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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Appleide</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-25T04:44:14Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=18156</id>
		<title>EasyCoding</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EasyCoding&amp;diff=18156"/>
		<updated>2007-09-21T03:15:53Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* WML related features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Foreword ==&lt;br /&gt;
This page is here to document easy to do coding tasks. It is not here to double the feature request database, and should only be filled by people that know the code well enough to judge the difficulty of a given task. &lt;br /&gt;
&lt;br /&gt;
If you are such a person, you should feel free to edit this page.&lt;br /&gt;
&lt;br /&gt;
If you're not, you should post a feature request and discuss your idea on the forum or IRC. A coder with better knowledge of the code might give you the green light to add your feature here.&lt;br /&gt;
&lt;br /&gt;
Anybody should feel free to add &amp;quot;clues&amp;quot; to any tasks, that is entry points, traps to avoid, person to contact to discuss and so on.&lt;br /&gt;
&lt;br /&gt;
If you plan to work on a feature, write your name at the bottom of the feature, with the date. Note that if you are too long at working on a feature I'll &amp;quot;free&amp;quot; it back (that is if you're not working on it. If you have problems implementing it, just tell us....)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
--[[User:Boucman|Boucman]] 20:48, 3 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
== Animation related features ==&lt;br /&gt;
=== Victory animation ===&lt;br /&gt;
'''an animation to be played by the surviving unit during the death animation of the other unit'''&lt;br /&gt;
&lt;br /&gt;
this should be fairly easy to do, just duplicate all death animation code, and modify the unit_die function to change the state of both units.&lt;br /&gt;
&lt;br /&gt;
ask Boucman for extra help&lt;br /&gt;
&lt;br /&gt;
* unit_display.cpp&lt;br /&gt;
* unit_type.cpp&lt;br /&gt;
* unit.cpp&lt;br /&gt;
* unit_animation.cpp;&lt;br /&gt;
&lt;br /&gt;
Done! Submitting patch as soon as it can be tested. [[User:TheAT|TheAT]] 01:53, 17 October 2006 (CEST)&lt;br /&gt;
&lt;br /&gt;
=== En Guard animation ===&lt;br /&gt;
'''An animation to replace the standing animation when the unit is next to an enemy'''&lt;br /&gt;
&lt;br /&gt;
Slightly more tricky than the previous one, you should copy most of the standing code, &lt;br /&gt;
but beware that this should be invisible to external callers. &lt;br /&gt;
The call to get_stats should be looked at&lt;br /&gt;
&lt;br /&gt;
Ask Boucman for extra help&lt;br /&gt;
&lt;br /&gt;
* unit.cpp&lt;br /&gt;
* unit_type.cpp&lt;br /&gt;
* unit_animation.cpp&lt;br /&gt;
&lt;br /&gt;
=== Special tags for Extra_anim ===&lt;br /&gt;
'''Special tags in the animate_unit event to call standard unit animations'''&lt;br /&gt;
&lt;br /&gt;
One of the big limitation of the extra_animation tags is &lt;br /&gt;
that you need to modify the unit itself to have the extra anim. &lt;br /&gt;
Most anims can't be easily called that way. &lt;br /&gt;
It would be interesting to have special tags that would be recognised &lt;br /&gt;
to call the standard animations (attack, defense, etc...)&lt;br /&gt;
&lt;br /&gt;
The tricky part is to handle correctly the &amp;quot;offset&amp;quot; parameter, &lt;br /&gt;
and add all the WML handling to &amp;quot;fill in&amp;quot; the information &lt;br /&gt;
we won't have available (non-existant filtering criterias)&lt;br /&gt;
&lt;br /&gt;
This is more tricky than the two above, &lt;br /&gt;
and I would advise doing one of the other two first to understand how it works&lt;br /&gt;
&lt;br /&gt;
Ask Boucman for extra help&lt;br /&gt;
&lt;br /&gt;
* unit.cpp&lt;br /&gt;
* actions.cpp&lt;br /&gt;
&lt;br /&gt;
=== Animate flags during a [delay] event ===&lt;br /&gt;
currently, the [event] tag calls SDL_delay() and blocks the game completely. It would be trivial to change it to a loop that would call event::pump() every 10ms to have all animations updated&lt;br /&gt;
&lt;br /&gt;
the tricky part is to make sure the screen is somehow &amp;quot;locked&amp;quot; and that player can't play during that time (should be the case, simple checking is needed)&lt;br /&gt;
&lt;br /&gt;
grep should give you the file to change&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Note: this possibly shouldn't be implemented anymore, due to the blurred dialogs which would need to be reblurred on every redraw. Unless, of course, you can implement this so that the contents of dialogs aren't reblurred and redrawn but only the rest of the screen. -zookeeper&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I am on this.Boucman please email me with more details when you have time [[User:Spx2|Spx2]] 12:31, 23 December 2006 (CEST) &lt;br /&gt;
&lt;br /&gt;
Boucman please email me with an event that i can test this on&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== WML related features ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Side-specific messages ===&lt;br /&gt;
Side-specific [message]s ([http://gna.org/bugs/index.php?7427 FR #7427])&lt;br /&gt;
=== Side-specific results ===&lt;br /&gt;
Giving result=defeat or result=victory for specific sides. ([http://gna.org/bugs/index.php?4960 FR #4960])&lt;br /&gt;
=== Recall Event ===&lt;br /&gt;
WML event trigger for recalling (the current one triggers on both recalls and recruits) ([http://gna.org/bugs/index.php?3622 FR #3622]) (please read the comments of the report for a proper description of how this should work)&lt;br /&gt;
=== Enabling checking of damage dealt in WML ===&lt;br /&gt;
A WML variable should be set when triggering some combat-related events, allowing WML to know the amount of damage being dealt. ([http://gna.org/bugs/index.php?7673 FR #7673])&lt;br /&gt;
=== Support for leaderless multiplayergames ===&lt;br /&gt;
Add support for the WML tag victory_when_enemies_defeated in the scenario tag during multiplayergames. ([https://gna.org/bugs/index.php?8106 FR #8106])&lt;br /&gt;
=== Textboxes in options menu ===&lt;br /&gt;
Allow wml tag allowing players to enter text into textboxes in [messages] tag.&lt;br /&gt;
&lt;br /&gt;
== GUI related features ==&lt;br /&gt;
=== Theme Changes ===&lt;br /&gt;
* show number of owned villages/total villages (FR: #3135) (--[[User:Alink|alink]] done but must update help, doc, tooltip...)&lt;br /&gt;
* allow custom themes to display values of WML variables ([http://gna.org/bugs/index.php?6209 FR #6209])&lt;br /&gt;
* hide the hourglass item from the statusbar when there is no timer&lt;br /&gt;
&lt;br /&gt;
=== Widget Changes ===&lt;br /&gt;
* show side number, name and team association information in the status table &lt;br /&gt;
* make games sortable in the lobby (open slots, total number of players, era, XP modifier, gold per village, fog/shroud) &lt;br /&gt;
* input history (chat, commands, ..), seek Sapient for more info and tips&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
=== More powerful village naming ===&lt;br /&gt;
'''Adding mountain names and other features to village names, having a second random name in village names'''&lt;br /&gt;
&lt;br /&gt;
Currently the village naming engine has a very good structure that could allow &lt;br /&gt;
more powerfull names to be generated. &lt;br /&gt;
Understanding how it works should be quite easy, and a few usefull improvements could be added.&lt;br /&gt;
&lt;br /&gt;
* Currently villages can use lake names and river names, this should be extended to other features like bridges, swamps, mountains etc...&lt;br /&gt;
* It would be nice to have a separate list of &amp;quot;first sylabus&amp;quot; and &amp;quot;last sylabus&amp;quot; for naming. That's not really needed in english, but some translations could use it&lt;br /&gt;
* Again, it is common to have villages with more than one &amp;quot;random&amp;quot; word in them. having a $name2 variable would be nice&lt;br /&gt;
&lt;br /&gt;
=== Debug Mode ===&lt;br /&gt;
* New debug command functionality (setting status.variables, possibly terrain, WML value display)&lt;br /&gt;
* Make it possible to toggle shroud and fog (but take care that this is only possible in campaigns)&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FilterWML&amp;diff=17987</id>
		<title>FilterWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FilterWML&amp;diff=17987"/>
		<updated>2007-09-15T14:16:02Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Filtering Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Filtering in WML ==&lt;br /&gt;
&lt;br /&gt;
A ''filter'' is a special WML block.&lt;br /&gt;
Filters are used to describe a set of units, hexes, or weapons.&lt;br /&gt;
Filters are defined as matching something if all the keys in the filter match that thing.&lt;br /&gt;
For example, if a unit filter contains two keys,&lt;br /&gt;
a unit must match both of the keys in order to match the filter.&lt;br /&gt;
&lt;br /&gt;
== Filtering Units ==&lt;br /&gt;
&lt;br /&gt;
Filters are often used in action tags (see [[EventWML]]).&lt;br /&gt;
In this case the phrase &amp;quot;standard unit filter&amp;quot; is used in place of the set of standard keys.&lt;br /&gt;
Sometimes a filter is used to find the first unit that matches the filter;&lt;br /&gt;
for example, the '''[recall]''' tag recalls that unit.&lt;br /&gt;
&lt;br /&gt;
Standard unit filters are also used in the tags '''[filter]''' and '''[filter_second]'''.&lt;br /&gt;
These are subtags of '''[event]''' which describe when the event should trigger.&lt;br /&gt;
Most event names (see [[EventWML]]) have units related to them called &amp;quot;primary unit&amp;quot; and &amp;quot;secondary unit&amp;quot;.&lt;br /&gt;
In order for an event to be triggered, ''primary unit'' must match the filter contained in '''[filter]''',&lt;br /&gt;
and ''secondary unit'' must match the filter contained in '''[filter_second]'''.&lt;br /&gt;
&lt;br /&gt;
When a unit filter is applied to a map, first it applies to all units on the field,&lt;br /&gt;
based on their coordinates.&lt;br /&gt;
Next it applies to units in the recall list.&lt;br /&gt;
This is important to remember as it means, for example,&lt;br /&gt;
that the tag '''[kill]''' can be used to kill units in the recall list.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}} : you can access the filtered unit within the filter as the ''$this_unit'' variable, see [[SingleUnitWML]] for the possible content of these variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any number of the following key/tags can be used in a standard unit filter:&lt;br /&gt;
&lt;br /&gt;
* ''description'' unit matches the given description. This is the same as ''description'' in the [unit] tag. Note that it is independent of ''user_description'', which can be internationalized independent of this. See [[SingleUnitWML]].&lt;br /&gt;
* ''speaker'' alias for description&lt;br /&gt;
* ''type'' matches the unit's type name (can be a list of types)&lt;br /&gt;
* ''race'' the race of the unit type.&amp;lt;br&amp;gt;Races are listed in the unit files ('''data/units/''')&lt;br /&gt;
* ''ability'' unit has a given ability; see [[AbilitiesWML]]&lt;br /&gt;
* ''side'' the unit is on the given side (can be a list)&lt;br /&gt;
* ''has_weapon'' the unit has a weapon with the given name&lt;br /&gt;
* ''canrecruit'' 1 if the unit can recruit (i.e. is a leader)&lt;br /&gt;
* ''gender'' female if the unit is female rather than the default of male&lt;br /&gt;
* ''role'' the unit has been assigned the given role; see '''[role]''', [[InternalActionsWML]]&lt;br /&gt;
* ''level'' the level of the unit&lt;br /&gt;
* ''x,y'' the position of the unit&lt;br /&gt;
* ''find_in'' name of an array or container variable; if present, the unit will not match unless it is also found stored in the variable {{DevFeature}}&lt;br /&gt;
* '''[wml_filter]''' {{DevFeature}} this is WML level filter for the unit. In it, you can filter on anything that is in the WML description of a unit. This description can be found in any savegame also in [[SingleUnitWML]].&lt;br /&gt;
* '''[and]''' an extra unit filter. Unless the unit also matches the [and] filter, then it will not count as a match. {{DevFeature}} ''Note: [and],[or], and [not] filters are considered after the containing filter; they are then processed in the order encountered.''&lt;br /&gt;
* '''[or]''' an extra unit filter. If a unit matches the [or] filter, then it will count as a match regardless of conditions in previous filters or the containing filter. {{DevFeature}}&lt;br /&gt;
* '''[not]''' an extra unit filter. If a unit matches the [not] filter, then that unit will not be considered a match by the containing filter.&lt;br /&gt;
* '''[filter_adjacent]''' {{DevFeature}} standard unit filter; if present the correct number of adjacent units must match this filter&lt;br /&gt;
