From The Battle for Wesnoth Wiki
Revision as of 16:23, 21 September 2013 by Thunderstruck (talk | contribs) (Documented "type", "min_players" and "max_players" attributes.)

[edit]WML Tags


abilities, about, add_ai_behavior, advance, 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, attack_anim, attacks, avoid;


base_unit, berserk, binary_path, break, brush;


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


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;


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


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_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, for, foreach, frame;


game_config, get_global_variable, goal, gold, gold_carryover;


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


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


jamming_costs, join;


kill, killed;


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


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;


not, note;


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


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


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_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;


save, scenario, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, set_menu_item), show_objectives, side, skirmisher, 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_type, store_unit_type_ids, store_villages, story, swarm, switch, sync_variable;


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


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


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


while, wml_message, wml_schema;



This page describes how the campaign is displayed in the "Campaign" menu, and how it starts.

The [campaign] Tag

The following keys and tags are recognized in [campaign] tags:

  • id: the internal campaign identifier used to classify saved games
  • icon: the image displayed in the campaign selection menu
  • name: (translatable) name displayed in the campaign selection menu
  • abbrev: (translatable) abbreviation used as a prefix for savefile names made from this campaign
  • image: the image shown in the information pane when this campaign is selected in the campaign selection menu (typically a transparent, 350×350 pixels portrait)
  • description: (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu
  • type: Template:DevFeature1.11 campaign's type to specify if it should be visible in singleplayer, multiplayer or both. Possible values are "sp", "mp" and "hybrid". Defaults to "sp".
  • define=CAMPAIGN_SYMBOL when this campaign is started, the preprocessor symbol CAMPAIGN_SYMBOL will be defined. See #ifdef in PreprocessorRef for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags [campaign] and [binary_path] (see BinaryPathWML) should go outside of #ifdef CAMPAIGN_SYMBOL. This symbol will be defined before any .cfg is preprocessed. Important note: starting with 1.7.13, [binary_path] does no longer need to be outside of the #ifdef CAMPAIGN_SYMBOL block to make custom binary data available, which could easily cause overwrites. E.g. icon=data/add-ons/whatever/something.png is supposed to work. This seems to have been a bug since at least BfW 1.0 which means that practically all available examples of user made add-ons are wrong in this aspect.
  • extra_defines: a comma(,) separated list of preprocessor symbols. Those symbols will be defined before any .cfg is preprocessed. Currently supported extra_defines are:
    allows the advancement Inferno Drake -> Armageddon Drake
    allows the advancement Dwarvish Runemaster -> Dwarvish Arcanister
    allows the advancement Dwarvish Fighter -> Dwarvish Runesmith
    disallows the advancement General -> Grand Marshal
    allows the advancement Lich -> Ancient Lich
    allows the advancement Revenant -> Death Knight'
    ENABLE_TROLL_SHAMAN Template:DevFeature1.11
    allows the advancement Troll Whelp -> Troll Shaman
    ENABLE_WOLF_ADVANCEMENT Template:DevFeature1.11
    allows the advancements Wolf -> Great Wolf -> Direwolf
  • difficulties: a comma(,) separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols EASY, NORMAL, and HARD are usually used, and there are several macros in utils.cfg (see UtilWML) which check for these values to set WML keys to different values depending on difficulty. If you use different difficulty symbols, you may need to define your own versions of these macros.
  • difficulty_descriptions: the menu of difficulties; this is a list of descriptions (see DescriptionWML) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the difficulties list.
  • allow_difficulty_change: Template:DevFeature1.11 Allows difficulty switching during an ongoing campaign. Default:yes
  • first_scenario: the ID of the first scenario in the campaign; see id in ScenarioWML
  • rank: a number that determines the order of campaigns in the campaign selection menu. Lower rank campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 0 to 399, with 0-99 for Novice campaigns, 100-199 for Intermediate campaigns, and 200-399 for Expert campaigns; if you specify this, it should not be less than 400. (Note: This replaces an older convention that topped out at 50.)
  • [about]: inserts your own credits into the game's list of credits. See below for syntax.
  • end_credits: Template:DevFeature1.11 Whether to display the credits screen at the end of the campaign. Defaults to yes.
  • end_text: (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End".
  • end_text_duration: Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time end_text is displayed on screen. Defaults to 3500.

The following keys are additionally recognized in multiplayer:

Campaign credits

The campaign's name automatically is inserted at the top of the rolling credits followed by title/text key pairs. There can be any number of [about] tags inside a [campaign] tag, but none of them will display credits if there is no "id" key present inside [campaign] (see above). The [about] tag has the following keys:

  • title: (translatable) large text used to start a new subsection (writers, artists, units, balancing) in the rolling credits
  • text: (translatable, but you probably won't want to make it such) smaller text which is displayed before the contributor names
  • [entry]: Contains information about a single contributor. Only the name key will be used in-game, the other three keys are for display on the Credits page (note: the values of these keys will only display on the Credits page for mainline campaigns; they will not display for UMC campaigns)
    • name: The name of the contributor
    • comment: Optional short note about what that person did
    • email: Optional email address
    • wikiuser: Optional, the user name on the wiki

See Also