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Macro Reference

 

翻訳と言うよりも列挙に近い。

 


 

■Ability macros

これはユニットのSingleWML記述に含まれる。

 

[abilities]節内

 

ABILITY_HEALS

ABILITY_UNPOISON 

ABILITY_CURES 

ABILITY_REGENERATES  

ABILITY_STEADFAST  

ABILITY_LEADERSHIP_LEVEL_1

ABILITY_LEADERSHIP_LEVEL_2

ABILITY_LEADERSHIP_LEVEL_3

ABILITY_LEADERSHIP_LEVEL_4

ABILITY_LEADERSHIP_LEVEL_5

ABILITY_SKIRMISHER  

ABILITY_ILLUMINATES  

ABILITY_TELEPORT  

ABILITY_AMBUSH 

ABILITY_NIGHTSTALK  

ABILITY_CONCEALMENT  

ABILITY_SUBMERGE  

ABILITY_FEEDING 

 

[specials]節内

 

WEAPON_SPECIAL_BERSERK   

WEAPON_SPECIAL_BACKSTAB   

WEAPON_SPECIAL_PLAGUE_TYPE TYPE    
(with type specifier)

WEAPON_SPECIAL_PLAGUE  

WEAPON_SPECIAL_SLOW  

WEAPON_SPECIAL_PETRIFY  

WEAPON_SPECIAL_MARKSMAN   

WEAPON_SPECIAL_MAGICAL  

WEAPON_SPECIAL_SWARM  

WEAPON_SPECIAL_CHARGE  

WEAPON_SPECIAL_DRAIN  

WEAPON_SPECIAL_FIRSTSTRIKE   

WEAPON_SPECIAL_POISON  

 

■AI

 

MODIFY_AI_ADD_ASPECT SIDE ASPECT_ID FACET

例:
{MODIFY_AI_ADD_ASPECT 1 aggression (id=always value=0.5)} {MODIFY_AI_ADD_ASPECT 1 leader_goal (id=always [value]x=1 y=2[/value])}    

MODIFY_AI_ADD_STAGE SIDE STAGE   

MODIFY_AI_ADD_GOAL SIDE GOAL   

MODIFY_AI_ADD_CANDIDATE_ACTION SIDE STAGE_ID CANDIDATE_ACTION       
MODIFY_AI_DELETE_ASPECT SIDE ASPECT_ID FACET_ID    

例:
{MODIFY_AI_DELETE_ASPECT 1 aggression night}  

MODIFY_AI_DELETE_STAGE SIDE STAGE_ID    

例:
{MODIFY_AI_DELETE_STAGE 1 fallback}
{MODIFY_AI_DELETE_STAGE 1 3}

MODIFY_AI_DELETE_GOAL SIDE GOAL_ID    

例:
{MODIFY_AI_DELETE_GOAL 1 kill_undead}
{MODIFY_AI_DELETE_GOAL 1 0}

MODIFY_AI_DELETE_CANDIDATE_ACTION SIDE STAGE_ID CANDIDATE_ACTION_ID

例:
{MODIFY_AI_DELETE_CANDIDATE_ACTION 1 special_poisoning_formula} {MODIFY_AI_DELETE_CANDIDATE_ACTION 1 0}

AI_ASPECT ASPECT_ID FACET

AI_SIMPLE_ASPECT ASPECT_ID FACET_ID VALUE

AI_SIMPLE_ALWAYS_ASPECT ASPECT_ID VALUE    

AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY ASPECT_ID FACET_ID TIMEOFDAY VALUE

AI_SIMPLE_NIGHT_ASPECT ASPECT_ID VALUE

AI_SIMPLE_DAY_ASPECT ASPECT_ID VALUE

AI_SIMPLE_ASPECT_VALUE ASPECT_ID FACET_ID VALUE

AI_SIMPLE_ALWAYS_ASPECT_VALUE ASPECT_ID VALUE

AI_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE ASPECT_ID FACET_ID TIMEOFDAY VALUE