** ''count'' - a number, range, or comma separated range; default &amp;quot;1-6&amp;quot;&lt;br /&gt;
** ''adjacent'' - a comma separated list of directions; default &amp;quot;n,ne,se,s,sw,nw&amp;quot;&lt;br /&gt;
** ''is_enemy'' - a boolean specifying whether the adjacent unit must be an enemy or an ally (optional)&lt;br /&gt;
* '''[filter_location]''' (in 1.2 a special filter / {{DevFeature}} standard location filter) - the tile that the unit is standing on matches the location filter.&lt;br /&gt;
** ''time_of_day'' filter matches only on a given time of day (one of lawful, chaotic or neutral).&lt;br /&gt;
** ''terrain'' comma separated list of terrains. If you are using terrain letters ([[TerrainLettersWML]]), then yes you must use commas to separate the terrains; this is different from the the '''[store_locations]''' tag or IF_TERRAIN macro (of utils.cfg)! So instead of &amp;quot;gfm&amp;quot;, write &amp;quot;g,f,m&amp;quot; here.&lt;br /&gt;
** ''x,y'' the same as in the unit filter; supports any range {{DevFeature}}&lt;br /&gt;
** '''[filter]''' a standard unit filter; if present a unit must also be there {{DevFeature}}&lt;br /&gt;
** ''owner_side'' the side of the owner, if this location is an owned village. {{DevFeature}} &lt;br /&gt;
** ''find_in'' name of an array or container variable; if present, the location will not match unless it is also found stored in the variable {{DevFeature}}&lt;br /&gt;
** ''radius'' matches if any location within the radius matches this filter {{DevFeature}}&lt;br /&gt;
:This might not work, try enclosing &amp;quot;terrain=Gg&amp;quot; or whatever, with &amp;quot;[and] [/and]&amp;quot; if you use radius; Example for 1.3.7 &lt;br /&gt;
  [have_location]&lt;br /&gt;
  x=$x1&lt;br /&gt;
  y=$y1&lt;br /&gt;
  [and]&lt;br /&gt;
  terrain=Gg^Vh&lt;br /&gt;
  [/and]&lt;br /&gt;
  radius=1&lt;br /&gt;
  [/have_location]&lt;br /&gt;
&lt;br /&gt;
** '''[filter_radius]''' a standard location filter; normally the radius extends outwards from matching locations one step at a time without checking any additional information-- however, if this tag is present, the radius will be restricted so that it can only expand outwards in the directions where it passes the given location filter {{DevFeature}}&lt;br /&gt;
** '''[and]''' an extra location filter. Unless a location matches the [and] filter, then it will be excluded. {{DevFeature}} ''Note: [and],[or],and [not] extra location filters are considered after everything else in the containing filter (except radius, which is considered last in 1.3.8 and greater); they are then processed in the order encountered.''&lt;br /&gt;
** '''[or]''' an extra location filter. If a location matches the [or] filter, then it will count as a match regardless of conditions in previous filters or the containing filter. {{DevFeature}}&lt;br /&gt;
** '''[not]''' an extra location filter. If a location matches the [not] filter, then that location will be excluded. {{DevFeature}}&lt;br /&gt;
** '''[filter_adjacent_location]''' a standard location filter; if present the correct number of adjacent locations must match this filter {{DevFeature}}&lt;br /&gt;
*** ''count'' - a number, range, or comma separated range; default &amp;quot;1-6&amp;quot;&lt;br /&gt;
*** ''adjacent'' - a comma separated list of directions; default &amp;quot;n,ne,se,s,sw,nw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* You are limited to having one ''description'', however this can be worked around. If you have several specific units you want excepted from matching, use a separate [not] subfilter for each one. If you want to match any of several specific units, you can apply DeMorgan's law and do the test by having a [not] subfilter and then below that another [not] subfilter for each unit you want included. For example to kill ([kill] uses the standard unit filter) all units except Gwiti Ha'atel and Tanar you can do the following:&lt;br /&gt;
  [kill]&lt;br /&gt;
    [not]&lt;br /&gt;
      description=Gwiti Ha'atel&lt;br /&gt;
    [/not]&lt;br /&gt;
    [not]&lt;br /&gt;
      description=Tanar&lt;br /&gt;
    [/not]&lt;br /&gt;
  [/kill]&lt;br /&gt;
:And similarly if you wanted to kill both Gwiti Ha'atel and Tanar, but no one else you could do the following:&lt;br /&gt;
  [kill]&lt;br /&gt;
    [not]&lt;br /&gt;
      [not]&lt;br /&gt;
        description=Gwiti Ha'atel&lt;br /&gt;
      [/not]&lt;br /&gt;
      [not]&lt;br /&gt;
        description=Tanar&lt;br /&gt;
      [/not]&lt;br /&gt;
    [/not]&lt;br /&gt;
  [/kill]&lt;br /&gt;
:although this is probably easier achieved using two tags:&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Gwiti Ha'atel&lt;br /&gt;
  [/kill]&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Tanar&lt;br /&gt;
  [/kill]&lt;br /&gt;
:although in {{DevFeature}} you would just do it like this:&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Gwiti Ha'atel&lt;br /&gt;
    [or]&lt;br /&gt;
      description=Tanar&lt;br /&gt;
    [/or]&lt;br /&gt;
  [/kill]&lt;br /&gt;
&lt;br /&gt;
== Filtering Locations ==&lt;br /&gt;
&lt;br /&gt;
As you have seen, standard unit filter can contain a location filter.&lt;br /&gt;
Several actions, such as '''[terrain]''', also use location filters.&lt;br /&gt;
Location filters are represented on this site by the phrase &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following keys are used:&lt;br /&gt;
* ''x'' the first coordinate&lt;br /&gt;
* ''y'' the second coordinate&lt;br /&gt;
(in the development version, all the keys and tags found in [filter_location] above are part of the standard location filter {{DevFeature}})&lt;br /&gt;
&lt;br /&gt;
While some locations should only be one hex (like the starting position of a unit),&lt;br /&gt;
others filter over multiple hexes.&lt;br /&gt;
The following syntax is used to filter over multiple hexes:&lt;br /&gt;
&lt;br /&gt;
Dashes('''-''') are used to have the location be a range of hexes.&lt;br /&gt;
There must be values before and after the dash;&lt;br /&gt;
everything in between these numbers (inclusively) is part of the range.&lt;br /&gt;
&lt;br /&gt;
Commas(''',''') are used to separate coordinates into a list.&lt;br /&gt;
The '''x''' and '''y''' lists are then paired up, with each pair representing one hex or range.&lt;br /&gt;
&lt;br /&gt;
Note: although the ordering of locations in a list generally does not matter,&lt;br /&gt;
the action '''[move_unit_fake]''' takes in a list of hexes,&lt;br /&gt;
and moves an image onto each of those hexes in order.&lt;br /&gt;
&lt;br /&gt;
== Filtering Weapons ==&lt;br /&gt;
&lt;br /&gt;
Sometimes weapons are filtered on in WML.&lt;br /&gt;
Currently the only weapon filter is in the '''[effect]''' tag.&lt;br /&gt;
See also [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
These keys are used as filter input for weapon filters.&lt;br /&gt;
&lt;br /&gt;
* ''range'' a range to filter&lt;br /&gt;
** 'melee' only melee weapons pass &lt;br /&gt;
** 'ranged' only ranged weapons pass &lt;br /&gt;
* ''name'' filter on the attack's name.&lt;br /&gt;
See '''data/units/''' or http://wesnoth.slack.it/unitlist.cgi&lt;br /&gt;
to find the name of a particular unit's attack.&lt;br /&gt;
* ''type'' filter on the attack's type.&lt;br /&gt;
Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
* ''special'' filter on the attack's special power.&lt;br /&gt;
For values see [[AbilitiesWML]].&lt;br /&gt;
&lt;br /&gt;
=== Filtering Terrains ===&lt;br /&gt;
&lt;br /&gt;
'''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]'''''&lt;br /&gt;
At some places the terrains can be filtered with a &lt;br /&gt;
match list. This list is only usable with the new terrain&lt;br /&gt;
strings. The list is a comma separated list and matching will stop&lt;br /&gt;
at the first matched terrain string. There's one special character&lt;br /&gt;
''!'' which inverts the meaning of a match. Terrain strings can &lt;br /&gt;
use the wildcard * to match zero or more following letters, characters&lt;br /&gt;
behind the * are not allowed and the result is undefined.&lt;br /&gt;
&lt;br /&gt;
Eg: &amp;lt;br&amp;gt;&lt;br /&gt;
ww* matches ww, www, wwW but not WWW &amp;lt;br&amp;gt;&lt;br /&gt;
!, ww returns false if ww found and true if not &amp;lt;br&amp;gt;&lt;br /&gt;
!, ww, wa, !, aa returns false if ww or wa found and true if aa found and false if none found.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EffectWML&amp;diff=17985</id>
		<title>EffectWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EffectWML&amp;diff=17985"/>
		<updated>2007-09-15T14:13:47Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* the [effect] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [effect] tag ==&lt;br /&gt;
&lt;br /&gt;
The tag [effect] is used to describe one modification to a unit.&lt;br /&gt;
Any number of [effect] tags can be used to describe a complete&lt;br /&gt;
modification.&lt;br /&gt;
Modifications are permanent changes to a unit;&lt;br /&gt;
currently there is no way of removing a modification.&lt;br /&gt;
&lt;br /&gt;
The following keys are always recognized for [effect]:&lt;br /&gt;
* ''unit_type'' only apply this effect if the affected unit's type name matches ''unit_type'' (can be a list of types).&lt;br /&gt;
* ''times'' {{DevFeature}} describes how much time the effect is applied. The default is to apply the effect once. Other possible value : &amp;quot;per level&amp;quot; which means that the effect is applied level times, where level is the unit level.&lt;br /&gt;
* ''apply_to'' describes what the effect actually affects.&lt;br /&gt;
[effect] uses different keys depending on the value of ''apply_to''.  ''apply_to'' can take the following values:&lt;br /&gt;
* &amp;quot;new_attack&amp;quot; will use all other keys and tags as the description of an attack that will be added to the unit. See [[AttackWML]].&lt;br /&gt;
* ''remove_attacks'' {{DevFeature}} remove the matching attacks. All tags from the attack filter construct will be used to match the attack; see [[FilterWML]]. Notes: do not use a [filter] tag. Also, the last remaining attack will never be removed (since Wesnoth don't support it).&lt;br /&gt;
* &amp;quot;attack&amp;quot; find an attack and modify it.  All tags from the attack filter construct will be used to match the attack; see [[FilterWML]].  After that, the following keys and tags can be used to modify the attack.  Note: do not use a [filter] tag.  Just put the keys you want to filter on inside the [effect] tag.&lt;br /&gt;
** ''set_name'' change the attack's name (ie identifier). ({{DevFeature}} this doesn't change the weapon's description like in 1.2)&lt;br /&gt;
** ''set_description'' {{DevFeature}} change the attack's description (ie displayed name). &lt;br /&gt;
** ''set_type'' change the attack type. Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''set_special'' change the attack's specials. See [[AbilitiesWML]] for a list of possible values. Note that you can only set the normal specials defined in ''data/abilities.cfg'', not custom ones.&lt;br /&gt;
** ''[set_specials]'' {{DevFeature}} change the attack's specials. The specials to add are given exactly as in the [specials] tag.&lt;br /&gt;
*** ''mode'' if ''append'', adds the given specials to the attack. If ''replace'', replaces the existing specials with the given ones. Default ''replace''.&lt;br /&gt;
** ''remove_specials'' {{DevFeature}} remove the listed specials. The value of this key is the coma-separated list of the id of the specials to remove. This key is always evaluated before a [set_specials] tags in the same [effect]&lt;br /&gt;
** ''increase_damage'' increases the attack's damage.  This can be positive or negative, so you can use it to decrease damage as well.  If it ends in a percent(''''%''''), the change in damage will be a percentage ratio of the attack's original damage.&lt;br /&gt;
** ''increase_attacks'' increases the number of attack strikes. Like ''increase_damage'', it can be positive or negative, or a percentage.&lt;br /&gt;
** ''attack_weight'' change the attack's attack_weight. See [[AttackWML]] for explainations about attack_weight.&lt;br /&gt;
** ''defense_weight'' change the attack's defense_weight. See [[AttackWML]] for explainations about defense_weight.&lt;br /&gt;
* &amp;quot;hitpoints&amp;quot; modifies the unit's HP and/or max HP.&lt;br /&gt;
** ''increase'' the amount to increase the unit's HP.&lt;br /&gt;
** ''heal_full'' if present  and not set to &amp;quot;no&amp;quot; the unit will be put back to full HP.&lt;br /&gt;
** ''increase_total'' will increase the total HP of the unit.  Can be specified either as a negative or a positive value.  It can also be specified as a percentage of the current total; i.e. &amp;quot;-50%&amp;quot; will cut max HP in half.&lt;br /&gt;
** ''violate_maximum'' it the unit ends up with more than its max HP after these modifications, and this key is present (set to any non-null value, ex. 'yes'), the unit's HP won't be lowered to its max HP.&lt;br /&gt;
* &amp;quot;movement&amp;quot; modifies the unit's movement points.&lt;br /&gt;
** ''increase'' maximum movement is increased by this amount. It can be positive, negative, or specified as a percentage.&lt;br /&gt;
** ''set'' maximum movement is set to a specific value.&lt;br /&gt;
* &amp;quot;max_experience&amp;quot; affects the amount of XP the unit needs for the next level.&lt;br /&gt;
