wesnoth/data/core/macros/event-utils.cfg
2008-02-14 04:56:52 +00:00

169 lines
4.5 KiB
INI

#textdomain wesnoth
# This file contains shortcuts for common WML events (such as prestart, side
# turn, and such), which can be used to write events faster and in less space.
#
# It is recommended that you only use these if you're confident you could write
# the expanded form as well; these are mostly intended as shortcuts for
# experienced WML authors.
# These don't depend on any other macros. Please don't change this.
# ! in comments is used in generating HTML documentation, ignore it otherwise.
#define ON_EVENT NAME ACTION_WML
# Creates a generic event. Strictly a syntactic shortcut
[event]
name={NAME}
{ACTION_WML}
[/event]
#enddef
#define ON_PRESTART ACTION_WML
# Creates an event that triggers when the scenario starts but before the user
# gets any visible output. Strictly a syntactic shortcut.
#
# For example, you can make side 2 start the scenario with ownership of the
# village at 13,15:
#
#! {ON_PRESTART (
#! [capture_village]
#! side=2
#! x,y=13,15
#! [/capture_village]
#! )}
[event]
name=prestart
{ACTION_WML}
[/event]
#enddef
#define ON_START ACTION_WML
# Creates an event that triggers when the scenario starts, after the map is
# displayed but before the player can act. Strictly a syntactic shortcut.
#
# For example you could display some dialogue when the scenario starts:
#
#! {ON_START (
#! [message]
#! speaker=Konrad
#! message= _ "Hey, I can see some enemies up ahead!"
#! [/message]
#!
#! [message]
#! speaker=Delfador
#! message= _ "Yes, so it would seem. Charge!"
#! [/message]
#! )}
[event]
name=start
{ACTION_WML}
[/event]
#enddef
#define ON_SIDETURN ACTION_WML
# Creates an event that triggers at the start of every players turn
# For example, you could set each players gold to a fixed amount every turn.
#! {ON_SIDETURN (
#! [modify_side]
#! side=3
#! gold=0
#! [/modify_side]
#! )}
[event]
name=side turn
first_time_only=no
{ACTION_WML}
[/event]
#enddef
#define ON_TURN TURN ACTION_WML
# Creates an event that triggers at the start of turn TURN
# For example you can create a Wose belonging to player 1 at turn 3:
# Strictly a syntactic shortcut.
#! {ON_TURN 3 (
#! [unit]
#! side=1
#! type=wose
#! x,y=12,4
#! [/unit]
#! )}
[event]
name=turn {TURN}
{ACTION_WML}
[/event]
#enddef
#define ON_VICTORY ACTION_WML
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could congratulate the player:
#! {ON_VICTORY (
#! [message]
#! speaker=narrator
#! message="Congratulations!"
#! [/message]
#! )}
[event]
name=victory
{ACTION_WML}
[/event]
#enddef
#define ON_DEFEAT ACTION_WML
# Creates an event that triggers when a player wins the game, before
# the game ends. Strictly a syntactic shortcut.
#
# For example you could suggest an easier difficulty
# the player:
#! {ON_DEFEAT (
#! [message]
#! speaker=narrator
#! message="Aww.. you lost. Try again with 800g and +40g income?"
#! [/message]
#! )}
[event]
name=defeat
{ACTION_WML}
[/event]
#enddef
#define ALLOW_UNDO
# Allows the player to undo the effects of a moveto event.
# Strictly a syntactic shortcut.
#
# For example, let's allow undoing reading a note:
#! {ON_TILE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! {ALLOW_UNDO}
#! )}
[allow_undo]
[/allow_undo]
#enddef
#define ON_TILE_ONCE X Y FILTER ACTION_WML
# Creates an event that triggers the first time a unit steps on a
# given tile. The filter can be used to only affect special units, or
# units of a given player.
#
# For example we could make a text-message
# that is only readable once:
#! {ON_TILE_ONCE 5 7 () (
#! [message]
#! speaker=narrator
#! message="This is a note."
#! [/message]
#! )}
[event]
name=moveto
first_time_only=yes
[filter]
x={X}
y={Y}
{FILTER}
[/filter]
{ACTION_WML}
[/event]
#enddef