Difference between revisions of "SavefileWML"

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(Remove DevFeature, highlight tags and attributes)
(the format for Wesnoth savegames)
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{{WML Tags}}
 
{{WML Tags}}
== the format for Wesnoth savegames ==
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== The format for Wesnoth savegames ==
  
A Wesnoth savegame has two parts.
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A Wesnoth savegame is a file stored in '''~saves/''' (See "user data directory", [[PreprocessorRef]]).
One is a file stored in '''~saves/''' (See "user data directory", [[PreprocessorRef]]).
+
n order to view or modify these files, the option Compressed Saves (Advanced Preferences) must be set to "No". Also, since they are not config(.cfg) files the normal coloring will not be generated. To generate coloring, simply save the file as .cfg, then open it again.
The other is a [save] tag in '''~save_index'''.
 
Each savegame describes a position in a scenario which can be loaded by pressing the "Load" button in-game.
 
  
In order to view or modify these files,
+
{{DevFeature1.11}} There are 3 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.
the option "Binary Saves" (Advanced Preferences) must be set to "No".
 
Also, since they are not config('''.cfg''') files the normal coloring will not be generated.
 
To generate coloring, simply save the file as '''.cfg''', then open it again.
 
  
The [save] tag is used to describe a save so that information about the save can be displayed
+
{|
in the "Load game" menu before the savefile is opened (loading savefiles takes a while)
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|-
 +
| || Start-of-scenario || Replay || In-game
 +
|-
 +
| General info and statistics || Yes || Yes || Yes
 +
|-
 +
| [snapshot] || No || No || Yes
 +
|-
 +
| [replay] || No || Yes || Yes
 +
|-
 +
| [replay_start] || No || Yes || Yes
 +
|-
 +
| [carryover_sides] || No || Yes || Yes
 +
|-
 +
| [carryover_sides_start] || Yes || Yes || Yes
 +
|}
  
the following keys are recognized for [save]:
 
* '''save''': heading of the save; displayed in bold
 
* '''mod_time''': a number describing when the savefile was last edited
 
(i.e. when the game was saved).
 
Display format will not be described
 
* '''campaign_type''': whether the scenario is a scenario or multiplayer.
 
Displayed as is
 
* '''turn''': describes which turn it is, and the number of turns allowed in the scenario.
 
Displayed in the format '''Turn ''turn'''''
 
* '''difficulty''': the difficulty level of the savegame.
 
Displayed in the format '''Difficulty: ''difficulty'''''
 
* '''leader''': a unit type.
 
This unit type's picture will be displayed to the left
 
* '''map_data''': the data for the map.
 
The mini-map generated by this data is displayed to the right
 
* '''replay'''
 
* '''scenario'''
 
* '''snapshot'''
 
  
The savefile itself describes two things- a position, and a replay.
+
'''General info and statistics'''
Each of these is described by describing a starting position, then describing a set of actions.
+
 
The '''[snapshot]''' tag has the same format as the rest of the savefile,
+
Contains general information about the scenario, campaign and version of Battle for Wesnoth the savegame is from. This information is included in all savegames.
except that the [replay_start] keys have been moved to toplevel.
+
Not all tags of this section are explained here.
It describes how the game should be loaded when "Show replay" is not selected
+
 
 +
* '''version''': The version of Wesnoth this game was saved by. If the savegame is from a different version of Wesnoth than the one currently running, the message "This save is from a different version of the game. Do you want to try to load it?" is displayed
 +
* '''campaign_type''': Whether the scenario is a scenario or multiplayer.
 +
* '''campaign_define''': When this replay is loaded, the symbol campaign_define will be stored. See also "#ifdef", [[PreprocessorRef]]
 +
* '''difficulty''': The difficulty level of the savegame. Normal values are "EASY", "NORMAL", and "HARD".  
 +
* '''label''':  heading of the save
 +
* '''next_scenario''': Name of the next scenario in a campaign
 +
* '''scenario''': Name of the current scenario
 +
* '''[multiplayer]''': If the game is a multiplayer game, multiplayer information is inculded here
 +
* '''[statistics]''': Describes previous scenarios
 +
** '''mid_scenario''': If "false", the scenario will be reloaded and any modifications will be played with.
 +
** '''[scenario]''': Describes basic statistics of a previous scenario. See [[StatisticalScenarioWML]] for a description of [scenario]
 +
 
 +
 
 +
'''[snapshot]'''
 +
 
 +
The [snapshot] describes the current state of the game in an in-game save. It has the same format as the rest of the savefile and holds the map of the scenario. The snapshot is loaded when “Show replay” is not selected.
  