** ''increase'' how to change the xp; again it can be negative, positive or a percentage.&lt;br /&gt;
* &amp;quot;loyal&amp;quot; no keys associated. The affected unit will be loyal i.e have an upkeep of 0.&lt;br /&gt;
* &amp;quot;movement_costs&amp;quot; speed through specific terrain is modified&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [set_specials]&lt;br /&gt;
** [movement_costs] a subtag that describes the new movement costs just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;defense&amp;quot; Sets unit chance to be hit in specific terrain (100 - defense value)&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [defense] a subtag that describes the new defense just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;resistance&amp;quot; Sets percent damage taken from combat&lt;br /&gt;
** ''replace'' If set to &amp;quot;true&amp;quot;, any new values replace the old ones. Otherwise, new values are added to old values (negative values allowed).&lt;br /&gt;
** [resistance] a subtag that describes the new resistance just like in [[UnitWML]] for describing a unit type&lt;br /&gt;
* &amp;quot;variation&amp;quot; switches the unit into one of its variations.&lt;br /&gt;
** ''name'' the name of the variation to invoke.&lt;br /&gt;
* &amp;quot;status&amp;quot; modifies the status affecting the unit.&lt;br /&gt;
** ''add'' a list of status modifications to add. Beware, these may be reapplied later, such as when the unit is recalled or levels up; if in an event, you can use [[InternalActionsWML|[store_unit]]] and [[DirectActionsWML|[unstore_unit]]], modifying unit.status.name directly, to avoid this, or if you are creating the unit, you can just add it to the unit's [status] tag in the [unit] tag.  These are listed in [status], [[SingleUnitWML]].&lt;br /&gt;
** ''remove'' a list of status modifications to remove.&lt;br /&gt;
* ''zoc'' {{DevFeature}} toggle the zone of control.&lt;br /&gt;
** ''value'' new value for zoc (0=disable, other=enable).&lt;br /&gt;
* ''profile'' {{DevFeature}} customize the profile for this unit type&lt;br /&gt;
** ''portrait'' new image to display when the unit speaks&lt;br /&gt;
** ''description'' sets the text to display when hovering over the unit's type in the righthand pane&lt;br /&gt;
* &amp;quot;new_ability&amp;quot; {{DevFeature}} Adds one or more abilities to a unit.&lt;br /&gt;
** [abilities] A subtag that contains the ability definitions.&lt;br /&gt;
* &amp;quot;remove_ability&amp;quot; {{DevFeature}} Removes one or more abilities from a unit. Abilities are not reference counted: added, added, removed = gone.&lt;br /&gt;
** [abilities] A subtag that contains the ability definitions. Strictly speaking, all that is needed is the id= inside some tag.&lt;br /&gt;
* ''new_animation'' {{DevFeature}} contain animations that will be added to the unit&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[AttackWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FilterWML&amp;diff=17984</id>
		<title>FilterWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FilterWML&amp;diff=17984"/>
		<updated>2007-09-15T14:08:41Z</updated>

		<summary type="html">&lt;p&gt;Appleide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Filtering in WML ==&lt;br /&gt;
&lt;br /&gt;
A ''filter'' is a special WML block.&lt;br /&gt;
Filters are used to describe a set of units, hexes, or weapons.&lt;br /&gt;
Filters are defined as matching something if all the keys in the filter match that thing.&lt;br /&gt;
For example, if a unit filter contains two keys,&lt;br /&gt;
a unit must match both of the keys in order to match the filter.&lt;br /&gt;
&lt;br /&gt;
== Filtering Units ==&lt;br /&gt;
&lt;br /&gt;
Filters are often used in action tags (see [[EventWML]]).&lt;br /&gt;
In this case the phrase &amp;quot;standard unit filter&amp;quot; is used in place of the set of standard keys.&lt;br /&gt;
Sometimes a filter is used to find the first unit that matches the filter;&lt;br /&gt;
for example, the '''[recall]''' tag recalls that unit.&lt;br /&gt;
&lt;br /&gt;
Standard unit filters are also used in the tags '''[filter]''' and '''[filter_second]'''.&lt;br /&gt;
These are subtags of '''[event]''' which describe when the event should trigger.&lt;br /&gt;
Most event names (see [[EventWML]]) have units related to them called &amp;quot;primary unit&amp;quot; and &amp;quot;secondary unit&amp;quot;.&lt;br /&gt;
In order for an event to be triggered, ''primary unit'' must match the filter contained in '''[filter]''',&lt;br /&gt;
and ''secondary unit'' must match the filter contained in '''[filter_second]'''.&lt;br /&gt;
&lt;br /&gt;
When a unit filter is applied to a map, first it applies to all units on the field,&lt;br /&gt;
based on their coordinates.&lt;br /&gt;
Next it applies to units in the recall list.&lt;br /&gt;
This is important to remember as it means, for example,&lt;br /&gt;
that the tag '''[kill]''' can be used to kill units in the recall list.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}} : you can access the filtered unit within the filter as the ''$this_unit'' variable, see [[SingleUnitWML]] for the possible content of these variables&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Any number of the following key/tags can be used in a standard unit filter:&lt;br /&gt;
&lt;br /&gt;
* ''description'' unit matches the given description. This is the same as ''description'' in the [unit] tag. Note that it is independent of ''user_description'', which can be internationalized independent of this. See [[SingleUnitWML]].&lt;br /&gt;
* ''speaker'' alias for description&lt;br /&gt;
* ''type'' matches the unit's type name (can be a list of types)&lt;br /&gt;
* ''race'' the race of the unit type.&amp;lt;br&amp;gt;Races are listed in the unit files ('''data/units/''')&lt;br /&gt;
* ''ability'' unit has a given ability; see [[AbilitiesWML]]&lt;br /&gt;
* ''side'' the unit is on the given side (can be a list)&lt;br /&gt;
* ''has_weapon'' the unit has a weapon with the given name&lt;br /&gt;
* ''canrecruit'' 1 if the unit can recruit (i.e. is a leader)&lt;br /&gt;
* ''gender'' female if the unit is female rather than the default of male&lt;br /&gt;
* ''role'' the unit has been assigned the given role; see '''[role]''', [[InternalActionsWML]]&lt;br /&gt;
* ''level'' the level of the unit&lt;br /&gt;
* ''x,y'' the position of the unit&lt;br /&gt;
* ''find_in'' name of an array or container variable; if present, the unit will not match unless it is also found stored in the variable {{DevFeature}}&lt;br /&gt;
* '''[wml_filter]''' {{DevFeature}} this is WML level filter for the unit. In it, you can filter on anything that is in the WML description of a unit. This description can be found in any savegame also in [[SingleUnitWML]].&lt;br /&gt;
* '''[and]''' an extra unit filter. Unless the unit also matches the [and] filter, then it will not count as a match. {{DevFeature}} ''Note: [and],[or], and [not] filters are considered after the containing filter; they are then processed in the order encountered.''&lt;br /&gt;
* '''[or]''' an extra unit filter. If a unit matches the [or] filter, then it will count as a match regardless of conditions in previous filters or the containing filter. {{DevFeature}}&lt;br /&gt;
* '''[not]''' an extra unit filter. If a unit matches the [not] filter, then that unit will not be considered a match by the containing filter.&lt;br /&gt;
* '''[filter_adjacent]''' {{DevFeature}} standard unit filter; if present the correct number of adjacent units must match this filter&lt;br /&gt;
** ''count'' - a number, range, or comma separated range; default &amp;quot;1-6&amp;quot;&lt;br /&gt;
** ''adjacent'' - a comma separated list of directions; default &amp;quot;n,ne,se,s,sw,nw&amp;quot;&lt;br /&gt;
** ''is_enemy'' - a boolean specifying whether the adjacent unit must be an enemy or an ally (optional)&lt;br /&gt;
* '''[filter_location]''' (in 1.2 a special filter / {{DevFeature}} standard location filter) - the tile that the unit is standing on matches the location filter.&lt;br /&gt;
** ''time_of_day'' filter matches only on a given time of day (one of lawful, chaotic or neutral).&lt;br /&gt;
** ''terrain'' comma separated list of terrains. If you are using terrain letters ([[TerrainLettersWML]]), then yes you must use commas to separate the terrains; this is different from the the '''[store_locations]''' tag or IF_TERRAIN macro (of utils.cfg)! So instead of &amp;quot;gfm&amp;quot;, write &amp;quot;g,f,m&amp;quot; here.&lt;br /&gt;
** ''x,y'' the same as in the unit filter; supports any range {{DevFeature}}&lt;br /&gt;
** '''[filter]''' a standard unit filter; if present a unit must also be there {{DevFeature}}&lt;br /&gt;
** ''owner_side'' the side of the owner, if this location is an owned village. {{DevFeature}} &lt;br /&gt;
** ''find_in'' name of an array or container variable; if present, the location will not match unless it is also found stored in the variable {{DevFeature}}&lt;br /&gt;
** ''radius'' matches if any location within the radius matches this filter {{DevFeature}}&lt;br /&gt;
            EDIT: This might not work, try enclosing &amp;quot;terrain=Gg&amp;quot; or whatever, with &amp;quot;[and] [/and]&amp;quot; if you use radius&lt;br /&gt;
** '''[filter_radius]''' a standard location filter; normally the radius extends outwards from matching locations one step at a time without checking any additional information-- however, if this tag is present, the radius will be restricted so that it can only expand outwards in the directions where it passes the given location filter {{DevFeature}}&lt;br /&gt;
** '''[and]''' an extra location filter. Unless a location matches the [and] filter, then it will be excluded. {{DevFeature}} ''Note: [and],[or],and [not] extra location filters are considered after everything else in the containing filter (except radius, which is considered last in 1.3.8 and greater); they are then processed in the order encountered.''&lt;br /&gt;
** '''[or]''' an extra location filter. If a location matches the [or] filter, then it will count as a match regardless of conditions in previous filters or the containing filter. {{DevFeature}}&lt;br /&gt;
** '''[not]''' an extra location filter. If a location matches the [not] filter, then that location will be excluded. {{DevFeature}}&lt;br /&gt;
** '''[filter_adjacent_location]''' a standard location filter; if present the correct number of adjacent locations must match this filter {{DevFeature}}&lt;br /&gt;
*** ''count'' - a number, range, or comma separated range; default &amp;quot;1-6&amp;quot;&lt;br /&gt;
*** ''adjacent'' - a comma separated list of directions; default &amp;quot;n,ne,se,s,sw,nw&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* You are limited to having one ''description'', however this can be worked around. If you have several specific units you want excepted from matching, use a separate [not] subfilter for each one. If you want to match any of several specific units, you can apply DeMorgan's law and do the test by having a [not] subfilter and then below that another [not] subfilter for each unit you want included. For example to kill ([kill] uses the standard unit filter) all units except Gwiti Ha'atel and Tanar you can do the following:&lt;br /&gt;
  [kill]&lt;br /&gt;
    [not]&lt;br /&gt;
      description=Gwiti Ha'atel&lt;br /&gt;
    [/not]&lt;br /&gt;
    [not]&lt;br /&gt;
      description=Tanar&lt;br /&gt;
    [/not]&lt;br /&gt;
  [/kill]&lt;br /&gt;
:And similarly if you wanted to kill both Gwiti Ha'atel and Tanar, but no one else you could do the following:&lt;br /&gt;
  [kill]&lt;br /&gt;
    [not]&lt;br /&gt;
      [not]&lt;br /&gt;
        description=Gwiti Ha'atel&lt;br /&gt;
      [/not]&lt;br /&gt;
      [not]&lt;br /&gt;
        description=Tanar&lt;br /&gt;
      [/not]&lt;br /&gt;
    [/not]&lt;br /&gt;
  [/kill]&lt;br /&gt;
:although this is probably easier achieved using two tags:&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Gwiti Ha'atel&lt;br /&gt;
  [/kill]&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Tanar&lt;br /&gt;
  [/kill]&lt;br /&gt;
:although in {{DevFeature}} you would just do it like this:&lt;br /&gt;
  [kill]&lt;br /&gt;
    description=Gwiti Ha'atel&lt;br /&gt;
    [or]&lt;br /&gt;
      description=Tanar&lt;br /&gt;
    [/or]&lt;br /&gt;
  [/kill]&lt;br /&gt;
&lt;br /&gt;
== Filtering Locations ==&lt;br /&gt;
&lt;br /&gt;
As you have seen, standard unit filter can contain a location filter.&lt;br /&gt;
Several actions, such as '''[terrain]''', also use location filters.&lt;br /&gt;
Location filters are represented on this site by the phrase &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The following keys are used:&lt;br /&gt;
* ''x'' the first coordinate&lt;br /&gt;
* ''y'' the second coordinate&lt;br /&gt;
(in the development version, all the keys and tags found in [filter_location] above are part of the standard location filter {{DevFeature}})&lt;br /&gt;
&lt;br /&gt;
While some locations should only be one hex (like the starting position of a unit),&lt;br /&gt;
