https://wiki.wesnoth.org/api.php?action=feedcontributions&user=DEATH+is+undead&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-28T11:02:30ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=EditingWesnoth&diff=43227EditingWesnoth2011-07-14T16:27:06Z<p>DEATH is undead: /* Linux */</p>
<hr />
<div><!-- single enters on this page are intentional --><br />
<br />
== Game and User Directories ==<br />
<br />
Wherever you install the game, there will be a game data directory that contains, of course, the game's data. This directory should have the following subdirectories: data, music, sounds, and images. There are several others, but these are the important ones. In this wiki, the terms "game data", wesnoth/data, or ./data refers to the wesnoth/data directory. You normally should not modify these files, but you can if you want to modify a unit or something.<br />
<br />
The user data directory holds your preferences file, custom maps, saved games, the WML cache and data files corresponding to user-created content. In this wiki, "user data" and ''userdata''/ refer to this dir.<br />
<br />
The paths to the game data and user data dirs vary according to the operating system and packager. <br />
<br />
=== Where is my '''game''' data directory? ===<br />
<br />
====Windows====<br />
<br />
* ''X:\Program Files\Battle for Wesnoth <version>\data'', where X: corresponds to the drive where Windows is installed (normally C:).<br />
* The path may be different if you originally chose to install the game in a different location. In such case, look for the data folder in the folder where you installed the game.<br />
<br />
====Mac OS X====<br />
<br />
* SourceForge.net bundle: Control+click on the application icon. Select "Show Package Contents." Select "Contents", then "Resources".<br />
* Custom builds: ''/usr/local/share/wesnoth''<br />
<br />
====Linux====<br />
<br />
* Custom builds: ''/usr/local/share/wesnoth''<br />
* Debian/Ubuntu packages, or emerge (Gentoo): ''/usr/share/games/wesnoth''<br />
* Red Hat Linux-based distributions in general (openSUSE, Fedora): ''/usr/share/wesnoth''<br />
* Mandriva: ''/usr/share/games/wesnoth''<br />
* Slackware Linux: ''/usr/local/share/wesnoth''<br />
* Alternatively, you can try one of commands <code>slocate wesnoth</code> or <code>find / -name '*wesnoth*'</code> (as yourself, not as superuser) if you are using a different distribution or the locations mentioned above don't exist.<br />
<br />
=== Where is my '''user''' data directory? ===<br />
<br />
====Windows====<br />
<br />
* Windows 2000/XP (1.8 and later): ''My Documents\My Games\Wesnoth1.8''<br />
* Windows Vista/7 (1.8 and later): ''Documents\My Games\Wesnoth1.8''<br />
* General (before 1.8): ''X:\Program Files\Wesnoth <version>\userdata'', where X: corresponds to the drive where Windows is installed (normally C:).<br />
<br />
''Note: If you don't remember where you installed the game, right click on the game's shortcut, open properties, and click on the "Find target" button, then search for the "data" folder.''<br />
<br />
====Mac OS X====<br />
<br />
* SourceForge.net bundle: ''~/Library/Application Support/Wesnoth_1.x/'' (1.8 and later), or ''~/Library/Preferences/Wesnoth'' (older versions).<br />
* Custom builds: same as Linux - see below for details.<br />
<br />
====Linux====<br />
* Wesnoth 1.9: ''~/.local/share/wesnoth/''<br />
* Wesnoth 1.8: ''~/.wesnoth1.8''<br />
* Older versions: ''~/.wesnoth''.<br />
* It's also possible to check the beginning of Wesnoth's stderr output in a terminal emulator to see the path Wesnoth uses to access its configuration.<br />
<br />
== Game data ==<br />
<br />
The major directories you need to know about are wesnoth/data, wesnoth/data/core/units, wesnoth/data/campaigns, wesnoth/data/multiplayer, wesnoth/images and wesnoth/data/core/images<br />
<br />
Become familiar with what is in ./data/campaigns and ./data/multiplayer/scenarios. These have the officially distributed campaigns and multiplayer maps. If you ever want to examine or edit one of the scenario configuration files, this is where you would go. For example, a common question is how a new player can give himself more turns or gold in scenario X. This is where you would go to do that.<br />
<br />
Two very important directories are ./data/core/units/ and ./images. You have the ability to drop new units or images in these directories and have the game recognize them. When specifying an image for something, you do so relative to ./images.<br />
<br />
== User data ==<br />
<br />
The user data directory can do a lot of things. The game looks here for several things:<br />
* ''userdata''/data/add-ons - campaign configuration files and subdirectories<br />
* ''userdata''/editor/maps - multiplayer standalone maps (map data only)<br />
<br />
The ''userdata''/data/add-ons directory is particularly useful. A single configuration file here can selectively point to an entire subdirectory tree of units, images, sounds, scenarios, and macros. This allows you to wall off parts. Content included in the userdata units or images directories will be available globally whether you want it or not.<br />
<br />
For example, assume you have a campaign called MyCampaign. This is what the ''userdata''/data/add-ons directory might look like:<br />
* ''userdata''/data/add-ons/MyCampaign/ - your campaign's directory<br />
* ''userdata''/data/add-ons/MyCampaign/_main.cfg - a text file containing your instructions for the game about how to load the campaign<br />
** ''userdata''/data/add-ons/MyCampaign/scenarios<br />
** ''userdata''/data/add-ons/MyCampaign/units<br />
** ''userdata''/data/add-ons/MyCampaign/images<br />
** ''userdata''/data/add-ons/MyCampaign/music<br />
** ''userdata''/data/add-ons/MyCampaign/sounds<br />
** ''userdata''/data/add-ons/MyCampaign/utils<br />
<br />
== See Also ==<br />
<br />
* [[Create]]<br />
<br />
<div style="border:1px solid #5599FF; margin-top: 10px; margin-bottom: 5px; padding: 5px;"><br />
- [[EditingWesnoth|English]] - [[Editer Wesnoth vf|Français]] -<br />
</div><br />
[[Category:Create]]</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=EditingWesnoth&diff=43226EditingWesnoth2011-07-14T16:26:45Z<p>DEATH is undead: /* Linux */</p>
<hr />
<div><!-- single enters on this page are intentional --><br />
<br />
== Game and User Directories ==<br />
<br />
Wherever you install the game, there will be a game data directory that contains, of course, the game's data. This directory should have the following subdirectories: data, music, sounds, and images. There are several others, but these are the important ones. In this wiki, the terms "game data", wesnoth/data, or ./data refers to the wesnoth/data directory. You normally should not modify these files, but you can if you want to modify a unit or something.<br />
<br />
The user data directory holds your preferences file, custom maps, saved games, the WML cache and data files corresponding to user-created content. In this wiki, "user data" and ''userdata''/ refer to this dir.<br />
<br />
The paths to the game data and user data dirs vary according to the operating system and packager. <br />
<br />
=== Where is my '''game''' data directory? ===<br />
<br />
====Windows====<br />
<br />
* ''X:\Program Files\Battle for Wesnoth <version>\data'', where X: corresponds to the drive where Windows is installed (normally C:).<br />
* The path may be different if you originally chose to install the game in a different location. In such case, look for the data folder in the folder where you installed the game.<br />
<br />
====Mac OS X====<br />
<br />
* SourceForge.net bundle: Control+click on the application icon. Select "Show Package Contents." Select "Contents", then "Resources".<br />
* Custom builds: ''/usr/local/share/wesnoth''<br />
<br />
====Linux====<br />
<br />
* Custom builds: ''/usr/local/share/wesnoth''<br />
* Debian/Ubuntu packages, or emerge (Gentoo): ''/usr/share/games/wesnoth''<br />
* Red Hat Linux-based distributions in general (openSUSE, Fedora): ''/usr/share/wesnoth''<br />
* Mandriva: ''/usr/share/games/wesnoth''<br />
* Slackware Linux: ''/usr/local/share/wesnoth''<br />
* Alternatively, you can try one of commands <code>slocate wesnoth</code> or <code>find / -name '*wesnoth*'</code> (as yourself, not as superuser) if you are using a different distribution or the locations mentioned above don't exist.<br />
<br />
=== Where is my '''user''' data directory? ===<br />
<br />
====Windows====<br />
<br />
* Windows 2000/XP (1.8 and later): ''My Documents\My Games\Wesnoth1.8''<br />
* Windows Vista/7 (1.8 and later): ''Documents\My Games\Wesnoth1.8''<br />
* General (before 1.8): ''X:\Program Files\Wesnoth <version>\userdata'', where X: corresponds to the drive where Windows is installed (normally C:).<br />
<br />
''Note: If you don't remember where you installed the game, right click on the game's shortcut, open properties, and click on the "Find target" button, then search for the "data" folder.''<br />
<br />
====Mac OS X====<br />
<br />
* SourceForge.net bundle: ''~/Library/Application Support/Wesnoth_1.x/'' (1.8 and later), or ''~/Library/Preferences/Wesnoth'' (older versions).<br />
* Custom builds: same as Linux - see below for details.<br />
<br />
====Linux====<br />
* Wesnoth 1.9: ''~/.local/share/wesnoth/data/add-ons''<br />
* Wesnoth 1.8: ''~/.wesnoth1.8''<br />
* Older versions: ''~/.wesnoth''.<br />
* It's also possible to check the beginning of Wesnoth's stderr output in a terminal emulator to see the path Wesnoth uses to access its configuration.<br />
<br />
== Game data ==<br />
<br />
The major directories you need to know about are wesnoth/data, wesnoth/data/core/units, wesnoth/data/campaigns, wesnoth/data/multiplayer, wesnoth/images and wesnoth/data/core/images<br />
<br />
Become familiar with what is in ./data/campaigns and ./data/multiplayer/scenarios. These have the officially distributed campaigns and multiplayer maps. If you ever want to examine or edit one of the scenario configuration files, this is where you would go. For example, a common question is how a new player can give himself more turns or gold in scenario X. This is where you would go to do that.<br />
<br />
Two very important directories are ./data/core/units/ and ./images. You have the ability to drop new units or images in these directories and have the game recognize them. When specifying an image for something, you do so relative to ./images.<br />
