252 lines
6 KiB
INI
252 lines
6 KiB
INI
#textdomain wesnoth
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# This file contains unit utility macros for WML authors.
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#
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# These don't rely on any other macros. Please don't change this.
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# This needs to match the magic UNREACHABLE constant in unit_movement_type
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#define UNREACHABLE
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99 #enddef
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# Use this to restrict a filter to on-map units, not the recall list.
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#define NOT_ON_RECALL_LIST
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[not]
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x,y=recall,recall
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[/not]
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#enddef
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# Rationale for the naming scheme of these generators:
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# All generators take SIDE X Y for consistency.
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# Those that begin with NAMED_ additionally take ID_STRING NAME_STRING
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# The LOYAL_ macros set the loyalty trait.
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#define UNIT SIDE TYPE X Y WML
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# Place a unit with embedded WML specified.
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#
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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{WML}
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[/unit]
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#enddef
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#define GENERIC_UNIT SIDE TYPE X Y
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# Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a
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# random name, gender and traits (just like a recruited unit).
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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generate_name=yes
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random_traits=yes
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random_gender=yes
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upkeep=full
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[/unit]
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#enddef
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#define NOTRAIT_UNIT SIDE TYPE X Y
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# Creates a unit with no traits, random gender and generated name.
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#
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# Example:
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#! {NOTRAIT_UNIT 1 (Elvish Fighter) 19 16}
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#
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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generate_name=yes
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random_traits=no
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random_gender=yes
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[/unit]
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#enddef
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#define LOYAL_UNIT SIDE TYPE X Y
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# Creates a unit with the Loyal trait.
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#
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# Example:
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#! {LOYAL_UNIT 1 (Elvish Fighter) 19 16}
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#
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[unit]
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type={TYPE}
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side={SIDE}
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x={X}
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y={Y}
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generate_name=yes
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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overlays="misc/loyal-icon.png"
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[/unit]
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#enddef
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#define NAMED_UNIT SIDE TYPE X Y ID_STRING NAME_STRING WML
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# Place a named unit with embedded WML specified.
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#
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[unit]
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side={SIDE}
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type={TYPE}
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x={X}
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y={Y}
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id={ID_STRING}
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name={NAME_STRING}
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{WML}
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[/unit]
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#enddef
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#define NAMED_LOYAL_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
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# Creates a unit with the Loyal trait.
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#
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# Example:
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#! {NAMED_LOYAL_UNIT 1 (Elvish Fighter) 19 16 (Myname) ( _ "Myname")}
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#
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[unit]
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side={SIDE}
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type={TYPE}
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id={ID_STRING}
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name={NAME_STRING}
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x={X}
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y={Y}
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[modifications]
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{TRAIT_LOYAL}
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[/modifications]
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overlays="misc/loyal-icon.png"
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[/unit]
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#enddef
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#define NAMED_GENERIC_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
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# Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a
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# generated gender and traits (just like a recruited unit).
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[unit]
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side={SIDE}
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type={TYPE}
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id={ID_STRING}
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name={NAME_STRING}
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x={X}
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y={Y}
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random_traits=yes
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random_gender=yes
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upkeep=full
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[/unit]
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#enddef
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#define NAMED_NOTRAIT_UNIT SIDE TYPE X Y ID_STRING NAME_STRING
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# Creates a unit with no traits, random gender and specified name.
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#
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# Example:
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#! {NAMED_NOTRAIT_UNIT 1 (Elvish Fighter) 20 22 (Mochi) (_"Mochi") }
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#
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[unit]
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side={SIDE}
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type={TYPE}
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id={ID_STRING}
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name={NAME_STRING}
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x={X}
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y={Y}
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random_traits=no
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random_gender=yes
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[/unit]
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#enddef
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#define RECALL ID_STRING
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[recall]
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id={ID_STRING}
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[/recall]
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#enddef
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#define RECALL_XY ID_STRING X Y
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# Note that id precedes x and y, unlike with the unit-generating macros.
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[recall]
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id={ID_STRING}
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x={X}
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y={Y}
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[/recall]
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#enddef
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#define GUARDIAN
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# Meant to be used as a suffix to a unit-generating macro call.
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[+unit]
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ai_special=guardian
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[/unit]
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#enddef
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#define NO_UPKEEP
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# Meant to be used as a suffix to a unit-generating macro call.
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# Use this when you don't want to use up a traits slot.
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[+unit]
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upkeep=loyal
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# It's questionable whether we should do this here...
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overlays="misc/loyal-icon.png"
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[/unit]
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#enddef
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#define FACING DIRECTION
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# Meant to be used as a suffix to a unit-generating macro call.
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[+unit]
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facing={DIRECTION}
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[/unit]
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#enddef
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#define VARIATION VARIATION_NAME
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# Meant to be used as a suffix to a unit-generating macro call.
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[+unit]
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variation={VARIATION_NAME}
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[/unit]
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#enddef
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#define STORE_UNIT_VAR FILTER VAR TO_VAR_NAME
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# Stores an attribute of a unit to the given variable.
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#
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# Example where this is used to flip all orcs to whatever side James is on:
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#! {STORE_UNIT_VAR (id=James) side side_of_James}
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#! {MODIFY_UNIT (race=orc) side $side_of_James}
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#! {CLEAR_VARIABLE side_of_James}
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[store_unit]
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[filter]
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{FILTER}
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[/filter]
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kill=no
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variable=STORE_UNIT_VAR_store
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[/store_unit]
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[set_variable]
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name={TO_VAR_NAME}
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value=$STORE_UNIT_VAR_store.{VAR}
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[/set_variable]
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[clear_variable]
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name=STORE_UNIT_VAR_store
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[/clear_variable]
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#enddef
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#define ADVANCE_UNIT FILTER ID_STRING
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# Advances all units matching the filter to ID_STRING or if missing, their normal advancement
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#
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# Example to advance all spearmen to a cavalrymen:
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#! {ADVANCE_UNIT type=Spearman Cavalryman}
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# Example to advance your leader normally:
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#! {ADVANCE_UNIT canrecruit,side=yes,1 ""}
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[modify_unit]
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[filter]
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{FILTER}
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[/filter]
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type={ID_STRING}
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[/modify_unit]
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#enddef
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#define TRANSFORM_UNIT FILTER TYPE
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# Transforms all units matching the filter into TYPE or if missing, their normal advancement
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# Keeps the unit's hitpoints, experience and status intact.
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#
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# Example to turn all spearmen into cavalrymen:
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#! {TRANSFORM_UNIT type=Spearman Cavalryman}
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[transform_unit]
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{FILTER}
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transform_to={TYPE}
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[/transform_unit]
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#enddef
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