others filter over multiple hexes.&lt;br /&gt;
The following syntax is used to filter over multiple hexes:&lt;br /&gt;
&lt;br /&gt;
Dashes('''-''') are used to have the location be a range of hexes.&lt;br /&gt;
There must be values before and after the dash;&lt;br /&gt;
everything in between these numbers (inclusively) is part of the range.&lt;br /&gt;
&lt;br /&gt;
Commas(''',''') are used to separate coordinates into a list.&lt;br /&gt;
The '''x''' and '''y''' lists are then paired up, with each pair representing one hex or range.&lt;br /&gt;
&lt;br /&gt;
Note: although the ordering of locations in a list generally does not matter,&lt;br /&gt;
the action '''[move_unit_fake]''' takes in a list of hexes,&lt;br /&gt;
and moves an image onto each of those hexes in order.&lt;br /&gt;
&lt;br /&gt;
== Filtering Weapons ==&lt;br /&gt;
&lt;br /&gt;
Sometimes weapons are filtered on in WML.&lt;br /&gt;
Currently the only weapon filter is in the '''[effect]''' tag.&lt;br /&gt;
See also [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
These keys are used as filter input for weapon filters.&lt;br /&gt;
&lt;br /&gt;
* ''range'' a range to filter&lt;br /&gt;
** 'melee' only melee weapons pass &lt;br /&gt;
** 'ranged' only ranged weapons pass &lt;br /&gt;
* ''name'' filter on the attack's name.&lt;br /&gt;
See '''data/units/''' or http://wesnoth.slack.it/unitlist.cgi&lt;br /&gt;
to find the name of a particular unit's attack.&lt;br /&gt;
* ''type'' filter on the attack's type.&lt;br /&gt;
Values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
* ''special'' filter on the attack's special power.&lt;br /&gt;
For values see [[AbilitiesWML]].&lt;br /&gt;
&lt;br /&gt;
=== Filtering Terrains ===&lt;br /&gt;
&lt;br /&gt;
'''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]'''''&lt;br /&gt;
At some places the terrains can be filtered with a &lt;br /&gt;
match list. This list is only usable with the new terrain&lt;br /&gt;
strings. The list is a comma separated list and matching will stop&lt;br /&gt;
at the first matched terrain string. There's one special character&lt;br /&gt;
''!'' which inverts the meaning of a match. Terrain strings can &lt;br /&gt;
use the wildcard * to match zero or more following letters, characters&lt;br /&gt;
behind the * are not allowed and the result is undefined.&lt;br /&gt;
&lt;br /&gt;
Eg: &amp;lt;br&amp;gt;&lt;br /&gt;
ww* matches ww, www, wwW but not WWW &amp;lt;br&amp;gt;&lt;br /&gt;
!, ww returns false if ww found and true if not &amp;lt;br&amp;gt;&lt;br /&gt;
!, ww, wa, !, aa returns false if ww or wa found and true if aa found and false if none found.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=16360</id>
		<title>TerrainCodesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=16360"/>
		<updated>2007-07-07T08:09:28Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Values of terrain letters ==&lt;br /&gt;
&lt;br /&gt;
What each letter represents in Wesnoth maps,&lt;br /&gt;
and the possible values of the ''letter'' key.&lt;br /&gt;
&lt;br /&gt;
See [[TerrainWML]] for information on how to define a terrain.&lt;br /&gt;
&lt;br /&gt;
* '''A''' human (snow) hill village&lt;br /&gt;
* '''a''' human hill village&lt;br /&gt;
* '''B''' desert village (adobe)&lt;br /&gt;
* '''b''' human mountain village&lt;br /&gt;
* '''C''' castle&lt;br /&gt;
* '''c''' shallow water, &amp;quot;coast&amp;quot;&lt;br /&gt;
* '''D''' underground village (cave, village), &amp;quot;dungeon village&amp;quot;&lt;br /&gt;
* '''d''' sand, (old desert)&lt;br /&gt;
* '''E''' desert road&lt;br /&gt;
* '''e''' elven (snow) village&lt;br /&gt;
* '''F''' forest (snow)&lt;br /&gt;
* '''f''' forest&lt;br /&gt;
* '''G''' savanna (grass)&lt;br /&gt;
* '''g''' grass&lt;br /&gt;
* '''H''' hills (snow)&lt;br /&gt;
* '''h''' hills&lt;br /&gt;
* '''I''' desert&lt;br /&gt;
* '''i''' ice (tundra)&lt;br /&gt;
* '''J''' desert hills&lt;br /&gt;
* '''j''' -nothing- (will be snowy mountains)&lt;br /&gt;
* '''K''' keep (castle)&lt;br /&gt;
* '''k''' river ford (grass, shallow water)&lt;br /&gt;
* '''L''' tropical forest village (savanna, village)&lt;br /&gt;
* '''l''' lava (canyon)&lt;br /&gt;
* '''M''' desert mountains&lt;br /&gt;
* '''m''' mountain&lt;br /&gt;
* '''N''' ruined castle&lt;br /&gt;
* '''n''' encampment (castle)&lt;br /&gt;
* '''O''' -nothing- (will probably be an Orc Castle one day)&lt;br /&gt;
* '''o''' dwarven castle (castle)&lt;br /&gt;
* '''P''' desert oasis&lt;br /&gt;
* '''p''' dwarven village&lt;br /&gt;
* '''Q''' sunken ruin&lt;br /&gt;
* '''q''' ruin (swamp)&lt;br /&gt;
* '''R''' road (grass)&lt;br /&gt;
* '''r''' dirt (grass)&lt;br /&gt;
* '''S''' tundra&lt;br /&gt;
* '''s''' deep water&lt;br /&gt;
* '''T''' forest (tropical)&lt;br /&gt;
* '''t''' village&lt;br /&gt;
* '''U''' desert village (tent)&lt;br /&gt;
* '''u''' cave&lt;br /&gt;
* '''V''' snow village (tundra, village)&lt;br /&gt;
* '''v''' human village (village)&lt;br /&gt;
* '''W''' cavewall&lt;br /&gt;
* '''w''' swamp&lt;br /&gt;
* '''X''' canyon (replaced by chasm in trunk)&lt;br /&gt;
* '''x''' reserved for UMCs&lt;br /&gt;
* '''Y''' swamp village (swamp, village)&lt;br /&gt;
* '''y''' reserved for UMCs&lt;br /&gt;
* '''Z''' mermen village (shallow water)&lt;br /&gt;
* '''z''' reserved for UMCs&lt;br /&gt;
* '''/''','''|''','''\''' bridge (grass, shallow water)&lt;br /&gt;
* '''~''' fog&lt;br /&gt;
* ' ' void/shroud (it uses the &amp;quot;space&amp;quot; character)&lt;br /&gt;
* '''*''' reserved for UMCs&lt;br /&gt;
* '''^''' reserved for UMCs&lt;br /&gt;
* '''%''' reserved for UMCs&lt;br /&gt;
* '''@''' reserved for UMCs&lt;br /&gt;
* '''[''' rockbound cave &lt;br /&gt;
* ''']''' mushroom grove &lt;br /&gt;
* ''' ' ''' illuminated cave &lt;br /&gt;
* ''' ? ''' great Elven tree&lt;br /&gt;
* ''' &amp;amp; ''' impassable mountains&lt;br /&gt;
* ''' &amp;quot; ''' ???&lt;br /&gt;
* ''' $ ''' ???&lt;br /&gt;
* ''' . ''' ???&lt;br /&gt;
* ''' ; ''' ???&lt;br /&gt;
* ''' : ''' ???&lt;br /&gt;
* ''' &amp;lt; ''' ???&lt;br /&gt;
* ''' &amp;gt; ''' ???&lt;br /&gt;
* ''' _ ''' ???&lt;br /&gt;
* ''' ` ''' ???&lt;br /&gt;
&lt;br /&gt;
==Reserved letters and non-letter Characters==&lt;br /&gt;
Reserved letters are for custom terrains in user-made campaigns. In addition to these it is currently also possible to use other characters not on the above list to represent custom terrain, such as ½ § @ % etc., but new &amp;quot;official&amp;quot; terrain may be assigned for these characters in the future. So when creating custom terrain, the letters marked as reserved on the above list should be used first.&lt;br /&gt;
Use campaign definitions (see [[CampaignWML]]) to prevent your custom terrains from interfering with other campaigns.&lt;br /&gt;
&lt;br /&gt;
== Terrain strings '''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]''''' ==&lt;br /&gt;
The terrains will be changed from a single letter to a multi letter system. There will be a compability layer for a short while. This layer doesn't work for campaigns with custom terrains, these campaigns have to be changed to use the new system.&lt;br /&gt;
&lt;br /&gt;
The following rules are stated for the new terrain letters, note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.&lt;br /&gt;
* terrain strings are between 2 and 4 characters&lt;br /&gt;
* terrain strings start with a capital letter and the following letters are lower case&lt;br /&gt;
* terrain strings can only contain letters and the symbols /|\ which are meant for directional items like bridges.&lt;br /&gt;
* the underscore is used for internal terrains&lt;br /&gt;
* the star '*' can be used for wildcards in some parts &lt;br /&gt;
&lt;br /&gt;
Starting positions are defined by a number followed by 1 space and then the terrain string; this means that a starting position is no longer automatically a keep.&lt;br /&gt;
&lt;br /&gt;
The letters Y,y,Z,z are reserved for UMC so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== Conversion form old to new ===&lt;br /&gt;
Map conversion logic is included in the [[Maintenance_tools|upconvert]] tool. This script will, among other things, convert a map with the old letters to the new strings. Here is a lookup table with the letters.&lt;br /&gt;
&lt;br /&gt;
 char= a    b    c    d    e    f    g    h    i    j    k    l    m      &lt;br /&gt;
 str=  Vhh  Vhm  Ww   Ds   Vea  Ff   Gg   Hh   Ai        Wwf  Ql   Mm   &lt;br /&gt;
&lt;br /&gt;
 char= n    o    p    q    r    s    t    u    v    w    x    y    z&lt;br /&gt;
 str=  Ce   Cud  Vud  Chs  Re   Wo   Veg  Uu   Vhg  Ss &lt;br /&gt;
&lt;br /&gt;
 char= A    B    C    D    E    F    G    H    I    J    K    L    M      &lt;br /&gt;
 str=  Vhha Vda  Ch   Vu   Rd   Fa   Gs   Ha   Dd   Hd   _K   Vht  Md&lt;br /&gt;
&lt;br /&gt;
 char= N    O    P    Q    R    S    T    U    V    W    X    Y    Z&lt;br /&gt;
 str=  Chr       Do   Chw  Rr   Aa   Ft   Vdt  Vha  Xu   Qxu  Vs   Vwm&lt;br /&gt;
&lt;br /&gt;
 char= /    |    \    &amp;amp;    _    ~    ?    ]    [    '&lt;br /&gt;
 str=  Bww/ Bww| Bww\ Xm   _s   _f   Fet  Uf   Uh   Uui&lt;br /&gt;
&lt;br /&gt;
=== terrains sorted per group ===&lt;br /&gt;
This list shows the string for the terrains, the italic strings are reservations for terrains.&lt;br /&gt;
The old letter is extra shown for as an extra reference.&lt;br /&gt;
&lt;br /&gt;
==== Snow terrains ====&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ai&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;i&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ice&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Aa&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;S&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;tundra &amp;quot;Arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bridges ====&lt;br /&gt;
Since bridges are directional all strings here&lt;br /&gt;
will be appended with either /|\ to show their&lt;br /&gt;
direction. In this list these signs are replaced&lt;br /&gt;
with a *.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Brx*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bridge of stones over chasm for aboveground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bxu*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bridge over chasm underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bsw*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;wooden bridge over swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bwr*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Stone Bridge over shallow water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bww*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;/|\&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;wooden bridge bridge, over wadeable, wooden&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Castles ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;n&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;encampment (castle)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ch&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;C&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Cv&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Elven castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ruined castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;q&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human ruin (swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chw&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human sunken ruin&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Co&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;O&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;will be an Orc Castle one day&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Cud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;o&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven castle &amp;quot;castle underground, dwarf&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== desert ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;I&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Do&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;P&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert oasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ds&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;d&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;sand, (old desert)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forest ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fa&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;F&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forest (snow) &amp;quot;forest arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Fb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sinister Forest &amp;quot;Forest, Bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;great Elven tree&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ff&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;f&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;T&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest tropical&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grass ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Gb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dying &amp;quot;Grass brown/bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Gf&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Farmer's Fields&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Gg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;g&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Gs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;G&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;savanna (grass)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== hill ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;H&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hills (snow) &amp;quot;hills arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert hills (dunes)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;h&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hills&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Keep ====&lt;br /&gt;
