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	<updated>2026-06-09T02:20:59Z</updated>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ImagePathFunctions&amp;diff=42793</id>
		<title>ImagePathFunctions</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ImagePathFunctions&amp;diff=42793"/>
		<updated>2011-05-24T21:11:19Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* Syntax */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Image Path Functions provide a simple method for WML coders to alter the way their specified images will be displayed in the game. All of the function parameters are included at the end of an image path and should not contain any spaces or special characters (other than those specified here).&lt;br /&gt;
&lt;br /&gt;
== Team-Color Function ==&lt;br /&gt;
In Wesnoth version 1.2, the only Image Path Function was '''~TC()''', which took two comma-separated parameters: the team number and the source color palette. The valid values for both of these parameters are defined in the file ''data/team-colors.cfg''&lt;br /&gt;
&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~TC(''' ''team number'' ''',''' ''source color palette'' ''')'''&lt;br /&gt;
*''team number'' - this is the first parameter, a number 1-9 signifying the team number of a unit. Number 1 typically means the red team, 2 typically means the blue team, and so on (unless the scenario color settings for any side have been altered).&lt;br /&gt;
*''source color palette'' - the second parameter is a source color palette, usually magenta. Do not surround this parameter with quotes.&lt;br /&gt;
&lt;br /&gt;
== Re-Color Function ==&lt;br /&gt;
May be used to change some colors in an image.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~RC(''' ''source color palette'' '''&amp;gt;''' ''color range ID'' ''')'''&lt;br /&gt;
*''source color palette'' - the first parameter is a source color palette, usually magenta. Do not surround this parameter with quotes.&lt;br /&gt;
*''color range ID'' - this is the second parameter, signifying the ID of a color range defined in the file ''data/core/team-colors.cfg'' (or it may be a custom ID for a color range defined locally).  &lt;br /&gt;
&lt;br /&gt;
=== Example ===&lt;br /&gt;
In the following example, the magenta regions in an elvish captain's image are turned  a healthy shade of green:&lt;br /&gt;
&lt;br /&gt;
  [message]&lt;br /&gt;
      speaker=narrator&lt;br /&gt;
      image=units/elves-wood/captain.png~RC(magenta&amp;gt;green)&lt;br /&gt;
      message=_ &amp;quot;Now I am on the green team.&amp;quot;&lt;br /&gt;
  [/message]&lt;br /&gt;
&lt;br /&gt;
The IDs of the color ranges may be the lowercased English name of the palette's base color (e.g. 'red', 'brown', etc.). They may also be numeric color indices from the palette WML included with the game, but this is not recommended.&lt;br /&gt;
&lt;br /&gt;
== Palette-switch Function ==&lt;br /&gt;
May be used to change colors in an image following the specifications of a source and target (new) palette.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~PAL(''' ''source color palette'' '''&amp;gt;''' ''target color palette'' ''')'''&lt;br /&gt;
*''source color palette'' - the first parameter is a source color palette, such as magenta. Do not surround this parameter with quotes.&lt;br /&gt;
*''target color palette'' - the new palette to take the place of the source colors in the image.&lt;br /&gt;
&lt;br /&gt;
== Flip Function ==&lt;br /&gt;
May be used to flip an image horizontally and/or vertically&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~FL(''' ''optional argument list'' ''')'''&lt;br /&gt;
*''vertical'' - if the string &amp;quot;vert&amp;quot; is found anywhere in the argument list, the image will be flipped vertically.&lt;br /&gt;
*''horizontal'' - if the string &amp;quot;horiz&amp;quot; is found anywhere in the argument list, the image will be flipped horizantally.&lt;br /&gt;
*if the argument list is empty, the image will only be flipped horizontally.&lt;br /&gt;
&lt;br /&gt;
