes [modifications] [trait] id=feral availability="musthave" male_name="feral" female_name="female^feral" description="Receive at most 40% defense in villages" [effect] apply_to=defense replace=yes [defense] village=-60 [/defense] [/effect] [/trait] [trait] id=overpowered name="overpowered" availability=musthave [effect] apply_to=attack increase_attacks=1 increase_damage=1 [/effect] [/trait] [/modifications] [/unit] [unit] x,y=12,8 type="Thief" generate_name=yes hitpoints=9 [status] poisoned=yes entangled=yes [/status] [/unit] [unit] # Unhealable unit x,y=9,8 type="Peasant_unhealable" name="Unhealable" image_icon="misc/key.png" generate_name=yes [status] unhealable=yes [/status] [/unit] [unit] # A unit without a portrait. x,y=18,9 type="Wolf Rider" generate_name=yes [/unit] [unit] x,y=17,10 type="Elvish Druid" generate_name=yes [/unit] [unit] # A unit with an old small portrait. x,y=19,10 type="Thief" generate_name=yes [/unit] [unit] x,y=17,11 type="Elvish Shyde" profile="portraits/elves/shyde.png~BLIT(items/gold-coins-large.png)" generate_name=yes [/unit] [unit] # A unit whose portrait is only shown on the right side. x,y=18,11 type="White Mage" gender="female" generate_name=yes [/unit] [unit] # A unit with a cold attack x,y=19,11 type="Dark Adept" generate_name=yes [modifications] [object] silent=yes [effect] apply_to=halo halo=halo/darkens-aura.png [/effect] [effect] apply_to=new_ability [abilities] [illuminates] id=illumination value=-25 min_value=-25 cumulative=no name= "darkens" female_name= "female^darkens" description= "darkens and stuff" affect_self=yes [/illuminates] [/abilities] [/effect] [effect] apply_to=attack name=chill wave increase_attacks=12 [set_specials] mode=append [heal_on_hit] id=sacrifice name="Sacrifice" description="This unit sacrifices its own life in order to make more attacks." value=-5 [/heal_on_hit] [/set_specials] [/effect] [effect] apply_to=attack name=shadow wave increase_attacks=18 [set_specials] mode=append [heal_on_hit] id=sacrifice name="Greater Sacrifice" description="This unit sacrifices its own life in order to make more attacks." value=-6 [/heal_on_hit] [/set_specials] [/effect] [/object] [/modifications] [/unit] [unit] # Drain tester x,y=20,7 type="Elvish Champion" generate_name=yes {IS_HERO} [modifications] [object] silent=yes [effect] apply_to=remove_attacks [/effect] [effect] apply_to=new_attack name=sword #textdomain wesnoth-units description=_"sword" #textdomain wesnoth icon=attacks/greatsword-elven.png type=blade [specials] [drains] id=life_vortex name="Life Vortex" description="Each successful strike in a battle involving this attack causes the attacker to gain the health that his attack removed from the target. This has no effect against nonliving targets." value=0 add=100 apply_to=both [/drains] [heal_on_hit] id=entropy name="Entropy" description="Each successful strike in a battle involving this attack causes the attacker to lose 4 HP. This has no effect against nonliving targets." [filter_opponent] [not] status=not_living [/not] [/filter_opponent] sub=4 apply_to=both [/heal_on_hit] [/specials] range=melee damage=9 number=5 [/effect] [effect] apply_to=new_attack name=bow #textdomain wesnoth-units description=_"bow" #textdomain wesnoth icon=attacks/bow-elven.png type=pierce [specials] [drains] id=empathic_weapon name="Empathic Weapon" description="All damage dealt by this attack to a living target is dealt to the user as well" multiply=-2 [/drains] [heal_on_hit] id=rejuvenating_weapon name="Rejuvenating Weapon (10)" description="Each successful strike with this weapon heals the user for 10 HP" value=10 [/heal_on_hit] [/specials] range=ranged damage=9 number=3 [/effect] [effect] apply_to=new_attack name=longbow #textdomain wesnoth-units description=_"longbow" #textdomain wesnoth icon=attacks/bow-elven-magic.png type=pierce [specials] {WEAPON_SPECIAL_MARKSMAN} [drains] id=drains name="drains 20%" description="This unit drains health from living units, healing itself for 20% of the amount of damage it deals (rounded down)." value=20 [/drains] [heal_on_hit] id=drains name="sacrifice 5" description="Each successful attack costs this unit 5 HP." sub=5 [/heal_on_hit] [/specials] range=ranged damage=10 number=5 [/effect] [effect] apply_to=new_attack name=life bomb description="life bomb" type=impact [specials] [heal_on_hit] id=drains name="life copy 20" description="When this attack hits a living unit, the user is healed for 20 HP." [filter_opponent] [not] status=not_living [/not] [/filter_opponent] value=20 [/heal_on_hit] [/specials] damage=3 number=2 range=ranged [/effect] [/object] [/modifications] [/unit] [/side] [label] x,y=20,12 text="Enhance Vision" tooltip="Set the unit's vision to 15." [/label] [event] name=moveto first_time_only=no [filter] x,y=20,12 [/filter] [message] speaker=unit message="Now my Vision value is 15 and I can see 16 hex fields wide." [/message] [modify_unit] [filter] x,y=20,12 [/filter] vision=15 [/modify_unit] [/event] [label] x,y=18,7 text="Hero or not?" tooltip="Toggle the hero status." [/label] [event] name=moveto first_time_only=no [filter] x,y=18,7 [/filter] [if] [variable] name=unit.ellipse equals="misc/ellipse-hero" [/variable] [then] [message] speaker=unit message="I am no longer a hero!" [/message] {UNMAKE_HERO $unit.id} [/then] [else] [message] speaker=unit message="I am now a hero!" [/message] {MAKE_HERO $unit.id} [/else] [/if] [/event] [label] x,y=14,10 text="Vision Test" tooltip="Visibility Check of (8,15)" [/label] [event] name=moveto first_time_only=no [filter] x,y=14,10 [/filter] [message] speaker=narrator icon=wesnoth-icon.png message="Checking visibility of (8,15)..." [/message] [if] [have_location] x,y=8,15 [filter_vision] side=1 respect_fog=no [/filter_vision] [/have_location] [then] [if] [have_location] x,y=8,15 [filter_vision] side=1 visible=no respect_fog=no [/filter_vision] [/have_location] [then] [message] speaker=narrator icon=wesnoth-icon.png message="HORRORS FILTERS ARE ALL TRUE!" [/message] [/then] [else] [message] speaker=narrator icon=wesnoth-icon.png message="You can see it, can't you?" [/message] [if] [have_location] x,y=8,15 [filter_vision] side=1 [/filter_vision] [/have_location] [then] [if] [have_location] x,y=8,15 [filter_vision] side=1 visible=no [/filter_vision] [/have_location] [then] [message] speaker=narrator icon=wesnoth-icon.png message="HORRORS FILTERS ARE ALL TRUE!" [/message] [/then] [else] [message] speaker=narrator icon=wesnoth-icon.png message="Clear sailing!" [/message] [/else] [/if] [/then] [else] [if] [have_location] x,y=8,15 [filter_vision] side=1 visible=no [/filter_vision] [/have_location] [then] [message] speaker=narrator icon=wesnoth-icon.png message="But the fog, it blinds you!" [/message] [/then] [else] [message] speaker=narrator icon=wesnoth-icon.png message="HORRORS FILTERS ARE ALL FALSE!" [/message] [/else] [/if] [/else] [/if] [/else] [/if] [/then] [else] [if] [have_location] x,y=8,15 [filter_vision] side=1 visible=no [/filter_vision] [/have_location] [then] [message] speaker=narrator icon=wesnoth-icon.png message="It is invisible!" [/message] [/then] [else] [message] speaker=narrator icon=wesnoth-icon.png message="HORRORS FILTERS ARE ALL FALSE!" [/message] [/else] [/if] [/else] [/if] [/event] [event] name=attack [filter] type="Elvish Shyde" [/filter] {MODIFY_UNIT (id=$second_unit.id) side 1} [/event] [event] name=prestart {VARIABLE teleports_on no} [/event] [label] x,y=20,13 text="Teleport switch" [/label] [event] name=moveto first_time_only=no [filter] x,y=20,13 [/filter] [if] [variable] name=teleports_on boolean_equals=no [/variable] [then] [tunnel] id="one" bidirectional=yes always_visible=yes [source] x=8 y=6 [/source] [target] x=20 y=12 [/target] [filter] [/filter] [/tunnel] [tunnel] id="two" bidirectional=no [source] x=20 y=14 [/source] [target] x=21 y=4 [/target] [filter] [/filter] [/tunnel] {VARIABLE teleports_on yes} [message] speaker=narrator icon=wesnoth-icon.png message="Teleporters activated" [/message] [/then] [else] [tunnel] id="one,two" remove=yes [/tunnel] {VARIABLE teleports_on no} [message] speaker=narrator icon=wesnoth-icon.png message="Teleporters deactivated" [/message] [/else] [/if] [/event] [side] type=Orcish