In addition to the [snapshot] tag, the following key/tags are recognized:
 
* '''label''': obsolete? It is the same as ''save'' in [save]
 
* '''campaign_define''': when this replay is loaded, the symbol ''campaign_define'' will be stored.
 
See also "#ifdef", [[PreprocessorRef]]
 
* '''campaign_type''', '''scenario'': the tag type and ID of the scenario, respectively. See [[ScenarioWML]]
 
* '''version''': the version of Wesnoth this game was saved by.
 
If the savegame is from a different version of Wesnoth than the one currently running, the message "This save is from a
 
different version of the game. Do you want to try to load it?" is displayed
 
* '''can_recruit''': the set of unit types side 1 is allowed to recruit.
 
* '''difficulty''': the difficulty level of the savegame.
 
Normal values are "EASY", "NORMAL", and "HARD". See [[CampaignWML]]
 
* '''gold''': the amount of gold the player has
 
 
* '''playing_team''': the number of the team whose turn it is, starting with 0
 
* '''playing_team''': the number of the team whose turn it is, starting with 0
* '''turn_at''': the number of the current turn
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* '''turn_at''': The number of the current turn
* ''snapshot''
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* '''map_data''': The data for the map. The mini-map generated by this data is displayed to the right
* '''[variables]''': a list of the current values of all variables.
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The attribute '''''variable//=//value//''' means that the variable ''variable'' has the value ''value''.
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The tag '''[''array//]''' describes a unit stored in the array ''array'' (see [[SingleUnitWML]]).
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'''[replay_start]'''
See also [[VariablesWML]]
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* '''[replay]''': describes what should be displayed if the option "Show replay" is selected
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[replay_start] is a full snapshot of the start of the first turn of a scenario. It describes the position the player was in when the game started and is used as starting point for replays.
** '''[command]''': describes one action.
+
 
Syntax for [command] is described in [[ReplayWML]]
+
 
* '''[statistics]''': describes previous scenarios
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'''[replay]'''
** '''mid_scenario''': if "false", the scenario will be reloaded and any modifications will be played with.
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** '''[scenario]''': describes basic statistics of a previous scenario.
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The [replay] contains everything that happened in the scenario since it started.
See [[StatisticalScenarioWML]] for a description of [scenario]
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* '''[unit]''': describes a unit in the recall list. See [[SingleUnitWML]]
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* '''[command]''': Describes one action. Syntax for [command] is described in [[ReplayWML]]
* '''[replay_start]''': describes the position the player was in when the game started. Has the same keys and tags as [scenario] (see [[ScenarioWML]]).
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In addition to the [scenario] keys and tags, it has the following keys:
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** '''era''': the name of the era. See [[EraWML]]
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'''[carryover_sides_start]'''
** '''experience_modifier''': all units' maximum experience is multiplied by this number
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** '''observer''': whether the player is an observer
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[carryover_sides_start] contains the carryover data from the previous scenario, like retained gold and units. It is also used to store in-game data required in the next level, such as variables, the random seed and menu items. [carryover_sides_start] retains the data throughout the scenario.
** '''modify_placing''':
+
 
 +
* '''random_calls''' and '''random_seed''': Used to determine and synchronize random events in the game
 +
* '''[side]''': Player information, retained gold, recruits and recalls for all sides in the game
 +
* '''[end_level_data]''': Contains the information how the carryover data should be used.*
 +
* '''[variables]''': a list of the current values of all variables. The attribute variable//=//value// means that the variable variable has the value value. The tag [array//]describes a unit stored in the array array (see [[SingleUnitWML]]). See also [[VariablesWML]]
 +
* '''[menu_item]''': Custom WML menu items
 +
 
 +
 
 +
'''[carryover_sides]'''
  
 +
[carryover_sides] is a copy of the data in [carryover_sides_start]. Anything to be used in the new scenario is removed from [carryover_sides]. At the end of the scenario the carryover for the next scenario is added to what is left in [carryover_sides].
  
