Difference between revisions of "ReferenceWML"

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== How WML works ==
 
== How WML works ==
  
* [[SyntaxWML]] the syntactical definition of WML, and how to use variables
+
* [[SyntaxWML]] Description of WML syntax, and how to use variables
 
* [[PreprocessorRef]] the WML preprocessor syntax
 
* [[PreprocessorRef]] the WML preprocessor syntax
 +
* [[GrammarWML]] A more formal definition of the WML syntax. More useful for implementing a WML parser than for writing WML documents.
  
 
== WML toplevel tags ==
 
== WML toplevel tags ==
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** [[StatisticalScenarioWML]] used to generate statistics of a savegame
 
** [[StatisticalScenarioWML]] used to generate statistics of a savegame
 
* [[PblWML]] a description of the format of server-uploadable campaigns
 
* [[PblWML]] a description of the format of server-uploadable campaigns
 +
* [[MultiplayerWML]] a description of the WML network protocol for the Wesnoth server
 +
* [[SchemaWML]] a description of WML files that define the structure of other WML files
 +
* [[DiffWML]] used to describe structural differences between preprocessed WML documents
 +
* [[GUIToolkit]] creating dialogs
  
 
== Other WML tags ==
 
== Other WML tags ==
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* [[DescriptionWML]] the structure of WML coded menus like the difficulty chooser of campaigns
 
* [[DescriptionWML]] the structure of WML coded menus like the difficulty chooser of campaigns
 
* [[EditorWML]] tags controlling the post-1.4 editor's behavior
 
* [[EditorWML]] tags controlling the post-1.4 editor's behavior
* [[GUIToolkit]] creating dialogs
 
  
 
== Predefined macros ==  
 
== Predefined macros ==  

Revision as of 04:30, 28 November 2018

[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, core, credits_group, criteria;

D:

damage, damage_type, 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, fonts, for, foreach, found_item, 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, resolution, 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 (action, scenario), 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 Wesnoth Markup Language

The Wesnoth Markup Language (WML) is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout. WML files are simple, human-readable text files, usually with the .cfg extension, with similarities to INI files and XML. A major feature in WML are macros, which are alike those found in the C language and similarily are handled by a preprocessor. Implementation-wise, WML files are handled mainly by the config class (and simple_wml in wesnothd).

This page is a collection of pointers to different common WML structures.

See BuildingScenarios, BuildingCampaigns and BuildingUnits for a tutorial style overview.


Note: this reference may contain slight inaccuracies, might not list all existing keys and tags or might contain some deprecated syntax. If you find that this reference doesn't give you the answer to how to implement some feature in WML, the most reliable way is to look at the WML code of existing units and campaigns that have done so.

How WML works

  • SyntaxWML Description of WML syntax, and how to use variables
  • PreprocessorRef the WML preprocessor syntax
  • GrammarWML A more formal definition of the WML syntax. More useful for implementing a WML parser than for writing WML documents.

WML toplevel tags

The following covers most of the possible toplevel tags in a typical main WML file. Some minor and dev-oriented tags (not intended for use by UMC) are omitted.

Some other files use the WML format, but with different tags.

  • SavefileWML a description of the format of savegames
  • PblWML a description of the format of server-uploadable campaigns
  • MultiplayerWML a description of the WML network protocol for the Wesnoth server
  • SchemaWML a description of WML files that define the structure of other WML files
  • DiffWML used to describe structural differences between preprocessed WML documents
  • GUIToolkit creating dialogs

Other WML tags

  • EventWML how to describe an event
    • FilterWML the construct to filter on units, locations, and weapons
    • ActionWML to describe the actions which occur when the event is fired
  • AiWML how to describe parameters for AI
  • EffectWML the construct to modify a unit
  • AbilitiesWML a list of the different abilities a unit or weapon can have
  • DescriptionWML the structure of WML coded menus like the difficulty chooser of campaigns
  • EditorWML tags controlling the post-1.4 editor's behavior

Predefined macros

Wesnoth ships with a library of predefined macros you should find useful in writing your own WML.

Other

  • ReferenceWMLSyntax how this wiki and the pages it links to should be formatted
  • ConventionsWML how to make your WML more readable
  • Wml_optimisation how to make your WML code more efficient
  • UsefulWMLFragments Various pieces of WML for various purposes. If you have some WML you're proud of that you think others can use, add it here.
  • Maintenance tools for wmlindent, wmllint, wmlscope
  • CommandMode commands are not strictly speaking part of WML, these could be a little hard to find so there's a link here.
  • MultiplayerServerWML is used when communicating with the multiplayer server.
  • CampaignServerWML is used when managing contributed campaigns on the campaign server.
  • ImagePathFunctionWML is used when applying the color function to images, such as marking units as belonging to a team or in TerrainGraphics.
  • Pango formatting shows ways to enrich descriptions (pango markup, which can generate basic html tags like <b>, <i>, <span> and others).
  • Wesnoth_Formula_Language (WFL) often used with $() formulas.

See Also