Warlord id="Urug-Telfar" side=2 controller=ai canrecruit=yes recruit="Orcish Grunt,Troll Whelp,Wolf Rider,Orcish Archer,Orcish Assassin,Saurian Skirmisher,Naga Fighter" gold=40 income=10 team_name="2" [leader] type=Orcish Warlord id="Asir-Ulrug" x=28 y=18 [/leader] [unit] x,y=12,13 type="Orcish Archer" generate_name=yes jamming=5 [/unit] [unit] x,y=10,7 type="Orcish Archer" generate_name=yes [/unit] [unit] x,y=18,12 type="Ghost" name="Steadfast tester" [modifications] [object] silent=yes [effect] apply_to=new_ability [abilities] {ABILITY_STEADFAST} [/abilities] [/effect] [/object] [/modifications] [/unit] [village] x,y=26,5 [/village] [unit] x,y=24,7 type="Silver Mage" name= "Hidden Teleporter" [/unit] [unit] x,y=18,10 type="Soulless" [modifications] [object] silent=yes [effect] apply_to=attack increase_damage=50 [/effect] [effect] apply_to=hitpoints increase_total=30 [/effect] [effect] apply_to=defense replace=yes [defense] flat=10 [/defense] [/effect] [/object] [/modifications] [/unit] [unit] x,y=20,5 type="Ancient Wose" id="rithrandil" name="Rithrandil" profile="portraits/rithrandil.png" [modifications] [object] [effect] apply_to=movement set=0 [/effect] [/object] [/modifications] [/unit] [unit] # Drain tester (for undead and default drain) x,y=21,7 type="Lich" generate_name=yes [/unit] [unit] # Drain tester x,y=21,8 type="Elvish Sharpshooter" generate_name=yes [modifications] [object] silent=yes [effect] apply_to=attack name=sword [set_specials] mode=append [heal_on_hit] id=fiery name="fiery 4" name_inactive="fiery 4" description="A successful hit against this unit costs the opponent 4 HP." description_inactive="A successful hit against this unit costs the opponent 4 HP." sub=4 apply_to=opponent [/heal_on_hit] [/set_specials] [/effect] [effect] apply_to=new_attack name=lifebow description="lifebow" icon=attacks/bow-elven-magic.png type=pierce [specials] {WEAPON_SPECIAL_MARKSMAN} [drains] id=drains name="drains 100%" description="This unit drains health from living units, healing itself for 100% of the amount of damage it deals (rounded down)." value=100 [/drains] [/specials] range=ranged damage=4 number=5 [/effect] [/object] [/modifications] [/unit] [/side] [side] side=3 controller=ai team_name="1,2" type="Gryphon Master" name="Friendly Explorer" canrecruit=yes fog=yes shroud=yes share_maps=no share_view=no [/side] [event] name=turn refresh first_time_only=no [if] [variable] name=side_number equals=3 [/variable] [then] # This is to work around a broken idle_ai (it moves) [end_turn] [/end_turn] [/then] [/if] [/event] [label] x,y=1,1 text="Explore the map" [/label] [event] name=moveto [filter] side=1 [filter_adjacent] id=rithrandil [/filter_adjacent] [/filter] [message] id=rithrandil message="Hello there" [/message] [/event] #ifdef DEBUG_MODE [event] name=select first_time_only=no [filter] type="Wolf Rider" [/filter] [message] speaker=narrator icon=wesnoth-icon.png message="Select event triggered on Wolf Rider" [/message] [/event] #endif #ifhave ~add-ons/Wesnoth_Lua_Pack/_main.cfg {~add-ons/Wesnoth_Lua_Pack/utils.cfg} {WLP_QUICK_DEBUG} #endif [label] x,y=14,7 text="Custom dialog" [/label] [event] name=moveto first_time_only=no [filter] x,y=14,7 [/filter] [lua] code=<< local types = { "Ancient Lich", "Ancient Wose", "Elvish Avenger" } local result = wesnoth.synchronize_choice(function() -- Human choice local T = wml.tag local _ = wesnoth.textdomain "wesnoth" local dialog = { T.helptip { id = "helptip_large" }, T.tooltip { id = "tooltip_large" }, T.grid { T.row { T.column { T.grid { T.row { T.column { horizontal_grow = true, T.listbox { id = "the_list", T.list_definition { T.row { T.column { horizontal_grow = true, T.toggle_panel { T.grid { T.row { T.column { horizontal_alignment = "left", T.label { id = "the_label" } }, T.column { T.image { id = "the_icon" } } } } } } } } } } }, T.row { T.column { T.grid { T.row { T.column { T.button { id = "ok", label = _"OK" } }, T.column { T.button { id = "cancel", label = _"Cancel" } } } } } }, T.row { T.column { T.toggle_button { id = "flip", label = "Flip" } } } } }, T.column { T.image { id = "the_image" } } } } } local function preshow() local function select() local i = wesnoth.get_dialog_value "the_list" local ut = wesnoth.unit_types[types[i]].__cfg local profile = string.gsub(ut.profile, "([^/]+)$", "transparent/%1") if wesnoth.get_dialog_value "flip" then profile = profile .. "~FL()" end wesnoth.set_dialog_value(profile, "the_image") end wesnoth.set_dialog_callback(select, "the_list") wesnoth.set_dialog_callback(select, "flip") for i,v in ipairs(types) do local ut = wesnoth.unit_types[v].__cfg wesnoth.set_dialog_value(ut.name, "the_list", i, "the_label") wesnoth.set_dialog_value(ut.image, "the_list", i, "the_icon") end wesnoth.set_dialog_value(2, "the_list") select() wesnoth.set_dialog_canvas(2, { T.rectangle { x = 20, y = 20, w = 20, h = 20, fill_color= "0,0,255,255" }, T.rectangle { x = 30, y = 30, w = 20, h = 20, fill_color = "255,0,0,255" } }) end local li = 0 local r = wesnoth.show_dialog(dialog, preshow, function () li = wesnoth.get_dialog_value "the_list" end) return { button = r, list_item = li } end, function() -- AI choice return { button = -1, list_item = math.random(#types) } end) if result.button == -1 then local ev = wesnoth.current.event_context wesnoth.transform_unit(wesnoth.get_units{x=ev.x1, y=ev.y1}[1], types[result.list_item]) wesnoth.fire("redraw", {}) end >> [/lua] [/event] [label] x,y=3,2 text="objectives test" [/label] [event] name=moveto first_time_only=no [filter] x,y=3,2 [/filter] [lua] code=<< local obj_note = string.rep("w", 5000) wesnoth.wml_actions.objectives({ note = obj_note }) >> [/lua] [/event] [event] name=moveto [filter] x,y=1,1 [/filter] [modify_side] side=3 share_maps=yes [/modify_side] [message] speaker=unit message="We should now be sharing maps with side 3!" [/message] [label] x,y=1,1 text="Rename our kind friends" [/label] [event] name=moveto [filter] x,y=1,1 [/filter] [modify_side] side=3 user_team_name="Neutral" [/modify_side] [message] side=3 message="That’s right! We’re neutral!" [/message] [label] x,y=1,1 text="" [/label] [/event] [/event] [event] name=preload first_time_only=no [lua] code=<< local wml_actions = wesnoth.wml_actions function wml_actions.my_lua_action(t) wesnoth.fire("label", { text = string.format("Lua says:\n%d units and %d gold on side %d", #wesnoth.get_units { side = t.on_side }, wesnoth.sides[t.on_side].gold, t.on_side), x = t.x, y = t.y }) end function wml_actions.check_substitution(t) wml.variables["substitution_variable"] = 1 if t.value ~= "Number 2" then wesnoth.message("Substitution is not delayed! " .. tostring(t.value)) end end local function get_child(cfg, name) for i = 1, #cfg do local v = cfg[i] if v[1] == name then return v[2] end end end function has_teleport(u) return wesnoth.unit_ability(u, "teleport") end local old_unit_status = wesnoth.theme_items.unit_status function wesnoth.theme_items.unit_status() local u = wesnoth.get_displayed_unit() if not u then return {} end local s = old_unit_status() if u.status.entangled then table.insert(s, { "element", { image = "misc/key.png", tooltip = "entangled: This unit is entangled. It cannot move but it can still attack." } }) end return s end >> [/lua] [/event] [event] name=turn refresh first_time_only=no [lua] code=<< for i,u in ipairs(wesnoth.get_units()) do if u.status.entangled then u.moves = 0 end end >> [/lua] [/event] [event] name=prestart [lua] code=<< local args = ... local team = wesnoth.sides[args.side]; team.gold = team.gold + args.gold; >> [args] side=1 gold=-1900 [/args] [/lua] [modify_unit] [filter] x,y=14,6 [/filter] [object] [effect] apply_to=image_mod add="PAL(FFDC02,EA9752,C4793A,C35029,6B2C29,A34C29,D5561F,343424,353624,BF5746 > BCBCBC,7D7D7D,5E5E5E,434343,232323,3B3B3B,494949,232323,232323,484848)" [/effect] [effect] apply_to=image_mod add="B(50)~R(-50)" [/effect] [/object] [object] [effect] apply_to=new_attack name=lightning description="lightning" icon=attacks/lightning.png # Testcase for custom attack types and ranges type=electrical range=very_long [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=14 number=4 [/effect] [/object] [/modify_unit] [music] name="traveling_minstrels.ogg" ms_before=12000 [/music] [set_menu_item] description="Calculate unit worth" id=test98 [show_if] [have_unit] x=$x1 y=$y1 [/have_unit] [/show_if] [command] [unit_worth] x=$x1 y=$y1 [/unit_worth] [message] x,y=$x1,$y1 message="I seem to be worth $unit_worth| gold! This is based on the following facts: I cost $cost gold and am at $health|% health. My best advancement costs $next_cost gold and I’m $experience|% there." [/message] [/command] [/set_menu_item] [set_menu_item] description="Lua" id=test99 [filter_location] [filter] type=Kaleh [/filter] [/filter_location] [command] [message] speaker=narrator message="Enter Lua code" [text_input] variable=code [/text_input] [/message] [set_variables] name=tag mode=replace [value] code=$code [/value] [/set_variables] [insert_tag] name=lua variable=tag [/insert_tag] [/command] [/set_menu_item] [set_menu_item] description="Show movement range" id=show_movement_range [filter_location] [filter] [/filter] [/filter_location] [command] [store_reachable_locations] [filter] x,y=$x1,$y1 [/filter] variable=unit_reach [/store_reachable_locations] [foreach] array=unit_reach [do] [item] x,y=$this_item.x,$this_item.y image=misc/waypoint.png [/item] [/do] [/foreach] [event] name=select,side turn,moveto [foreach] array=unit_reach [do] [remove_item] x,y=$this_item.x,$this_item.y image=misc/waypoint.png [/remove_item] [/do] [/foreach] [redraw] [/redraw] {CLEAR_VARIABLE unit_reach} [/event] [/command] [/set_menu_item] [set_menu_item] description="Show attack range" id=show_attack_range [filter_location] [filter] [/filter] [/filter_location] [command] [store_reachable_locations] [filter] x,y=$x1,$y1 [/filter] range=attack variable=unit_reach [/store_reachable_locations] [lua] code=<< local location_set = wesnoth.require 'location_set' local items = wesnoth.require 'wml/items' local locs = location_set.of_wml_var 'unit_reach' locs:iter(function(x, y) items.place_image(x, y, 'misc/waypoint.png~CS(255,-127,-127)') end) >> [/lua] [event] name=select,side turn,moveto [foreach] array=unit_reach [do] [remove_item] x,y=$this_item.x,$this_item.y image="misc/waypoint.png~CS(255,-127,-127)" [/remove_item] [/do] [/foreach] [redraw] [/redraw] {CLEAR_VARIABLE unit_reach} [/event] [/command] [/set_menu_item] [set_menu_item] description="Reload and execute Lua code" id=reload_and_execute_lua_code # This command expects a (custom) file data/lua/code.lua of the form # # local code = {} # function code.main() # wesnoth.message("hello world") # end # return code # # The file is not in the repository to allow adding custom stuff to it. [command] [lua] code=<< local codeFile = "lua/code.lua" if wesnoth.have_file(codeFile) then local code = wesnoth.dofile(codeFile) if type(code) == "table" and type(code.main) == "function" then code.main() else wesnoth.message(codeFile.." must return a table with a 'main' function.") end else wesnoth.message("To use this command, create a file 'data/lua/code.lua' in the wesnoth source directory that returns a table with a 'main' function.") end >> [/lua] [/command] [/set_menu_item] [/event] [event] name=prerecruit [message] speaker=narrator message= "testing prerecruit" image=wesnoth-icon.png [/message] [/event] [event] name=prestart [gold] side=1 amount=42 [/gold] [/event] [event] name=start [gold] side=1 amount=1000 [/gold] [lua] code = << wesnoth.set_village_owner(20, 1, 1) local u = wesnoth.get_units({ lua_function = "has_teleport" })[1] local t, c = wesnoth.find_path(u, 23, 7) for i,l in ipairs(t) do wesnoth.fire("item", { x = l[1], y = l[2], image = "items/buckler.png" }) end wesnoth.fire("label", { x = 23, y = 7, text = string.format("Move cost: %d", c) }) >> [/lua] [/event] [event] name=test1 first_time_only=no [select_unit] type=Elvish Avenger fire_event=yes [/select_unit] [/event] [event] name=select first_time_only=no [filter] type=Elvish Avenger [filter_wml] [status] petrified=yes [/status] [/filter_wml] [/filter] [message] speaker=unit message="Oh hi" [/message] [/event] [event] name=prestart [time_area] id=cave {UNDERGROUND} terrain=U*^*,Q*,Xu,Kud,Cud x= 0-14 y=13-20 [/time_area] [label] x,y=8,11 text="Filter Area" tooltip="Test filtering areas filter with area=test_area x,y=8,11" [/label] [time_area] x,y=8,11 id=test_area {DEFAULT_SCHEDULE_24H} current_time=13 [/time_area] [/event] [event] name=prestart [sound_source] id=birds sounds=ambient/birds1.ogg,ambient/birds2.ogg,ambient/birds3.ogg delay=0 chance=100 check_fogged=true loop=-1 x=21 y=5 full_range=3 fade_range=5 [/sound_source] [/event] [event] name="new turn" first_time_only=no [my_lua_action] on_side=1 x,y=13,3 [/my_lua_action] [/event] [event] name="new turn" [set_variable] name=substitution_variable value=0 [/set_variable] [check_substitution] value="Number $($substitution_variable*2)" [/check_substitution] [/event] [label] x,y=4,3 text="randomness" [/label] [event] name=moveto first_time_only=no [filter] x,y=4,3 [/filter] {VARIABLE_OP minus_one rand -1..-1} {VARIABLE_OP zero rand 0..0} {VARIABLE_OP bool rand 0..1} {VARIABLE_OP one rand 1..1} {VARIABLE_OP below_ten rand 0..9} {VARIABLE_OP ascii rand one,two,three} {VARIABLE_OP mixed rand 0..3,one,two,three,4..9,zero} [message] speaker=narrator image=wesnoth-icon.png message="Today, 0..0 = $zero, −1..−1 = $minus_one, 1..1 = $one and 0..1 = $bool. Also, 0..9 = $below_ten, one,two,three = $ascii and the bonus answer is $mixed." [/message] [/event] [event] name=moveto first_time_only=no [filter] x,y,canrecruit,side=10,5,yes,1 [/filter] [message] speaker=unit message="What am I supposed to be doing again?" [/message] [show_objectives] side=1 [/show_objectives] [/event] [event] name=start [get_global_variable] side=global namespace="demo.sub.name.space" from_global=saved_unit to_local=store [/get_global_variable] [if] [not] [variable] name=store.x equals=$empty [/variable] [/not] [then] [set_variable] name=store.moves value=$store.max_moves [/set_variable] [set_variable] name=store.hitpoints value=$store.max_hitpoints [/set_variable] [unstore_unit] variable=store find_vacant=no [/unstore_unit] [message] speaker=narrator message="Unit recalled from storage." [/message] [/then] [/if] [get_global_variable] side=global namespace="demo.sub.name" from_global=savings to_local=estate [/get_global_variable] [if] [not] [variable] name=estate equals=$empty [/variable] [/not] [then] [store_gold] side=1 variable=cur [/store_gold] [set_variable] name=blah value=$estate sub=$cur [/set_variable] [if] [variable] name=blah greater_than=0 [/variable] [then] [gold] amount=$blah side=1 [/gold] [/then] [/if] [/then] [/if] [get_global_variable] side=global namespace=demo.sub from_global=greeting to_local=greeting [/get_global_variable] [objectives] [objective] condition=win description= "Defeat the enemy leader (he’s at 29,16!)" [show_if] [have_unit] x,y,canrecruit,side=29,16,yes,2 [/have_unit] [/show_if] [/objective] [objective] condition=win description= "Defeat the enemy leader (he’s at 28,18!)" [show_if] [have_unit] x,y,canrecruit,side=28,18,yes,2 [/have_unit] [/show_if] [/objective] [objective] condition=win description= "Defeat the enemy leader (I have no clue where he is)" [show_if] [not] [have_unit] canrecruit,side=yes,2 [and] x,y=29,16 [or] x,y=28,18 [/or] [/and] [/have_unit] [/not] [/show_if] [/objective] [objective] condition=lose description=$greeting [show_if] [not] [variable] name=greeting equals=$empty [/variable] [/not] [/show_if] [/objective] [/objectives] [get_global_variable] namespace=demo side=global from_global=villages to_local=territory [/get_global_variable] [if] [not] [variable] name=territory[0].x equals=$empty [/variable] [/not] [then] [foreach] array=territory [do] [capture_village] side=$this_item.owner_side x,y=$this_item.x,$this_item.y [/capture_village] [/do] [/foreach] [/then] [/if] {CLEAR_VARIABLE store} {CLEAR_VARIABLE estate} {CLEAR_VARIABLE greeting} {CLEAR_VARIABLE territory} [clear_global_variable] namespace=demo.sub.name.space side=global global=saved_unit immediate=yes [/clear_global_variable] [clear_global_variable] namespace=demo.sub.name side=global global=savings [/clear_global_variable] [clear_global_variable] namespace=demo.sub side=global global=greeting [/clear_global_variable] [clear_global_variable] namespace=demo side=global global=villages [/clear_global_variable] [/event] [label] x,y=7,5 text="Memory phone" [/label] [event] name=moveto first_time_only=no [filter] x=7 y=5 side=1 [/filter] [get_global_variable] side=global namespace="demo.sub" from_global=greeting to_local=greeting [/get_global_variable] [if] [not] [variable] name=greeting equals=$empty [/variable] [/not] [then] [message] speaker=narrator message=$greeting [/message] [message] speaker=narrator message=Is this greeting really okay? [option] label="Yes" [/option] [option] label="No" [command] [message] speaker=narrator message=How would you like to be greeted? [text_input] variable=greeting [/text_input] [/message] [if] [not] [variable] name=greeting equals=$empty [/variable] [/not] [then] [message] speaker=narrator message="Excellent! ""$greeting|"" will appear as your failure condition next time you play this scenario." [/message] [/then] [/if] [/command] [/option] [/message] [/then] [else] [message] speaker=narrator message=How would you like to be greeted? [text_input] variable=greeting [/text_input] [/message] [if] [not] [variable] name=greeting equals=$empty [/variable] [/not] [then] [message] speaker=narrator message=Excellent! $greeting will appear as your failure condition next time you play this scenario. [/message] [/then] [/if] [/else] [/if] [set_global_variable] side=global namespace="demo.sub" from_local=greeting to_global=greeting immediate=yes [/set_global_variable] [/event] [label] x,y=9,5 text="Temporal Clone" [/label] [event] name=moveto first_time_only=no [filter] x=9 y=5 side=1 [/filter] [store_unit] [filter] x=9 y=5 side=1 [/filter] variable=store kill=no mode=replace [/store_unit] [set_global_variable] side=global namespace="demo.sub.name.space" from_local=store to_global=saved_unit immediate=yes [/set_global_variable] [unstore_unit] variable=store find_vacant=no advance=false [/unstore_unit] {CLEAR_VARIABLE store} [message] speaker=unit message="I have been saved and will appear here the next time this scenario is started." [/message] [/event] [label] x,y=10,6 text="Bank Teller" [/label] [event] name=moveto first_time_only=no [filter] x=10 y=6 side=1 [/filter] [store_gold] side=1 variable=account [/store_gold] [set_global_variable] side=global namespace="demo.sub.name" from_local=account to_global=savings immediate=yes [/set_global_variable] {CLEAR_VARIABLE account} [message] speaker=unit message="I have deposited our assets into our savings account. We will have access to them on future playthroughs of this scenario." [/message] [/event] [event] name=capture first_time_only=no [filter] side=1 [/filter] [store_villages] owner_side=1 variable=empire [/store_villages] [set_global_variable] namespace=demo side=global from_local=empire to_global=villages immediate=yes [/set_global_variable] {CLEAR_VARIABLE empire} [/event] [event] name=moveto [filter] x=11 y=6 side=1 [not] id=Baldras [/not] [/filter] [message] speaker=narrator message= "You can come if you wish, but the leader is only interested in speaking to Baldras." image=wesnoth-icon.png [/message] [/event] [event] name=moveto [filter] x,y,side=17,7,1 [/filter] [modify_side] side=2 gold=1000 income=100 recruit=Orcish Assassin,Orcish Warrior,Orcish Crossbowman,Wolf Rider,Orcish Archer [ai] time_of_day=morning,afternoon aggression=1.0 caution=0.0 recruitment_pattern=fighter,fighter,fighter,fighter {NO_SCOUTS} [/ai] [ai] time_of_day=dawn,dusk aggression=1.0 caution=0.0 recruitment_pattern=archer,archer,archer,archer {NO_SCOUTS} [/ai] [ai] time_of_day=first_watch,second_watch,underground aggression=1.0 caution=0.0 recruitment_pattern=scout,scout,scout,scout {NO_SCOUTS} [/ai] [/modify_side] {REMOVE_LABEL $x1 $y1} [message] speaker=narrator image=wesnoth-icon.png message="Now the orcs will fight until death; nothing shall stop their bloodthirsty warriors!" [/message] [modify_turns] current=5 [/modify_turns] [redraw] [/redraw] [delay] time=400 [/delay] [move_units_fake] [fake_unit] type="Orcish Slurbow" side=2 x=24,19 y=6,7 skip_steps=2 [/fake_unit] [fake_unit] type="Orcish Grunt" side=2 x=26,20 y=5,6 skip_steps=1 [/fake_unit] [fake_unit] type="Orcish Grunt" side=2 x=27,20 y=11,7 skip_steps=0 [/fake_unit] [/move_units_fake] [unit] type="Orcish Slurbow" side=2 x,y=19,7 facing=sw [/unit] [unit] type="Orcish Grunt" side=2 x,y=20,6 facing=sw [/unit] [unit] type="Orcish Grunt" side=2 x,y=20,7 facing=sw [/unit] [/event] [label] x,y=14,12 text="Health insurance" [/label] [event] name=moveto first_time_only=no [filter] side=1 x,y=14,12 [/filter] {LOG "$unit.name (id $unit.id|) requested health insurance!"} {FULL_HEAL (x,y=$x1|,$y1)} [object] id=brief_health silent=yes duration=turn [filter] x,y=14,12 [/filter] [effect] apply_to=hitpoints increase_total=50% [/effect] [/object] [/event] [label] x,y=17,7 text="Open the hell" [/label] [label] x,y=19,9 text="dialog" [/label] [label] x,y=18,4 text="Gamestate Inspector" [/label] [event] name=moveto first_time_only=no [filter] x,y,side=18,4,1 [/filter] [inspect] name="moveto(18,4)" [/inspect] [/event] [event] name=moveto first_time_only=no [filter] x,y,side=19,9,1 [/filter] [message] speaker=unit message="Hello world" [/message] [/event] [label] x,y=20,9 text="parrot" [/label] [event] name=moveto first_time_only=no [filter] x,y,side=20,9,1 [/filter] [message] speaker=unit message="Who’s the parrot" [text_input] text="test" variable="parrot" [/text_input] [/message] [message] speaker=unit message="Set the parrot settings." [text_input] label="Parrot message" variable="text" [/text_input] [option] label="Parrot is in denial" [command] [message] speaker=$parrot message="Why are you looking at me, I’m no parrot!!!" [/message] [message] speaker=narrator image=wesnoth-icon.png message="A short time passes..." [/message] [/command] [/option] [option] label="Parrot accepted its fate" [/option] [/message] [message] speaker=$parrot message=$text [/message] [/event] [label] x,y=18,8 text="drink" [/label] [event] name=moveto first_time_only=no [filter] x,y,side=18,8,1 [/filter] [message] speaker=unit message="Pick your drink" [option] label="Soda" [/option] [option] label="Water" [command] [message] speaker=narrator image=wesnoth-icon.png message="Water is nice" [/message] [/command] [/option] [/message] [/event] [label] x,y=18,10 text="poison" [/label] [event] name=moveto first_time_only=no [filter] x,y,side=18,10,1 [/filter] #wmlindent: start ignoring [lua] # Uses the special syntax as described at # https://www.wesnoth.org/wiki/DescriptionWML # The ; doesn't seem to work in the old gui so no need to port it. # # On 800x480 a scrollbar should appear. code = << local ec = wesnoth.current.event_context wesnoth.message(string.format("Unit moved from %d,%d to %d,%d", ec.x2, ec.y2, ec.x1, ec.y1)) local helper = wesnoth.require "helper" local result = helper.get_user_choice( { speaker = "unit", message = "Pick your poison" }, { "&items/potion-red.png=Something red=Take a sip and enjoy", "*&items/potion-blue.png=Nice blue=Surely you’ll like that one", "&items/potion-yellow.png=Oh noes yellow=Oh I’m sure you’ll love that one", "&scenery/well.png=A nice well=Grab a bucket and fetch some water", "&items/holy-water.png=Oh nice bottle=Feel the divinity", -- Should have an empty first column and a second column on two lines. "=Well a nice and black drink.\nToo dark too see?