The keep definition is now done with terrain transition WML,&lt;br /&gt;
since we're no longer out of letters, this will be done&lt;br /&gt;
manually. the _K is for backwards compability but this&lt;br /&gt;
will be removed in the near future. The _K uses the special&lt;br /&gt;
castle transition WML the new ones don't. This would&lt;br /&gt;
also allow to mix items, eg a Kh keep in a Ce castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep (castle)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ke&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;encampment (keep)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ruined keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human ruin keep(swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khw&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human sunken ruin keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ko&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;will be an Orc keep one day&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven keep &amp;quot;keep underground, dwarf&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kv&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Elven Keep&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, unknown?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain ====  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ma&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snowy mountains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Md&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;M&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert mountains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;m&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== (mostly) Impassable ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qx&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;chasm for above ground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Qxu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;chasm for underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qxw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;aboveground chasm with water pouring over the edge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ql&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;l&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lava&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qr&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;stone wall&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== road ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Rc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Carpeted Floor&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Rd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;E&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Re&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;r&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dirt road &amp;quot;earth&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Rr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;stone road &amp;quot;rock&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Rw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wood floor (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== swamp ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Sb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;fetid swamp &amp;quot;Swamp Bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ss&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;w&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== underground ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;u&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;normal cave&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uui&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;illuminated cave&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mushroom grove &amp;quot;underground forest&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;rockbound cave (functionally &amp;quot;underground hill&amp;quot;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uhi&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;illuminated rockbound cave (functionally &amp;quot;underground hill&amp;quot;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Uuc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;normal cave, carved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== village ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vda&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;B&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert village (adobe)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vdt&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;U&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert village (tent)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Veg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;t&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;elven village &amp;quot;village elven grassland&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vea&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;e&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;elven (snow) village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;V&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow            snow village (tundra, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;v&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human village (village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;a&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human hill village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, hill, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human (snow) hill village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow, hill&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;b&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human mountain village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vht&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;L&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;tropical village (savanna, village) --nothing foresty about this village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;D&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground village (cave, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;p&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vwm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Z&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mermen village (shallow water)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Y&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp village (swamp, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vsm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp merfolk village (swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== water ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wo&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;s&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;deep water &amp;quot;water, ocean&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ww&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;c&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;shallow water, &amp;quot;water, wade-able&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wwf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;k&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;river ford &amp;quot;water wadeable, ford&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Wwu&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;shallow underground water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Impassable ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Xm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable moutains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xrw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Impassable stone &amp;quot;rock&amp;quot; wall (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Xu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;W&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;cavewall&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xuc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;cavewall, carved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xww&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Impassable wooden wall (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specials ====&lt;br /&gt;
These terrains are hardcoded in the game and translated&lt;br /&gt;
automatically. The old UMC terrains are here for backwards &lt;br /&gt;
compability this compability will only be guaranteed till &lt;br /&gt;
the next major release after 1.2.(That would be 1.4 or 2.0.) &lt;br /&gt;
As stated before the * will no longer be supported.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_f&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;~&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;fog&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_s&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; (space character)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;void/shroud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding terrains ==&lt;br /&gt;
When adding terrains make sure the following files are also checked:&lt;br /&gt;
&lt;br /&gt;
data/faction/* contains favorite positions for the different factions, this is only used for the random map generator at the moment so it is not very important.&lt;br /&gt;
&lt;br /&gt;
data/abilities.cfg contains the definition of ''submerge'' and ''ambush'' so depending on the change these need to be updated.&lt;br /&gt;
&lt;br /&gt;
data/utils/utils.cfg contains the macro STARTING_VILLAGES which contains a list of village strings. This list doesn't support wildcards (yet).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=16358</id>
		<title>TerrainCodesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainCodesWML&amp;diff=16358"/>
		<updated>2007-07-07T08:01:18Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Keep */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Values of terrain letters ==&lt;br /&gt;
&lt;br /&gt;
What each letter represents in Wesnoth maps,&lt;br /&gt;
and the possible values of the ''letter'' key.&lt;br /&gt;
&lt;br /&gt;
See [[TerrainWML]] for information on how to define a terrain.&lt;br /&gt;
&lt;br /&gt;
* '''A''' human (snow) hill village&lt;br /&gt;
* '''a''' human hill village&lt;br /&gt;
* '''B''' desert village (adobe)&lt;br /&gt;
* '''b''' human mountain village&lt;br /&gt;
* '''C''' castle&lt;br /&gt;
* '''c''' shallow water, &amp;quot;coast&amp;quot;&lt;br /&gt;
* '''D''' underground village (cave, village), &amp;quot;dungeon village&amp;quot;&lt;br /&gt;
* '''d''' sand, (old desert)&lt;br /&gt;
* '''E''' desert road&lt;br /&gt;
* '''e''' elven (snow) village&lt;br /&gt;
* '''F''' forest (snow)&lt;br /&gt;
* '''f''' forest&lt;br /&gt;
* '''G''' savanna (grass)&lt;br /&gt;
* '''g''' grass&lt;br /&gt;
* '''H''' hills (snow)&lt;br /&gt;
* '''h''' hills&lt;br /&gt;
* '''I''' desert&lt;br /&gt;
* '''i''' ice (tundra)&lt;br /&gt;
* '''J''' desert hills&lt;br /&gt;
* '''j''' -nothing- (will be snowy mountains)&lt;br /&gt;
* '''K''' keep (castle)&lt;br /&gt;
* '''k''' river ford (grass, shallow water)&lt;br /&gt;
* '''L''' tropical forest village (savanna, village)&lt;br /&gt;
* '''l''' lava (canyon)&lt;br /&gt;
* '''M''' desert mountains&lt;br /&gt;
* '''m''' mountain&lt;br /&gt;
* '''N''' ruined castle&lt;br /&gt;
* '''n''' encampment (castle)&lt;br /&gt;
* '''O''' -nothing- (will probably be an Orc Castle one day)&lt;br /&gt;
* '''o''' dwarven castle (castle)&lt;br /&gt;
* '''P''' desert oasis&lt;br /&gt;
* '''p''' dwarven village&lt;br /&gt;
* '''Q''' sunken ruin&lt;br /&gt;
* '''q''' ruin (swamp)&lt;br /&gt;
* '''R''' road (grass)&lt;br /&gt;
* '''r''' dirt (grass)&lt;br /&gt;
* '''S''' tundra&lt;br /&gt;
* '''s''' deep water&lt;br /&gt;
* '''T''' forest (tropical)&lt;br /&gt;
* '''t''' village&lt;br /&gt;
* '''U''' desert village (tent)&lt;br /&gt;
* '''u''' cave&lt;br /&gt;
* '''V''' snow village (tundra, village)&lt;br /&gt;
* '''v''' human village (village)&lt;br /&gt;