<br />
== User data ==<br />
<br />
The user data directory can do a lot of things. The game looks here for several things:<br />
* ''userdata''/data/add-ons - campaign configuration files and subdirectories<br />
* ''userdata''/editor/maps - multiplayer standalone maps (map data only)<br />
<br />
The ''userdata''/data/add-ons directory is particularly useful. A single configuration file here can selectively point to an entire subdirectory tree of units, images, sounds, scenarios, and macros. This allows you to wall off parts. Content included in the userdata units or images directories will be available globally whether you want it or not.<br />
<br />
For example, assume you have a campaign called MyCampaign. This is what the ''userdata''/data/add-ons directory might look like:<br />
* ''userdata''/data/add-ons/MyCampaign/ - your campaign's directory<br />
* ''userdata''/data/add-ons/MyCampaign/_main.cfg - a text file containing your instructions for the game about how to load the campaign<br />
** ''userdata''/data/add-ons/MyCampaign/scenarios<br />
** ''userdata''/data/add-ons/MyCampaign/units<br />
** ''userdata''/data/add-ons/MyCampaign/images<br />
** ''userdata''/data/add-ons/MyCampaign/music<br />
** ''userdata''/data/add-ons/MyCampaign/sounds<br />
** ''userdata''/data/add-ons/MyCampaign/utils<br />
<br />
== See Also ==<br />
<br />
* [[Create]]<br />
<br />
<div style="border:1px solid #5599FF; margin-top: 10px; margin-bottom: 5px; padding: 5px;"><br />
- [[EditingWesnoth|English]] - [[Editer Wesnoth vf|Français]] -<br />
</div><br />
[[Category:Create]]</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=30125User:DEATH is undead2009-04-11T18:46:25Z<p>DEATH is undead: /* Maps I Am Working On */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
Assassins Cross- Inspired by BoL, this is of four assassins whos orders are simple: Kill. Idea thread is http://www.wesnoth.org/forum/viewtopic.php?f=8&t=24855<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=DirectActionsWML&diff=29889DirectActionsWML2009-04-04T17:10:14Z<p>DEATH is undead: /* Direct actions */</p>
<hr />
<div>{{WML Tags}}<br />
== Direct actions ==<br />
<br />
Direct actions are actions that have a direct effect on gameplay.<br />
<br />
The following tags are actions:<br />
* '''[endlevel]''': ends the scenario.<br />
** '''result''': before the scenario is over, all events with ''name=result'' are triggered. The message ''result_message'' with the heading ''result_heading'' (see [[LanguageWML]]) are displayed. If ''result=victory'', the player progresses to the next level; if ''result=defeat'', the game returns to the main menu. These last two are rarely used: ''result=continue'' behaves identically to ''result=victory'' except the player's gold is not reduced to 80%, and it does not bring up a "Victory" message or the gold changing message (since it doesn't change); ''result=continue_no_save'' works similarly, except the player is not asked whether to save the game, and is taken directly to the next scenario without any messages. Unless ''result=defeat'', the following keys can also be used:<br />
** '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes.<br />
** '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.<br />
** '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes.<br />
** '''linger_mode''': whether the game should switch to linger_mode before advancing to the next scenario, the default is linger_mode=yes.<br />
** '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played. All units that side 1 controls at this point become available for recall in ''next_scenario''.<br />
** When the result is "victory" the following keys can be used:<br />
*** '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.<br />
*** '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.<br />
** '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.<br />
** '''end_text''': Text that is shown centered in a black screen at the end of a campaign. Defaults to "The End". Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].<br />
** '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].<br />
* '''[unit]''': places a unit on the map. For syntax see [[SingleUnitWML]].<br />
** {{Short Note:Predefined Macro|GENERIC_UNIT}}<br />
** '''to_variable''': spawn directly into a variable instead of on the map.<br />
* '''[recall]''': recalls a unit. The unit is recalled free of charge, and is placed near the leader.<br />
** [[StandardUnitFilter]]: the first matching unit will be recalled. If no units match this tag is ignored.<br />
** '''x,y''': the unit is placed here instead of next to the leader.<br />
** '''show''': if not "no", display the unit being recalled.<br />
* '''[teleport]''': teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}<br />
** '''[filter]''': [[StandardUnitFilter]] all units matching the filter will be teleported.<br />
** '''x,y''': the position to teleport to.<br />
** '''clear_shroud''': should shroud be cleared on arrival<br />
** '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)<br />
* '''[terrain_mask]''': changes the terrain on the map. See [[TerrainMaskWML]].<br />
* '''[terrain]''': changes the terrain on the map.<br />
** '''terrain''': the character of the terrain to use. See [[TerrainCodesWML]] to see what letter a type of terrain uses.<br />
** '''x,y''': the position (or range of positions) to change.<br />
** '''layer''': (overlay|base|both, default=both) only change the specified layer.<br />
** '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.<br />
* '''[gold]''': give one side gold.<br />
** '''amount''': the amount of gold to give.<br />
** '''side''': (default=1) the number of the side to give the gold to.<br />
* '''[unstore_unit]''': creates a unit from a game variable, and activates it on the playing field. This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it. The variable is not cleared. See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]]. Note units with a negative amount of hitpoints will be unstored with 1 hitpoint.<br />
** '''variable''': the name of the variable.<br />
** '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location. If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed.<br />
** '''text''': (translatable) floating text to display above the unit, such as a damage amount<br />
** '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)<br />
** '''advance''': if the XP has been modified then there will be tried to advance the unit, default true. <br />
** '''x''' ,'''y''': override unit location<br />
* '''[allow_recruit]''': allows a side to recruit units it couldn't previously recruit.<br />
** '''type''': the types of units that the side can now recruit.<br />
** '''side''': (default=1) the number of the side that is being allowed to recruit the units.<br />
* '''[disallow_recruit]''': prevents a side from recruiting units it could previously recruit.<br />
** '''type''': the types of units that the side can no longer recruit.<br />
** '''side''': (default=1) the number of the side that may no longer recruit the units.<br />
* '''[set_recruit]''': sets the units a side can recruit.<br />
** '''recruit''': the types of units that the side can now recruit.<br />
** '''side''': (default=1) the number of the side that is having its recruitment set.<br />
* '''[modify_side]''': modifies some details of a given side in the middle of a scenario. '''The following listed properties are the only properties that [modify_side] can affect!'<br />
** '''side''': (default=1) the number of the side that is to be changed.<br />
** '''income''': the income given at the begining of each turn.<br />
** '''team_name''': the team in which the side plays the scenario.<br />
** '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.<br />
** '''gold''': the amount of gold the side owns.<br />
** '''village_gold''': the income setting per village for the side.<br />
** '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.<br />
** '''fog''': a boolean string (yes/no) describing the status of Fog for the side.<br />
** '''shroud''': a boolean string describing the status of Shroud for the side.<br />
** '''hidden''': a boolean string specifying whether side is shown in status table.<br />
** '''[ai]''': replaces a side's AI parameters with the new specified ones. Uses the same syntax described in [[AiWML]].<br />
** '''switch_ai''': {{DevFeature}} replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.<br />
* '''[modify_turns]''': modifies the turn limit in the middle of a scenario.<br />
** '''value''': the new turn limit.<br />
** '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).<br />
** '''current''': changes the current turn number after applying turn limit modifications, if any. It is possible to change the current turn number to a greater one than the current only; also, it is not possible to change the turn number to exceed the turn limit.<br />
* '''[capture_village]''': changes the ownership of a village.<br />
** '''side''': the side that takes control of the village. If not given, the village will become neutral.<br />
** '''x, y''': the location of the village.<br />
* '''[kill]''': Removes all units (including units in a recall list) that match the filter from the game.<br />
** [[StandardUnitFilter]]: selection criterion<br />
** '''animate''': if 'yes', displays the unit dying (fading away).<br />
** '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that any 'last breath' and 'die' events triggered by this are executed immediately, interrupting the current event and thus causing the x1, y1, x2, and y2 variables to be reset for that 'die' event, which in turn causes those variables to be invalid for the remainder of this event.<br />
* '''[unstone]''': Unstones all units that match the filter.<br />
** '''[filter]''': [[StandardUnitFilter]] all units matching the filter will be unstoned. If no unit matches the filter, then nothing happens (probably). If absent, all units on the map are unstoned.<br />
* '''[object]''': gives some unit an object and removes all items on the tile the unit is on.<br />