=Take a sip and pass the bottle along" }) wesnoth.message(string.format("User selected choice %d.", result)) >> [/lua] #wmlindent: stop ignoring [/event] [label] x,y=17,9 text="Manual" [/label] [event] name=moveto first_time_only=no [filter] x,y,side=17,9,1 [/filter] #wmlindent: start ignoring [message] speaker=unit message="Battle for Wesnoth User’s Manual ================================ Preface ------- The Battle for Wesnoth is a turn-based strategy game with a fantasy theme. Build up a great army, gradually training raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand pick a force with the right strengths to fight well on different terrains against all manner of opposition. Wesnoth has many different sagas waiting to be played out. You can battle orcs, undead, and bandits on the marches of the Kingdom of Wesnoth; fight alongside dragons in the lofty peaks, elves in the green reaches of the Aethenwood, dwarves in the great halls of Knalga, or even merfolk in the Bay of Pearls. You can fight to regain the throne of Wesnoth, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands. You will be able to select from among over two hundred unit types (infantry, cavalry, archers, and mages are just the beginning) and fight actions ranging from small-unit ambushes to clashes of vast armies. You can also challenge your friends – or strangers – and fight in epic multi-player fantasy battles. Battle for Wesnoth is open-source software, and a thriving community of volunteers cooperates to improve the game. You can create your own custom units, write your own scenarios, and even script full-blown campaigns. User-maintained content is available from an add-on server, and the very best of it is incorporated into Battle for Wesnoth’s official releases. Getting Started --------------- The World ~~~~~~~~~ The known portion of the Great Continent, on which Wesnoth abides, is generally divided into three areas: the Northlands, which are generally lawless; the kingdom of Wesnoth and its occasional principality, Elensefar; and the domain of the Southwest Elves in the Aethenwood and beyond. The Kingdom of Wesnoth lies in the center of this land. Its borders are the Great River to the north, the Dulatus Hills in the east and south, the edge of the Aethenwood to the southwest, and the Ocean to the west. Elensefar, a once-province of Wesnoth, is bordered by the Great River to the north, a loosely defined line with Wesnoth to the east, the Bay of Pearls to the south, and the ocean to the west. The Northlands is the wild country north of the Great River. Various groups of orcs, dwarves, barbarians and elves populate the region. To the north and east lies the forest of Lintanir, where the great kingdom of the North-Elves keeps to its own mysterious affairs. Over the land are scattered villages where you can heal your troops and gather the income required to support your army. You will also have to cross mountains and rivers, push through forests, hills and tundra, and cross open grassland. In each of these areas different creatures have adapted to live there and can travel more easily and fight better when they are in familiar terrain. The Creatures ^^^^^^^^^^^^^ In the world of Wesnoth there dwell humans, elves, dwarves, orcs, drakes, saurians, mermen, nagas, and many other races yet more obscure and wondrous. In accursed lands walk undead and ghosts and specters; monsters lurk in its ruins and dungeons. Each has adapted to particular terrains. Humans inhabit primarily the temperate grasslands. In the hills, mountains and underground caves orcs and dwarves are most at home. In the forests the elves reign supreme. In the oceans and rivers mermen and nagas dominate. For game purposes, the races group into factions; for example, orcs often cooperate with trolls, and elves or dwarves with humans. Some other factions reflect divisions within human society — loyalists vs. outlaws, for example. In most campaigns, you will control units drawn a single faction. But sometimes factions make alliances with others, so you may face more than one faction in a scenario." [/message] #wmlindent: stop ignoring [/event] {PLACE_IMAGE items/book1.png 2 2} {PLACE_IMAGE items/book2.png 3 2} {PLACE_IMAGE items/book3.png 4 2} {PLACE_IMAGE items/book4.png 5 2} {PLACE_IMAGE items/flower1.png 2 3} {PLACE_IMAGE items/flower2.png 3 3} {PLACE_IMAGE items/flower3.png 4 3} {PLACE_IMAGE items/flower4.png 5 3} {PLACE_IMAGE scenery/rock1.png 2 4} {PLACE_IMAGE scenery/rock2.png 3 4} {PLACE_IMAGE scenery/rock3.png 4 4} {PLACE_IMAGE scenery/rock4.png 5 4} {PLACE_IMAGE items/dragonstatue.png 2 5} {PLACE_IMAGE items/ornate1.png 3 5} {PLACE_IMAGE items/ornate2.png 4 5} {PLACE_IMAGE items/barrel.png 5 5} {PLACE_IMAGE scenery/monolith1.png 2 6} {PLACE_IMAGE scenery/monolith2.png 3 6} {PLACE_IMAGE scenery/monolith3.png 4 6} {PLACE_IMAGE scenery/monolith4.png 5 6} {PLACE_IMAGE scenery/well.png 2 7} {PLACE_IMAGE scenery/leanto.png 3 7} {PLACE_IMAGE items/ball-green.png 4 7} {PLACE_IMAGE items/ball-blue.png 5 7} {PLACE_IMAGE items/box.png 2 8} {PLACE_IMAGE scenery/well.png 10 5} {OBJ_RING_REGENERATION 10 4 OBJ1} {OBJ_RING_REGENERATION 10 40 OBJ1} {OBJ_RING_SLOW 11 4 OBJ2} {OBJ_POTION_HEALING 12 4 OBJ3} {OBJ_POTION_POISON 13 5 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} [event] name=moveto [filter] side=1 [/filter] [modify_side] side=1 #wmlindent: start ignoring shroud_data="|111111111111 |1111111111111 |1111111111111 |11111111111111 |11111111111111 |001111111111111 |111111111111111 |1111111111111111 |111111111111111 |1111111111111111 |1111111111111111 |11111111111111111 |11111111111111111 |11111111111111111 |1111111111111111 |1111111111111111 |111111111111111 |111111111111111 |11111111111111 |11111111111111 |1111111111111 | | | | | | | | | | | |00000000000001111111 |000000000000011111111 |00000000000001111111 |000000000000000111111 |00000000000000011111 " #wmlindent: stop ignoring [/modify_side] [/event] [item] x,y=8,16 image="units/merfolk/warrior.png~BLIT(items/cage.png)" [/item] [label] x,y=8,16 text="Local ToD item test" [/label] [item] x,y=9,1 # This doesn't work, image doesn't do animation #image="scenery/fire1.png~CS(0,0,50):150,scenery/fire2.png~CS(0,0,50):150,scenery/fire3.png~CS(0,0,50):150,scenery/fire4.png~CS(0,0,50):150,scenery/fire5.png~CS(0,0,50):150,scenery/fire6.png~CS(0,0,50):150,scenery/fire7.png~CS(0,0,50):150,scenery/fire8.png~CS(0,0,50):150" image="scenery/fire1.png~CS(0,0,50)" [/item] [item] x,y=11,1 halo="scenery/fire1.png~CS(0,0,50):150,scenery/fire2.png~CS(0,0,50):150,scenery/fire3.png~CS(0,0,50):150,scenery/fire4.png~CS(0,0,50):150,scenery/fire5.png~CS(0,0,50):150,scenery/fire6.png~CS(0,0,50):150,scenery/fire7.png~CS(0,0,50):150,scenery/fire8.png~CS(0,0,50):150" [/item] [item] x,y=8,8 image="items/orcish-flag.png" [/item] [label] x,y=8,8 text="Northerners unleashed!" [/label] [item] x,y=10,10 halo="scenery/fire1.png:150,scenery/fire2.png:150,scenery/fire3.png:150,scenery/fire4.png:150,scenery/fire5.png:150,scenery/fire6.png:150,scenery/fire7.png:150,scenery/fire8.png:150" [/item] [event] name=moveto first_time_only=no [filter] side=1 x=8 y=8 [/filter] [terrain] x=28,30,29 y=15,15,17 terrain=Ch [/terrain] {VARIABLE_OP xx1 rand 10..20} {VARIABLE_OP yy1 rand 10..17} [unit] side=2 x,y="$xx1","$yy1" type="Orcish Warlord" id="Bozo" generate_name=yes [/unit] [message] speaker="Bozo" message="Mwahahahahah! I appeared at $xx1, $yy1!" [/message] [/event] [item] x,y=4,4 image="items/orcish-flag.png" [/item] [label] x,y=10,9 text="Let’s fight" tooltip="Trigger attack animation." [/label] [event] name=moveto first_time_only=no [filter] x=10 y=9 side=1 [/filter] # Check than [delay] does not cause [animate_unit] to skip the animation. [delay] time=400 [/delay] [animate_unit] flag=attack hits=hit [primary_attack] [/primary_attack] [/animate_unit] [/event] [label] x,y=4,4 text="Open, Sesame!" [/label] [label] x,y=5,8 text="Let there be fog!" [/label] [event] name=moveto first_time_only=no [filter] x=5 y=8 side=1 [/filter] [store_side] side=1 variable=side1_store [/store_side] [if] [variable] name=side1_store.fog equals="no" [/variable] [then] [modify_side] side=1 fog=yes [/modify_side] [redraw][/redraw] [label] x,y=5,8 text="Torches, attack!" [/label] [/then] [else] [modify_side] side=1 fog=no [/modify_side] [redraw][/redraw] [label] x,y=5,8 text="Let there be fog!" [/label] [/else] [/if] {CLEAR_VARIABLE side1_store} [/event] [event] name=moveto first_time_only=no [filter] side=1 x=4 y=4 [/filter] [terrain] x=1,2 y=2,2 terrain=Re [/terrain] [label] x,y=2,2 text="Math test" [/label] [event] name=moveto first_time_only=no [filter] side=1 x,y=2,2 [/filter] [message] speaker=narrator image=wesnoth-icon.png message="Enter a number." [text_input] variable=number text=0 [/text_input] [/message] [message] speaker=narrator message="What should we do with the number $number|?" [option] label="Round