* '''W''' cavewall&lt;br /&gt;
* '''w''' swamp&lt;br /&gt;
* '''X''' canyon (replaced by chasm in trunk)&lt;br /&gt;
* '''x''' reserved for UMCs&lt;br /&gt;
* '''Y''' swamp village (swamp, village)&lt;br /&gt;
* '''y''' reserved for UMCs&lt;br /&gt;
* '''Z''' mermen village (shallow water)&lt;br /&gt;
* '''z''' reserved for UMCs&lt;br /&gt;
* '''/''','''|''','''\''' bridge (grass, shallow water)&lt;br /&gt;
* '''~''' fog&lt;br /&gt;
* ' ' void/shroud (it uses the &amp;quot;space&amp;quot; character)&lt;br /&gt;
* '''*''' reserved for UMCs&lt;br /&gt;
* '''^''' reserved for UMCs&lt;br /&gt;
* '''%''' reserved for UMCs&lt;br /&gt;
* '''@''' reserved for UMCs&lt;br /&gt;
* '''[''' rockbound cave &lt;br /&gt;
* ''']''' mushroom grove &lt;br /&gt;
* ''' ' ''' illuminated cave &lt;br /&gt;
* ''' ? ''' great Elven tree&lt;br /&gt;
* ''' &amp;amp; ''' impassable mountains&lt;br /&gt;
* ''' &amp;quot; ''' ???&lt;br /&gt;
* ''' $ ''' ???&lt;br /&gt;
* ''' . ''' ???&lt;br /&gt;
* ''' ; ''' ???&lt;br /&gt;
* ''' : ''' ???&lt;br /&gt;
* ''' &amp;lt; ''' ???&lt;br /&gt;
* ''' &amp;gt; ''' ???&lt;br /&gt;
* ''' _ ''' ???&lt;br /&gt;
* ''' ` ''' ???&lt;br /&gt;
&lt;br /&gt;
==Reserved letters and non-letter Characters==&lt;br /&gt;
Reserved letters are for custom terrains in user-made campaigns. In addition to these it is currently also possible to use other characters not on the above list to represent custom terrain, such as ½ § @ % etc., but new &amp;quot;official&amp;quot; terrain may be assigned for these characters in the future. So when creating custom terrain, the letters marked as reserved on the above list should be used first.&lt;br /&gt;
Use campaign definitions (see [[CampaignWML]]) to prevent your custom terrains from interfering with other campaigns.&lt;br /&gt;
&lt;br /&gt;
== Terrain strings '''''[[User:SkeletonCrew#Branch_terrain|(SVN terrain only)]]''''' ==&lt;br /&gt;
The terrains will be changed from a single letter to a multi letter system. There will be a compability layer for a short while. This layer doesn't work for campaigns with custom terrains, these campaigns have to be changed to use the new system.&lt;br /&gt;
&lt;br /&gt;
The following rules are stated for the new terrain letters, note most of these rules are not validated since it would slow down Wesnoth; not following these rules might break Wesnoth.&lt;br /&gt;
* terrain strings are between 2 and 4 characters&lt;br /&gt;
* terrain strings start with a capital letter and the following letters are lower case&lt;br /&gt;
* terrain strings can only contain letters and the symbols /|\ which are meant for directional items like bridges.&lt;br /&gt;
* the underscore is used for internal terrains&lt;br /&gt;
* the star '*' can be used for wildcards in some parts &lt;br /&gt;
&lt;br /&gt;
Starting positions are defined by a number followed by 1 space and then the terrain string; this means that a starting position is no longer automatically a keep.&lt;br /&gt;
&lt;br /&gt;
The letters Y,y,Z,z are reserved for UMC so any string containing any of these letters is a custom terrain. Other undefined terrain strings are reserved for future expansion within Wesnoth.&lt;br /&gt;
&lt;br /&gt;
=== Conversion form old to new ===&lt;br /&gt;
Map conversion logic is included in the [[Maintenance_tools|upconvert]] tool. This script will, among other things, convert a map with the old letters to the new strings. Here is a lookup table with the letters.&lt;br /&gt;
&lt;br /&gt;
 char= a    b    c    d    e    f    g    h    i    j    k    l    m      &lt;br /&gt;
 str=  Vhh  Vhm  Ww   Ds   Vea  Ff   Gg   Hh   Ai        Wwf  Ql   Mm   &lt;br /&gt;
&lt;br /&gt;
 char= n    o    p    q    r    s    t    u    v    w    x    y    z&lt;br /&gt;
 str=  Ce   Cud  Vud  Chs  Re   Wo   Veg  Uu   Vhg  Ss &lt;br /&gt;
&lt;br /&gt;
 char= A    B    C    D    E    F    G    H    I    J    K    L    M      &lt;br /&gt;
 str=  Vhha Vda  Ch   Vu   Rd   Fa   Gs   Ha   Dd   Hd   _K   Vht  Md&lt;br /&gt;
&lt;br /&gt;
 char= N    O    P    Q    R    S    T    U    V    W    X    Y    Z&lt;br /&gt;
 str=  Chr       Do   Chw  Rr   Aa   Ft   Vdt  Vha  Xu   Qxu  Vs   Vwm&lt;br /&gt;
&lt;br /&gt;
 char= /    |    \    &amp;amp;    _    ~    ?    ]    [    '&lt;br /&gt;
 str=  Bww/ Bww| Bww\ Xm   _s   _f   Fet  Uf   Uh   Uui&lt;br /&gt;
&lt;br /&gt;
=== terrains sorted per group ===&lt;br /&gt;
This list shows the string for the terrains, the italic strings are reservations for terrains.&lt;br /&gt;
The old letter is extra shown for as an extra reference.&lt;br /&gt;
&lt;br /&gt;
==== Snow terrains ====&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ai&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;i&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ice&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Aa&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;S&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;tundra &amp;quot;Arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Bridges ====&lt;br /&gt;
Since bridges are directional all strings here&lt;br /&gt;
will be appended with either /|\ to show their&lt;br /&gt;
direction. In this list these signs are replaced&lt;br /&gt;
with a *.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Brx*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bridge of stones over chasm for aboveground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bxu*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bridge over chasm underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bsw*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;wooden bridge over swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Bwr*&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Stone Bridge over shallow water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Bww*&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;/|\&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;wooden bridge bridge, over wadeable, wooden&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;bridge, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Castles ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ce&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;n&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;encampment (castle)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ch&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;C&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Cv&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Elven castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;N&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ruined castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;q&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human ruin (swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Chw&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Q&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human sunken ruin&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Co&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;O&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;will be an Orc Castle one day&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Cud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;o&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven castle &amp;quot;castle underground, dwarf&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;castle, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== desert ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Dd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;I&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Do&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;P&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert oasis&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ds&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;d&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;sand, (old desert)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Forest ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fa&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;F&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forest (snow) &amp;quot;forest arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Fb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Sinister Forest &amp;quot;Forest, Bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Fet&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;great Elven tree&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ff&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;f&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ft&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;T&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest tropical&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;forrest&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Grass ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Gb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dying &amp;quot;Grass brown/bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Gf&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Farmer's Fields&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Gg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;g&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Gs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;G&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;savanna (grass)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;grass&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== hill ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;H&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hills (snow) &amp;quot;hills arctic&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;J&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert hills (dunes)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Hh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;h&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hills&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;hill, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Keep ====&lt;br /&gt;
The keep definition is now done with terrain transition WML,&lt;br /&gt;
since we're no longer out of letters, this will be done&lt;br /&gt;
manually. the _K is for backwards compability but this&lt;br /&gt;
will be removed in the near future. The _K uses the special&lt;br /&gt;
castle transition WML the new ones don't. This would&lt;br /&gt;
also allow to mix items, eg a Kh keep in a Ce castle.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;K&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep (castle)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ke&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;encampment (keep)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep castle&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;ruined keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human ruin keep(swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Khw&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human sunken ruin keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ko&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;will be an Orc keep one day&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven keep &amp;quot;keep underground, dwarf&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Kv&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Elven Keep&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;keep, unknown?