UserAgent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X Mach-O; en-US; rv:1.7.7) 
Gecko/20050414 Firefox/1.0.3
IP: 198.54.202.210
URI: http://wesnoth.slack.it/?InterfaceActionsWML
 - - - - -
Index: InterfaceActionsWML
===================================================================
RCS file: /home/wesnoth/cvsroot/wikiroot/InterfaceActionsWML,v
retrieving revision 1.20
diff -u -r1.20 InterfaceActionsWML
--- InterfaceActionsWML 20 Mar 2005 10:05:23 -0000      1.20
+++ InterfaceActionsWML 3 May 2005 12:17:14 -0000
@@ -1,8 +1,12 @@
 ||Interface actions||
 
 Interface actions are actions that do not have an effect on gameplay;
-instead, they show something to the player
+instead, they show something to the player.  The main interface tags
+are ||[message]|| and ||[objectives]||, but several other tags affect
+the interface also.
 
+
+<H2>[message]</H2>
 The most commonly used interface action is [message],
 which displays a message to the user in a dialog box.
 It can also be used to take input from the user.
@@ -35,33 +39,46 @@
 * A pound symbol (#) as the first character causes the line to be red, as done 
with defeat conditions
 * If used, the caption key text is boldfaced
 
+
+<H2>[objectives]</H2>
 The other tag used for plot development is ||[objectives]||.
-The ||[objectives]|| tag sets(overwriting any previously set objectives)
+The ||[objectives]|| tag overwrites any previously set objectives,
 and displays text which should describe the objectives of the scenario.
 Scenario objectives are displayed on the player's first turn after the tag is 
used,
 or as part of the event if it triggers during that player's turn.
-Objectives can also be accessed using the "Scenario Objectives" game menu 
option.
-
-This tag renders the old way of defining objectives(see //objectives//, 
ScenarioWML) obsolete.
-Instead of using //objectives//, use ||[objectives]|| to set scenario 
objectives inside a prestart event.
+Objectives can also be accessed at any time in a scenario using the
+"Scenario Objectives" game menu option, making this tag useful for
+scenario-specific information that the player may need to refer to during play.
+
+This tag renders the //objectives// attribute of [scenario] obsolete
+(see //objectives//, ScenarioWML).
+Instead of using //objectives//, use ||[objectives]|| to set scenario 
objectives
+inside a prestart event.
 It can also be used to overwrite the starting objectives mid-scenario.
 
+Attributes of ||[objectives]||:
 * //side// Default '0'. The side to set the objectives for. A value of 0 sets 
objectives for all sides.
 * //summary// Displayed first in the objectives text,
 this should describe the basic objective for the overall scenario.  Can be 
omitted.
+* //note// Displayed last in the objectives text,
+this is sometimes used for hints or additional information.  Can be omitted.
 * //victory_string// Default ' _ "Victory:"', this text precedes the victory 
objectives.
 * //defeat_string// Default ' _ "Defeat:"', this text precedes the defeat 
objectives.
-* //silent// Default: not present. If set to "yes", the objectives are 
silently changed. Else, they will be shown to the
-user when appropriate.
+* //silent// Default: not present.
+If set to "yes", the objectives are silently changed.
+Else, they will be shown to the user when appropriate.
+
+Tags of ||[objectives]||:
 * ||[objective]|| describes a win or loss condition.
 Most scenarios have multiple win or loss conditions,
 so use a separate [objective] subtag for each line; this helps with 
translations.
-  * //description// text that says the specific win or loss condition.
+  * //description// text for the specific win or loss condition.
   * //condition// The color and placement of the text.
 Values are 'win'(colored green, placed after //victory_string//)
 and 'lose'(colored red, placed after //defeat_string//)
 
 
+||Other interface tags||
 
 The following tags are also action tags:
 * ||[item]|| makes a graphical item appear on a certain hex.
@@ -74,22 +91,28 @@
 Use this instead of //image// if the image is bigger than the hex.
 * ||[removeitem]|| removes any graphical items on a given hex
   * //x//,//y// the hex to remove items off
-* ||[print]|| displays a message across the screen. The message will disappear 
after a certain time.
+* ||[print]|| displays a message across the screen.
+The message will disappear after a certain time.
   * //text// (translatable) the text to display.
   * //size// (default=12) the pointsize of the font to use
-  * //duration// (default=50) the length of time to display the text for This 
is measured in the number of 'frames'. A
-frame in Wesnoth is usually displayed for around 30ms.
-  * //red//,//green//,//blue// (default=0,0,0) the color to display the text 
in. Values vary from 0-255.
+  * //duration// (default=50) the length of time to display the text for.
+This is measured in the number of 'frames'.
+A frame in Wesnoth is usually displayed for around 30ms.
+  * //red//,//green//,//blue// (default=0,0,0) the color to display the text 
in.
+Values vary from 0-255.
 * ||[move_unit_fake]|| moves an image of a unit along a certain path on the 
map.
   * //type// the type of the unit whose image to use
   * //x// a comma-seperated list of x locations to move along
   * //y// a comma-seperated list of y locations to move along (x and y values 
are matched pairs)
 * ||[hide_unit]|| makes the given unit become invisible.
-Useful in conjunction with ||[move_unit_fake]|| to move a leader unit into 
position on-screen.
+Useful in conjunction with ||[move_unit_fake]|| to move
+a leader unit into position on-screen.
 Only one unit may be hidden at a time.
-  * //x//,//y// location of the unit to be hidden. (NOT a standard unit 
filter! Just x and y.)
+  * //x//,//y// location of the unit to be hidden.
+(NOT a standard unit filter! Just x and y.)
 * ||[unhide_unit]|| stops the currently hidden unit from being hidden.
-* ||[scroll]|| Scroll a certain number of pixels in a given direction. Useful 
for earthquake/shaking effects.
+* ||[scroll]|| Scroll a certain number of pixels in a given direction.
+Useful for earthquake/shaking effects.
   * //x//,//y// the number of pixels to scroll along the x and y axis
 * ||[scroll_to_unit]|| Scroll to a given unit
   * standard unit filter
@@ -98,21 +121,22 @@
 * ||[music]|| Switches to playing different music
   * //name// the filename of the music to play (in //music/// as .ogg)
 * ||[colour_adjust]|| tints the colour of the screen.
-  * //red//,//green//,//blue// values from -255 to 255 which is the amount to 
tint by for each colour
+  * //red//,//green//,//blue// values from -255 to 255, the amount to tint by 
for each colour
 * ||[delay]|| pauses the game
   * //time// the time to pause in milliseconds
-* ||[redraw]|| redraws the screen (this normally isn't done during events, 
although some of the other interface actions
-cause the screen or parts of it to be
-redrawn)
-* ||[unit_overlay]|| sets an image that will be drawn over a particular unit, 
and follow it around
+* ||[redraw]|| redraws the screen (this normally isn't done during events,
+although some of the other interface actions
+cause the screen or parts of it to be redrawn)
+* ||[unit_overlay]|| sets an image that will be drawn over a particular unit,
+and follow it around
   * //x//,//y// the location of the unit to overlay on
   * //image// the image to place on the unit
 * ||[remove_unit_overlay]|| removes a particular overlayed image from a unit
   * //x//,//y// the location of the unit to remove an overlay from
   * //image// the image to remove from the unit
 
-||See Also||
 
+||See Also||
 * DirectActionsWML
 * InternalActionsWML
 * EventWML




_______________________________________________
Wesnoth-wiki-changes mailing list
[email protected]
http://lists.nongnu.org/mailman/listinfo/wesnoth-wiki-changes

Reply via email to