/
deprecated-utils.cfg
462 lines (400 loc) · 14.6 KB
/
deprecated-utils.cfg
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#textdomain wesnoth
# These are clutter, scheduled to be removed.
# ! in comments is used for generating HTML documentation, ignore it otherwise.
#wmllint: markcheck off
#define DEPRECATE MACRO_NAME VERSION_NAME
#deprecated 3 1.15 Use DEPRECATE_ACTION_MACRO instead.
[deprecated_message]
what={MACRO_NAME}
level=2
version={VERSION_NAME}
[/deprecated_message]
#enddef
#define DEPRECATE_ACTION_MACRO MACRO_NAME LEVEL VERSION_NAME MESSAGE
# Tag ActionWML macros for removal, where VERSION_NAME is the the next development series from the date of deprecation.
[deprecated_message]
what={MACRO_NAME}
level={LEVEL}
version={VERSION_NAME}
message={MESSAGE}
[/deprecated_message]
#enddef
#wmllint: markcheck on
#define DEPRECATED_UNIT OLD_NAME NEW_NAME VERSION_NAME
# Tag [unit_type] for removal, where VERSION_NAME is the the next development series from the date of deprecation.
# NEW_NAME can be an empty string to indicate that there's no replacement.
hide_help=yes
do_not_list=yes
[event]
id=unit_deprecation_message_{OLD_NAME}
name=unit placed
[filter]
type={OLD_NAME}
[/filter]
{VARIABLE deprecation__temporary__variable__ {NEW_NAME}}
[if]
{VARIABLE_CONDITIONAL deprecation__temporary__variable__ equals ""}
[else]
{VARIABLE_OP deprecation__temporary__variable__ prefix _"This unit has been renamed to: "}
[/else]
[/if]
[deprecated_message]
what={OLD_NAME}
level=3
message=$deprecation__temporary__variable__
version={VERSION_NAME}
[/deprecated_message]
{CLEAR_VARIABLE deprecation__temporary__variable__}
[/event]
#enddef
#define MAGENTA_IS_THE_TEAM_COLOR
#deprecated 3 1.15 This used to be used to set the default team color for most unit types
#deprecated 3 1.15 It's no longer needed, since the default is now set in the game_config.
#enddef
#define ABILITY_LEADERSHIP_LEVEL_1
#deprecated 2 1.15 Leadership is now a single unified macro.
#deprecated 2 1.15 If you gave it to a unit other than its intended level, you'll need a custom macro.
{ABILITY_LEADERSHIP}
#enddef
#define ABILITY_LEADERSHIP_LEVEL_2
#deprecated 2 1.15 Leadership is now a single unified macro.
#deprecated 2 1.15 If you gave it to a unit other than its intended level, you'll need a custom macro.
{ABILITY_LEADERSHIP}
#enddef
#define ABILITY_LEADERSHIP_LEVEL_3
#deprecated 2 1.15 Leadership is now a single unified macro.
#deprecated 2 1.15 If you gave it to a unit other than its intended level, you'll need a custom macro.
{ABILITY_LEADERSHIP}
#enddef
#define ABILITY_LEADERSHIP_LEVEL_4
#deprecated 2 1.15 Leadership is now a single unified macro.
#deprecated 2 1.15 If you gave it to a unit other than its intended level, you'll need a custom macro.
{ABILITY_LEADERSHIP}
#enddef
#define ABILITY_LEADERSHIP_LEVEL_5
#deprecated 2 1.15 Leadership is now a single unified macro.
#deprecated 2 1.15 If you gave it to a unit other than its intended level, you'll need a custom macro.
{ABILITY_LEADERSHIP}
#enddef
#define EARLY_FINISH_BONUS_CAPTION
#deprecated 3 1.15 Use EARLY_FINISH_BONUS_FOOTNOTE instead
_"<small>(early finish bonus)</small>"#enddef
#define EARLY_FINISH_BONUS_NOTE
#deprecated 1 This is now automatically generated and not required.
_"Early finish bonus."#enddef
#define NO_EARLY_FINISH_BONUS_NOTE
#deprecated 1 This is now automatically generated and not required.
_"No early finish bonus."#enddef
#define NO_GOLD_CARRYOVER_NOTE
#deprecated 1 This is now automatically generated and not required.
_"No gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_100
#deprecated 1 This is now automatically generated and not required.
_"
100% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_40
#deprecated 1 This is now automatically generated and not required.
_"
40% of finishing gold carried over to the next scenario."#enddef
#define NEW_GOLD_CARRYOVER_NOTE_20
#deprecated 1 This is now automatically generated and not required.