AI_SIMPLE_NIGHT_ASPECT_VALUE ASPECT_ID VALUE

AI_SIMPLE_DAY_ASPECT_VALUE ASPECT_ID VALUE

MODIFY_AI_ADD_SIMPLE_ASPECT SIDE ASPECT_ID FACET_ID VALUE

MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT SIDE ASPECT_ID VALUE

MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE

MODIFY_AI_ADD_SIMPLE_NIGHT_ASPECT SIDE ASPECT_ID VALUE      
MODIFY_AI_ADD_SIMPLE_DAY_ASPECT SIDE ASPECT_ID VALUE

MODIFY_AI_ADD_SIMPLE_ASPECT_VALUE SIDE ASPECT_ID FACET_ID VALUE

MODIFY_AI_ADD_SIMPLE_ALWAYS_ASPECT_VALUE SIDE ASPECT_ID VALUE

MODIFY_AI_ADD_SIMPLE_ASPECT_FOR_TIME_OF_DAY_VALUE SIDE ASPECT_ID FACET_ID TIMEOFDAY VALUE

MODIFY_AI_ADD_SIMPLE_NIGHT_ASPECT_VALUE SIDE ASPECT_ID VALUE

MODIFY_AI_ADD_SIMPLE_DAY_ASPECT_VALUE SIDE ASPECT_ID VALUE

AI_NO_SCOUTS

AI_NEW_SYNTAX
use stable 1.8 ai syntax  

AI_SCALE_ATTACK_DEPTH_BY_DIFFICULTY    

AI_NO_RECRUITMENT  

AI_SIMPLE_FORMULA_AI_EXPERIMENTAL_RECRUITMENT    enable new formula-ai recruitment made by Dragonking (experimental!)
AI_ASPECT_LEADER_GOAL_MOVE_TO X Y

AI_ASPECT_LEADER_GOAL_MOVE_TO_AND_STAY_THERE X Y

CLEAR_AI_ALWAYS_ASPECT_LEADER_GOAL SIDE

 

■AI candidate actions

 

AI_CA_POISONING 

 

■AI controller

 

AI_CONTROLLER AFFIX PLAYER_SIDE ALLY_SIDES VARIABLES      
AI_CONTROLLER_FUTURE_STRINGS   

 

■AMLA
このファイルはAfter Max Level Advancement(AMLA)のためのマクロを含む。

 

LEADING_ANIM FULL_IMAGE HALFWAYS_IMAGE

DEFENSE_ANIM REACTION_IMAGE BASE_IMAGE HIT_SOUND

DEFENSE_ANIM_FILTERED REACTION_IMAGE BASE_IMAGE HIT_SOUND FILTER

DEFENSE_ANIM_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE

DEFENSE_ANIM_ELVEN_RANGE REACTION_IMAGE BASE_IMAGE HIT_SOUND RANGE

STANDARD_IDLE_FILTER

MISSILE_FRAME_WAIL

MISSILE_FRAME_LIGHT_BEAM

MISSILE_FRAME_FIRE_BREATH N_OFFSET S_OFFSET N_DIAGONAL_OFFSET S_DIAGONAL_OFFSET

MISSILE_FRAME_FIRE_BREATH_N OFFSET

MISSILE_FRAME_FIRE_BREATH_S OFFSET

MISSILE_FRAME_FIRE_BREATH_N_DIAGONAL OFFSET

MISSILE_FRAME_FIRE_BREATH_S_DIAGONAL OFFSET

MISSILE_FRAME_FAERIE_FIRE

MISSILE_FRAME_FIREBALL

MISSILE_FRAME_HATCHET

 

■conditional-utils
MPシナリオのための条件文

省略

 

■deprecated-utils
取り除かれるべくスケジュールされるガラクタ。

 

DEPRECATE MACRO_NAME VERSION_NAME    

ADD_HERO_ICON FILTER  

REMOVE_HERO_ICON FILTER   

 

■event-utils
このファイルは一般的なWMLイベントのためのショートカット(prestart, side turnなど)。イベントをより早く少ないスペースで記述するために用いられる。

 

ON_EVENT NAME ACTION_WML

ON_PRESTART ACTION_WML  

例:side2に13,15の村の所有権を持たせてシナリオを始めたい時
 {ON_PRESTART (   
   [capture_village]   
       side=2   
       x,y=13,15   
   [/capture_village]   
 )}   