== Greyscale Function ==&lt;br /&gt;
May be used to greyscale the image (turn to black and white)&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~GS( )'''&lt;br /&gt;
&lt;br /&gt;
== Crop Function ==&lt;br /&gt;
Extracts a rectangular section of an image file.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~CROP(x,y,width,height)'''&lt;br /&gt;
* ''x'',''y'': top-left corner coordinates for the rectangular section extracted. Must be greater or equal than zero, and inside the image's bounds.&lt;br /&gt;
* ''width'': width of the selected region. Must be less than or equal to the original image's width.&lt;br /&gt;
* ''height'': height of the selected region. Must be less than or equal to the original image's height.&lt;br /&gt;
&lt;br /&gt;
== Blit Function ==&lt;br /&gt;
{{DevFeature1.9}}&lt;br /&gt;
Blit the parameter image on the main image. Example: peasant.png~BLIT(hat.png,30,10)&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
'''~BLIT(src,x,y)'''&lt;br /&gt;
* ''src'': an image file used as source for the blit, other image path functions can be used there.&lt;br /&gt;
* ''x'',''y'': top-left corner coordinates where to blit. Must be greater or equal than zero. If missing assume (0,0).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Color-shift function ==&lt;br /&gt;
Performs simple per-channel color shifts by adding the arguments to the respective color channels.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
''Multi-channel:'' '''~CS(r,g,b)'''&lt;br /&gt;
''Single-channel:'' '''~R(v)''', '''~G(v)''', '''~B(v)'''&lt;br /&gt;
&lt;br /&gt;
The multichannel syntax assumes all arguments are set to zero initially, so one can use, e.g. ~CS(2,4) to add +2 and +4 units to the red and green channels respectively, leaving the blue channel intact. Arguments may be negative to diminish a channel's value; this can be used to change an image's brightness. Checks for out-of-range arguments or results (less than 0 or greater than 255) are made, so the resultant values are truncated if necessary.&lt;br /&gt;
&lt;br /&gt;
The single channel syntax behaves exactly the same, except that only single-channel modifications are made per function. However, one can stack them to produce the same behavior as ~CS(), e.g. ~R(r)~G(g)~B(b), but that tends to be just a performance loss.&lt;br /&gt;
&lt;br /&gt;
Any color-shift is performed before changing opacity or desaturating the graphic (see ~O() and ~GS()).&lt;br /&gt;
&lt;br /&gt;
== Image-scaling function ==&lt;br /&gt;
Scales a graphic up or down.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~SCALE( ''new_width'', ''new_height'' )&lt;br /&gt;
&lt;br /&gt;
The ''new_width'' and ''new_height'' parameters are taken as the image's original width or height, respectively, if one of them happens to be zero. Negative values are treated in the same way, but an error is printed in stderr.&lt;br /&gt;
&lt;br /&gt;
== Opacity modifying function ==&lt;br /&gt;
Changes an image's opacity at render time.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~O( ''factor or percentage%'' )'''&lt;br /&gt;
&lt;br /&gt;
If the argument includes the percentage symbol (''%''), it will be treated as a percentage of full (real) opacity; an image will be displayed at its native opacity with ~O(100%).&lt;br /&gt;
&lt;br /&gt;
Without the percentage symbol, the argument is assumed to be a factor by which the image's native opacity should be multiplied. Thus, ~O(0.5) and ~O(50%) are equivalent forms of specifying to reduce an image's opacity by half.&lt;br /&gt;
&lt;br /&gt;
== Blurring function ==&lt;br /&gt;
Blurs a graphic at render time using the same algorithm used for in-game dialogs.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~BL( ''radius'' )'''&lt;br /&gt;
&lt;br /&gt;
== Overlay function ==&lt;br /&gt;
{{DevFeature1.9}}&lt;br /&gt;
Puts a time-of-day overlay on the image.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~LIGHTEN()'''&lt;br /&gt;
&lt;br /&gt;
'''~DARKEN()'''&lt;br /&gt;
&lt;br /&gt;
