Difference between revisions of "CoreWML"

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The following keys and tags are recognized in '''[core]''' tags:
 
The following keys and tags are recognized in '''[core]''' tags:
 
* '''id''': the internal core identifier used to load only core specific add-ons.
 
* '''id''': the internal core identifier used to load only core specific add-ons.
* '''icon''': the image displayed in the core selection menu
+
* '''image''': the icon displayed in the core selection menu
 
* '''name''': (translatable) name displayed in the core selection menu
 
* '''name''': (translatable) name displayed in the core selection menu
* '''image''': the image shown in the information pane when this core is selected in the core selection menu (typically a transparent, 350×350 pixels portrait)
 
 
* '''description''': (translatable) text shown in the information pane when this core is selected in the core selection menu
 
* '''description''': (translatable) text shown in the information pane when this core is selected in the core selection menu
 
* '''rank''': a number that determines the order of cores in the core selection menu.  Lower ''rank'' cores appear earlier, with unranked cores at the end. The default core has rank 5.
 
* '''rank''': a number that determines the order of cores in the core selection menu.  Lower ''rank'' cores appear earlier, with unranked cores at the end. The default core has rank 5.

Revision as of 16:39, 2 December 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;

This page describes how the core is displayed in the "Load Core" menu, and how it works. Cores are to be defined in a file called cores.cfg in you add-ons base directory. An add-on containing only a core does not need an _main.cfg, cores are loaded prior to that by looking for cores.cfg.

Other add-ons, which rely on a specifc core, need to have it mentioned in the _server.pbl / _info.cfg.

The [core] Tag

(Version 1.13.0 and later only)

The following keys and tags are recognized in [core] tags:

  • id: the internal core identifier used to load only core specific add-ons.
  • image: the icon displayed in the core selection menu
  • name: (translatable) name displayed in the core selection menu
  • description: (translatable) text shown in the information pane when this core is selected in the core selection menu
  • rank: a number that determines the order of cores in the core selection menu. Lower rank cores appear earlier, with unranked cores at the end. The default core has rank 5.
  • path: the path to the core's directory or initial config file. E.g. ~add-ons/my_core/load.cfg. This config file (or the config files in that directory) should load things similar to the file data/_main.cfg in mainline.

See Also