it" [command] [message] speaker=narrator image=wesnoth-icon.png message="How should we round $number|? `(any integer) `ceil `floor" [text_input] variable=round [/text_input] [/message] {VARIABLE rounded $number} [set_variable] name=rounded round=$round [/set_variable] [message] speaker=narrator image=wesnoth-icon.png message="Rounding $number| to $round| results in $rounded|." [/message] [/command] [/option] [option] label="Add something" [command] [message] speaker=narrator [text_input] label="Amount to add" variable=amount [/text_input] [/message] {VARIABLE total $number} [set_variable] name=total add=$amount [/set_variable] [message] speaker=narrator message="Adding $amount| to $number| results in $total|." [/message] [/command] [/option] [option] label="Multiply" [command] [message] speaker=narrator [text_input] label="Amount to multiply" variable=amount [/text_input] [/message] {VARIABLE total $number} [set_variable] name=total multiply=$amount [/set_variable] [message] speaker=narrator message="$number| * $amount| = $total|." [/message] [/command] [/option] [option] label="Divide by something" [command] [message] speaker=narrator [text_input] label="Divisor" variable=divisor [/text_input] [/message] [if] [variable] name=divisor numerical_equals=0 [/variable] [or] [variable] name=divisor equals= [/variable] [/or] [then] [message] speaker=narrator message="Cannot divide by zero!" [/message] [/then] [else] {VARIABLE total $number} [set_variable] name=total divide=$divisor [/set_variable] [message] speaker=narrator message="Dividing $number| by $divisor| results in $total|." [/message] [/else] [/if] [/command] [/option] [option] label="Modulo" [command] [message] speaker=narrator [text_input] label="Modulo" variable=modulo [/text_input] [/message] [if] [variable] name=modulo numerical_equals=0 [/variable] [or] [variable] name=modulo equals= [/variable] [/or] [then] [message] speaker=narrator message="Cannot use modulus of zero!" [/message] [/then] [else] {VARIABLE total $number} [set_variable] name=total modulo=$modulo [/set_variable] [message] speaker=narrator message="$number| % $modulo| = $total|." [/message] [/else] [/if] [/command] [/option] [option] label="ints&floats" [command] [set_variable] name=int ipart=$number [/set_variable] {VARIABLE_OP float fpart $number} [message] speaker=narrator message="$number| = $int| + $float|" [/message] [/command] [/option] [/message] [/event] [label] x,y=1,2 text="Crash test" [/label] [event] name=moveto [filter] x,y=1,2 [/filter] {VARIABLE_OP unset0 round 0} {VARIABLE_OP unset1 multiply 5} {VARIABLE_OP unset2 add 3} {VARIABLE_OP unset3 fpart unset4} {VARIABLE_OP unset5 value 3} {VARIABLE_OP unset6 string_length unset7} {VARIABLE new_var "$($unset_var1+$unset_var2)"} {VARIABLE new_var "$($unset_var1/$unset_var2)"} {VARIABLE new_var "$($unset_var1*$unset_var2)"} [/event] [/event] {PLACE_IMAGE "units/human-outlaws/poacher.png~TC(2,magenta)" 20 14} {PLACE_IMAGE items/cage.png 20 14} [item] x,y=8,5 image="items/orcish-flag.png" [/item] [label] x,y=8,5 text="Reveal the Way" [/label] [event] name=moveto first_time_only=no [filter] side=1 x=8 y=5 [/filter] [remove_shroud] side=1 x="0-38" y="0-20" [/remove_shroud] [/event] [item] x,y=12,6 image="terrain/color-hex.png~RC(red>purple)~RC(blue>black)" [/item] [label] x,y=12,6 text="change coloring" [/label] [color_range] id=blonde rgb=FFFF00,FFFF80,000000 [/color_range] [color_palette] thief=85A7CA,496697,D7f0F0,B9CEE4,293D5F,617CAB [/color_palette] [event] name=prerecruit first_time_only=no [filter] type="Thief" [/filter] {RANDOM "RC(thief>red)","RC(thief>green)","RC(thief>blue)","RC(thief>blonde)","RC(thief>mauve_troll)","NOP()"} [object] silent=yes [effect] apply_to=image_mod replace=$random [/effect] [/object] [/event] [color_range] id=mauve_troll rgb=ED6F9B,C63567,380113 [/color_range] [color_range] id=aqua_troll rgb=7AA09A,3B765F,002121 [/color_range] [color_range] id=green_troll rgb=869280,466546,001715 [/color_range] [color_range] id=grey_troll rgb=7E808B,3E5451,00101A [/color_range] [color_palette] troll_skin=A8A8A8,747F73,616153,374336,172830,9A9A9A,999999,596F60,596E5F,4E4F3F,4E5040,4D4F3F,1E3325,1F3325,001B22,001A21 [/color_palette] [event] name=prerecruit first_time_only=no [filter] type="Troll Whelp" [/filter] [fire_event] [primary_unit] x,y=$x1,$y1 [/primary_unit] name=apply_troll_skin [/fire_event] [/event] [event] name=apply_troll_skin first_time_only=no {RANDOM "RC(troll_skin>mauve_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>aqua_troll)","RC(troll_skin>green_troll)","RC(troll_skin>grey_troll)","NOP()"} [object] silent=yes [filter] x=$x1 y=$y1 [/filter] [effect] apply_to=image_mod replace=$random [/effect] [/object] [/event] [event] name=moveto first_time_only=no [filter] side=1 x=12 y=6 type="Thief" [/filter] [object] id=bleach name= "Potion of bleach" image=items/potion-red.png duration=scenario description="Oooh tingly!!!" [effect] apply_to=image_mod add="RC(thief>blonde)" [color_palette] thief=85A7CA,496697,D7f0F0,B9CEE4,293D5F,617CAB [/color_palette] [/effect] [/object] [/event] [event] name=moveto first_time_only=no [filter] side=1 x=12 y=6 [not] type="Thief" [/not] [/filter] [message] speaker=narrator image=portraits/elves/captain.png message="Send me a thief to spy on the blondes" [/message] [/event] [item] x,y=8,7 image="items/chest-plain-closed.png" [/item] [label] x,y=8,7 text="BOOM!" [/label] [event] name="moveto" first_time_only=no [filter] x,y=8,7 [/filter] [terrain] x="7,9" y="7,7" terrain="Gg" [/terrain] [/event] [item] x,y=9,3 image="items/gohere.png" [/item] [label] x,y=9,3 text="Win" [/label] [label] x,y=7,3 text="Timeshift" [/label] [label] x,y=14,9 text="The silly dance" [/label] [event] name="moveto" first_time_only=no [filter] x,y=14,9 [/filter] [animate_unit] flag=idling [/animate_unit] [allow_undo] [/allow_undo] [/event] [event] name="moveto" first_time_only=no [filter] x,y=9,3 [/filter] {VARIABLE endlevel_test.result "victory"} {VARIABLE endlevel_test.bonus "yes"} [insert_tag] name=endlevel variable=endlevel_test [/insert_tag] [/event] [event] name="moveto" first_time_only=no [filter] x,y=7,3 [/filter] [message] speaker=narrator image=wesnoth-icon.png message="Message 1 of 2: prepare for timeshift" [/message] [end_turn] [/end_turn] [message] speaker=narrator image=wesnoth-icon.png message="Message 2 of 2: timeshift imminent" [/message] [/event] [event] name=start [unit] side=1 x,y="recall","recall" type=Lich [/unit] [unit] side=1 x,y="recall","recall" type=Arch Mage [/unit] [unit] side=1 x,y="recall","recall" type=Ancient Wose [/unit] [unit] side=1 x,y="recall","recall" type=Fire Dragon [/unit] [lua] code=<< wesnoth.put_recall_unit { type = "Elvish Lady" } local u = wesnoth.get_recall_units()[2] local l = wesnoth.get_units { side = 1, canrecruit = true }[1] local x, y = wesnoth.find_vacant_tile(l.x, l.y, u) u.side = 3 wesnoth.put_unit(u, x, y) local ul = wesnoth.get_recall_units() local t = {} for i,u in ipairs(ul) do table.insert(t, u.type) end wesnoth.message(string.format("Recall list: %s", table.concat(t, ','))) >> [/lua] [/event] [label] x,y=15,15 text="This is not a forest" [/label] [label] x,y=4,10 text="This label is not immutable" immutable="no" [/label] [label] x,y = 25,6 text = "Let it snow" [/label] [event] # When moving to the specified coordinates, # the area will be transformed to a snow landscape, # but the water area should remain as is. name="moveto" first_time_only=yes [filter] x,y=25,6 [/filter] [terrain_mask] x,y=20,1 border=no #wmlindent: start ignoring mask=" _s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s _s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s _s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s _s, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, _s Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa _s, Aa, Aa, Aa, Aa, Aa, Aa, Aa, Aa, _s _s, _s, Aa, Aa, Aa, Aa, Aa, Aa, _s, _s _s, _s, _s, Aa, Aa, Aa, Aa, _s, _s, _s _s, _s, _s, _s, Aa, Aa, _s, _s, _s, _s " #wmlindent: stop ignoring [rule] old=Gg^Vh new=Aa terrain=Aa^Vha [/rule] [rule] old=Gs^Fp new=Aa terrain=Aa^Fpa [/rule] [rule] old=Hh new=Aa terrain=Hh [/rule] [rule] old=Gg, Re, Gg^Efm