Difference between revisions of "ReplayWML"
From The Battle for Wesnoth Wiki
(→The [command] tag) |
(→The [command] tag) |
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** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer. | ** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer. | ||
* '''[break]''' is used to break up deep nesting of generated random numbers. The '''[break]''' tag is not used in 1.1.x. | * '''[break]''' is used to break up deep nesting of generated random numbers. The '''[break]''' tag is not used in 1.1.x. | ||
− | * '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested [random] tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value. | + | * '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested '''[random]''' tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value. |
** ''value'' list of generated random values. In 1.1.x only a single value can be used. | ** ''value'' list of generated random values. In 1.1.x only a single value can be used. | ||
− | ** '''[results]''' used for [attack] commands. Describes the results of the battle. | + | ** '''[results]''' used for '''[attack]''' commands. Describes the results of the battle. |
*** ''chance'' the percent chance that the attack had to hit. | *** ''chance'' the percent chance that the attack had to hit. | ||
*** ''damage'' the amount of damage that the attack would do if it hits. | *** ''damage'' the amount of damage that the attack would do if it hits. |
Revision as of 08:26, 13 November 2005
The [command] tag
The [command] tag is used to specify an action in a replay.
The following tags are recognized:
- [start] is used to initialize the replay so that generated random numbers can be saved.
- [move] the player moved a unit.
- [source] the location the unit moved to.
- [destination] the location the unit moved from.
- [recruit] the player recruited a unit.
- value the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)
- x and y the castle tile the unit is recruited on.
- [recall] the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.
- [attack] the player attacked.
- weapon the index number of the weapon. Weapons are indexed by the unit designer.
- [source] the location of the attacking unit.
- [destination] the location of the defending unit.
- [end_turn] the player ended his turn.
- [choose] the player was given an option by the scenario.
- value the index number of the option chosen. Index numbers are given by the scenario designer.
- [break] is used to break up deep nesting of generated random numbers. The [break] tag is not used in 1.1.x.
- [random] if the action required a random number, this describes the random number that was generated. In 1.0.x, nested [random] tags are used and only one is allowed at this level. In 1.1.x, a [random] tag is used at this level for each value.
- value list of generated random values. In 1.1.x only a single value can be used.
- [results] used for [attack] commands. Describes the results of the battle.
- chance the percent chance that the attack had to hit.
- damage the amount of damage that the attack would do if it hits.
- dies whether the defender dies from the hit.
- hits whether the attack hits.
- [random] additional lists of generated random values. [random] has the same format as the first [random] and describes the other numbers that were generated. In 1.1.x, [random] tags at this level are not used.