 
== See Also ==
 
== See Also ==

Revision as of 10:00, 17 August 2012

[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 format for Wesnoth savegames

A Wesnoth savegame is a file stored in ~saves/ (See "user data directory", PreprocessorRef). n order to view or modify these files, the option Compressed Saves (Advanced Preferences) must be set to "No". Also, since they are not config(.cfg) files the normal coloring will not be generated. To generate coloring, simply save the file as .cfg, then open it again.

Template:DevFeature1.11 There are 3 types of savegames: Start-of-scenario, replay and in-game (including autosave and out-of-sync save). The information included in a save depends on its type.

Start-of-scenario Replay In-game
General info and statistics Yes Yes Yes
[snapshot] No No Yes
[replay] No Yes Yes
[replay_start] No Yes Yes
[carryover_sides] No Yes Yes
[carryover_sides_start] Yes Yes Yes


General info and statistics

Contains general information about the scenario, campaign and version of Battle for Wesnoth the savegame is from. This information is included in all savegames. Not all tags of this section are explained here.

  • version: The version of Wesnoth this game was saved by. If the savegame is from a different version of Wesnoth than the one currently running, the message "This save is from a different version of the game. Do you want to try to load it?" is displayed
  • campaign_type: Whether the scenario is a scenario or multiplayer.
  • campaign_define: When this replay is loaded, the symbol campaign_define will be stored. See also "#ifdef", PreprocessorRef
  • difficulty: The difficulty level of the savegame. Normal values are "EASY", "NORMAL", and "HARD".
  • label: heading of the save
  • next_scenario: Name of the next scenario in a campaign
  • scenario: Name of the current scenario
  • [multiplayer]: If the game is a multiplayer game, multiplayer information is inculded here
  • [statistics]: Describes previous scenarios
    • mid_scenario: If "false", the scenario will be reloaded and any modifications will be played with.
    • [scenario]: Describes basic statistics of a previous scenario. See StatisticalScenarioWML for a description of [scenario]


[snapshot]

The [snapshot] describes the current state of the game in an in-game save. It has the same format as the rest of the savefile and holds the map of the scenario. The snapshot is loaded when “Show replay” is not selected.

  • playing_team: the number of the team whose turn it is, starting with 0
  • turn_at: The number of the current turn
  • map_data: The data for the map. The mini-map generated by this data is displayed to the right


[replay_start]

[replay_start] is a full snapshot of the start of the first turn of a scenario. It describes the position the player was in when the game started and is used as starting point for replays.


[replay]

The [replay] contains everything that happened in the scenario since it started.

  • [command]: Describes one action. Syntax for [command] is described in ReplayWML


[carryover_sides_start]

[carryover_sides_start] contains the carryover data from the previous scenario, like retained gold and units. It is also used to store in-game data required in the next level, such as variables, the random seed and menu items. [carryover_sides_start] retains the data throughout the scenario.

  • random_calls and random_seed: Used to determine and synchronize random events in the game
  • [side]: Player information, retained gold, recruits and recalls for all sides in the game
  • [end_level_data]: Contains the information how the carryover data should be used.*
  • [variables]: a list of the current values of all variables. The attribute variable//=//value// means that the variable variable has the value value. The tag [array//]describes a unit stored in the array array (see SingleUnitWML). See also VariablesWML
  • [menu_item]: Custom WML menu items


[carryover_sides]

[carryover_sides] is a copy of the data in [carryover_sides_start]. Anything to be used in the new scenario is removed from [carryover_sides]. At the end of the scenario the carryover for the next scenario is added to what is left in [carryover_sides].

See Also