** '''id''': (Optional) when the object is picked up, a flag is set for ''id''. The object cannot be picked up if a flag for ''id'' has been set. This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per level. In a campaign objects with the same id can be assigned once per level.<br />
** '''[effect]''': one or more effect elements may be listed. See [[EffectWML]] for a description of [effect].<br />
** '''duration''': if 'level', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).<br />
** '''[filter]''': [[StandardUnitFilter]] the first unit found that matches the filter will be given the object. If no unit matches the filter, then a message is displayed and the object is not removed.<br />
** '''[then]''': a subtag that lets you execute actions if the filter conditions are met. The most common action that should be inside here is a '''[removeitem]''' tag, but you could probably put any tags that otherwise work in a [then] tag.<br />
** '''silent''': whether or not messages should be suppressed. Default is "no".<br />
** '''image''': the displayed image of the object.<br />
** '''name''': (translatable) displayed as a caption of the image.<br />
<br />
** '''user_description''': (translatable) displayed as a message of the image. In 1.4 and older versions this is just '''description'''; that will still be expected for compatibility.<br />
** '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.<br />
** If you do not supply a filter, the object action will be applied to a unit at the location of the moveto event. Currently this isn't recommended as it is not clear that this will continue working this way. Instead it is better to explicitly include a location filter.<br />
** The object action does not act on units in the recall list. There is a feature request in to allow this, but it is not clear whether or not it will be accepted.<br />
* '''[remove_shroud]''': removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).<br />
** '''side''': (default=1) the side for which to remove shroud.<br />
** [[StandardLocationFilter]]: the range of tiles for which shroud should be removed.<br />
* '''[place_shroud]''': places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).<br />
** '''side''': (default=1) the side for which to place shroud.<br />
** [[StandardLocationFilter]]: the range of tiles on which shroud should be placed.<br />
* '''[allow_undo]''': allows the player to undo the event that this tag is inside. Has an effect only inside moveto events. If the move is undone, only the position of the unit will be restored; any altered variables or changes to the game will remain changed after the move is undone. It is up to the scenario designer to avoid abusing this command.<br />
** Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the move the first time.<br />
* '''[heal_unit]''': heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed).<br />
** '''[filter]''': [[StandardUnitFilter]] the first unit matching the filter will be healed. <br />
** '''[secondary_unit_filter]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to true).<br />
** '''amount''': the maximum points the unit will be healed.<br />
** '''animate''': a boolean which indicate if the healing animations must be played.<br />
* '''[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<br />
** [[StandardLocationFilter]]: the locations to affect.<br />
** [[TimeWML]]: the new schedule.<br />
** '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.<br />
** '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.<br />
<br />
* '''[end_turn]''': end the current side's turn.<br />
<br />
== Useful Macros ==<br />
There are some predefined macros that you find useful for direct actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].<br />
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])<br />
* '''{FULL_HEAL}''': Brings a unit to full HP<br />
* '''{LOYAL_UNIT}''': Create a loyal unit<br />
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain<br />
<br />
== See Also ==<br />
<br />
* [[InternalActionsWML]]<br />
* [[InterfaceActionsWML]]<br />
* [[EventWML]]<br />
* [[ReferenceWML]]<br />
<br />
[[Category: WML Reference]]<br />
[[Category: ActionsWML]]</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28677User:DEATH is undead2009-03-15T16:20:47Z<p>DEATH is undead: /* About Myself */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28655User:DEATH is undead2009-03-14T17:45:56Z<p>DEATH is undead: /* About Myself */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
<br />
I am going through a hard time right now. A friend of mine has died recently, and so all projects are postponed for the next few days. I will delete this when I am ready to work again.<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=Template:WML_Tags&diff=28592Template:WML Tags2009-03-11T16:20:18Z<p>DEATH is undead: </p>
<hr />
<div>{| class="gallery" style="width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;"<br />
|-<br />
|<br />
<span style="float: right;"><small class="editlink noprint plainlinksneverexpand">[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]</small></span><br />
'''WML Tags'''<br />
<br />
|-<br />
|''A:'' <br />
[[AbilitiesWML|abilities]],<br />
[[CampaignWML|about]],<br />
[[UnitWML|advancefrom]],<br />
[[UnitWML|advancement]],<br />
[[StatisticalScenarioWML|advances]],<br />
[[AiWML|ai]],<br />
[[DirectActionsWML|allow_recruit]],<br />
[[DirectActionsWML|allow_undo]],<br />
[[InterfaceActionsWML|animate_unit]],<br />
[[AnimationWML|animation]],<br />
[[VariablesWML|array]],<br />
[[UnitWML|attack]],<br />
[[AnimationWML|attack_filter]], <br />
[[StatisticalScenarioWML|attacks]],<br />
[[AiWML|avoid]];<br />
|-<br />
|''B:'' <br />
[[UnitWML|base_unit]],[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]], [[EditorWML|brush]];<br />
|-<br />
|''C:'' <br />
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],<br />
[[InternalActionsWML|clear_variable]],<br />
[[InterfaceActionsWML|colour_adjust]],<br />
command([[InterfaceActionsWML|action]], [[ReplayWML|replay]]);<br />
|-<br />
|''D:'' <br />
[[AbilitiesWML|damage]],[[StatisticalScenarioWML|deaths]],[[InterfaceActionsWML|debug_message]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],<br />
[[UnitWML|defense]],<br />
[[InterfaceActionsWML|delay]],<br />
[[ReplayWML|destination]],<br />
[[DirectActionsWML|disallow_recruit]],<br />
[[InternalActionsWML|do]];<br />
|-<br />
|''E:'' <br />
[[EditorWML|editor_group]], [[EditorWML|editor_music]], <br />
[[EditorWML|editor_times]], [[EditorWML|editor_tool_hint]],<br />
[[EffectWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],<br />
[[DirectActionsWML|endlevel]],<br />
end_turn&nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]),<br />
[[EraWML|era]],<br />
[[EventWML|event]],<br />
[[ThemeWML|expenses]];<br />
|-<br />
|''F:'' <br />
[[FilterWML|filter]], [[FilterWML|filter_location]], [[FilterWML|filter_second]], [[FilterWML|filter_vision]], [[InternalActionsWML|fire_event]], [[HelpWML|format]], [[AnimationWML|frame]];<br />
|-<br />
|''G:'' <br />
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];<br />
|-<br />
|''H:'' <br />
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[DirectActionsWML|heal_unit]],[[InterfaceActionsWML|hide_unit]];<br />
|-<br />
|''I:'' <br />
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],<br />
[[HelpWML|img]], [[ThemeWML|income]], [[InternalActionsWML|insert_tag]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];<br />
|-<br />
|''J:''<br />
[[HelpWML|jump]], [[InternalActionsWML|join]];<br />
|-<br />
|''K:'' <br />
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];<br />
|-<br />
|''L:'' <br />
[[LabelWML|label]] ([[InterfaceActionsWML|map]], [[ThemeWML|theme]]), [[LanguageWML|language]], [[AiWML|leader_goal]];<br />
|-<br />
|''M:'' <br />
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],<br />
[[AnimationWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],<br />
[[DirectActionsWML|modify_turns]], [[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],<br />
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];<br />
|-<br />
|''N:'' <br />
[[AnimationWML|neighbour_unit_filter]], [[FilterWML|not]], [[ThemeWML|num_units]];<br />
|-<br />
|''O:'' <br />
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],<br />
[[ThemeWML|observers]], [[InterfaceActionsWML|open_help]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];<br />
|-<br />
|''P:'' <br />
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],<br />
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];<br />
|-<br />
|''R:'' <br />
[[UnitsWML|race]], [[ReplayWML|random]], recall&nbsp;([[DirectActionsWML|action]], <br />
[[ReplayWML|replay]]), [[StatisticalScenarioWML|recalls]],<br />
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],<br />
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],<br />
[[InterfaceActionsWML|removeitem]], [[InterfaceActionsWML|remove_sound_source]], <br />
[[ReplaceMapWML|replace_map]] [[SavefileWML|replay]], [[SavefileWML|replay_start]],<br />
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];<br />
|-<br />
|''S:'' <br />
[[SavefileWML|save]], [[ScenarioWML|scenario]],<br />
[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],<br />
[[InterfaceActionsWML|scroll_to_unit]], [[AnimationWML|secondary_attack_filter]], [[AnimationWML|secondary_unit_filter]], [[HelpWML|section]],<br />
[[InterfaceActionsWML#.5Bset_menu_item.5D_.28SVN_trunk_only.29|set_menu_item]], [[DirectActionsWML|set_recruit]],<br />
[[InternalActionsWML|set_variable]], [[InternalActionsWML|set_variables]], <br />
[[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],<br />
[[InterfaceActionsWML|sound]], [[InterfaceActionsWML|sound_source]], [[ReplayWML|source]], [[EventWML|special_filter]], [[EventWML|special_filter_second]],<br />
[[InternalActionsWML|split]],<br />
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],<br />
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],<br />
[[InternalActionsWML|store_map_dimensions]],<br />
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_side]], [[InternalActionsWML|store_time_of_day]], [[InternalActionsWML|store_unit]], [[InternalActionsWML|store_villages]] [[IntroWML|story]];<br />
|-<br />
|''T:'' <br />
[[AiWML|target]],<br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],<br />
[[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],<br />