== Background coloring function ==&lt;br /&gt;
{{DevFeature1.9}}&lt;br /&gt;
Sets the color of all the (semi-)transparent pixels of the image.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~BG(r,g,b)'''&lt;br /&gt;
&lt;br /&gt;
== Null function ==&lt;br /&gt;
Does nothing.&lt;br /&gt;
=== Syntax ===&lt;br /&gt;
&lt;br /&gt;
'''~NOP()'''&lt;br /&gt;
&lt;br /&gt;
== Precedence of Functions  ==&lt;br /&gt;
&lt;br /&gt;
All functions are applied in left-to-right order, with the exception of RC() and TC() which are applied always before any other functions.&lt;br /&gt;
That is, stuff like &amp;quot;units/elves-wood/fighter.png~CROP(0,0,20,20)~CROP(10,10,10,10)&amp;quot; would result in taking a crop of the rectangle x=20;y=20;w=40;h=40 and then taking a crop from ''that'' rectangle as x=10;y=10;w=10;h=10 resulting in the area x=30;y=30;w=10;h=10 from the original graphic.&lt;br /&gt;
&lt;br /&gt;
[[Category:WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ConditionalActionsWML&amp;diff=39193</id>
		<title>ConditionalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ConditionalActionsWML&amp;diff=39193"/>
		<updated>2010-11-30T19:13:40Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* Meta Condition Tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Conditional Actions WML is used to describe container actions that create branching and flow control for WML. The [[#Conditional Actions|conditional actions]] act as gatekeepers, encapsulating other actions with [[#Condition Tags|conditions]] which must be met before an action can take place. These conditional actions also contain the actions which will take place if those conditions are met and, in some cases, what actions will take place if they are ''not'' met.&lt;br /&gt;
&lt;br /&gt;
== Conditional Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions describe actions that should be executed only if certain conditions are met.&lt;br /&gt;
&lt;br /&gt;
=== [if] ===&lt;br /&gt;
&lt;br /&gt;
Executes actions only if the contained [[#Condition Tags|conditions]] are met.&lt;br /&gt;
&lt;br /&gt;
* [[#Condition Tags|Condition Tags]]: Conditions which must be met for the actions in the '''[then]''' tag to be executed.&lt;br /&gt;
&lt;br /&gt;
* '''[then]''': Contains [[:Category:ActionsWML|actions]] which should be executed if all conditions evaluate as true ''or'' if any single '''[or]''' tag evaluates as true.&lt;br /&gt;
&lt;br /&gt;
* '''[else]''': Contains [[:Category:ActionsWML|actions]] which should be executed if any condition evaluates as false ''and'' '''all''' of the '''[or]''' tags evaluate as false.&lt;br /&gt;
&lt;br /&gt;
=== [switch] ===&lt;br /&gt;
&lt;br /&gt;
The '''[switch]''' tag is a special case because it does not use [[#Condition Tags|Condition Tags]] to control whether actions are performed. Instead, it executes different sets of actions based on the value of a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': The name of the variable to check.&lt;br /&gt;
* '''[case]''': Case tag which forms a block containing:&lt;br /&gt;
** '''value''': The value to test the variable's value against. &lt;br /&gt;
This can be a comma separated list of values. {{DevFeature1.9}}&lt;br /&gt;
** [[:Category:ActionsWML|Action WML]]: Action WML to execute if the variable matches the value. (The rest of the '''[case]''' block after the '''value''' attribute.)&lt;br /&gt;
* '''[else]''': Else tag which forms a block of [[:Category:ActionsWML|Action WML]] to execute if no '''[case]''' block contains a '''value''' matching the value of the '''variable'''.&lt;br /&gt;
&lt;br /&gt;
Example usage:&lt;br /&gt;
  [switch]&lt;br /&gt;
     variable=foo&lt;br /&gt;
     [case]&lt;br /&gt;
        value=&amp;quot;A&amp;quot;&lt;br /&gt;
        ... WML if foo=A ...&lt;br /&gt;
     [/case]&lt;br /&gt;
     [case]&lt;br /&gt;
        value=&amp;quot;B&amp;quot;&lt;br /&gt;
        ... WML if foo=B ...&lt;br /&gt;
     [/case]&lt;br /&gt;
     [else]&lt;br /&gt;
        ... WML if not foo=A nor foo=B ...&lt;br /&gt;
     [/else]&lt;br /&gt;
