PblWML

From The Battle for Wesnoth Wiki
Revision as of 23:39, 8 June 2008 by ShikadiQueen (talk | contribs) (What goes into a .pbl file?: New development features on svn-trunk added.)

[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;

.pbl files

What is a .pbl file?

To upload a campaign you have made, you need a .pbl file.

This is a file with name data/campaigns/campaign-name.pbl. Click here for an example of what we're talking about.

When you upload a campaign, the file data/campaigns/campaign-name.cfg and the directory data/campaigns/campaign-name/ will be published. Your campaign must be based entirely on these files. This may cause your campaign not to upload properly, for example, if you have custom campaign units in data/units/. Be aware that translations in the .pbl-files are not working, so don't mark these strings translateable.

What goes into a .pbl file?

Note that you should not use special formatting or coloring in any fields when uploading to the official server.

The following keys are recognized for .pbl files:

  • icon: an image, displayed leftmost on the "download campaigns" screen. It must be a standard Wesnoth graphic and not a custom one. (Well, a custom graphic will work if the user already has the campaign installed, or if it is a custom graphic from a different campaign that the user has installed.) (Note that the icon used to display your campaign for when it is played can be custom; for more information see CampaignWML.) If the icon is a unit with magenta color, please use ImagePathFunctionWML to team-color it.
  • title: displayed to the right of the icon, it is just text. It should usually be the same as the name of your campaign when it is played.
  • version: displayed to the right of the title, it is also just text. However the prefered format is x.y.z where x, y and z are numbers and x > 0 implies the campaign is complete and balanced.
  • author: displayed to the right of the version, it is also text. Put your name or nickname here. If several people have contributed significantly to the campaign you should list all of their names and perhaps describe what each person was responsible for.
  • passphrase: not displayed, it prevents others from modifying the version of your campaign on the campaign server. You do not need to input a passphrase when initially publishind a campaign; if you do not, one will be randomly generated for you.
  • description: is not displayed in the client. However it is visible on the web interface to the campaign server. It can be used to give a brief description of your campaign and for pre 1.0 versions let people know how playable it is.
  • dependencies: is an optional list of dependencies. For example
 dependencies=Imperial_Era,Era_of_Myths 
could be used when the two specified add-ons need to be installed for a campaign to work.
  • translate: if true the campaign will be send and updated with Wescamp (NOTE: this is a new and experimental function, which will automatically update the translations in your campaign. Make sure you make backups of your campaign in case of problems.)
  • Template:DevFeature
    • type: indicates the type of the add-on, used for the downloads manager dialog. Possible values are:
      • campaign: single player campaign.
      • scenario: single player scenario.
      • era (equivalent to era_mp): multiplayer era.
      • faction (or faction_mp): multiplayer stand-alone faction, or add-on for other available era.
      • map_pack: multiplayer map-pack.
      • campaign_mp: multiplayer campaign.
      • scenario_mp: multiplayer scenario.
      • media: miscellaneous resources for UMC authors/users, for example, music packs, packages of general-purpose WML, etc.
    • email: hidden e-mail address used by the server administrators to contact content authors in case of major issues.

Example:

title="My Campaign"
type="campaign"
icon="misc/ball.png"
version="0.1.2"
author="Me, artwork by myself"
passphrase="This is like a password"
description="You get to kill a lot of bad guys. But only the first map is done."
email="name@domain.ltd"

The campaign server keeps track of some other information about uploaded campaigns, including when they were uploaded, what languages they have been at least partly translated into, how large they are on the server and the number of times they have been downloaded. For more information about this you can read CampaignServerWML.

See Also