terrain([[TerrainWML|define]], [[DirectActionsWML|create]]), [[TerrainGraphicsWML|terrain_graphics]], [[TerrainMaskWML|terrain_mask]], [[ScenarioWML#Test_scenario|test]],<br />
[[WesCamp|textdomain]], [[InterfaceActionsWML|text_input]], [[ThemeWML|theme]], [[InternalActionsWML|then]],<br />
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], time_area&nbsp;([[DirectActionsWML|action]], [[ScenarioWML|scenario]]), <br />
[[ThemeWML|time_of_day]],<br />
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];<br />
|-<br />
|''U:'' <br />
[[InterfaceActionsWML|unhide_unit]], unit&nbsp;([[UnitWML|define]], [[SingleUnitWML|create]]),<br />
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]], [[AnimationWML|unit_filter]], [[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],<br />
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],<br />
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],<br />
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];<br />
|-<br />
| ''V:'' <br />
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];<br />
|-<br />
| ''W:'' <br />
[[InternalActionsWML|while]], [[FilterWML|wml_filter]], [[InterfaceActionsWML|wml_message]];<br />
|}</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=Template:WML_Tags&diff=28591Template:WML Tags2009-03-11T16:14:15Z<p>DEATH is undead: </p>
<hr />
<div>{| class="gallery" style="width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;"<br />
|-<br />
|<br />
<span style="float: right;"><small class="editlink noprint plainlinksneverexpand">[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]</small></span><br />
'''WML Tags'''<br />
<br />
|-<br />
|''A:'' <br />
[[AbilitiesWML|abilities]],<br />
[[UnitWML|advancefrom]],<br />
[[UnitWML|advancement]],<br />
[[StatisticalScenarioWML|advances]],<br />
[[AiWML|ai]],<br />
[[DirectActionsWML|allow_recruit]],<br />
[[DirectActionsWML|allow_undo]],<br />
[[InterfaceActionsWML|animate_unit]],<br />
[[AnimationWML|animation]],<br />
[[VariablesWML|array]],<br />
[[UnitWML|attack]],<br />
[[AnimationWML|attack_filter]], <br />
[[StatisticalScenarioWML|attacks]],<br />
[[AiWML|avoid]];<br />
|-<br />
|''B:'' <br />
[[UnitWML|base_unit]],[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]], [[EditorWML|brush]];<br />
|-<br />
|''C:'' <br />
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],<br />
[[InternalActionsWML|clear_variable]],<br />
[[InterfaceActionsWML|colour_adjust]],<br />
command([[InterfaceActionsWML|action]], [[ReplayWML|replay]]);<br />
|-<br />
|''D:'' <br />
[[AbilitiesWML|damage]],[[StatisticalScenarioWML|deaths]],[[InterfaceActionsWML|debug_message]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],<br />
[[UnitWML|defense]],<br />
[[InterfaceActionsWML|delay]],<br />
[[ReplayWML|destination]],<br />
[[DirectActionsWML|disallow_recruit]],<br />
[[InternalActionsWML|do]];<br />
|-<br />
|''E:'' <br />
[[EditorWML|editor_group]], [[EditorWML|editor_music]], <br />
[[EditorWML|editor_times]], [[EditorWML|editor_tool_hint]],<br />
[[EffectWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],<br />
[[DirectActionsWML|endlevel]],<br />
end_turn&nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]),<br />
[[EraWML|era]],<br />
[[EventWML|event]],<br />
[[ThemeWML|expenses]];<br />
|-<br />
|''F:'' <br />
[[FilterWML|filter]], [[FilterWML|filter_location]], [[FilterWML|filter_second]], [[FilterWML|filter_vision]], [[InternalActionsWML|fire_event]], [[HelpWML|format]], [[AnimationWML|frame]];<br />
|-<br />
|''G:'' <br />
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];<br />
|-<br />
|''H:'' <br />
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[DirectActionsWML|heal_unit]],[[InterfaceActionsWML|hide_unit]];<br />
|-<br />
|''I:'' <br />
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],<br />
[[HelpWML|img]], [[ThemeWML|income]], [[InternalActionsWML|insert_tag]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];<br />
|-<br />
|''J:''<br />
[[HelpWML|jump]], [[InternalActionsWML|join]];<br />
|-<br />
|''K:'' <br />
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];<br />
|-<br />
|''L:'' <br />
[[LabelWML|label]] ([[InterfaceActionsWML|map]], [[ThemeWML|theme]]), [[LanguageWML|language]], [[AiWML|leader_goal]];<br />
|-<br />
|''M:'' <br />
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],<br />
[[AnimationWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],<br />
[[DirectActionsWML|modify_turns]], [[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],<br />
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];<br />
|-<br />
|''N:'' <br />
[[AnimationWML|neighbour_unit_filter]], [[FilterWML|not]], [[ThemeWML|num_units]];<br />
|-<br />
|''O:'' <br />
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],<br />
[[ThemeWML|observers]], [[InterfaceActionsWML|open_help]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];<br />
|-<br />
|''P:'' <br />
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],<br />
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];<br />
|-<br />
|''R:'' <br />
[[UnitsWML|race]], [[ReplayWML|random]], recall&nbsp;([[DirectActionsWML|action]], <br />
[[ReplayWML|replay]]), [[StatisticalScenarioWML|recalls]],<br />
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],<br />
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],<br />
[[InterfaceActionsWML|removeitem]], [[InterfaceActionsWML|remove_sound_source]], <br />
[[ReplaceMapWML|replace_map]] [[SavefileWML|replay]], [[SavefileWML|replay_start]],<br />
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];<br />
|-<br />
|''S:'' <br />
[[SavefileWML|save]], [[ScenarioWML|scenario]],<br />
[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],<br />
[[InterfaceActionsWML|scroll_to_unit]], [[AnimationWML|secondary_attack_filter]], [[AnimationWML|secondary_unit_filter]], [[HelpWML|section]],<br />
[[InterfaceActionsWML#.5Bset_menu_item.5D_.28SVN_trunk_only.29|set_menu_item]], [[DirectActionsWML|set_recruit]],<br />
[[InternalActionsWML|set_variable]], [[InternalActionsWML|set_variables]], <br />
[[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],<br />
[[InterfaceActionsWML|sound]], [[InterfaceActionsWML|sound_source]], [[ReplayWML|source]], [[EventWML|special_filter]], [[EventWML|special_filter_second]],<br />
[[InternalActionsWML|split]],<br />
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],<br />
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],<br />
[[InternalActionsWML|store_map_dimensions]],<br />
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_side]], [[InternalActionsWML|store_time_of_day]], [[InternalActionsWML|store_unit]], [[InternalActionsWML|store_villages]] [[IntroWML|story]];<br />
|-<br />
|''T:'' <br />
[[AiWML|target]],<br />
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],<br />
[[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],<br />
terrain([[TerrainWML|define]], [[DirectActionsWML|create]]), [[TerrainGraphicsWML|terrain_graphics]], [[TerrainMaskWML|terrain_mask]], [[ScenarioWML#Test_scenario|test]],<br />
[[WesCamp|textdomain]], [[InterfaceActionsWML|text_input]], [[ThemeWML|theme]], [[InternalActionsWML|then]],<br />
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], time_area&nbsp;([[DirectActionsWML|action]], [[ScenarioWML|scenario]]), <br />
[[ThemeWML|time_of_day]],<br />
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];<br />
|-<br />
|''U:'' <br />
[[InterfaceActionsWML|unhide_unit]], unit&nbsp;([[UnitWML|define]], [[SingleUnitWML|create]]),<br />
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]], [[AnimationWML|unit_filter]], [[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],<br />
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],<br />
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],<br />
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];<br />
|-<br />
| ''V:'' <br />
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];<br />
|-<br />
| ''W:'' <br />
[[InternalActionsWML|while]], [[FilterWML|wml_filter]], [[InterfaceActionsWML|wml_message]];<br />
|}</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28273User:DEATH is undead2009-02-16T02:43:48Z<p>DEATH is undead: /* Partners Of My Work */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28242User:DEATH is undead2009-02-13T11:43:49Z<p>DEATH is undead: /* Partners Of My Work */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28241User:DEATH is undead2009-02-13T11:43:38Z<p>DEATH is undead: /* Abandoned Maps */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28240User:DEATH is undead2009-02-13T11:43:25Z<p>DEATH is undead: /* Maps I Am Working On */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
<br />
Country Maps- Maps of countries flags. Some were already made, and are now being remade.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28101User:DEATH is undead2009-01-25T19:40:32Z<p>DEATH is undead: /* About Myself */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http://www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28100User:DEATH is undead2009-01-25T19:40:14Z<p>DEATH is undead: /* About Myself */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, http:/www.wesnoth-life.aceboard.com<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28099User:DEATH is undead2009-01-25T19:39:39Z<p>DEATH is undead: </p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
Please join my Forums, www.wesnoth-life.aceboard.com<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=28098User:DEATH is undead2009-01-25T19:29:09Z<p>DEATH is undead: /* Maps I Am Working On */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on. Any ideas,are appreciated on my Forums site, http://wesnoth-life.aceboard.com/<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced for MP play just yet.<br />
<br />
Secret Map- I am working on a map that won't be released until it is finished. Only trusted friends shall even see the map.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=27864User:DEATH is undead2009-01-03T05:26:53Z<p>DEATH is undead: /* About Myself */</p>
<hr />
<div>== About Myself ==<br />
<br />
I am an average WMList, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on.<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=27851User:DEATH is undead2009-01-02T18:53:29Z<p>DEATH is undead: </p>
<hr />
<div>== About Myself ==<br />
<br />