ON_START ACTION_WML

 

例:シナリオが始まる時にダイアログを表示したい時
 {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]        
 )}        

ON_SIDETURN ACTION_WML  

例:各プレイヤーのゴールドを固定量にしたい時
 {ON_SIDETURN (  
   [modify_side]  
       side=3  
       gold=0  
   [/modify_side]  
 )}  

ON_TURN TURN ACTION_WML   

例:ターン3にプレイヤー1に属するウーズを作りたい時
 {ON_TURN 3 (  
   [unit]  
       side=1  
       type=wose  
       x,y=12,4  
   [/unit]  
 )}  

ON_VICTORY ACTION_WML

例:プレイヤーを祝福したい時
 {ON_VICTORY (     
   [message]     
       speaker=narrator     
       message="Congratulations!"     
   [/message]     
 )}     

ON_DEFEAT ACTION_WML  

例:プレイヤーにより易しい難易度を薦めたい時
 {ON_DEFEAT (         
   [message]         
   speaker=narrator         
   message="Aww.. you lost. Try again with 800g and +40g income?"         
   [/message]         
 )}         

ALLOW_UNDO 

例:あるメモを読むことをアンドゥできるようにしたい時
 {ON_TILE 5 7 () (      
        [message]      
                speaker=narrator      
                message="This is a note."      
        [/message]      
        {ALLOW_UNDO}      
 )}      

ON_TILE_ONCE X Y FILTER ACTION_WML

例:一度だけ読めるテキストメッセージを作りたい時
 {ON_TILE_ONCE 5 7 () (    
   [message]    
       speaker=narrator    
       message="This is a note."    
   [/message]    
 )}    

CALL_FUNCTION FNAME PARAMS
一連のパラメーターで発生するイベント。

例:
 {CALL_FUNCTION my_event a,b,c=1,2,3}
   

 

■image-utils
画像、オーバーレイ、表示効果のための実用的マクロ

 

MAGENTA_IS_THE_TEAM_COLOR   

IS_HERO

IS_LOYAL

NEW_JOURNEY X Y 

OLD_JOURNEY X Y 

NEW_BATTLE X Y 

OLD_BATTLE X Y 

NEW_REST X Y 

OLD_REST X Y 

PLACE_IMAGE IMAGE X Y  

REMOVE_IMAGE X Y  

例:
 {REMOVE_IMAGE 14 5}   

TEAM_COLOR_OVERRIDE FILTER TEAMCOLOR    

MAKE_HERO ID_STRING  

UNMAKE_HERO ID_STRING  

ANIMATED_CAMPFIRE X Y  

ANIMATED_BRAZIER X Y  

FLAG_VARIANT NAME  

 

■interface-utils
インターフェイスショートカットマクロ。

 

MESSAGE SPEAKER IMAGE CAPTION TEXT

例:アンデッドになんらかの感情を表明する妖精みたいなナレーターを使いたい時
 {MESSAGE narrator "units/elves-wood/shyde.png" _ "Faery" _ "Aarr! Them be undeadies! Loooks at them.."}

FLOATING_TEXT FILTER COLOUR TEXT

例:あるユニットが8ダメージを受けるトラップに掛かった時
 {FLOATING_TEXT x,y=$x1,$y1 255,0,0 "8"}

HIGHLIGHT_IMAGE X Y IMAGE BACKGROUND    

CLEAR_FOG SIDE X Y RADIUS   

UNCLEAR_FOG 

SET_LABEL X Y STRING  

例:
 {SET_LABEL 4 7 _ "There be dragons here!"}      
REMOVE_LABEL X Y  

 

例:
 {REMOVE_LABEL 4 7}   

SET_LABEL_PERSISTENT X Y STRING   

例:
 {SET_LABEL_PERSISTENT 4 7 _ "There really will be dragons here!!"}

SET_IMAGE_AND_LABEL_PERSISTENT X Y IMAGE STRING     
FAKE_UNIT_MOVE X1 X2 Y1 Y2 SIDE TYPE MODIFIERS     

例:
 {FAKE_UNIT_MOVE 1 2 1 2 1 (Dark Adept) (      
     gender=female      
     variation=fancy      
 )}      