  [/switch]&lt;br /&gt;
&lt;br /&gt;
=== [while] ===&lt;br /&gt;
&lt;br /&gt;
Like the '''[if]''' tag, executes actions only if conditions described in the contained [[#Condition Tags|conditions]] are met. Additionally, the '''[while]''' tag ''continues'' to execute the actions until the contained [[#Condition Tags|conditions]] are no longer met. Executes a maximum of 1024 iterations per invocation.&lt;br /&gt;
&lt;br /&gt;
* [[#Condition Tags|Condition Tags]]: Conditions which must be met for the actions in the '''[do]''' tag to be executed.&lt;br /&gt;
&lt;br /&gt;
* '''[do]''': contains [[:Category:ActionsWML|actions]] that should be executed repeatedly until some condition is false.&lt;br /&gt;
&lt;br /&gt;
The '''[while]''' tag is useful for iterating over an array.&lt;br /&gt;
An array is a list of values.&lt;br /&gt;
The ''number''th value in the array '''array''' is stored in the WML variable '''''array''[number]'''.&lt;br /&gt;
Note that if '''number''' is the value of the variable '''variable''',&lt;br /&gt;
the expression '''$''array''[$variable]''' will return the ''number''th value in ''array''.&lt;br /&gt;
&lt;br /&gt;
==== 'FOREACH' Macro ====&lt;br /&gt;
This macro simplifies the use of a '''[while]''' tag to create a ''for-each'' iteration format. This is useful, for example, when you want to iterate over each row in a table. To use it, use the [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH] and [http://www.wesnoth.org/macro-reference.xhtml#NEXT NEXT] macros.&lt;br /&gt;
&lt;br /&gt;
==== 'REPEAT' Macro ====&lt;br /&gt;
This macro simplifies the use of a '''[while]''' tag to execute the same  [[:Category:ActionsWML|actions]] repeatedly for a specified number of times. To use it, use the [http://www.wesnoth.org/macro-reference.xhtml#REPEAT REPEAT] macro.&lt;br /&gt;
&lt;br /&gt;
=== [command] ===&lt;br /&gt;
&lt;br /&gt;
This tag is more of an Unconditional Action: when it is encountered, the contents are simply executed once. In practice, this tag serves little purpose. However, it may be used to arrange actions together in logical groups, for example, with actions that are stored in an array and later inserted.&lt;br /&gt;
&lt;br /&gt;
== Condition Tags ==&lt;br /&gt;
&lt;br /&gt;
===True Condition Tags===&lt;br /&gt;
These tags describe conditions which must be met before an action can take place. Some or all of them are used in the various [[#Conditional Actions|Conditional Actions]].&lt;br /&gt;
&lt;br /&gt;
; [have_unit]&lt;br /&gt;
: A unit with greater than zero hit points matching this filter exists.&lt;br /&gt;
:* [[StandardUnitFilter]] '''*''': Selection criteria. Do not use a [filter] tag.&amp;lt;br /&amp;gt;'''* Note:''' ''Does '''not''' check for matching units in the recall list!''&lt;br /&gt;
:* '''count''': ''(Optional)'' If used, a number of units equal to the value must match the filter. Accepts a number, range, or comma separated range. If not used, the default value is &amp;quot;1-99999&amp;quot;.&lt;br /&gt;
:* '''search_recall_list''': ''(Optional)'' If 'yes', search through recall list too. (Default is 'no') {{DevFeature1.9}}&lt;br /&gt;
&lt;br /&gt;
; [have_location]&lt;br /&gt;
: A location matching this filter exists.&lt;br /&gt;
:* [[StandardLocationFilter]]: Selection criteria.&lt;br /&gt;
:* '''count''': ''(Optional)'' If used, a number of locations equal to the value must match the filter. Accepts a number, range, or comma separated range. If not used, the default value is &amp;quot;1-99999&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; [variable]&lt;br /&gt;
: Test the value of a WML [[VariablesWML|variable]] against another value.&lt;br /&gt;
:* '''name''': The name of the variable to test.&lt;br /&gt;
:* ''&amp;lt;comparison&amp;gt;'': '''One''' of the following keys must be used to compare the value of the named variable, represented as ''$name'' below, against another value:&lt;br /&gt;
:** '''contains''': ''$name'' contains this string value.&lt;br /&gt;
:** '''equals''': ''$name'' is equal (string wise) to this value.&lt;br /&gt;