I am a mapmaker for Wesnoth, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older. I am a average male, enjoying Video Games such as Midnight Club LA, Halo 3, and many more... Wesnoth and Ragnarok Online being my favorites.<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on.<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=MP_Tutorial&diff=27850MP Tutorial2009-01-02T18:42:29Z<p>DEATH is undead: </p>
<hr />
<div>{| style="float:right;"<br />
|<br />
__TOC__<br />
|}<br />
If you want to play Multiplayer Games and are unsure of how to do so, this is the place for you. Welcome to the MP tutorial.<br />
<br />
The following applies for version 1.4 of Battle for Wesnoth.<br />
<br />
We suggest you to read also the Wesnoth multiplayer Code of Conduct :<br />
http://www.wesnoth.org/wiki/MP_CodeOfConduct<br />
<br />
<br />
<br />
<br />
<br />
=== Multiplayer menu ===<br />
<br />
The first thing you need to do if you want to play a multiplayer game is to choose which kind of game you want to play. <br />
<br />
* Click the multiplayer button in the general menu of wesnoth.<br />
<br />
<div class="thumb tright"><div><br />
[http://img140.imageshack.us/img140/1740/menu1zw9.png http://img140.imageshack.us/img140/1740/menu1zw9.th.png]<br />
<div class="thumbcaption">Battle for Wesnoth main menu</div></div><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
A new window will pop-up, asking you what kind of multiplayer game you want to play :<br />
<br />
<div class="thumb tright"><div><br />
[http://img142.imageshack.us/img142/1139/menu2lu0.png http://img142.imageshack.us/img142/1139/menu2lu0.th.png]<br />
<div class="thumbcaption">Pop-up window</div></div><br />
</div><br />
<br />
* Put your username on the top.<br />
<br />
Your username is how you will appear on the servers and during games. The next time you will click on the multiplayer button on the main screen, this username will be automatically set, but you will be able to change it anytime you come back to this pop-up window. It is advised that you keep the same username (in 1.5, you are reserved your forum name), as players are often recognized by their names, and so you will build a reputation if you use the same name each time you play.<br />
<br />
* Choose the kind of game you want to play.<br />
<br />
Under your username, you now have three choices: <br />
* Join official server : Allows you to join the official Battle for Wesnoth server, where most of the multiplayer games are played.<br />
* Connect to host/server : Allows you to connect to a different server, useful when the official server is down for example...<br />
* Local game : Allows you to play a multiplayer game on a sole computer, this is Battle for Wesnoth "Hot-Seat" mode.<br />
<br />
Double click on the selected option or press the OK button to start playing. A click on the cancel button will bring you back to the main menu.<br />
<br />
<br />
=== The official server ===<br />
<br />
==== Welcome to the lobby ====<br />
.<br />
<div class="thumb tright"><div><br />
[http://img141.imageshack.us/img141/3613/lobby2mc8.png http://img141.imageshack.us/img141/3613/lobby2mc8.th.png]<br />
<div class="thumbcaption">Official server</div></div><br />
</div><br />
The official server looks like the image on the right. (without the green lines of course)<br />
<br />
It can be divided into four areas:<br />
<br />
* 1: Menu.<br />
* 2: Games.<br />
* 3: Players.<br />
* 4: Chat.<br />
<br />
==== Server menu ==== <br />
<br />
The menu allows you to join, observe or create a game. <br />
<br />
* To join a game, click on a game and then click on the "Join Game" button. We will see which games you can join and which you can not join in the Game legend section.<br />
* To observe a game, click on the game you want to observe, then click the "Observe Game" button. If you want to go straight to the current turn of the game, check the "Quick Replays" box, if this box is unchecked, you will be able to see all the moves of each player during all the turns of the game.<br />
* To create a game, click the "Create Game" button. We will go back to this in the "Create a game" section.<br />
* "Preferences" allows you to change Battle for Wesnoth configuration, sound, video... this button brings you to the same menu that the "Preferences" button on the title page of Battle for Wesnoth.<br />
* The "Quit" button brings you back to the title menu.<br />
<br />
==== Game legend ====<br />
<br />
Games appear in the lobby in different colors :<br />
<br />
* White are games that already have started. You can only observe those games.<br />
* Red are games that have started and that you can't observe.<br />
* Green are games you can join or observe and which haven't started yet.<br />
<br />
Here is an example of a "green" game, it's to say a game you are able to play :<br />
http://img155.imageshack.us/img155/2041/gamefk7.png<br />
<br />
* On the left appears a thumbnail of the map.<br />
* On the top, in green, appears the name of the game : in this example "remfarkas jateka" (remfarkas's game)<br />
* On the top right corner appears the number of players needed for the game to start, or "vacant slot". In our example you can learn that the game is designed for four players and that three players are already waiting for the game to start.<br />
<br />
Next comes a white line where you can see a description of what is needed to play :<br />
* First comes the "era" (Default in this example). '''"Default" means that everyone can join''' the game to play. In some other cases, you will need a specific era to play. <br />
* Just right to the era appears the size of the map, in remfarkas's game, 20x20 tiles (which means this is a small map).<br />
* Then comes the number of players the map is designed for (4p in the same example).<br />
* And last is the name of the map : "Isar's Cross".<br />
<br />
The last line shows some icons :<br />
<br />
* The eye : http://img154.imageshack.us/img154/2681/eye1gs1.png means that you can observe this game. When you can't observe a game, this eye is scratched in red.<br />
* The gold pile : http://img83.imageshack.us/img83/9238/goldpileak2.png tells you the number of gold you get each turn per village (in this example two gold per village per turn).<br />
* The experience needed to level up a unit is described near this icon : http://img504.imageshack.us/img504/9579/xperienceqh7.png (70% is the required experience using map settings most of the time).<br />
* This icon: http://img147.imageshack.us/img147/1123/fogmk5.png shows if there will be fog of war or no fog during the game.<br />
* At last can in some cases be seen "Use Map Settings" this tells you that the game is set with the original configuration developers gave to their map.<br />
<br />
Here are some other examples, with different configurations:<br />
<br />
http://img293.imageshack.us/img293/6357/game2bc3.png<br />
<br />
"jeu de Prince" (prince's game) needed that you had the "era_magic" to play, anyway it's a "white game" so you can't join.<br />
<br />
'''''Eras can be downloaded on the main screen of Battle for Wesnoth, in the "Add-ons" menu.'''''<br />
<br />
Also, please be sure to have the appropriate era before joining a game, if you have not and that the game starts, you will crash while other players won't be in the best possible mood...<br />
<br />
On the top-right corner you can see that the game has already started and is currently at turn 1.<br />
The game can be observed (once more, you need the appropriate era).<br />
Players get 5 gold per village per turn, units need 30% of experience to level up and there is no fog of war.<br />
<br />
Some other games are reserved, most of the times the word "reserved" appears in the name of the game. Ladder games are reserved for ladder players only for example.<br />
http://img187.imageshack.us/img187/74/laddergamepg6.png<br />
<br />
This game also uses a timer. Players will have 270 seconds per turn, a 200 seconds reserve and a 20 seconds action bonus (they will get 20 seconds more each time they do an action).<br />
<br />
'''In any case, please read the name of the game before joining''', a lot of informations is written here by the game hosts.<br />
<br />
==== Talking to players ====<br />
<br />
You can have to talk to other players, for example to set up a game, this is not always easy to find players so you may have to ask who is interested for what kind of games... or you may just want to talk.<br />
<br />
You have two ways to talk on the official server :<br />
<br />
* Using the chat box. Just type your message then press "return/enter". Your message will be visible for everyone on the lobby.<br />
* Whisper to a player. Double click on a player name on the right panel, a window will pop-up, then type your message and press return/enter. Your message will only be visible for the player you whispered to.<br />
<br />
To whisper to a player you can also use the command line "/msg username message", you can find a list of useful commands on the following pages :<br />
<br />
http://www.wesnoth.org/wiki/MP_CodeOfConduct#Useful_commands<br />
http://www.wesnoth.org/wiki/CommandMode</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=MP_Tutorial&diff=27849MP Tutorial2009-01-02T18:41:11Z<p>DEATH is undead: </p>
<hr />
<div>{| style="float:right;"<br />
|<br />
__TOC__<br />
|}<br />
If you want to play Multiplayer Games and are unsure of how to do so, this is the place for you. Welcome to the MP tutorial.<br />
<br />
The following applies for version 1.4 of Battle for Wesnoth.<br />
<br />
We suggest you to read also the Wesnoth multiplayer Code of Conduct :<br />
http://www.wesnoth.org/wiki/MP_CodeOfConduct<br />
<br />
<br />
<br />
<br />
<br />
=== Multiplayer menu ===<br />
<br />
The first thing you need to do if you want to play a multiplayer game is to choose which kind of game you want to play. <br />
<br />
* Click the multiplayer button in the general menu of wesnoth.<br />
<br />
<div class="thumb tright"><div><br />
[http://img140.imageshack.us/img140/1740/menu1zw9.png http://img140.imageshack.us/img140/1740/menu1zw9.th.png]<br />
<div class="thumbcaption">Battle for Wesnoth main menu</div></div><br />
</div><br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
<br />
A new window will pop-up, asking you what kind of multiplayer game you want to play :<br />
<br />
<div class="thumb tright"><div><br />