new=Aa # Don't specify terrain and it just uses the new terrain [/rule] # default: Will match everything, since 'old' and 'new' aren't specified. # Set 'use_old=yes' to signal no change. [rule] use_old=yes [/rule] [/terrain_mask] [/event] [label] x,y = 9,13 text = "Plant palms" [/label] [event] # Replace all trees with tropic forest but leave the base terrain intact name="moveto" first_time_only=yes [filter] x,y=9,13 [/filter] [terrain_mask] x,y=8,11 border=no #wmlindent: start ignoring mask=" ^Ft, ^Ft, ^Ft, ^Ft ^Ft, ^Ft, ^Ft, ^Ft ^Ft, ^Ft, ^Ft, ^Ft ^Ft, ^Ft, ^Ft, ^Ft " #wmlindent: stop ignoring [rule] old=*^F* layer=overlay [/rule] # default: Will match everything, since 'old' and 'new' aren't specified. # Set 'use_old=yes' to signal no change. [rule] use_old=yes [/rule] [/terrain_mask] [terrain] x=12 y=12 terrain=Aa^Ft layer=overlay [/terrain] [/event] [label] x,y = 10,13 text = "Flood" [/label] [event] # replace the base terrain while leaving the overlay intact name="moveto" first_time_only=yes [filter] x,y=10,13 [/filter] [terrain_mask] x,y=8,11 border=no #wmlindent: start ignoring mask=" Ww, Ww, Ww, Ww Ww, Ww, Ww, Ww Ww, Ww, Ww, Ww Ww, Ww, Ww, Ww " #wmlindent: stop ignoring [rule] old=*^Ve* layer=base [/rule] [rule] layer=base replace_if_failed=true # if just replacing the base failed, replace the whole terrain # this will make the human village disappear. [/rule] # default: Will match everything, since 'old' and 'new' aren't specified. # Set 'use_old=yes' to signal no change. [rule] use_old=yes [/rule] [/terrain_mask] [terrain] x=12 y=12 terrain=Ds layer=base [/terrain] [label] x,y = 11,14 text = "Sunken" [/label] [label] x,y = 10,14 text = "Still there" [/label] [/event] [event] name=moveto [filter] [filter_location] area="test_area" [/filter_location] [/filter] [message] speaker=unit message="You entered a different time Zone" [/message] [/event] [event] name=start [set_menu_item] id=test0 description="Perform Calculation" [filter_location] [filter] has_weapon=missile [/filter] [/filter_location] [command] [message] speaker=unit message="I will prepare the incantation; what dost thou desire to know?" [text_input] label="Formula=" variable="formula" [/text_input] [/message] [message] speaker=narrator #wmlindent: start ignoring message="Formula: $formula Result: $(debug_print( 'Result: ', ($formula) )) " #wmlindent: stop ignoring [/message] [/command] [/set_menu_item] [set_menu_item] id=test1 description="Summon Troll" [show_if] [not] [have_unit] x,y=$x1,$y1 [/have_unit] [/not] [/show_if] [filter_location] [/filter_location] [command] {NAMED_LOYAL_UNIT $side_number (Troll) $x1 $y1 (MagicTroll) ("Magic Troll")} [fire_event] name=apply_troll_skin [primary_unit] x=$x1 y=$y1 [/primary_unit] [/fire_event] [sound] name=magic-holy-miss-3.ogg [/sound] [/command] [/set_menu_item] [set_menu_item] id=test2 image="buttons/WML-custom.png~BLEND(255,127,0,1.0)" description="Dismiss Troll" [show_if] [have_unit] x,y=$x1,$y1 type=Troll side=$side_number [/have_unit] [/show_if] [command] [kill] x,y=$x1,$y1 animate=yes [/kill] [/command] [/set_menu_item] [set_menu_item] id=terraform image="buttons/WML-custom.png~BLEND(0,255,127,1.0)" description="Identify terrain" [filter_location] x=4-12 y=11-14 [/filter_location] [command] [store_locations] x,y=$x1,$y1 variable=location [/store_locations] [switch] variable=location.terrain [case] value=Gg,Gt,Gs {VARIABLE type grass} [/case] [case] value=Gg^Fet,Gs^Ft,Gs^Fpa,Ds^Fp,Re^Fp,Gg^Fp {VARIABLE type forest} [/case] [case] value=Ss^Vm,Gg^Vh,Gg^Ve {VARIABLE type village} [/case] [else] {VARIABLE type other} [/else] [/switch] [message] speaker=narrator image=wesnoth-icon.png message="The current terrain is of type $type" [/message] {CLEAR_VARIABLE location,type} [/command] [/set_menu_item] [/event] [label] x,y=10,10 text="Keep out!!!" [/label] [event] name=moveto first_time_only=no [filter] x,y=10, 10 [/filter] [deprecated_message] what="Deprecation Test" message="Moving to this location is no longer supported... bye bye" level=3 version=1.0 [/deprecated_message] [kill] x,y=10,10 animate=yes [/kill] [/event] [label] x,y=7,10 text="Earn 100 XP!" [/label] [event] name=moveto first_time_only=no [filter] x=7 y=10 [/filter] {VARIABLE_OP unit.experience add 100} [unstore_unit] variable=unit text="100 XP" red,green,blue=200,200,50 [/unstore_unit] [/event] [label] x,y=7,11 text="test anim" [/label] [event] name=moveto first_time_only=no [filter] x=7 y=11 [/filter] [object] [effect] apply_to=new_attack name=ruby of fire description="ruby of fire" icon=attacks/fireball.png type=fire range=ranged [specials] {WEAPON_SPECIAL_MAGICAL} [/specials] damage=14 number=4 [/effect] [effect] apply_to=new_animation [standing_anim] alpha=0.0~1.0 [frame] begin=-2000 end=0 [/frame] [/standing_anim] [/effect] [/object] [/event] [label] x,y=5,5 text="promotions" [/label] [event] name=moveto first_time_only=no [filter] x=5 y=5 [/filter] {ADVANCE_UNIT x,y=5,5 (Grand Marshal,Yeti,Fire Dragon) } [/event] [label] x,y=5,6 text="role test" [/label] [event] name=moveto first_time_only=no [filter] x,y=5,6 [/filter] [role] x,y=5,6 role=talking_guy [/role] [message] role=talking_guy message="I have the role!" [/message] [/event] [label] x,y=32,3 text="forfeit" [/label] [event] name=moveto [filter] x,y=32,3 [/filter] [event] name=new turn first_time_only=no [end_turn] [/end_turn] [/event] [message] side=2 message="No more turns for you!" [/message] [end_turn] [/end_turn] [/event] [label] x,y=10,2 text="map change" [/label] [event] name=moveto first_time_only=no [filter] x,y=10,2 [/filter] [message] side=2 message="Suddenly, Elves Besieged!" [/message] [replace_map] map="{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}" shrink=yes expand=yes [/replace_map] [/event] [label] x,y=10,3 text="map change2" [/label] [event] name=moveto first_time_only=no [filter] x,y=10,3 [/filter] [message] side=2 message="Suddenly, Blackwater Port!" [/message] [replace_map] map="{campaigns/Heir_To_The_Throne/maps/02_Blackwater_Port.map}" shrink=yes expand=yes [/replace_map] [/event] [label] x,y=9,2 text="map change3" [/label] [event] name=moveto first_time_only=no [filter] x,y=9,2 [/filter] [message] side=2 message="Suddenly, Caves!!" [/message] [replace_map] map="{campaigns/Heir_To_The_Throne/maps/15_The_Lost_General.map}" shrink=yes expand=yes [/replace_map] [replace_schedule] {UNDERGROUND} {DEEP_UNDERGROUND} [/replace_schedule] [/event] [label] x,y=23,10 text="livingness" tooltip="Tooltip for the livingness label Moving to this hex will show you: not_living Subsums every of the following: unpoisonable - Some more text here. undrainable - You see that markup works here. unplagueable - And so on" [/label] [event] name=moveto first_time_only=no [filter] x,y=23,10 [/filter] [while] [variable] name="choice" not_equals="done" [/variable] [do] [store_unit] variable="wml_unit" [filter] x=$x1,y=$y1 [/filter] [/store_unit] [message] speaker=narrator message="Unit statuses in WML: not_living: $wml_unit.status.not_living unpoisonable: $wml_unit.status.unpoisonable undrainable: $wml_unit.status.undrainable unplagueable: $wml_unit.status.unplagueable" [/message] [lua] code=<< local args = ... local unit = wesnoth.get_unit(args.x1, args.y1) local raw_msg = "Unit statuses in Lua:\n\nnot_living: %s\nunpoisonable: %s\nundrainable: %s\nunplagueable: %s" local msg = string.format(raw_msg, unit.status.not_living, unit.status.unpoisonable, unit.status.undrainable, unit.status.unplagueable) wesnoth.wml_actions.message({speaker = "narrator", message = msg}) wesnoth.wml_actions.message({speaker = "narrator", message = "Do you want to change any of that?", { "option", { message = "Flip not_living", { "command", { { "set_variable", { name = "choice", value = "not_living" } } } } } }, { "option", { message = "Flip unpoisonable", { "command", { { "set_variable", { name = "choice", value = "unpoisonable" } } } } } }, { "option", { message = "Flip undrainable", { "command", { { "set_variable", { name = "choice", value = "undrainable" } } } } } }, { "option", { message = "Flip unplagueable", { "command", { { "set_variable", { name = "choice", value = "unplagueable" } } } } } }, { "option", { message = "Nope", { "command", { { "set_variable", { name = "choice", value = "done" } } } } } } }) local choice = wml.variables["choice"] -- debug :unit will reapply musthave traits, breaking these modifications for undead -- if you want something more permanent, give the unit an object if choice == "not_living" then unit.status.not_living = not unit.status.not_living elseif choice == "unpoisonable" then unit.status.unpoisonable = not unit.status.unpoisonable elseif choice == "undrainable" then unit.status.undrainable = not unit.status.undrainable elseif choice == "unplagueable" then unit.status.unplagueable = not unit.status.unplagueable end >> [args] x1=$x1 y1=$y1 [/args] [/lua] [/do] [/while] {CLEAR_VARIABLE choice} {CLEAR_VARIABLE wml_unit} [/event] # Capture connected villages near 13,2 for team 2 [event] name=prestart [store_locations] x,y=13,2 radius=2 [filter_radius] terrain=*^V* [/filter_radius] variable=temp_villages_area [/store_locations] [foreach] array=temp_villages_area [do] [capture_village] side=2 x,y=$this_item.x,$this_item.y [/capture_village] [/do] [/foreach] # Then put goblins on the northernmost villages [store_locations] find_in=temp_villages_area y=1 variable=temp_villages_area [/store_locations] [lua] code = << for i, v in ipairs(wml.array_access.get_proxy("temp_villages_area")) do wesnoth.put_unit({ type = "Goblin Spearman", side = 2 }, v.x, v.y) end wml.variables["temp_villages_area"] = nil >> [/lua] [/event] [event] name=prestart [label] x,y=2,11 text="Fogged oasis" visible_in_fog=yes [/label] [/event] [event] name=prestart [label] x,y=2,14 text="Shrouded label" visible_in_shroud=yes [/label] [/event] #define DYNAMIC_EVENT_SETUP TYPE VAR [set_variables] name={VAR} [literal] name={TYPE} [set_variable] name={VAR} add=1 [/set_variable] [message] id=statue message="dynamic " + {TYPE} + " event ${VAR}|!" [option] label="Continue!" [/option] [option] label="Stop annoying me..." [command] [set_variables] name={VAR} mode=replace [value] name=moveto [filter] side=1 [filter_location] radius=1 [filter] id=statue [/filter] [/filter_location] [/filter] [message] id=statue message="No more dynamic events! Sorry..." [/message] [/value] [/set_variables] {MODIFY_UNIT id=statue status.petrified true} [/command] [/option] [/message] [insert_tag] name=event variable={VAR} [/insert_tag] [/literal] [/set_variables] #enddef [event] name=prestart [set_menu_item] id=dynamic_ev description="Start Dynamic Events!" [filter_location] [filter] id=statue [/filter] [/filter_location] [command] {DYNAMIC_EVENT_SETUP "new turn" ev} [insert_tag] name=event variable=ev [/insert_tag] [set_menu_item] id=dynamic_ev [show_if] [not] [/not] [/show_if] [/set_menu_item] [unpetrify] id=statue [/unpetrify] [/command] [/set_menu_item] #define SHOW_IMAGE_PATH_TEST FUNCTOR_AND_PARAMS [set_variable] name=functor value={FUNCTOR_AND_PARAMS} [/set_variable] [scroll_to_unit] check_fogged=yes id=Urug-Telfar [/scroll_to_unit] [message] speaker=narrator image="units/orcs/warlord.png~RC(magenta>blue)~$functor" message="I have been affected by the power of $functor|! To the Dark Gods with that wose-born creature!" caption=Urug-Telfar [/message] [scroll_to_unit] x,y=$x1,$y1 [/scroll_to_unit] [clear_variable] name=functor [/clear_variable] #enddef [set_menu_item] id=imagepath_tests description="Image tricks" [filter_location] [filter] type=Elvish Shyde,Elvish Druid,Elvish Sorceress,Elvish Enchantress,Elvish Sylph,Elvish Shaman [/filter] [/filter_location] [command] [message] speaker=unit message="What glamour should I cast upon our foe?" [option] label="Flip around!" [command] {SHOW_IMAGE_PATH_TEST "FL(horiz,vert)"} [/command] [/option] [option] label="Scale up" [command] {SHOW_IMAGE_PATH_TEST "SCALE(200,200)"} [/command] [/option] [option] label="Scale down" [command] {SHOW_IMAGE_PATH_TEST "SCALE(40,40)"} [/command] [/option] [option] label="Blur 3" [command] {SHOW_IMAGE_PATH_TEST "BL(3)"} [/command] [/option] [option] label="Blur 100" [command] {SHOW_IMAGE_PATH_TEST "BL(100)"} [/command] [/option] [option] label="More red!" [command] {SHOW_IMAGE_PATH_TEST "R(255)"} [/command] [/option] [option] label="More green!" [command] {SHOW_IMAGE_PATH_TEST "G(255)"} [/command] [/option] [option] label="More blue!" [command] {SHOW_IMAGE_PATH_TEST "B(255)"} [/command] [/option] [option] label="Black and white!" [command] {SHOW_IMAGE_PATH_TEST "GS()"} [/command] [/option] [option] label="Other team" [command] {VARIABLE_OP team rand 1..9} {SHOW_IMAGE_PATH_TEST "TC($team,magenta)"} {CLEAR_VARIABLE team} [/command] [/option] [option] label="And other team again" [command] {VARIABLE_OP rc rand 1..9} {SHOW_IMAGE_PATH_TEST "RC(magenta>$rc)"} {CLEAR_VARIABLE rc} [/command] [/option] [option] label="Psychedellic!" [command] {SHOW_IMAGE_PATH_TEST "CROP(10,10,50,50)~CS(255,-40,100)~O(50%)~BL(2)~SCALE(125,125)"} [/command] [/option] [option] label="Shrooms!" [command] # Shutz, this sounds like some obscure CPU architecture's data registers {VARIABLE_OP rc rand 1..9} {VARIABLE_OP cs.r rand 0..255} {VARIABLE_OP cs.g rand 0..255} {VARIABLE_OP cs.b rand 0..255} {VARIABLE_OP op rand 25%,50%,75%,100%,125%,150%,175%,200%,225%,250%,275%,300%,500%} {VARIABLE_OP bl rand 1..10} {VARIABLE_OP sc.w rand 50..200} {VARIABLE_OP sc.h rand 50..200} {SHOW_IMAGE_PATH_TEST "RC(magenta>$rc|)~CS($cs.r|,$cs.g|,$cs.b|)~O($op)~BL($bl)~SCALE($sc.w|,$sc.h|)"} {CLEAR_VARIABLE rc,cs,op,bl,sc} [/command] [/option] [/message] [/command] [/set_menu_item] #undef SHOW_IMAGE_PATH_TEST [/event] [event] #at an attack end, remove the attack: bugs #12428 and #12990 name=attack end first_time_only=no [filter_attack] range=ranged [/filter_attack] [filter_second] side=2 canrecruit=yes [/filter_second] [object] [filter] x,y=$x1,$y1 [/filter] description="You just lost the attack you used." silent=yes [effect] apply_to=remove_attacks range=ranged [/effect] [then] [message] canrecruit,side=yes,2 message="Cowards! Fight me in real combat!" [/message] [/then] [/object] [/event] [event] name=prestart [unit] type=Saurian Soothsayer side,x,y=3,30,15 id=assert name="Neutral healer guy" [/unit] [set_menu_item] description = "Menu 1" id = "Menu_1" [show_if] [have_unit] x,y=$x1,$y1 side=$side_number [not] [filter_wml] attacks_left=0 [/filter_wml] [/not] [/have_unit] [/show_if] [filter_location] terrain=C*,C*^*,*^C*,K*,K*^*,*^K* [/filter_location] [command] [message] message = "Menu 1 (only clickable on own units on castle terrain)" x,y = $x1,$y1 [/message] [/command] [/set_menu_item] [set_menu_item] description = "Menu 2" id = "Menu_2" use_hotkey = no [show_if] [have_unit] x,y=$x1,$y1 side=$side_number [/have_unit] [/show_if] [command] [message] message = "Menu 2 (use_hotkey = no, so I cannot assign hotkeys to it.)" x,y = $x1,$y1 [/message] [/command] [/set_menu_item] [set_menu_item] description = "menu 3" id = "menu_3" [default_hotkey] key="f6" [/default_hotkey] [command] [message] message = "menu 3: default hotkey is F6." speaker = narrator [/message] [/command] [/set_menu_item] [set_menu_item] description = "menu 4" id = "menu 4" use_hotkey = "only" [command] [message] message = "menu 4, only acessible via hotkeys" speaker = narrator [/message] [/command] [/set_menu_item] [/event] [event] name=start [store_locations] x=5-8 variable=x_locs [/store_locations] [store_locations] x,y=5-8,0-99 variable=xy_locs [/store_locations] [set_variable] name=x_len value=$x_locs.length [/set_variable] [set_variable] name=xy_len value=$xy_locs.length [/set_variable] [if] [variable] name=x_len numerical_not_equals=$xy_len [/variable] [then] [message] speaker=narrator image=wesnoth-icon.png message="Single-dimensional [store_locations] is broken, as $x_len does not equal $xy_len|. See bug #21488" [/message] [/then] [/if] {CLEAR_VARIABLE x_locs} {CLEAR_VARIABLE xy_locs} {CLEAR_VARIABLE x_len} {CLEAR_VARIABLE xy_len} [/event] [/test] [units] [unit_type] id=Peasant_unhealable [base_unit] id=Peasant [/base_unit] image_icon="misc/key.png" [/unit_type] [/units] [+language] range_very_long= _ "very long" type_electrical= _ "electrical" [/language] # vim: tabstop=4: shiftwidth=4: expandtab: softtabstop=4: autoindent: # kate: indent-mode normal; space-indent on;