:** '''not_equals''': ''$name'' is not equal (string wise) to this value.&lt;br /&gt;
:** '''numerical_equals''': ''$name'' is equal (numerically) to this value. &lt;br /&gt;
:** '''numerical_not_equals''': ''$name'' is not equal (numerically) to this value. '''*'''&amp;lt;br /&amp;gt;'''*''' Using equals is faster. The point of numerical_equals and boolean_equals is not performance, it's representation. For instance, &amp;quot;1&amp;quot; and &amp;quot;1.0&amp;quot; are not equal as strings but they are equal as numbers; and &amp;quot;yes&amp;quot; and &amp;quot;on&amp;quot; are not equal as strings but they are equal as booleans. (This also explains why equals is faster: it is a straightforward comparison that doesn't try to understand what you have written.)&lt;br /&gt;
:** '''greater_than''': ''$name'' is greater than this value.&lt;br /&gt;
:** '''greater_than_equal_to''': ''$name'' is greater than or equal to this value.&lt;br /&gt;
:** '''less_than''': ''$name'' is less than this value.&lt;br /&gt;
:** '''less_than_equal_to''': ''$name'' is less than or equal to this value.&lt;br /&gt;
:** '''boolean_equals''': ''$name'' has an equivalent boolean value. '''*'''&lt;br /&gt;
:** '''boolean_not_equals''': ''$name'' does not have an equivalent boolean value. '''*'''&lt;br /&gt;
====Boolean Values====&lt;br /&gt;
'''*''' When values are evaluated as boolean values they are checked to see if they are ''false'' or ''true''.&amp;lt;br /&amp;gt;These values are evaluated as ''false'': '''no''', '''false''', '''off''', '''0''', and '''0.0''' (and &amp;quot;'''uninitialized'''&amp;quot;)&amp;lt;br /&amp;gt;These values are evaluated as ''true'': '''yes''', '''true''', '''on''', '''1''', and '''0.1''' (and any other non-zero number)&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Usage of &amp;quot;off&amp;quot;, &amp;quot;on&amp;quot;, integers, and floating-point numbers, as booleans, is deprecated and should be avoided to ensure forward-compatibility of WML with future versions.&lt;br /&gt;
&lt;br /&gt;
=== Meta Condition Tags ===&lt;br /&gt;
&lt;br /&gt;
These tags aren't really conditions, themselves. Instead they are wrapped around condition tags to group them into multiple conditions that must all be met, lists of conditions that only one must be met, or conditions that must not be met. These are handled in order in any combination you can think of. One important thing to remember is if you are using '''[or]''' tags, the first conditional statement should ''not'' have an '''[or]''' tag wrapped around it.&lt;br /&gt;
&lt;br /&gt;
; [and]&lt;br /&gt;
: A condition which must evaluate to true in addition to any others. Useful as a bracket for complex conditions, but not strictly necessary. Please note that in the 1.9 development branch, the [and] tag is treated somewhat differently and may break things that worked in earlier versions.&lt;br /&gt;
:* [[#Condition Tags|Condition Tags]]: If these evaluate to true, the '''[and]''' tag evaluates to true.&lt;br /&gt;
&lt;br /&gt;
; [or]&lt;br /&gt;
: A condition which, if it evaluates to true, is all that is necessary for the conditions to be met. In other words, if all other conditions are false, but one '''[or]''' condition is true, the conditions have been met for an [[:Category:ActionsWML|action]] to take place. (See [[AdvancedConditionalWML|Example]])&lt;br /&gt;
:* [[#Condition Tags|Condition Tags]]: If these evaluate to true, the '''[or]''' tag evaluates to true. &lt;br /&gt;
&lt;br /&gt;
; [not]&lt;br /&gt;
: A condition which reverses the evaluation of the contained condition(s).&lt;br /&gt;
:* [[#Condition Tags|Condition Tags]]: If these evaluate to true, the '''[not]''' tag evaluates to false. If these evaluate to false, the '''[not]''' tag evaluates to true.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=37745</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=37745"/>
		<updated>2010-07-31T01:41:40Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* The [unit_type] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [unit_type] tag ==&lt;br /&gt;