[http://img142.imageshack.us/img142/1139/menu2lu0.png http://img142.imageshack.us/img142/1139/menu2lu0.th.png]<br />
<div class="thumbcaption">Pop-up window</div></div><br />
</div><br />
<br />
* Put your username on the top.<br />
<br />
Your username is how you will appear on the servers and during games. The next time you will click on the multiplayer button on the main screen, this username will be automatically set, but you will be able to change it anytime you come back to this pop-up window. It is advised that you keep the same username (in 1.5, you are reserved your forum name), as players are often recognized by their names, and so you will build a reputation if you use the same name each time you play.<br />
<br />
* Choose the kind of game you want to play.<br />
<br />
Under your username, you now have three choices: <br />
* Join official server : Allows you to join the official Battle for Wesnoth server, where most of the multiplayer games are played.<br />
* Connect to host/server : Allows you to connect to a different server, useful when the official server is down for example...<br />
* Local game : Allows you to play a multiplayer game on a sole computer, this is Battle for Wesnoth "Hot-Seat" mode.<br />
<br />
Double click on the selected option or press the OK button to start playing. A click on the cancel button will bring you back to the main menu.<br />
<br />
<br />
=== The official server ===<br />
<br />
==== Welcome to the lobby ====<br />
.<br />
<div class="thumb tright"><div><br />
[http://img141.imageshack.us/img141/3613/lobby2mc8.png http://img141.imageshack.us/img141/3613/lobby2mc8.th.png]<br />
<div class="thumbcaption">Official server</div></div><br />
</div><br />
The official server looks like the image on the right. (without the green lines of course)<br />
<br />
It can be divided into four areas:<br />
<br />
* 1: Menu.<br />
* 2: Games.<br />
* 3: Players.<br />
* 4: Chat.<br />
<br />
==== Server menu ==== <br />
<br />
The menu allows you to join, observe or create a game. <br />
<br />
* To join a game, click on a game and then click on the "Join Game" button. We will see which games you can join and which you can not join in the Game legend section.<br />
* To observe a game, click on the game you want to observe, then click the "Observe Game" button. If you want to go straight to the current turn of the game, check the "Quick Replays" box, if this box is unchecked, you will be able to see all the moves of each player during all the turns of the game.<br />
* To create a game, click the "Create Game" button. We will go back to this in the "Create a game" section.<br />
* "Preferences" allows you to change Battle for Wesnoth configuration, sound, video... this button brings you to the same menu that the "Preferences" button on the title page of Battle for Wesnoth.<br />
* The "Quit" button brings you back to the title menu.<br />
<br />
==== Game legend ====<br />
<br />
Games appear in the lobby in different colors :<br />
<br />
* White are games that already have started. You can only observe those games.<br />
* Red are games that have started and that you can't observe.<br />
* Green are games you can join or observe and which haven't started yet.<br />
<br />
Here is an example of a "green" game, it's to say a game you are able to play :<br />
http://img155.imageshack.us/img155/2041/gamefk7.png<br />
<br />
* On the left appears a thumbnail of the map.<br />
* On the top, in green, appears the name of the game : in this example "remfarkas jateka" (remfarkas's game)<br />
* On the top right corner appears the number of players needed for the game to start, or "vacant slot". In our example you can learn that the game is designed for four players and that three players are already waiting for the game to start.<br />
<br />
Next comes a white line where you can see a description of what is needed to play :<br />
* First comes the "era" (Default in this example). '''"Default" means that everyone can join''' the game to play. In some other cases, you will need a specific era to play. <br />
* Just right to the era appears the size of the map, in remfarkas's game, 20x20 tiles (which means this is a small map).<br />
* Then comes the number of players the map is designed for (4p in the same example).<br />
* And last is the name of the map : "Isar's Cross".<br />
<br />
The last line shows some icons :<br />
<br />
* The eye : http://img154.imageshack.us/img154/2681/eye1gs1.png means that you can observe this game. When you can't observe a game, this eye is scratched in red.<br />
* The gold pile : http://img83.imageshack.us/img83/9238/goldpileak2.png tells you the number of gold you get each turn per village (in this example two gold per village per turn).<br />
* The experience needed to level up a unit is described near this icon : http://img504.imageshack.us/img504/9579/xperienceqh7.png (70% is the required experience using map settings most of the time).<br />
* This icon: http://img147.imageshack.us/img147/1123/fogmk5.png shows if there will be fog of war or no fog during the game.<br />
* At last can in some cases be seen "Use Map Settings" this tells you that the game is set with the original configuration developers gave to their map.<br />
<br />
Here are some other examples, with different configurations:<br />
<br />
http://img293.imageshack.us/img293/6357/game2bc3.png<br />
<br />
"jeu de Prince" (prince's game) needed that you had the "era_magic" to play, anyway it's a "white game" so you can't join.<br />
<br />
'''''Eras can be downloaded on the main screen of Battle for Wesnoth, in the "Add-ons" menu.'''''<br />
<br />
Also, please be sure to have the appropriate era before joining a game, if you have not and that the game starts, you will crash while other players won't be in the best possible mood...<br />
<br />
On the top-right corner you can see that the game has already started and is currently at turn 1.<br />
The game can be observed (once more, you need the appropriate era).<br />
Players get 5 gold per village per turn, units need 30% of experience to level up and there is no fog of war.<br />
<br />
Some other games are reserved, most of the times the word "reserved" appears in the name of the game. Ladder games are reserved for ladder players only for example.<br />
http://img187.imageshack.us/img187/74/laddergamepg6.png<br />
<br />
This game also uses a timer. Players will have 270 seconds per turn, a 200 seconds reserve and a 20 seconds action bonus (they will get 20 seconds more each time they do an action).<br />
<br />
'''In any case, please read the name of the game before joining''', a lot of informations is written here by the game hosts.<br />
<br />
==== Talking to players ====<br />
<br />
You can have to talk to other players, for example to set up a game, this is not always easy to find players so you may have to ask who is interested for what kind of games... or you may just want to talk.<br />
<br />
You have two ways to talk on the official server :<br />
<br />
* Using the chat box. Just type your message then press "return/enter". Your message will be visible for everyone on the lobby.<br />
* Whisper to a player. Double click on a player name on the right panel, a window will pop-up, then type your message and press return/enter. Your message will only be visible for the player you whispered to.<br />
<br />
To whisper to a player you can also use the command line "/msg username message", you can find a list of useful commands on the following pages :<br />
<br />
http://www.wesnoth.org/wiki/MP_CodeOfConduct#Useful_commands<br />
http://www.wesnoth.org/wiki/CommandMode<br />
<br />
=== Non-Game Commands ===<br />
These are commands that can be used in the lobby, or in game.<br />
<br />
/msg PLAYER_NAME& /whisper PLAYER_NAME - to a Player.<br />
<br />
/help - Shows help.<br />
<br />
=== In-Game Commands ===<br />
Most of these are for hosts, but some can be used by players. All of these need you to press SHIFT+; (:) To use them. This makes the command line.<br />
<br />
:control SIDE PLAYER<br />
Break this down- <br />
: makes command line<br />
control is the command<br />
SIDE is the side, IN NUMBER FORM, you want the player to control<br />
PLAYER is the player you want to control this side<br />
<br />
:ban PLAYER<br />
:ban - command<br />
PLAYER is player name<br />
Banning a player makes it so that a player cannot rejoin your game. Banning for no reason is prohibited.<br />
<br />
:kick PLAYER<br />
<br />
Kicks PLAYER<br />
A kick kicks them out of the game, usually this is used as a warning, because the player can rejoin.<br />
<br />
<br />
[Tip] You can use the Tab button to find a player easier.</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=User:DEATH_is_undead&diff=27847User:DEATH is undead2009-01-02T18:26:56Z<p>DEATH is undead: New page: == About Myself == I am a mapmaker for Wesnoth, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am curre...</p>
<hr />
<div>== About Myself ==<br />
<br />
I am a mapmaker for Wesnoth, preferably not Eras, but I have been known to make small eras. My real name is Matt. I live in the United States, northern part. I am currently attending school. I have 3 siblings, all 3 of which I do not live with. They all live with/near my mom, which is on the other side of the country. I have 2 sisters and one brother, Brother is younger, 1 sister is younger, and my other sister is older.<br />
<br />
== Maps I Am Working On ==<br />
<br />
Hide n Seek- A new genre of maps, one were all players have Ambush/Nightstalk, and it makes them invisible the whole map. This map seems to be turning into a great success to many, and is still being worked on. Currently, 2 maps are done, but one is still being worked on.<br />
<br />
An Elven Love- An MP Campaign, make for couples, and uses a Male and Female elf as main characters. Currently, one map is 'done'. 'done' meaning working, but not balanced.<br />
<br />
== Abandoned Maps ==<br />
Oh, lets see... Maze of Doom, one of my first maps, was abandoned... Umm.... There is really too many to count...<br />
<br />
== Partners Of My Work ==<br />
Gambit, Mica, F8_Binds_n3t, Mythological, Clonkinator before he quit, Bob_The_Mighty before he quit, grrr, Jamini, Jamie, jamie (no cap), there is too many to count, or really to many to remember. :-)</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=Art_Programs&diff=26008Art Programs2008-06-24T00:43:20Z<p>DEATH is undead: /* Free Image Editors */</p>
