Difference between revisions of "ScenarioWML"

From The Battle for Wesnoth Wiki
([test] tag)
m (Test scenario: + links to forum)
Line 85: Line 85:
  
 
When your test scenario is completed, you have to change it back to normal scenario.
 
When your test scenario is completed, you have to change it back to normal scenario.
 +
 +
Related forum threads: [http://www.wesnoth.org/forum/viewtopic.php?t=9146 9146], [http://www.wesnoth.org/forum/viewtopic.php?t=9839 9839].
  
 
=== Preparing a test scenario ===
 
=== Preparing a test scenario ===

Revision as of 12:44, 21 March 2006

[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 toplevel tags [multiplayer], [test], [tutorial], [scenario]

The top level tags [multiplayer], [test], [tutorial] and [scenario] are all formatted the same way. The difference between these tags is the way that the scenarios they describe are accessed.

The keys id and next_scenario affect how scenarios can be accessed. Whenever a scenario is won, the scenario with id=next_scenario of the same tag type will be played. Units from the first scenario will be available for recall in the second.

Some scenarios can be played without playing other scenarios first (in this case there is nothing on the recall list). These scenarios are called initial scenarios.

A list of initial scenarios, and how to access them:

  • All [multiplayer] scenarios are initial scenarios listed in the multiplayer scenario selector screen (accessed by the "multiplayer" button).
  • The [test] scenario with the attribute id=test is an initial scenario. This test scenario can be accessed by running the game in test mode. (note: this is NOT the same as debug mode. It can be accessed using -t or --test) You can speed up scenario development a lot by this when used in a clever way: Move a scenario into ~campaigns (so that it will be read even without its campaign being loaded), change it to a [test] scenario, and change the ID to 'test'. Then run Wesnoth in test mode. This saves about a minute for each time you want to test changes to your scenario. However it should not be used for balancing as there will be no recallable units...
  • The [tutorial] scenario with the attribute id=tutorial is an initial scenario. The tutorial is accessed by clicking on the "tutorial" button.
  • Any [scenario] scenario with an id listed in the value of first_scenario in a campaign tag (see CampaignWML) is an initial scenario accessed by selecting that campaign after clicking on the "campaign" button.

The [scenario] tag

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

  • id A unique identifier for this scenario.
  • next_scenario The id of the scenario to load when the current one is won. This can be changed dynamically, to build non-linear campaigns.
  • description (translatable) only for multiplayer maps. Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen. Only in >0.8.5
  • name (translatable) is shown in several places in the level, including the intro screen. It is also the default name for saves on the level.
  • map_data inputs valid Wesnoth map data. See BuildingMaps for a description of the Wesnoth map syntax.
  • turns sets an event on turn turns causing the player to lose. See also EventWML
  • turn_at the turn to start on (default=1)
  • music the music file relative to ./music/ to play during the scenario
  • [music] Template:DevFeature specifies the music tracks to play during this scenario, see MusicListWML. This was introduced after 1.1, obsoleting the old music key, which specifies the music to play relative to the '"music/'".
  • objectives (translatable) the text displayed in the Scenario Objectives box in-game. Now obsolete; see [objectives], InterfaceActionsWML.
  • victory_when_enemies_defeated when this is set to 'yes'(default), the player wins once all non-allied units with canrecruit=1 (aka leaders) are killed. (Currently this only controls the win condition for when all enemies are defeated; it does not prevent the player from losing if he has no leader.)
  • disallow_recall when this is set to 'no'(default), the player is allowed to recall units from previous scenarios.
  • experience_modifier the percentage that required XP to level up (for all units in the scenario) is multiplied by. Default 100. Note that when used in a campaign, weird things (like units being above the required XP to level up) can happen if this value is different for different scenarios.
  • [story] describes the intro screen. See IntroWML
  • [label] sets a label
    • x, y location to set label
    • text the label
  • [time], [illuminated_time] how a day should progress. See TimeWML
  • [time_area] how a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] and [illuminated_time] tags in the [scenario] tag
    • standard location filter
    • [time], [illuminated_time] how a day should progress in those locations. See TimeWML
  • [side] describes one player. See SideWML
  • [event] describes an event that may be triggered at a certain point of the scenario. See EventWML
  • map_generation another way to generate a map. The map will be generated randomly
    • "default" the default random map generator
  • [generator] if this is present, the map and scenario will be generated randomly. See MapGeneratorWML

Test scenario

Test scenario is a scenario that can be started directly from the system command line. The game menu and campaign menu are skipped; this saves a few seconds of time at each start With frequent scenario editing this saves a lot of time, so you may want to temporarily turn your scenario to a test scenario.

Please note that when playing test scenario it is not possible to recall units; so balancing scenario difficulty may not be accurate.

When your test scenario is completed, you have to change it back to normal scenario.

Related forum threads: 9146, 9839.

Preparing a test scenario

If you have a scenario, do the following changes to make it a test scenario:

  • Replace the "[scenario]" tag with "[test]" tag.
  • Change "id" attribute to "id=test".
  • Move it to "$userdata/campaigns" directory.

Note: When you install Wesnoth, it already includes a test scenario in "$data/scenario-test.cfg". You have to overwrite or delete this default test scenario (because there cannot be two test scenarios with the same "id".)

Starting a test scenario

On MS Windows, make a "bat" file containing the following commands:

cd %ProgramFiles%\Wesnoth
wesnoth.exe --test --windowed

See Also