&lt;br /&gt;
Each '''[unit_type]''' tag defines one unit type. (for the use of [unit] to create a unit, see [[SingleUnitWML]])&lt;br /&gt;
&lt;br /&gt;
Unit animation syntax is described in [[AnimationWML]].&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized:&lt;br /&gt;
{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;text-align:left;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! [advancefrom]&lt;br /&gt;
| the previous level unit on the advancement tree&lt;br /&gt;
- allows a campaign-specific unit to be spliced into an already existing advancement tree.  It should generally be used only inside a campaign ifdef, to prevent changes to other campaigns.  This tag makes changes to the ''advances_to'' and ''experience'' keys of a base unit to make it advance into this unit.  It takes these keys:&amp;lt;br&amp;gt; ** ''unit'' the id of the base unit from which this unit advances.  This adds the unit into the list of units which ''unit'' can advance into.&amp;lt;br&amp;gt;** ''experience'' is optional.  If present and lower than the experience already required for the base unit to advance, then the experience to advance is lowered.  Note: this will also lower the experience required to advance to other units which the base unit can advance into.&lt;br /&gt;
|-&lt;br /&gt;
! advances_to&lt;br /&gt;
| When this unit has'' experience'' greater than or equal to ''experience'', it is replaced by a unit of the type that the value of ''advances_to'' refers to. All modifications that have been done to the unit are applied to the unit it is replaced by. The special value 'null' says that the unit does not advance but gets an AMLA instead.&lt;br /&gt;
|-&lt;br /&gt;
! alignment&lt;br /&gt;
| how the unit's damage should be affected by its lawful bonus (See [[TimeWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! attacks&lt;br /&gt;
| the number of times that this unit can attack each turn.&lt;br /&gt;
|-&lt;br /&gt;
! cost&lt;br /&gt;
| when a player recruits a unit of this type, the player loses ''cost'' gold. If this would cause gold to drop below 0,  the unit cannot be recruited.&lt;br /&gt;
|-&lt;br /&gt;
! description&lt;br /&gt;
| (translatable) the text displayed in the unit descriptor box for this unit. Default 'No description available...'. &lt;br /&gt;
|-&lt;br /&gt;
! do_not_list&lt;br /&gt;
| Not used by the game, but by tools for browsing and listing the unit tree. If this is 'yes', the unit will be ignored by these tools. &lt;br /&gt;
|-&lt;br /&gt;
! ellipse&lt;br /&gt;
| the ellipse image to display under the unit, which is normally team-colored. Default is the normal ellipse; &amp;quot;misc/ellipse-nozoc&amp;quot; is a dashed ellipse that should be used for units without zone of control.&lt;br /&gt;
|-&lt;br /&gt;
! experience&lt;br /&gt;
| When this unit has experience greater than or equal to ''experience'', it is replaced by a unit with 0 experience of the type that the value of ''advances_to'' refers to. All modifications that have been done to the unit are applied to the unit it is replaced by.&lt;br /&gt;
|-&lt;br /&gt;
! gender&lt;br /&gt;
| has a value of either ''male'' or ''female'', and determines which of the keys ''male_names'' and ''female_names''  should be read. When a unit of this type is recruited, it will be randomly assigned a name by the random name generator, which will use these names as a base.&lt;br /&gt;
|-&lt;br /&gt;
! hide_help&lt;br /&gt;
|  determines if the unit type will appear in the in-game help. Possible values ''true'' and ''false'', defaults to ''false''.&lt;br /&gt;
|-&lt;br /&gt;
! hitpoints&lt;br /&gt;
| the maximum HP that the unit has, and the HP it has when it is created.&lt;br /&gt;
|-&lt;br /&gt;
! id&lt;br /&gt;
|the value of the ''type'' key for units of this type. An ''id'' should consist only of alphanumerics and spaces (or underscores). ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]]. For example, id=Drake Flare&lt;br /&gt;