<hr />
<div>{| style="float:right; margin-left:1em;"<br />
|__TOC__<br />
|}<br />
'''Big Note:''' It is mostly-possible to make wesnoth graphics with nothing more than MSPaint or Appleworks. However, there are two major and '''vital''' things lacking in those programs - first, these programs cannot make images with transparent pixels, and second, they may not be able to save in the PNG format used by Wesnoth. A program capable of those will have to be applied to images made with MSPaint when they are finished.<br />
<br />
=== Free Image Editors ===<br />
The following are free image editing programs which can be used to create graphics for wesnoth. These programs are Open-Source Software, like wesnoth, meaning they are free to use, and that you are free to look at the sourcecode.<br />
<br />
[http://www.gimp.org '''The GIMP'''] (for windows & linux); the "Gnu Image Manipulation Program" is recommended. <br />
<br />
[http://seashore.sourceforge.net/ '''Seashore'''] (for mac) this port of the the GIMP to a cocoa-based gui is recommended. Seashore provides the basic features of GIMP.<br />
<br />
[http://www.opensword.org/ '''Pixen'''] (for mac) is the OpenSword Group's tool for traditional SNES style sprite art - unlike most other editors, it has been designed for that specific task, and users may find it much less daunting than the Gimp or Photoshop. This program was written in cocoa, and has a very good interface - version 3 will even include built-in support for making animations.<br />
<br />
[http://www.j-domain.de/homepage.php?page=20 '''JDraw'''] (for anything that can run Java - mac and windows included) is an image editor which has a subset of the features of Pixen, and a superset of the features of MSPaint. It is a simple, straightforward pixel editing program. If you use a mac, Pixen is probably a better idea.<br />
<br />
[http://www.eecs.wsu.edu/paint.net/ '''Paint.net'''] (for windows) is generally regarded as inferior to the Gimp or Photoshop, but is easier to look at for those with shorter attention spans, so some might find it of interest.<br />
<br />
[http://ase.sourceforge.net/ '''Allegro Sprite Editor'''] (for windows/linux) is a sprite editing program. Free/OSS, note that it is NOT capable of saving PNGs.<br />
<br />
=== Free Image Post-Processors ===<br />
<br />
[http://www.amake.us/software/pngcrusher/ '''PNGCrusher'''] (for mac) is a handy lightweight tool that will compress your PNGs much more efficiently than Photoshop. It is best used in tandem with saving the files from GraphicConverter, with the PNG filtering options on. The tool it is based on, OptiPNG, is open source, and runs on both linux and windows.<br />
<br />
=== Proprietary Image Editors ===<br />
<br />
==== Shareware ====<br />
[http://www.lemkesoft.de/ '''GraphicConverter'''] (for mac) by Lemkesoft is an excellent program for preparing and compressing png images for the game, and may also be useful for the creation of images. The shareware fee is $30, although large parts of the program are fully functional for free.<br />
<br />
[http://www.kanzelsberger.com/pixel/ '''Pixel Image Editor'''] (for mac/windows/linux/BeOS/others) is a very full-featured program, intended to fulfill the same function that photoshop does. It currently has a shareware fee of $32, though the final price once the product reaches v2.0, will be $79.<br />
<br />
[http://www.ultimatepaint.com/ '''JTL Ultimate Paint'''] (for windows) is a basic painting program, following the tradition of the earlier "DeluxePaint". Geared at painting, it can use photoshop plugins. It currently costs $34 for a basic version. I do not know if this program can export PNG images, so ''caveat emptor''.<br />
<br />
[http://www.cosmigo.com/promotion/ '''Pro Motion'''] (for windows) is a commercial pixel editing program. It has many features tailored for animation and seamless square-tile creation, as well as features designed to ease the creation of images that would run in a game on the Game Boy Advance or a Mobile Phone platform. The price of the normal version is $78.<br />
<br />
[http://www.humanbalance.net/gale/us/index.html '''GraphicsGale'''] (for windows) is a pixel editing program designed for animation. It has both a freeware version, and a 1995¥ (roughly $20) shareware version. Be warned that it can '''not''' save files in the PNG format.<br />
<br />
==== Non-shareware ====<br />
[http://www.adobe.com/ '''Photoshop or Photoshop Elements'''] (for windows & mac), these industry standard Adobe applications are available for ~$700 and ~$100, respectively (the prices vary depending on where you get them). If you can acquire the use of these programs through a business or academic situation, they are extremely powerful, and are more than capable of some very advanced sprite techniques which elude simple bitmap programs - the price, however, is likely too much of a barrier to entry for most contributors. Photoshop should have little advantage over Elements for creating unit and terrain art. Photoshop (and presumably Elements) does not compactly save PNG files. For space savings, Adobe users are recommended to resave final PNGs through Adobe's companion application ImageReady, or another application such as GraphicConverter or PNGCrusher. Note - the ImageReady compression can also be used by saving the files through the "Save for Web..." menu command within Photoshop, if ImageReady is installed.<br />
<br />
== See Also ==<br />
* [[Create]]<br />
* [[Art Tutorials]]<br />
<br />
[[Category: Art Tutorials]]</div>DEATH is undeadhttps://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&diff=25316InterfaceActionsWML2008-04-14T01:15:20Z<p>DEATH is undead: /* Other interface tags */</p>
<hr />
<div>{{WML Tags}}<br />
== Interface actions ==<br />
<br />
Interface actions are actions that do not have an effect on gameplay;<br />
instead, they show something to the player. The main interface tags<br />
are '''[message]''' and '''[objectives]''', but several other tags affect<br />
the interface also.<br />
<br />
== [message] ==<br />
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.<br />
<br />
The following key/tags are accepted for [message]:<br />
* [[StandardUnitFilter]]: the unit whose profile and name are displayed. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).<br>'''[message]''' elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.<br />
<br />
* '''speaker''': an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit description or any of the following special values:<br />
** '''narrator''': the dialog box is displayed without a caption for the unit speaking or a unit image<br />
** '''unit''': the primary unit for the event is speaking<br />
** '''second_unit''': the secondary unit for the event is speaking<br />
<br />
* '''message''': (translatable) the text to display to the right of the image. ''message'' is sometimes multiple lines; if it is, be sure to use quotes(''' ' ''' or ''' " ''')<br />
* '''side_for''': (default: all sides) comma-separated list of sides for who message is shown.<br />
* '''image''': (default: profile image of speaker) the image to display next to the message.<br />
* '''caption''': (default: name of speaker) the caption to display beside the image. Name to be displayed.<br />
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.<br />
* '''sound''': a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.<br />
* '''[option]''': zero or more '''[option]''' elements may be present. If '''[option]''' elements are present, then each option will be displayed in a menu for the user to select one option.<br />
** ''message'' (translatable) the text displayed for the option (see [[DescriptionWML]])<br />
** '''[show_if]''': if present then this option will only be displayed if the conditional statement in this tag is passed (see [[InternalActionsWML]])<br />
** '''[command]''': an element containing actions which are executed if the option is selected.<br />
* '''[text_input]''': there can be only one [text_input] tag. this adds a text input field to the message.<br />
** '''variable''': the variable that the user's input will be written to<br />
** '''label''': a text label to the left of the input field<br />
** '''max_chars''': the maximum number of characters that may be typed into the field<br />
** '''text''': text that is written into the field in the beginning<br />
* note that '''[option]''' and '''[text_input]''' can only be used in moveto events in MP, otherwise they cause OOS<br />
<br />
Text formatting options for '''[message]'''. These can also be used in unit names (user_description), objectives, and such.<br />
* A tilde (~) as the first character causes the line to be boldfaced.<br />
* An at symbol (@) as the first character causes the line to be green, as done with victory conditions.<br />
* A pound symbol (#) as the first character causes the line to be red, as done with defeat conditions.<br />
* An asterisk (*) as the first character causes the line to be bigger.<br />
* A backquote (`) as the first character causes the line to be smaller.<br />
* If used, the caption key text is boldfaced.<br />
* An RGB colour code in the beginning causes the line to be the given colour. This can still be preceded by the above characters. Example: ''message=_"<255,0,0>Red!"''<br />
<br />
== [objectives] ==<br />
The other tag used for plot development is '''[objectives]'''.<br />
The '''[objectives]''' tag overwrites any previously set objectives,<br />
and displays text which should describe the objectives of the scenario.<br />
Scenario objectives are displayed on the player's first turn after the tag is used,<br />
or as part of the event if it triggers during that player's turn.<br />
Objectives can also be accessed at any time in a scenario using the<br />
"Scenario Objectives" game menu option, making this tag useful for<br />
scenario-specific information that the player may need to refer to during play.<br />
<br />
This tag renders the ''objectives'' attribute of [scenario] obsolete (see ''objectives'', [[ScenarioWML]]).<br />
Instead of using ''objectives'', use '''[objectives]''' to set scenario objectives inside a prestart event.<br />
It can also be used to overwrite the starting objectives mid-scenario.<br />
