wesnoth/data/core/macros/unit-utils.cfg
2018-07-19 01:43:50 +02:00

252 lines
6 KiB
INI

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