From Wesnoth
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edit
WML Tags
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| A:
abilities,
about,
advancefrom,
advancement,
advances,
ai,
allow_recruit,
allow_undo,
animate_unit,
animation,
array,
attack,
attack_filter,
attacks,
avoid;
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| B:
base_unit,binary_path,bold;
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| C:
campaign, capture_village, choose,
clear_variable,
colour_adjust,
command;
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| D:
damage,deaths,debug_message,defend,defends,
defense,
delay,
destination,
disallow_recruit,
do;
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| E:
effect,else,end_turn,
endlevel,
era,
event,
expenses;
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| F:
filter, filter_location, filter_second, filter_vision, format, frame;
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| G:
game_config, generator, gold, gold;
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| H:
have_unit, header, hide_unit;
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| I:
if, illuminated_time, image,
img, income, insert_tag, italic, item;
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| J:
jump, join;
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| K:
kill, killed;
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| L:
label (map, theme), language, leader_goal;
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| M:
main_map,menu, message, mini_map,
missile_frame, modifications, modify_side,
modify_turns, move, move_unit_fake, movement costs,
movetype, multiplayer, multiplayer_side, music;
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| N:
neighbour_unit_filter, not, num_units;
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| O:
object, objectives, objective,
observers, option, or;
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| P:
panel, part, place_shroud, position,
print, protect_location, protect_unit;
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| R:
race, random, recall, recalls,
recruit, recruits, redraw,
ref, remove_shroud, remove_unit_overlay,
removeitem, remove_sound_source, replay, replay_start,
resistance, resolution, results, role;
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| S:
save, scenario,
scroll, scroll_to,
scroll_to_unit, secondary_attack_filter, secondary_unit_filter, section,
set_menu_item, set_recruit,
set_variable, set_variables,
side, side_playing, snapshot,
sound, sound_source, source, special_filter, special_filter_second,
split,
statistics,
status, stone, store_gold, store_locations,
store_map_dimensions,
store_starting_location, store_side, store_unit, story;
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| T:
target,
team,
teleport, teleport_anim,
terrain, terrain, terrain_graphics, terrain_mask, test,
textdomain, theme, then,
tile, time, time_area, time_of_day,
topic, toplevel, trait, turn, tutorial;
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| U:
unhide_unit, unit (define, create),
unit_abilities, unit_alignment, unit_description, unit_filter, unit_hp, unit_image, unit_level, unit_moves,
unit_overlay, unit_profile, unit_status,
unit_traits, unit_type, unit_weapons, unit_xp,
units, unstone, unstore_unit, upkeep;
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| V:
variable, variables, village, villages;
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| W:
while, wml_filter
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the [music] tag
This tag is a subtag of [scenario] and [event] which is used to describe a music track to play. You can repeat this tag as many times as you like; if you set the append tag to yes they will form a playlist from which tracks will be selected at random.
Tags describe the music track:
- name specifies the music file, relative to '"music/"'. This is compulsory.
- append=yes specifies this is to be added to the current playlist. Without this, the current playlist is replaced by this track.
- play_once=yes immediately switch to playing this track, but then return to the play list, which is unchanged.
- immediate=yes immediately switch to playing this track. Without this, the song will play when the entire [event] is over or the current song ends. This exists to force music changes during dialog exchange or other [event] which take significant time.
- ms_before (optional) specifies how many milliseconds to delay before playing this track. Currently this does not apply when the scenario first starts, or with play_once or immediate.
- ms_after (optional) specifies how many milliseconds to delay after playing this track.
For a list of music tracks you can use in your scenario, see Available Music.
Example
This creates a new playlist with three entries in it. The second track is always preceeded by 1/2 a second of silence.
[music]
name=background-music-1.ogg
[/music]
[music]
name=background-music-2.ogg
ms_before=500
append=yes
[/music]
[music]
name=background-music-3.ogg
append=yes
[/music]
This page was last modified 23:37, 24 February 2008.