Difference between revisions of "BuildingScenarios"

From The Battle for Wesnoth Wiki
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Wesnoth scenarios are the individual levels within the game. Or they can be advanced multiplayer maps, with extra characters and items and such. Each scenario contains two files. First is the map itself, this is described in [[BuildingMaps]]. The second is the config file. This configuration file is used to describe everything about the scenario. Both of the files are ascii and can be edited in any standard text editor (vi, notepad, etc.) If you decide to use a wordprocessor, please make sure you remember to ''Save As'' text (preferably with a <i>.cfg</i> extension).
 
Wesnoth scenarios are the individual levels within the game. Or they can be advanced multiplayer maps, with extra characters and items and such. Each scenario contains two files. First is the map itself, this is described in [[BuildingMaps]]. The second is the config file. This configuration file is used to describe everything about the scenario. Both of the files are ascii and can be edited in any standard text editor (vi, notepad, etc.) If you decide to use a wordprocessor, please make sure you remember to ''Save As'' text (preferably with a <i>.cfg</i> extension).
 
Scenarios are written in the [[ReferenceWML | Wesnoth Markup Language]].
 
  
 
This document is split into several sections, starting with a basic tutorial and moving into more complex techniques.  From the information contained within this document you should have all the knowledge to create Wesnoth scenarios.
 
This document is split into several sections, starting with a basic tutorial and moving into more complex techniques.  From the information contained within this document you should have all the knowledge to create Wesnoth scenarios.
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== Quick Tag Index ==
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== The Wesnoth Markup Language ==
'''[[ScenarioWML]]''' the top level tags [scenario], [multiplayer], [test], and [tutorial]
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Scenarios are written in the [[ReferenceWML | Wesnoth Markup Language]], a custom language written specially to work with the game. It sports a relatively simple tag/key-based syntax. A complete guide to the WML syntax can be found on the [[SyntaxWML]] page.
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=== Quick Tag Index ===
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Below follows an index of tags WML supports, with descriptions on their usage and individual tag keys.
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:*[[ScenarioWML]] the top level tags [scenario], [multiplayer], [test], and [tutorial]
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:* [[TimeWML]] how to describe a day
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:* [[IntroWML]] how to describe the intro screen
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:* [[SideWML]] how to describe a side
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:** [[SingleUnitWML]]
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:** [[BuildingScenariosShroudData]]
 
:* [[EventWML]] how to describe an event
 
:* [[EventWML]] how to describe an event
 
:** [[FilterWML]]
 
:** [[FilterWML]]
 
:** [[DirectActionsWML]], [[InterfaceActionsWML]], [[InternalActionsWML]]
 
:** [[DirectActionsWML]], [[InterfaceActionsWML]], [[InternalActionsWML]]
:* [[SideWML]] how to describe a side
 
:** [[SingleUnitWML]]
 
:** [[BuildingScenariosShroudData]]
 
 
:* [[MapGeneratorWML]] the random map generator
 
:* [[MapGeneratorWML]] the random map generator
:* [[TimeWML]] how to describe a day
 
:* [[IntroWML]] how to describe the intro screen
 
 
:* [[UtilWML]] a set of preprocessors you can use
 
:* [[UtilWML]] a set of preprocessors you can use
  

Revision as of 11:23, 21 February 2014

Wesnoth scenarios are the individual levels within the game. Or they can be advanced multiplayer maps, with extra characters and items and such. Each scenario contains two files. First is the map itself, this is described in BuildingMaps. The second is the config file. This configuration file is used to describe everything about the scenario. Both of the files are ascii and can be edited in any standard text editor (vi, notepad, etc.) If you decide to use a wordprocessor, please make sure you remember to Save As text (preferably with a .cfg extension).

This document is split into several sections, starting with a basic tutorial and moving into more complex techniques. From the information contained within this document you should have all the knowledge to create Wesnoth scenarios.

Remember that you can use all of the standard scenario files for reference. Sometimes an example is what you really need anyways. Between the campaigns included with the distribution, probably a lot of the game engine features have been used.

If you still don't understand something or can't get it to work, you can ask for assistance in the WML Workshop.

The Wesnoth Markup Language

Scenarios are written in the Wesnoth Markup Language, a custom language written specially to work with the game. It sports a relatively simple tag/key-based syntax. A complete guide to the WML syntax can be found on the SyntaxWML page.

Quick Tag Index

Below follows an index of tags WML supports, with descriptions on their usage and individual tag keys.

See Also