PblWML

From The Battle for Wesnoth Wiki
Revision as of 18:54, 10 July 2006 by Turin (talk | contribs) (.pbl files)

[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, credits_group, criteria;

D:

damage, 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, found_item, for, foreach, 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, 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, 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

To upload a campaign you have made, you need a .pbl file. This is a file with name data/campaigns/campaign-name.pbl. 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.

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.) (Note that the icon used to display your campaign for when it is played can be custom; for more information see CampaignWML.)
  • 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.

Example:

title="My 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."

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