<br />
Attributes of '''[objectives]''':<br />
* '''side''': Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides.<br />
* '''summary''': Displayed first in the objectives text, this should describe the basic objective for the overall scenario. Can be omitted.<br />
* '''note''': Displayed last in the objectives text, this is sometimes used for hints or additional information. Can be omitted.<br />
* '''victory_string''': Default ' _ "Victory:"', this text precedes the victory objectives.<br />
* '''defeat_string''': Default ' _ "Defeat:"', this text precedes the defeat objectives.<br />
* '''silent''': Default: not present. If set to "yes", the objectives are silently changed. Else, they will be shown to the user when appropriate.<br />
<br />
Tags of '''[objectives]''':<br />
* '''[objective]''': describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.<br />
** '''description''': text for the specific win or loss condition.<br />
** '''condition''': The color and placement of the text. Values are 'win'(colored green, placed after ''victory_string'') and 'lose'(colored red, placed after ''defeat_string'')<br />
<br />
=== Macros ===<br />
There are a few predefined macros for Objectives that you can use to shorten the code. '''{SET_OBJECTIVES}''', '''{VICTORY_CONDITION}''' and '''{DEFEAT_CONDITION}'''. There are all used together. For more information look [http://www.wesnoth.org/misc/macro-reference.xhtml here]<br />
<br />
== [set_menu_item] ==<br />
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands.<br />
<br />
* '''id''': the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item.<br />
* '''description''': the in-game text that will appear for this item in the menu.<br />
* '''image''': the image to display next to this item.<br />
* '''needs_select''': if ''yes'' (default ''no''), then the latest select event (see [[EventWML]]) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it false.<br />
* '''[show_if]''': If present, the menu item will only be available if the conditional statement (see [[InternalActionsWML]]) within evaluates to true. When this is evaluated, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.<br />
* '''[filter_location]''': contains a location filter similar to the one found inside Single Unit Filters (see [[FilterWML]]). The menu item will only be available on matching locations.<br />
* '''[command]''': contains the WML actions to be executed when the menu item is selected. Again, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked on.<br />
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== Other interface tags ==<br />
<br />
The following tags are also action tags:<br />
* '''[item]''': makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. <tt>''('''Hint:''' There are a number of predefined items that are used in various campaigns that you can make use of. You can find a list of them if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros))''</tt><br />
** '''x''', '''y''': the location to place the item.<br />
** '''image''': the image (in ''images/'' as .png) to place on the hex.<br />
** '''halo''': an image to place centered on the hex. Use this instead of ''image'' if the image is bigger than the hex.<br />
* '''[removeitem]''': removes any graphical items on a given hex<br />
** '''x''', '''y''': the hex to remove items off<br />
* '''[print]''': displays a message across the screen. The message will disappear after a certain time.<br />
** '''text''': (translatable) the text to display.<br />
** '''size''': (default=12) the pointsize of the font to use<br />
** '''duration''': (default=50) the length of time to display the text for. This is measured in the number of 'frames'. A frame in Wesnoth is usually displayed for around 30ms.<br />
** '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255.<br />
* '''[move_unit_fake]''': moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.<br />
** '''type''': the type of the unit whose image to use<br />
** '''x''': a comma-separated list of x locations to move along<br />
** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)<br />
** '''side''': the side of the fake unit, used for team-coloring the fake unit<br />
* '''[hide_unit]''': makes the given unit become invisible. Useful in conjunction with '''[move_unit_fake]''': to move a leader unit into position on-screen. Only one unit may be hidden at a time.<br />
** '''x''', '''y''': location of the unit to be hidden. (NOT a standard unit filter! Just x and y.)<br />
* '''[unhide_unit]''': stops the currently hidden unit from being hidden.<br />
* '''[scroll]''': Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.<br />
** '''x''', '''y''': the number of pixels to scroll along the x and y axis<br />
* '''[scroll_to]''': Scroll to a given hex<br />
** '''x''', '''y''': the hex to scroll to<br />
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.<br />
* '''[scroll_to_unit]''' Scroll to a given unit<br />
** [[StandardUnitFilter]]<br />
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.<br />
* '''[sound]''': Plays a sound<br />
** '''name''': the filename of the sound to play (in ''sounds/'' as .wav or .ogg)<br />
** '''repeat''': repeats the sound for a specified additional number of times (default=0)<br />
* '''[sound_source]''': Creates a sound source. "Sound sources" is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where "map elements" can be specific locations or terrain types. For now, only sound sources tied to locations are supported.<br />
** '''id''': a unique identification key of the sound source<br />
** '''sounds''': a list of comma separated, randomly played sounds associated with the sound source<br />
** '''delay''': a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play<br />
** '''chance''': a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)<br />
** '''check_fogged''': possible values "true" and "false" - if true the source will not play if its locations are fogged/shrouded<br />
** '''loop''': number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000) {{DevFeature}}<br />
** '''full_range''': distance in hexes that determines a "circular" area where source plays with full volume, relative to screen center {{DevFeature}}<br />
** '''fade_range''': distance in hexes that determines a "circular" area around the one specified by '''full_range''' where sound volume fades out linearly; by default equals to '''full_range''' {{DevFeature}}<br />
** '''x,y''': a [[StandardLocationFilter]] for the locations associated with the sound source<br />
* '''[remove_sound_source]''': Removes a previously defined sound source.<br />
** '''id''': the identification key of the sound source to remove<br />
* '''[music]''': Switches to playing different music<br />
** '''name''': the filename of the music to play (in ''music/'' as .ogg)<br />
** see [[MusicListWML]] for the correct syntax<br />
* '''[colour_adjust]''': tints the colour of the screen.<br />
** '''red''', '''green''', '''blue''': values from -255 to 255, the amount to tint by for each colour<br />
* '''[delay]''': pauses the game<br />
** '''time''': the time to pause in milliseconds<br />
* '''[redraw]''': redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).<br />
** '''side''': if used, recalculates fog and shroud for that side. Useful if you for example spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).<br />
* '''[unit_overlay]''': sets an image that will be drawn over a particular unit, and follow it around<br />
** '''x''', '''y''': the location of the unit to overlay on<br />
** '''image''': the image to place on the unit<br />
* '''[remove_unit_overlay]''': removes a particular overlayed image from a unit<br />
** '''x''', '''y''': the location of the unit to remove an overlay from<br />
** '''image''': the image to remove from the unit<br />
* '''[animate_unit]''': uses the custom animation of a unit to animate it on screen (if the unit has the corresponding animation)<br />
** '''flag''': the key to find the good custom animation in the unit description see the '''[extra_anim]''' description in [[AnimationWML]] Standar anims can be triggered with the following keywors ''leading recruited standing idling levelin levelout healing healed poisoned movement defend attack death victory pre_teleport post_teleport''<br />
** '''[filter]''': a [[StandardUnitFilter]] see [[FilterWML]] by default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate<br />
** '''[primary_attack]''': if this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation<br />
** '''[secondary_attack]''': same for the second attack<br />
** '''hit''': the hit type to filter unit on<br />
** '''text''': a text to hover during the animation<br />
** '''text_color''': red,green,blue (displayed r,g,b) value for the text color<br />
** '''with_bars''': whether to display the status bars or not.<br />
* '''[label]''' places a label on the map.<br />
** '''x''', '''y''': the location of the label<br />
** '''text''': what the label should say<br />
** '''team_name''': if specified, the label will only be visible to the given team.<br />
* '''[deprecated_message]''' shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.<br />
** '''message''': the message to show.<br />
* '''[debug_message]''': outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting.<br />
** '''message''': the message to show<br />
** '''logger''': the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.<br />
<br />
== Useful Macros ==<br />
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/misc/macro-reference.xhtml here].<br />
* '''{FLOATING_TEXT}''' Float some text over a unit similar to the damage numbers.<br />
* '''{HIGHLIGHT_UNIT}''' Highlight a unit on the map. Use this to show important units<br />
* '''{HIGHLIGHT_IMAGE}''' Places and highlights an image on the map. Use this to show important items or locations<br />
* '''{SET_IMAGE}''' Places an image on the map which has no other function.<br />
* '''{TREMOR}''' Creates a tremor like screenshake<br />
* '''{FLASH_WHITE}''' Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.<br />
<br />
== See Also ==<br />
* [[DirectActionsWML]]<br />
* [[InternalActionsWML]]<br />
* [[EventWML]]<br />
* [[ReferenceWML]]<br />
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[[Category: WML Reference]]</div>DEATH is undead