SideWML

From The Battle for Wesnoth Wiki
Revision as of 18:39, 15 May 2006 by Dacyn (talk | contribs)

[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 [side] tag

The [side] tag is used to describe a side in a particular scenario.

The following keys are recognized:

  • description the sides non translateable name.
  • user_description the sides translateable name.
  • persistent whether the side exists in any other scenarios. If '1'(yes), then save_id(see below) becomes active for this side. Default '0'(no); when controller=human, this is always '1'.
  • save_id default description if available, 'Unknown' otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side's recall list (including the side's leader), recruitment list, and starting gold from scenario to scenario. Also used for the side's displayed name in the victory gold-calculation dialog.
  • side a digit. The leader of this side is placed on the tile represented by this digit (see BuildingMaps). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.
  • controller how moves for this side should be inputted.
    • 'ai' the Wesnoth AI makes this side's moves. This is the default setting.
    • 'human' a player controls this side's moves.
    • 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)
  • allow_player if equal to 'no', then the game creation will not allow this player to be modified. Template:DevFeature
  • team_name a non translatable string representing the teams description. Sides with the same team_name are allied. Default side.
  • user_team_name a translatable string representing the teams description. This has no effect on alliances. Default team_name.
  • colour if you want side 4 to be the same colour as side 2 normally is, put colour=2.
    • The default list of numbers and corresponding colors can be found in data/team_colors.cfg.
  • flag a custom flag animation to use instead of the default one to mark captured villages.
    • Example animation that has three frames and loops every 750ms: flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250
  • recruit a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.
  • gold the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)
  • income the base income for this side, default 0. This is added to base_income, [game_config] to determine the side's base income. (see GameConfigWML).
  • fog if 'yes', this side cannot see any tiles it is not within vision of, except at the start.
  • shroud if 'yes', this side cannot see any tiles it has not moved within sight of.
  • shroud_data describes the area which this team has de-shrouded.
  • village_gold the amount of gold given to this side per village it controls per turn. Default specified in village_gold, [game_config] (GameConfigWML).
  • share_maps whether sides allied with this side see all terrains that this side sees, if they are on shroud.
  • share_view whether sides allied with this side see the units that this side sees, if they are on FoW (fog).
  • name, id, leader not used; see EraWML.
  • music music to play for this player. Default specified in [scenario] (see ScenarioWML).
  • [ai] if controller=ai, gives parameters to the AI. See AiWML.
  • [village] describes a village the side begins in control of.
    • x, y the location of the village.
  • [unit] describes a unit which begins on the side. See SingleUnitWML. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the side attribute under [unit] will be ignored, as the side will come from the side attribute of [side].
  • no_leader if "no" (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the [side] tag, See SingleUnitWML. Note that if the keys x, y are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the [side] tag.

See Also