WARNING : characters &amp;quot;$&amp;quot;, &amp;quot;&amp;amp;&amp;quot;, &amp;quot;*&amp;quot;, &amp;quot;(&amp;quot; and &amp;quot;)&amp;quot; are illegal for use in the unit id and must be avoided because they might lead to corrupted saved games&lt;br /&gt;
|-&lt;br /&gt;
! level&lt;br /&gt;
| the amount of upkeep the unit costs.  After this unit fights, its opponent gains ''level'' experience. See also kill_experience ([[GameConfigWML]]), and leadership ([[AbilitiesWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! movement&lt;br /&gt;
| the number of move points that this unit recieves each turn.&lt;br /&gt;
|-&lt;br /&gt;
! movement_type&lt;br /&gt;
| See '''movetype''', [[UnitsWML]]. Note that the tags '''movement_costs''', '''defense''', and '''resistance''' can be used to modify this movetype.&lt;br /&gt;
|-&lt;br /&gt;
! name&lt;br /&gt;
|(translatable) displayed in the Status Table for units of this type.&lt;br /&gt;
|-&lt;br /&gt;
! num_traits&lt;br /&gt;
| the number of traits that units of this type should receive when they are recruited, overriding the value set in the [race] tag.&lt;br /&gt;
|-&lt;br /&gt;
! profile&lt;br /&gt;
| the portrait image to use for this unit type. You can also set a portrait for an individual unit instead of the whole unit type (see [[SingleUnitWML]]). There are some changes for the portraits in the ingame dialog (this will change again post 1.6 but the time's to short to write a new API). The engine now first looks for the image in the transparent subdirectory and if found that image is used. If not found it will use the image as-is. Depending on the size the engine will or will not scale the image, the cuttoff currently is at 300x300. For images which should only be shown on the right side in the dialog append ~RIGHT() to the image.&lt;br /&gt;
|-&lt;br /&gt;
! race&lt;br /&gt;
| See '''[race]''', [[UnitsWML]].  Also used in standard unit filter (see [[FilterWML]]).&lt;br /&gt;
|-&lt;br /&gt;
! undead_variation&lt;br /&gt;
| Which image to use when a unit of this type is killed by a unit with the plague ability.&lt;br /&gt;
|-&lt;br /&gt;
! usage&lt;br /&gt;
| the way that the AI should recruit this unit, as determined by the scenario designer. (See ''recruitment_pattern'', [[AiWML]]).  The following are conventions on usage:&amp;lt;br&amp;gt; ** ''scout'': Fast, mobile unit meant for exploration and village grabbing.&amp;lt;br&amp;gt; ** ''fighter'': Melee fighter, melee attack substantially more powerful than ranged.&amp;lt;br&amp;gt; ** ''archer'': Ranged fighter, ranged attack substantially more powerful than melee.&amp;lt;br&amp;gt; ** ''mixed fighter'': Melee and ranged fighter, melee and ranged attacks roughly equal.&amp;lt;br&amp;gt; ** ''healer'': Specialty 'heals' or 'cures'.&amp;lt;br&amp;gt;Note that this field affects only recruitment, not the AI's behavior in combat; that is always computed from attack power and hitpoints. &lt;br /&gt;
|-&lt;br /&gt;
! zoc&lt;br /&gt;
| if &amp;quot;yes&amp;quot; the unit will have a zone of control regardless of level.  If present but set to anything other than &amp;quot;yes,&amp;quot; the unit will have no zone of control.  If the tag is omitted, zone of control is dictated by unit level (level 0 = no zoc, level 1+ = has zoc).&lt;br /&gt;
|}&lt;br /&gt;
==== After max level advancement (AMLA) ====&lt;br /&gt;
* '''[advancement]''': describes what happens to a unit when it reaches the XP required for advancement.  It is considered as an advancement in the same way as advancement described by '''advances_to'''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
