FontsWML: Difference between revisions

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Highlight tags and attributes
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A little cleanup
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The '''[fonts]''' tag describes fonts which are distributed alog with the wesnoth binary. Each font must be declared here to
The '''[fonts]''' tag describes fonts which are distributed alog with the Wesnoth binary. Each font must be declared here to be used by the game.
be used by the game.


The '''[fonts]''' tag has an element, '''order''', and a possible child tag, '''[font]'''
The '''[fonts]''' tag has an element, '''order''', and a possible child tag, '''[font]'''


* '''order''': describes the order in which fonts are to be tried until the program finds one which contains the character
* '''order''': describes the order in which fonts are to be tried until the program finds one which contains the character to be displayed. ''order'' should be marked as translatable.
to be displayed. ''order'' should be marked as translatable.
* '''[font]''': the [font] tag describes one installed font. It contains the following elements:
* '''[font]''': the [font] tag describes one installed font. It contains the following elements:
** '''name''': the filename of the font, without fonts/ prepended
** '''name''': the filename of the font, without fonts/ prepended
** '''codepoints''': a list of unicode codepoints (character codes) which are present in this font. This should be a list
** '''codepoints''': a list of Unicode codepoints (character codes) which are present in this font. This should be a list of comma-separated ranges, "ranges" being either a number, or a dash separated range (for example: "32-126").
of comma-separated ranges, "ranges" being either a number, or a dash separated range (for example: "32-126").


== See Also ==
== See Also ==

Revision as of 22:16, 10 June 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_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_ability, 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_side, 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, map_data, 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, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

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, 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 toplevel [fonts] tag

The [fonts] tag describes fonts which are distributed alog with the Wesnoth binary. Each font must be declared here to be used by the game.

The [fonts] tag has an element, order, and a possible child tag, [font]

  • order: describes the order in which fonts are to be tried until the program finds one which contains the character to be displayed. order should be marked as translatable.
  • [font]: the [font] tag describes one installed font. It contains the following elements:
    • name: the filename of the font, without fonts/ prepended
    • codepoints: a list of Unicode codepoints (character codes) which are present in this font. This should be a list of comma-separated ranges, "ranges" being either a number, or a dash separated range (for example: "32-126").

See Also

This page was last edited on 10 June 2012, at 22:16.
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