&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Mountain ====  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ma&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;snowy mountains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Md&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;M&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert mountains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Mm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;m&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mountain, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== (mostly) Impassable ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qx&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;chasm for above ground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Qxu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;X&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;chasm for underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qxw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;aboveground chasm with water pouring over the edge&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ql&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;l&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;lava&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Qr&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;stone wall&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== road ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Rc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Carpeted Floor&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Rd&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;E&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Re&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;r&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dirt road &amp;quot;earth&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Rr&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;stone road &amp;quot;rock&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Rw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wood floor (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;road&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== swamp ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Sb&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;fetid swamp &amp;quot;Swamp Bad&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Ss&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;w&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== underground ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;u&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;normal cave&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uui&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;'&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;illuminated cave&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;]&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mushroom grove &amp;quot;underground forest&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;[&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;rockbound cave (functionally &amp;quot;underground hill&amp;quot;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Uhi&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;illuminated rockbound cave (functionally &amp;quot;underground hill&amp;quot;)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Uuc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;normal cave, carved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== village ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vda&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;B&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert village (adobe)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vdt&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;U&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;desert village (tent)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, desert&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Veg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;t&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;elven village &amp;quot;village elven grassland&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vea&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;e&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;elven (snow) village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;V&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow            snow village (tundra, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhg&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;v&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human village (village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhh&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;a&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human hill village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, hill, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhha&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;A&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human (snow) hill village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, snow, hill&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vhm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;b&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;human mountain village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vht&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;L&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;tropical village (savanna, village) --nothing foresty about this village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;D&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;underground village (cave, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;p&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;dwarven village&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vwm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Z&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;mermen village (shallow water)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vs&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Y&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp village (swamp, village)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Vsm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;swamp merfolk village (swamp)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;village, swamp&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== water ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wo&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;s&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;deep water &amp;quot;water, ocean&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Ww&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;c&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;shallow water, &amp;quot;water, wade-able&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, common&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Wwf&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;k&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;river ford &amp;quot;water wadeable, ford&amp;quot;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Wwu&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;shallow underground water&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;water, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Impassable ====&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Xm&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;amp;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable moutains&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, mountain&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xrw&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Impassable stone &amp;quot;rock&amp;quot; wall (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Xu&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;W&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;cavewall&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xuc&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;cavewall, carved&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable, underground&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;i&amp;gt;Xww&amp;lt;/i&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;Impassable wooden wall (interior)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;impassable&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Specials ====&lt;br /&gt;
These terrains are hardcoded in the game and translated&lt;br /&gt;
automatically. The old UMC terrains are here for backwards &lt;br /&gt;
compability this compability will only be guaranteed till &lt;br /&gt;
the next major release after 1.2.(That would be 1.4 or 2.0.) &lt;br /&gt;
As stated before the * will no longer be supported.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=&amp;quot;1&amp;quot;&amp;gt;&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;String&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Old letter&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Description&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Theme&amp;lt;/th&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_f&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;~&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;fog&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;_s&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt; (space character)&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;void/shroud&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td&amp;gt;misc&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Adding terrains ==&lt;br /&gt;
When adding terrains make sure the following files are also checked:&lt;br /&gt;
&lt;br /&gt;
data/faction/* contains favorite positions for the different factions, this is only used for the random map generator at the moment so it is not very important.&lt;br /&gt;
&lt;br /&gt;
data/abilities.cfg contains the definition of ''submerge'' and ''ambush'' so depending on the change these need to be updated.&lt;br /&gt;
&lt;br /&gt;
data/utils/utils.cfg contains the macro STARTING_VILLAGES which contains a list of village strings. This list doesn't support wildcards (yet).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [http://www.idi.ntnu.no/~haskjold/wesnoth/map_letters.html Freim's List of Terrain Letters] &lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Appleide&amp;diff=15546</id>
		<title>User:Appleide</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Appleide&amp;diff=15546"/>
		<updated>2007-05-26T08:54:16Z</updated>

		<summary type="html">&lt;p&gt;Appleide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Appleide' User Page.&lt;br /&gt;
&lt;br /&gt;
Played Wesnoth since v0.5. (Pro-noob status)&lt;br /&gt;
&lt;br /&gt;
In Progress&lt;br /&gt;
-Nothing, but I thought of another faction.&lt;br /&gt;
&lt;br /&gt;
Achievements&lt;br /&gt;
&lt;br /&gt;
-Tried to make some factions, but wasn't motivated/artistically skilled enough for it.&lt;br /&gt;
-Made the first DotX map. =)&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10467</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10467"/>
		<updated>2006-07-05T02:07:37Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! submerge&lt;br /&gt;
| the unit becomes invisible in deep water.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AbilitiesWMLTechnical1.1.3]]&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10466</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10466"/>
		<updated>2006-07-05T01:44:42Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! submerge&lt;br /&gt;
| the unit becomes invisible in deep water.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! rage (x)&lt;br /&gt;
| forces the combat to repeat for x times. 1.17 or over only.&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AbilitiesWMLTechnical1.1.3]]&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10464</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10464"/>
		<updated>2006-07-05T01:43:28Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! submerge&lt;br /&gt;
| the unit becomes invisible in deep water.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! rage (x)&lt;br /&gt;
| forces the combat to repeat for x times&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AbilitiesWMLTechnical1.1.3]]&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10465</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=10465"/>
		<updated>2006-07-05T01:43:09Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities (for BFW 1.0) ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! ambush&lt;br /&gt;
| the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
|-&lt;br /&gt;
! cures&lt;br /&gt;
| unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! heals&lt;br /&gt;
| unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! illuminates&lt;br /&gt;
| all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
|-&lt;br /&gt;
! leadership&lt;br /&gt;
| the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
|-&lt;br /&gt;
! nightstalk&lt;br /&gt;
| the unit becomes invisible during night.&lt;br /&gt;
|-&lt;br /&gt;
! regenerates&lt;br /&gt;
| the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
|-&lt;br /&gt;
! skirmisher&lt;br /&gt;
| the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
|-&lt;br /&gt;
! steadfast&lt;br /&gt;
| the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
|-&lt;br /&gt;
! teleport&lt;br /&gt;
| the unit can move between any two allied villages for one move point&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Normal abilities {{DevFeature}} ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! submerge&lt;br /&gt;
| the unit becomes invisible in deep water.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! backstab&lt;br /&gt;
| doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. {{DevFeature}}: the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
|-&lt;br /&gt;
! berserk&lt;br /&gt;
| forces the combat to continue until either the attacker or the defender is killed, or until 30 rounds have passed (whichever comes first.)&lt;br /&gt;
|-&lt;br /&gt;
! charge&lt;br /&gt;
| when attacking, both this weapon and defender get double damage.&lt;br /&gt;
|-&lt;br /&gt;
! drain&lt;br /&gt;
| The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
|-&lt;br /&gt;
! firststrike&lt;br /&gt;
| when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
|-&lt;br /&gt;
! magical&lt;br /&gt;
| this weapon always has a 70% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! marksman&lt;br /&gt;
