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