_"
20% of finishing gold carried over to the next scenario."#enddef
#define MISSILE_FRAME_FIREBALL
#Deprecated 2 1.15 Use MISSILE_FRAME_FIREBALL_XY instead
{MISSILE_FRAME_FIREBALL_XY 0 0}
#enddef
#define MESSAGE SPEAKER_ID IMAGE CAPTION_TEXT MESSAGE_TEXT
#deprecated 1 It's preferred to simply write out the message tag in full.
# Displays a text message spoken by SPEAKER_ID.
# Speaker can be any of: narrator, unit and second_unit
# For example, let's have the narrator, which looks like a faery
# express some feelings on the undead:
#! {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}
[message]
speaker={SPEAKER_ID}
message={MESSAGE_TEXT}
image={IMAGE}
caption={CAPTION_TEXT}
[/message]
#enddef
#define STORY_PART_SPEECH BACKGROUND_IMAGE SPEAKER_VALUE SPEECH_VALUE
#deprecated 1
[part]
story={CAPTION {SPEAKER_VALUE}} + {SPEECH_VALUE}
[background_layer]
image={BACKGROUND_IMAGE}
scale=no
[/background_layer]
[/part]
#enddef
#define LOYAL_UNDEAD_UNIT SIDE TYPE X Y
#deprecated 1 Use LOYAL_UNIT instead
# Create a unit with the Undead and Loyal traits.
[unit]
type={TYPE}
side={SIDE}
x={X}
y={Y}
[modifications]
{TRAIT_UNDEAD}
{TRAIT_LOYAL}
[/modifications]
overlays="misc/loyal-icon.png"
[/unit]
#enddef
#define ON_SIGHTING ID SIGHTING_SIDE SIGHTED_FILTER ACTION_WML
#deprecated 2 Use an [event]name=sighted instead.
# NOTE: As of version 1.11, this macro is unnecessary, since sighted
# events now work as intended.
#
# This is intended to be used when a regular sighted event can't be relied
# on (that'd be most of the time). This event triggers when a unit matching
# SIGHTED_FILTER is first seen by a unit of side SIGHTING_SIDE. This works
# whether the sighting happens due to moving, recruiting, recalling,
# attacking (in case DSU was on before the attack) or advancing. If none of
# those actions manage to "catch" the moment of sighting, then it will occur
# when the current side ends their turn.
#
# The 'unit' and 'second_unit' message speaker shortcuts as well as the
# auto-stored $unit and $second_unit should work normally: the sighting unit
# is the primary unit and the sighted unit is the secondary unit.
#
# You need to provide a unique ID if you use several of these events in the
# same scenario. Otherwise it can be left empty.
#
# Only works if SIGHTING_SIDE has fog and/or shroud.
#
# Example:
#! {ON_SIGHTING () 1 side=2,3 (
#! [message]
#! speaker=unit
#! message= _ "I can see a side $second_unit.side $second_unit.language_name|!"
#! [/message]
#! [message]
#! speaker=second_unit
#! message= _ "Oh my! I was seen by a side $unit.side $unit.language_name|!"
#! [/message]
#! )}
#!
[event]
name=SIGHTED_{ID}_trigger_action_WML
{ACTION_WML}
[/event]
[event]
name=moveto,recruit,recall,attack,post advance,side turn
first_time_only=no
[filter]
side={SIGHTING_SIDE}
[or]
{SIGHTED_FILTER}
[/or]
[/filter]
[if]
[variable]
name=SIGHTED_{ID}_finished
not_equals=yes
[/variable]
[then]
[store_side]
side={SIGHTING_SIDE}
variable=stored_sighting_side
[/store_side]
[if]
[have_unit]
{SIGHTED_FILTER}
[filter_vision]
side={SIGHTING_SIDE}
[/filter_vision]
[/have_unit]
[and]
[variable]
name=stored_sighting_side.fog
boolean_equals=yes
[/variable]
[or]
[variable]
name=stored_sighting_side.shroud
boolean_equals=yes
[/variable]
[/or]
[/and]
[then]
[fire_event]
name=SIGHTED_{ID}_trigger_action_WML
[primary_unit]
side={SIGHTING_SIDE}
[filter_location]
[filter]
{SIGHTED_FILTER}
[not]
side={SIGHTING_SIDE}
[/not]
[/filter]
radius="$($this_unit.max_moves + 1)"
[/filter_location]
[/primary_unit]
[secondary_unit]
{SIGHTED_FILTER}
[filter_vision]
side={SIGHTING_SIDE}
[/filter_vision]
[/secondary_unit]
[/fire_event]
[set_variable]
name=SIGHTED_{ID}_finished
value=yes
[/set_variable]
[/then]
[else]
[allow_undo]
[/allow_undo]
[/else]
[/if]
[clear_variable]
name=stored_sighting_side
[/clear_variable]
[/then]
[else]
[allow_undo]
[/allow_undo]
[/else]
[/if]
[/event]
[event]
name=victory
[clear_variable]
name=SIGHTED_{ID}_finished
[/clear_variable]
[/event]
