305 lines
6.8 KiB
INI
305 lines
6.8 KiB
INI
#textdomain wesnoth
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# Utility macros for images, overlays, and display effects.
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# These don't depend on any other macros. Please don't change this.
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#define MAGENTA_IS_THE_TEAM_COLOR
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# A macro to define a common set of magenta color values which different
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# units can be color shifted by using the team color system.
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flag_rgb=magenta
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#enddef
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#define COLOR_HEAL
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green=255
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#enddef
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#define COLOR_HARM
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red=255
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#enddef
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#define COLOR_WHITE
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red=255
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green=255
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blue=255
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#enddef
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#define IS_HERO
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# Embed this into a unit declaration to add a hero icon to the unit.
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overlays="misc/hero-icon.png"
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ellipse="misc/ellipse-hero"
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#enddef
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#define IS_LOYAL
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# Embed this into a unit declaration to add a loyalty icon to the unit.
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overlays="misc/loyal-icon.png"
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#enddef
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#define IS_EXPENDABLE_LEADER
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# Embed this into a unit declaration to add an expendable leader icon to the unit.
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overlays="misc/leader-expendable.png"
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#enddef
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#define NEW_JOURNEY X Y
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# Make a new journey mark on a tracking map
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[image]
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x,y={X},{Y}
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file=misc/new-journey.png
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delay=500
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centered=yes
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[/image]
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#enddef
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#define OLD_JOURNEY X Y
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# Make an old journey mark on a tracking map
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[image]
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x,y={X},{Y}
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file=misc/dot-white.png
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centered=yes
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[/image]
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#enddef
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#define NEW_BATTLE X Y
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# Make a new battle mark on a tracking map, with a blinking animation.
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# Because of the animation, generally you should only use this as the final
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# journey marker in any given story screen.
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[image]
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x,y={X},{Y}
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file=misc/new-battle2.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/new-battle.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/new-battle2.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/new-battle.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/new-battle2.png
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delay=500
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centered=yes
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[/image]
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#enddef
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#define OLD_BATTLE X Y
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# Make an old battle mark on a tracking map
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[image]
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x,y={X},{Y}
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file=misc/cross-white.png
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centered=yes
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[/image]
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#enddef
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#define NEW_REST X Y
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# Make a new rest mark on a tracking map, with a blinking animation.
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# Because of the animation, generally you should only use this as the final
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# journey marker in any given story screen.
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[image]
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x,y={X},{Y}
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file=misc/flag-red.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/flag-red2.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/flag-red.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/flag-red2.png
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delay=500
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centered=yes
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[/image]
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[image]
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x,y={X},{Y}
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file=misc/flag-red.png
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delay=500
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centered=yes
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[/image]
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#enddef
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#define OLD_REST X Y
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# Make an old rest mark on a tracking map
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[image]
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x,y={X},{Y}
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file=misc/flag-white.png
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centered=yes
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[/image]
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#enddef
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#define PLACE_IMAGE IMAGE X Y
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# Place an image at a specified location on the map.
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[item]
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x={X}
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y={Y}
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image={IMAGE}
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[/item]
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#enddef
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#define REMOVE_IMAGE X Y
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# Removes a previously set image from a tile.
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#
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# Example:
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#! {REMOVE_IMAGE 14 5}
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[remove_item]
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x,y={X},{Y}
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[/remove_item]
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#enddef
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#define TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR_ID
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# Override the team color of filtered units.
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[object]
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silent=yes
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[filter]
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{FILTER}
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[/filter]
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[effect]
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apply_to=image_mod
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add=RC(magenta>{TEAMCOLOR_ID})
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[/effect]
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[/object]
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#enddef
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#define MAKE_HERO ID_STRING
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# Give an existing unit a hero overlay
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[unit_overlay]
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id={ID_STRING}
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image=misc/hero-icon.png
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[/unit_overlay]
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[object]
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silent=yes
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duration=forever
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[filter]
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id={ID_STRING}
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[/filter]
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[effect]
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apply_to=ellipse
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ellipse="misc/ellipse-hero"
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[/effect]
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[/object]
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#enddef
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#define UNMAKE_HERO ID_STRING
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# Remove the hero overlay from a unit
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[remove_unit_overlay]
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id={ID_STRING}
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image=misc/hero-icon.png
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[/remove_unit_overlay]
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[object]
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silent=yes
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duration=forever
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[filter]
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id={ID_STRING}
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[/filter]
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[effect]
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apply_to=ellipse
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ellipse="misc/ellipse"
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[/effect]
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[/object]
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#enddef
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#define ANIMATED_CAMPFIRE X Y
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# Embed this at scenario toplevel, not within an event.
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# Note that it will freeze while dialogue popups are onscreen.
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[terrain_graphics]
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x={X}
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y={Y}
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[tile]
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x=0
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y=0
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[image]
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layer=0
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name="misc/fire-A[01~08].png:140"
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[/image]
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[/tile]
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[/terrain_graphics]
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#enddef
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#define ANIMATED_BRAZIER X Y
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# Embed this at scenario toplevel, not within an event.
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# Note that it will freeze while dialogue popups are onscreen.
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[terrain_graphics]
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x={X}
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y={Y}
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[tile]
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x=0
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y=0
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[image]
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layer=0
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# wmlscope: start ignoring
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# FIXME: More implicit-path breakage
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name="../items/brazier-lit[1~8].png:140"
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# wmlscope: stop ignoring
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[/image]
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[/tile]
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[/terrain_graphics]
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#enddef
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#define FLAG_VARIANT NAME
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# Enable the specified flag variant: knalgan, loyalist, ragged,
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# long, undead, or wood-elvish. Use within a [side] block; only
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# affects that side.
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# wmlscope: start ignoring
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flag=flags/{NAME}-flag-[1~4].png:150
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flag_icon=flags/{NAME}-flag-icon.png
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# wmlscope: stop ignoring
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#enddef
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#define ANIMATED_MAUSOLEUM X Y
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# Embed this at scenario toplevel, not within an event.
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# Note that it will freeze while dialogue popups are onscreen.
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[terrain_graphics]
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x={X}
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y={Y}
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[tile]
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x=0
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y=0
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set_flag=mausoleum
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[/tile]
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[/terrain_graphics]
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[terrain_graphics]
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map="
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, *
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* , *
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, 1
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* , *
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, *"
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[tile]
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pos=1
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has_flag=mausoleum
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[/tile]
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[image]
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layer=0
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center=92,138
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# wmlscope: start ignoring
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# FIXME: More implicit-path breakage
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name="../scenery/mausoleum[01~18].png:140"
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# wmlscope: stop ignoring
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[/image]
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[/terrain_graphics]
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#enddef
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