SCROLL X Y 

SCROLL_TO X Y 

QUAKE SOUND 

EARTHQUAKE ACTION_WML  

例:
 {EARTHQUAKE (   
   [kill]   
       canrecruit=no   
       animate=yes   
   [/kill]   
 )}   

COLOR_ADJUST RED GREEN BLUE   

例:
 {COLOR_ADJUST 0 0 100}   

FLASH_WHITE ACTION_WML  

FLASH_RED ACTION_WML  

FLASH_GREEN ACTION_WML  

FLASH_BLUE ACTION_WML  

THUNDER ACTION_WML  

例:
 {THUNDER (   
   [store_unit]   
       [filter]   
           side=3   
       [/filter]   
       variable=player3   
       kill=yes   
   [/store_unit]   
 )}   

FADE_TO_BLACK 

FADE_TO_BLACK_HOLD TIME   

FADE_IN

DEBUG TEXT 

例:
 {DEBUG "inconsistency: $unit.id is not loyal!"}       

LOG TEXT

例:
 {LOG "player moved to forbidden location"}

WARNING TEXT 

例:
 {WARNING "malformed unit data"}   

ERROR TEXT 

例:
 {ERROR "could not respawn hero at 2,4"}      


■items
アイテムやオブジェクトのためのマクロ。

 

PICKUPPABLE_ITEM ID X Y CAN_TAKE_FILTER IMAGE MESSAGE CANNOT_TAKE_MESSAGE OBJECT        

例:
 {PICKUPPABLE_ITEM ring_of_hp 8 12 race=human items/ring-red.png          
     _"$unit.name finds a pretty ring. Should he pick it up?"          
     _"$unit.name finds a pretty ring. But only a human can take it!" (          
     [object]          
         name= _ "Ring of HP"          
         image=items/ring-red.png          
         description= _ "This ring grants the wearer +10 max hp!"          
          
         [effect]          
             apply_to=hitpoints          
             increase_total=10          
         [/effect]          
     [/object]          
 )}

LIGHTNING_ANIMATION NAME_STRING DIRECTION_NUMBER      


■scenario-utils
シナリオの目的操作のための実用的マクロ

 

SET_OBJECTIVES SIDE SUMMARY NOTE CONDITION_WML

例: 
 {SET_OBJECTIVES 0 "Survive for 3 turns" () ()}       

VICTORY_CONDITION DESCRIPTION   

例:
 {SET_OBJECTIVES 0 "Kill eachother." (       
    {VICTORY_CONDITION "Kill all other players."}       
 )}       

DEFEAT_CONDITION DESCRIPTION   

例:
 {SET_OBJECTIVES 0 "Survive." (       
    {DEFEAT_CONDITION "Death of your leader."}       
 )}       

SIDE_PLAYER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_WML     

例:
 {SIDE_PLAYER 1 "Good Guys" "Good Guy #1" 200 -2 ()}        

SIDE_COMPUTER SIDE TEAM DESCRIPTION GOLD INCOME SIDE_WML AI_WML    

例:
 {SIDE_COMPUTER 4 "Evil Guys" "Evil One" 666 999 (       
    aggression=0.95       
 )}       

NO_MAP_DATA 

AI_CANT_PLAY SIDES  

例:
 {AI_CANT_PLAY 1,2,3,4}   

■side-utils

LIMIT_CONTEMPORANEOUS_RECRUITS SIDE TYPE LIMIT_NUMBER

例:  
 {LIMIT_CONTEMPORANEOUS_RECRUITS 2 "Troll Rocklobber" 2}    

LIMIT_RECRUITS SIDE TYPE LIMIT_NUMBER    

例:
 {LIMIT_RECRUITS 2 Draug 1}    

CAPTURE_FILTERED_VILLAGES SIDE FILTER    

CAPTURE_VILLAGES_OF_TYPE TERRAIN SIDE X Y RADIUS     
CAPTURE_VILLAGES SIDE X Y RADIUS   

STARTING_VILLAGES SIDE RADIUS   

STARTING_VILLAGES_AREA SIDE X Y RADIUS    

STARTING_VILLAGES_ALL SIDE   

TRANSFER_VILLAGE_OWNERSHIP FROM_SIDE TO_SIDE     
MAKE_AI_SIDE_PERSISTENT SIDE   

RECALL_AI_SIDE SIDE  

 