#enddef
#define ANIMATED_CAMPFIRE X Y
# deprecated 2 1.15 Use the campfire terrain overlay (^Ecf) instead.
# Embed this at scenario toplevel, not within an event.
# Note that it will freeze while dialogue popups are onscreen.
[terrain_graphics]
x={X}
y={Y}
[tile]
x=0
y=0
[image]
layer=0
name="misc/fire-A[01~08].png:140"
[/image]
[/tile]
[/terrain_graphics]
#enddef
#define ANIMATED_BRAZIER X Y
# deprecated 2 1.15 Use the campfire terrain overlay (^Eb) instead.
# Embed this at scenario toplevel, not within an event.
# Note that it will freeze while dialogue popups are onscreen.
[terrain_graphics]
x={X}
y={Y}
[tile]
x=0
y=0
[image]
layer=0
# wmlscope: start ignoring
# FIXME: More implicit-path breakage
name="../items/brazier-lit[1~8].png:140"
# wmlscope: stop ignoring
[/image]
[/tile]
[/terrain_graphics]
#enddef
#define MENU_IMG_TXT IMAGE TEXT
#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
"&"+{IMAGE}+"="+{TEXT}#enddef
#define MENU_IMG_TXT2 IMAGE FIRST_TEXT_VALUE SECOND_TEXT_VALUE
#deprecated 3 1.15 Use the new [difficulty] tag instead for campaign difficulties, or the label/description keys for message options.
"&"+{IMAGE}+"="+{FIRST_TEXT_VALUE}+"="+{SECOND_TEXT_VALUE}#enddef
#define MAKE_AI_SIDE_PERSISTENT SIDE
#deprecated 2 1.15 Just put the persistent key in [side] directly
#Macro to make a ai controlled side persistent.
#Needs to be placed below the side definition.
[+side]
persistent=yes
[/side]
#enddef
# wmlindent: start ignoring
#define FOREACH ARRAY_VALUE VAR
#deprecated 1 You should use the [foreach] WML tag instead.
# Macro to begin a WML clause that iterates over an array.
{VARIABLE {VAR} 0}
[while]
[variable]
name={VAR}
less_than=${ARRAY_VALUE}.length
[/variable]
[do]
#enddef
#define NEXT VAR
#deprecated 1 You should use the [foreach] WML tag instead of {FOREACH}.
# Macro to end a WML clause that iterates over an array.
[set_variable]
name={VAR}
add=1
[/set_variable]
[/do]
[/while]
{CLEAR_VARIABLE {VAR}}
#enddef
# wmlindent: stop ignoring
# wmlindent: opener "{FOREACH "
# wmlindent: closer "{NEXT "
#define DRAKE_FLYING_ANIM STANDING_IMAGE FLYING_IMAGE
#deprecated 2
[standing_anim]
start_time=0
[filter]
[filter_location]
terrain_type=!,W*,Qx*,Ql*
[or]
terrain_type=Wwf,Wwr,*^V*
[/or]
[/filter_location]
[/filter]
[frame]
image={STANDING_IMAGE}:150
[/frame]
[/standing_anim]
[standing_anim]
start_time=0
layer=60
submerge=0.01
[filter]
[filter_location]
terrain_type=W*,Qx*,Ql*
[not]
terrain_type=Wwf,Wwr,*^V*
[/not]
[/filter_location]
[/filter]
[frame]
image={FLYING_IMAGE}:150
[/frame]
[/standing_anim]
#enddef
#define SOUND:SLOW
#deprecated 3 1.15 This was used to play a sound when slowing a unit, it had to
#deprecated 3 1.15 be placed inside an attack animation. Now this sound is played
#deprecated 3 1.15 automatically, there is no other use for this macro.
#enddef
#define SOUND:POISON
#deprecated 3 1.15 This was used to play a sound when poisoning a unit, it had to
#deprecated 3 1.15 be placed inside an attack animation. Now this sound is played
#deprecated 3 1.15 automatically, there is no other use for this macro.
#enddef
#define NO_INTERRUPT_NO_UNDO
# This can be used in mid-movement events (enter_hex and exit_hex) to cause
# no interruption of movement, yet prevent the move from being undone.
{DEPRECATE_ACTION_MACRO "NO_INTERRUPT_NO_UNDO" 3 "1.16" ""}
#enddef
# TODO: remove for 1.15
#define KHALIFATE_NAMES
#deprecated 3 1.15 Use DUNEFOLK_NAMES instead.
{DUNEFOLK_NAMES}
#enddef