EraWML

From The Battle for Wesnoth Wiki

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

The [era] top level tag

This addon module tag describes one era. An era is a set of teams to play in multiplayer.

In the multiplayer game creation screen, an era is chosen by the host by the 'Era' option button.

The following key/tags are recognized for [era], in addition to the common addon module keys and tags:

  • require_era: whether clients are required to have this era installed beforehand to be allowed join a game using this era. Possible values 'yes' (the default) and 'no'.
  • allow_scenario: a list of scenario ids. Only the scenarios with matching ids will be allowed to be played with this era.
  • disallow_scenario: a list of scenario ids. Only the scenarios with matching ids will not be allowed to be played with this era. Cannot be used in parallel with allow_scenario.
  • ignore_incompatible_scenario: a list of scenario ids. The scenarios with matching ids will be considered compatible with this era regardless their dependencies.
  • allow_modification: same as allow_scenario, but for modifications.
  • disallow_modification: same as disallow_scenario, but for modifications. Cannot be used in parallel with allow_modification.
  • ignore_incompatible_modification: same as ignore_incompatible_scenario, but for modifications.
  • force_modification: a list of modification ids. The specified modifications must be enabled to play this era.
  • hide_help: (Version 1.13.0 and later only) whether this era should show up in the help browser or not. Default no.

Defining Factions

Each faction in the era is defined by a [multiplayer_side] tag. This tag contains most of the same keys as a [side] tag (see SideWML). When a multiplayer game is played, then the [side] tag for the scenario is merged with the keys (currently, not tags) of the [multiplayer_side] tag of the faction which the side chose.

Each faction needs to specify its recruit list with the recruit key, which is described in SideWML.

The following additional keys are unique to [multiplayer_side]:

  • id: faction ID - must be unique to your era. No gameplay effect
  • name: a description that Wesnoth displays as the option selecting that faction. This key is used for sorting factions in era. For manual sorting see https://github.com/wesnoth/wesnoth/issues/3177.
  • image: an image to display in the option. This image will use the team color.
  • leader: a list of unit types. Must be present. When this faction is chosen, the side can choose any of these unit types to be the side's leader (i.e. "Choose your Leader"). They will also have the option of having one of these types being chosen randomly.
  • random_leader: if this list of types is present, it would use this list to instead to choose a random leader. If not it would use leader
  • random_faction: default 'no'. If 'yes', then when this faction is chosen, another non random faction will be randomly chosen instead. The leader will also be chosen randomly. All random_faction=yes factions are sorted before other factions.
  • choices: Empty by default. If non-empty and the faction has random_faction=yes, it is the list of the IDs of the non random factions that will be choosen randomly. If empty, any faction can be chosen.
  • except: Empty by default. If the faction has random_faction=yes, it is the list of the IDs of the non random factions that will not be choosen randomly.
  • type: the unit type of the default leader for the side. This must be present. 'random' is a valid value here and will cause a random leader choice by default. As of 1.16.2 at least this key has no effect and is not required to be present.
  • terrain_liked: an unseparated list of terrains (see TerrainCodesWML). On random maps, these terrains will determine which keep the side is assigned, attempting to put it near the listed terrains.
  • description: a short description of the faction, displayed in the help browser.

See Also

This page was last edited on 1 July 2023, at 14:20.