■sound-utils
音楽コントロールのマクロ、およびサウンドソースリストの宣言

 

DEFAULT_MUSIC_PLAYLIST  

SCENARIO_MUSIC MUSIC  

EXTRA_SCENARIO_MUSIC MUSIC   

例:
 {SCENARIO_MUSIC battle.ogg}     
 {EXTRA_SCENARIO_MUSIC knolls.ogg}     
 {EXTRA_SCENARIO_MUSIC frantic.ogg}     

INTRO_AND_SCENARIO_MUSIC INTRO_MUSIC SCENARIO_MUSIC      
INCIDENTAL_MUSIC MUSIC  

APPEND_MUSIC MUSIC  

REPLACE_SCENARIO_MUSIC MUSIC   

SOUND:SLOW 

SOUND:POISON 

SOUND:HIT_AND_MISS HITSOUND MISSSOUND TIME     


■teleport-utils
ユニットをテレポートさせるマクロ

 

TELEPORT_UNIT FILTER X Y  

例:サイド3のリーダーを4,5に
 {TELEPORT_UNIT (   
        side=3   
        canrecruit=yes   
 ) 4 5}   

TELEPORT_TILE OLDX OLDY NEWX NEWY    

例:1,1のユニットを4,5に
 {TELEPORT_TILE 1 1 4 5}   

 

■terrain-utils
地形やオーバーレイを操作する実用的マクロ

 

MODIFY_TERRAIN TERRAIN X_SPAN Y_SPAN    

例:14,15と14,16を草原に
 {MODIFY_TERRAIN Gg (14,14) (15,16)}     

MODIFY_TERRAIN_MASK X Y MASK_VALUE RULES_WML     
SCATTER_IMAGE FILTER NUMBER IMAGE    

例:草原の上に松の木の20個のコピーをばらまく
 {SCATTER_IMAGE (terrain=Gg) 20 scenery/pine1.png}       


■traits
SingleWML記述の[modifications]節のための性質

 

TRAIT_LOYAL                 
TRAIT_UNDEAD                 
TRAIT_MECHANICAL                
TRAIT_STRONG        
TRAIT_DEXTROUS                 
TRAIT_QUICK                 
TRAIT_INTELLIGENT                
TRAIT_RESILIENT                 
TRAIT_HEALTHY                 
TRAIT_FEARLESS                 
TRAIT_FEARLESS_MUSTHAVE           
TRAIT_WEAK            
TRAIT_SLOW                 
TRAIT_DIM           
TRAIT_AGED

 

■unit-utils
このファイルはWML作者のための実用マクロを含んでいる。

 

UNIT SIDE TYPE X Y WML  

GENERIC_UNIT SIDE TYPE X Y   

NOTRAIT_UNIT SIDE TYPE X Y   

例:
 {NOTRAIT_UNIT 1 (Elvish Fighter) 19 16}


LOYAL_UNIT SIDE TYPE X Y  

例:
 {LOYAL_UNIT 1 (Elvish Fighter) 19 16}     

LOYAL_UNDEAD_UNIT SIDE TYPE X Y   

NAMED_UNIT SIDE TYPE X Y ID_STRING NAME_STRING WML      
NAMED_LOYAL_UNIT SIDE TYPE X Y ID_STRING NAME_STRING     

例:
 {LOYAL_UNIT 1 (Elvish Fighter) 19 16 (Myname) ( _ "Myname")}         

NAMED_GENERIC_UNIT SIDE TYPE X Y ID_STRING NAME_STRING      
NAMED_NOTRAIT_UNIT SIDE TYPE X Y ID_STRING NAME_STRING

例:   
 {NAMED_NOTRAIT_UNIT 1 (Elvish Fighter) 20 22 (Mochi) (_"Mochi") }          

GUARDIAN

NO_UPKEEP 

RECALL_OR_CREATE_UNIT WML ID_STRING    

RECALL_OR_CREATE TYPE ID_STRING   

STORE_UNIT_VAR FILTER VAR TO_VAR   

例:
 {STORE_UNIT_VAR (id=James) side side_of_James}    
 {MODIFY_UNIT (race=orc) side $side_of_James}   

