Difference between revisions of "ModificationWML"
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* '''addon_min_version''': {{DevFeature1.13|0}} the minimum version of your add-on with which this content is backwards compatible. Compare with the version string given in [[PblWML]]. Clients in multiplayer must have add-on versions agreeing with the ''addon_min_versions'' of eachothers content in order to play, and will be prompted to update otherwise. | * '''addon_min_version''': {{DevFeature1.13|0}} the minimum version of your add-on with which this content is backwards compatible. Compare with the version string given in [[PblWML]]. Clients in multiplayer must have add-on versions agreeing with the ''addon_min_versions'' of eachothers content in order to play, and will be prompted to update otherwise. | ||
* '''[event]''': any [event] children written inside the [modification] tag will get included into scenarios that are played with this modification enabled. See [[EventWML]]. | * '''[event]''': any [event] children written inside the [modification] tag will get included into scenarios that are played with this modification enabled. See [[EventWML]]. | ||
+ | * '''[lua]''': any [lua] children written inside the [modification] tag will get included into scenarios that are played with this modification enabled. | ||
* '''[options]''': custom options. See [[OptionWML]] for details. | * '''[options]''': custom options. See [[OptionWML]] for details. | ||
* '''[ai]''': See [[AiWML]] for details. | * '''[ai]''': See [[AiWML]] for details. |
Revision as of 16:00, 15 December 2015
The [modification] toplevel tag
This tag describes a multiplayer modification. A modification is practically a bunch of events which get included into the scenario if the modification is enabled.
The following keys/tags are recognized for [modification]:
- id: identifier for the modification. Must be unique.
- name: the name of the modification, as displayed to the user.
- description: a brief description for the modification.
- allow_scenario: a list of scenario ids. Only the scenarios with matching ids will be allowed to be played with this modification.
- disallow_scenario: a list of scenario ids. Only the scenarios with matching ids will not be allowed to be played with this modification. Cannot be used in parallel with allow_scenario.
- allow_era: same as allow_scenario, but for eras.
- disallow_era: same as disallow_scenario, but for eras. Can't be used with allow_era.
- allow_modification: same as allow_scenario, but for modifications.
- disallow_modification: same as disallow_scenario, but for modifications. Can't be used with allow_modification.
- ignore_incompatible_scenario: a list of scenario ids. The scenarios with matching ids will be considered compatible with this modification regardless their dependencies.
- ignore_incompatible_era: same as ignore_incompatible_scenario, but for eras.
- ignore_incompatible_modification: same as ignore_incompatible_scenario, but for modifications.
- require_modification: a boolean value; if set to yes, all players have to have this modification installed to join the game. Default no.
- addon_min_version: (Version 1.13.0 and later only) the minimum version of your add-on with which this content is backwards compatible. Compare with the version string given in PblWML. Clients in multiplayer must have add-on versions agreeing with the addon_min_versions of eachothers content in order to play, and will be prompted to update otherwise.
- [event]: any [event] children written inside the [modification] tag will get included into scenarios that are played with this modification enabled. See EventWML.
- [lua]: any [lua] children written inside the [modification] tag will get included into scenarios that are played with this modification enabled.
- [options]: custom options. See OptionWML for details.
- [ai]: See AiWML for details.
The [resource] toplevel tag
(Version 1.13.2 and later only) The [resource] toplevel tag is similar to [modification], it contains [event] and [lua] tags which are then copied into the scenario. Unlike [modification] they are complely hidden form the user. To use a [resource] your code can put [load_resource] id=<id_of_the_resource_to_load> [/load_resource] in [scenario][multiplayer][era][campaign][modification] or [resource].