| when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
|-&lt;br /&gt;
! plague&lt;br /&gt;
| The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
|-&lt;br /&gt;
! poison&lt;br /&gt;
| when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! rage (x)&lt;br /&gt;
| forces the combat to repeat for x times. Version 1.17 or over only.&lt;br /&gt;
|-&lt;br /&gt;
! slow&lt;br /&gt;
| when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! stone&lt;br /&gt;
| when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AbilitiesWMLTechnical1.1.3]]&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=A_Shop_Like_Thing&amp;diff=6060</id>
		<title>A Shop Like Thing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=A_Shop_Like_Thing&amp;diff=6060"/>
		<updated>2006-01-16T02:40:43Z</updated>

		<summary type="html">&lt;p&gt;Appleide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just paste this code into your scenario:&lt;br /&gt;
The code inside each [option] tag are different items, their attributes can easily be changed.&lt;br /&gt;
In the first section of code, it defines on what coordinates on the map are the shops located. it also shows which sides can use them. You can take out any item in [options] tags and this code still works., as long as you have the beginning and the end bits.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;side=1,2,3,4&lt;br /&gt;
x=37,34,40,37&lt;br /&gt;
y=1,2,2,4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 name=moveto &lt;br /&gt;
 first_time_only=no&lt;br /&gt;
 [filter]&lt;br /&gt;
 side=1,2,3,4&lt;br /&gt;
 x=37,34,40,37&lt;br /&gt;
 y=1,2,2,4&lt;br /&gt;
 [/filter]&lt;br /&gt;
 [store_gold]&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 variable=gold&lt;br /&gt;
 [/store_gold]&lt;br /&gt;
 [message]&lt;br /&gt;
 speaker=narrator&lt;br /&gt;
 message=_ &amp;quot;What items would you like to purchase?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Sharpen Melee Weapon g:140 dmg:2&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=140&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-140&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=short&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Enchance Ranged Weapon g:150 dmg:2&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=150&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 amount=-150&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=long&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Magical Orb g:150 dmg:+2 Magical&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=150&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-150&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 special=magical&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Toughness Increase Scroll g:250 hp:10&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=250&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-250&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=hitpoints&lt;br /&gt;
 increase_total=10&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Flying Boots g:400 m:to 10&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=400&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-400&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object] &lt;br /&gt;
 [effect] &lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 set=10&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option] &lt;br /&gt;
 message=_ &amp;quot;Boot Upgrade g:400 m:+1&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=400&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-400&lt;br /&gt;
 side=1&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 increase=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option] &lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Healing Fountain g:0 hp:+50&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=0&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=0&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=hitpoints&lt;br /&gt;
 increase=50&lt;br /&gt;
 violate_max=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Rage Stone g:300 atks:+1 Melee&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=300&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-300&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=short&lt;br /&gt;
 increase_attacks=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option] &lt;br /&gt;
 message=_ &amp;quot;Sight Stone g:350 atks:+1 ranged&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=long&lt;br /&gt;
 increase_attacks=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Fire Scepter g:350 atks:8-1 ranged magical fire&amp;quot;&lt;br /&gt;
 [command] &lt;br /&gt;
 [if]  &lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=new_attack&lt;br /&gt;
 name=Fire Scepter&lt;br /&gt;
 type=fire&lt;br /&gt;
 special=magical&lt;br /&gt;
 range=long&lt;br /&gt;
 damage=8&lt;br /&gt;
 number=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Ice Scepter g:350 atks:8-1 ranged magical Ice&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then] &lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=new_attack&lt;br /&gt;
 name=Ice Scepter&lt;br /&gt;
 type=cold&lt;br /&gt;
 special=magical&lt;br /&gt;
 range=long&lt;br /&gt;
 damage=8&lt;br /&gt;
  number=1&lt;br /&gt;
 [/effect] &lt;br /&gt;
 [/object]  [/then]&lt;br /&gt;
 [/if]  &lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
 ##########################closing tags&lt;br /&gt;
 [/message]&lt;br /&gt;
 [/event]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=A_Shop_Like_Thing&amp;diff=6059</id>
		<title>A Shop Like Thing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=A_Shop_Like_Thing&amp;diff=6059"/>
		<updated>2006-01-16T02:38:22Z</updated>

		<summary type="html">&lt;p&gt;Appleide: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just paste this code into your scenario:&lt;br /&gt;
The code inside each [option] tag are different items, their attributes can easily be changed.&lt;br /&gt;
In the first section of code, it defines on what coordinates on the map are the shops located. it also shows which sides can use them.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;side=1,2,3,4&lt;br /&gt;
x=37,34,40,37&lt;br /&gt;
y=1,2,2,4&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 name=moveto &lt;br /&gt;
 first_time_only=no&lt;br /&gt;
 [filter]&lt;br /&gt;
 side=1,2,3,4&lt;br /&gt;
 x=37,34,40,37&lt;br /&gt;
 y=1,2,2,4&lt;br /&gt;
 [/filter]&lt;br /&gt;
 [store_gold]&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 variable=gold&lt;br /&gt;
 [/store_gold]&lt;br /&gt;
 [message]&lt;br /&gt;
 speaker=narrator&lt;br /&gt;
 message=_ &amp;quot;What items would you like to purchase?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Sharpen Melee Weapon g:140 dmg:2&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=140&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-140&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=short&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Enchance Ranged Weapon g:150 dmg:2&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=150&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 amount=-150&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=long&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Magical Orb g:150 dmg:+2 Magical&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=150&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-150&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 special=magical&lt;br /&gt;
 increase_damage=2&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Toughness Increase Scroll g:250 hp:10&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=250&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-250&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=hitpoints&lt;br /&gt;
 increase_total=10&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Flying Boots g:400 m:to 10&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=400&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-400&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object] &lt;br /&gt;
 [effect] &lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 set=10&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option] &lt;br /&gt;
 message=_ &amp;quot;Boot Upgrade g:400 m:+1&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=400&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-400&lt;br /&gt;
 side=1&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=movement&lt;br /&gt;
 increase=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option] &lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Healing Fountain g:0 hp:+50&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=0&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=0&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=hitpoints&lt;br /&gt;
 increase=50&lt;br /&gt;
 violate_max=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Rage Stone g:300 atks:+1 Melee&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=300&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-300&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=short&lt;br /&gt;
 increase_attacks=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option] &lt;br /&gt;
 message=_ &amp;quot;Sight Stone g:350 atks:+1 ranged&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=attack&lt;br /&gt;
 range=long&lt;br /&gt;
 increase_attacks=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Fire Scepter g:350 atks:8-1 ranged magical fire&amp;quot;&lt;br /&gt;
 [command] &lt;br /&gt;
 [if]  &lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then]&lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=new_attack&lt;br /&gt;
 name=Fire Scepter&lt;br /&gt;
 type=fire&lt;br /&gt;
 special=magical&lt;br /&gt;
 range=long&lt;br /&gt;
 damage=8&lt;br /&gt;
 number=1&lt;br /&gt;
 [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
 [/then]&lt;br /&gt;
 [/if]&lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
&lt;br /&gt;
 [option]&lt;br /&gt;
 message=_ &amp;quot;Ice Scepter g:350 atks:8-1 ranged magical Ice&amp;quot;&lt;br /&gt;
 [command]&lt;br /&gt;
 [if]&lt;br /&gt;
 [variable]&lt;br /&gt;
 name=gold&lt;br /&gt;
 greater_than=350&lt;br /&gt;
 [/variable]&lt;br /&gt;
 [then] &lt;br /&gt;
 [gold]&lt;br /&gt;
 amount=-350&lt;br /&gt;
 side=$side_number&lt;br /&gt;
 [/gold]&lt;br /&gt;
 [object]&lt;br /&gt;
 [effect]&lt;br /&gt;
 apply_to=new_attack&lt;br /&gt;
 name=Ice Scepter&lt;br /&gt;
 type=cold&lt;br /&gt;
 special=magical&lt;br /&gt;
 range=long&lt;br /&gt;
 damage=8&lt;br /&gt;
  number=1&lt;br /&gt;
 [/effect] &lt;br /&gt;
 [/object]  [/then]&lt;br /&gt;
 [/if]  &lt;br /&gt;
 [/command]&lt;br /&gt;
 [/option]&lt;br /&gt;
 [/message]&lt;br /&gt;
 [/event]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UsefulWMLFragments&amp;diff=6058</id>
		<title>UsefulWMLFragments</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UsefulWMLFragments&amp;diff=6058"/>
		<updated>2006-01-16T02:11:01Z</updated>

		<summary type="html">&lt;p&gt;Appleide: /* Useful WML Fragments */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Useful WML Fragments ==&lt;br /&gt;
&lt;br /&gt;
[[WmlTemplates]]: Campaign, scenario and unit templates, for the lazy ;)&lt;br /&gt;
&lt;br /&gt;
Currently, these are all macros (see [[PreprocessorRef]])&lt;br /&gt;
that may be copied into a scenario file or another file included first by the campaign,&lt;br /&gt;
and then used in the scenario (or multiplayer map).&lt;br /&gt;
Remember that a macro cannot be used at a point before it is defined.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[ProgrammingMacros]]: Definitions for some low-level macros to make it easier to write program-like WML.&lt;br /&gt;
&lt;br /&gt;
[[WmlMacros]]: Simple functions such as store/unstore, variable formatting, item triggers.&lt;br /&gt;
&lt;br /&gt;
[[Hardcore WML]]: Ways of accomplishing some unusual things with WML.&lt;br /&gt;
&lt;br /&gt;
[[WishingWell]]: Hero(es) can get boosts for traits at a wishing well.&lt;br /&gt;
&lt;br /&gt;
[[DroppableItem]]: A macro to create items that units can carry, that are left on the ground when those units die.&lt;br /&gt;
&lt;br /&gt;
[[RandomTraitUnit]]: A series of macros to create a unit with two random traits.&lt;br /&gt;
&lt;br /&gt;
[[PseudoRandom]]: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.&lt;br /&gt;
&lt;br /&gt;
[[MoveExistingUnit]]: A general way to move a unit from one place to another, displaying its movement.&lt;br /&gt;
&lt;br /&gt;
[[BranchOnVillageType]]: Crude hack for branching on village type.&lt;br /&gt;
&lt;br /&gt;
[[Rain effect]]: Creating an overlay of rain in a scenario.&lt;br /&gt;
&lt;br /&gt;
[[Victory Conditions]]: Macros for different kinds of victory conditions, for example victory by controlling x% of villages on the map. Also suitable for multiplayer scenarios.&lt;br /&gt;
&lt;br /&gt;
[[A Shop Like Thing]]: How to add even more RPG elements to your scenarios.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Appleide</name></author>
		
	</entry>
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