ADVANCE_UNIT FILTER ADVANCETO   

例:
 {ADVANCE_UNIT type=Spearman Cavalryman}    
xample to advance your leader normally:     
      
 {ADVANCE_UNIT canrecruit,side=yes,1 ""}      

TRANSFORM_UNIT T_FILTER TRANSFORMTO    

例:
 {TRANSFORM_UNIT type=Spearman Cavalryman}      

 

■utils
このファイルはWML作者のための一般的実用マクロを含む

 

QUANTITY NAME EASY_VALUE NORMAL_VALUE HARD_VALUE      
TURNS EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT     
GOLD EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT     
INCOME EASY_AMOUNT NORMAL_AMOUNT HARD_AMOUNT      
NO_INCOME 

ATTACK_DEPTH EASY_VALUE NORMAL_VALUE HARD_VALUE      
NO_SCOUTS 

RANDOM THING 

VARIABLE VAR VALUE  

VARIABLE_OP VAR OP_NAME VALUE   

CLEAR_VARIABLE VAR  

FOREACH ARRAY VAR  

NEXT VAR 

REPEAT NUMBER BODY_WML   

例:
 {REPEAT 5 (   
     {QUAKE "rumble.ogg"}   
 )}   

LOOKUP_INDEX FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_AS       
 Call this to lookup an array element that has a particular key-value pair          
 then it saves the index of that element, or          
 if the key-value pair is not found it saves the array's length          
LOOKUP_VALUE FROM_ARRAY WHERE_KEY WHERE_VALUE SAVE_KEY DEFAULT SAVE_AS         

例:
 Call this to look up an array element that has a particular key-value pair          
 then it saves another key from that same element.          
DEBUG_MSG MESSAGE  

MODIFY_UNIT FILTER VAR VALUE   

例:
 {MODIFY_UNIT type=Spearman side 2}     

MOVE_UNIT_BY FILTER X_OFFSET Y_OFFSET    

MOVE_UNIT FILTER TO_X TO_Y   

FULL_HEAL FILTER 

PUT_TO_RECALL_LIST FILTER   

例:
 [event]     
     name=moveto     
     
     [filter]     
         x,y=20,38     
     [/filter]     
     
     {PUT_TO_RECALL_LIST x,y=20,38}     
 [/event]     

TIME_ACTIONS CONTENT_WML   

例:
 [event]          
     name=start          
          
     {TIME_ACTIONS (          
         {MODIFY_UNIT race=orc name ( _ "Azir")}          
     )}          
          
     {DEBUG_MSG "Renaming all orcs to Azir took $timed_actions_ms|ms."}          
 [/event]          

RECRUIT_UNIT_VARIATIONS SIDE TYPE VARIATIONS     
例:
 {RECRUIT_UNIT_VARIATIONS 2 "Walking Corpse" none,none,drake,dwarf} 

NEUTRAL_SIDE SIDE  

SCATTER_UNITS NUMBER TYPES PADDING_RADIUS SLF UNIT      

例:
 {SCATTER_UNITS 20 "Elvish Fighter,Elvish Archer,Elvish Shaman" 3 (          
     terrain=Gs^Fp          
     x=10-30          
     y=20-40          
          
     [not]          
         [filter]          
         [/filter]          
     [/not]          
          
     [not]          
         [filter_adjacent_location]          
             [filter]          
             [/filter]          
         [/filter_adjacent_location]          
     [/not]          
 ) (          
     side=2          
     generate_name=yes          
     random_traits=yes          
          
     [modifications]          
         {TRAIT_LOYAL}          
     [/modifications]          
 )}

FORCE_CHANCE_TO_HIT FILTER FILTER_SECOND CTH EXTRA_CONDITIONS

例:
 {FORCE_CHANCE_TO_HIT id=Konrad id="Li'sar" 100 (       
     [variable]       
         name=turn_number       
         greater_than=10       
     [/variable]       
 )} 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


 

 





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