** '''always_display''': if set to true displays the AMLA option even if it is the only available one.&lt;br /&gt;
** '''description''': a description (see [[DescriptionWML]]) displayed as the option for this advancement if there is another advancement option that the player must choose from; otherwise, the advancement is chosen automatically and this key is irrelevant.&lt;br /&gt;
** '''image''': an image to display next to the description in the advancement menu.&lt;br /&gt;
** '''max_times''': default 1.  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** '''strict_amla''':  (yes|no) default=no. Disable the AMLA if the unit can advance to another unit.&lt;br /&gt;
** '''require_amla''': An optional list of AMLA ''id'' keys that act as prerequisites for this advancement to become available.  Order is not important, and an AMLA id can be repeated any number of times to indicate that another advancement must be chosen several times before this advancement option will become available.&lt;br /&gt;
*** example: &amp;lt;tt&amp;gt;require_amla=tough,tough,incr_damage&amp;lt;/tt&amp;gt; assumes there exist other [advancement] options called ''id=tough'' and ''id=incr_damage''.  Once ''tough'' is chosen twice and ''incr_damage'' is chosen once, then the current [advancement] will become available.&lt;br /&gt;
*** ''require_amla=tough,incr_damage,tough'' is an equivalent way of expressing this.&lt;br /&gt;
** '''[effect]''': A modification applied to the unit whenever this advancement is chosen.  See [[EffectWML]]&lt;br /&gt;
&lt;br /&gt;
==== Attacks ====&lt;br /&gt;
* '''[attack]''': one of the unit's attacks.&lt;br /&gt;
** '''description''': a translatable text for name of the attack, to be displayed to the user.&lt;br /&gt;
** '''name''': the name of the attack. Used as a default description, if ''description'' is not present, and to determine the default icon, if ''icon'' is not present (if ''name=x'' then ''icon=attacks/x.png'' is assumed unless present).  Non-translatable.  Used for the ''has_weapon'' key and animation filters; see [[StandardUnitFilter]] and [[AnimationWML]]&lt;br /&gt;
** '''type''': the damage type of the attack.  Used in determining resistance to this attack (see '''[resistances]''', [[UnitsWML]]).&lt;br /&gt;
** '''[specials]''': contains the specials of the attack. See [[AbilitiesWML]].&lt;br /&gt;
** '''icon''': the image to use as an icon for the attack in the attack choice menu, as a path relative to the images directory.&lt;br /&gt;
** '''range''': the range of the attack.  Used to determine the enemy's retaliation, which will be of the same type.  Also displayed on the status table in parentheses; 'melee'(default) displays &amp;quot;melee&amp;quot;, while 'ranged' displays &amp;quot;ranged&amp;quot;. Range can be anything. Standard values are now &amp;quot;melee&amp;quot; and &amp;quot;ranged&amp;quot;. From now on, ''short'' and ''long'' will be treated as totally different ranges. You can create any number of ranges now (with any name), and units can only retaliate against attacks for which they have a corresponding attack of the same range. This value is translatable.&lt;br /&gt;
** '''damage''': the damage of this attack&lt;br /&gt;
** '''number''': the number of strikes per attack this weapon has&lt;br /&gt;
** '''movement_used''': determines how many movement points using this attack expends. By default all movement is used up, set this to 0 to make attacking with this attack expend no movement.&lt;br /&gt;
For those two following settings, the engine usually chooses the attack with the best average total damages * weight (default weight = 1.0).&lt;br /&gt;
** '''attack_weight''': helps the AI to choose which attack to use when attacking; highly weighted attacks are more likely to be used. Setting it to 0 disables the attack on attack&lt;br /&gt;
** '''defense_weight''': used to determine which attack is used for retaliation. This affects gameplay, as the player is not allowed to determine his unit's retaliation weapon. Setting it to 0 disable the attacks on defense &lt;br /&gt;
&lt;br /&gt;
==== Animations ====&lt;br /&gt;
See [[AnimationWML]] for details on how to specify animations for the unit.&lt;br /&gt;
&lt;br /&gt;
==== Other tags ====&lt;br /&gt;
* '''[base_unit]''': Contains one attribute, '''id''', which must be the ID of a unit type.  If specified, the UnitTypeWML for that unit is copied into this one.  Subsequent attributes modify the copy. (1.3.7 and later versions only.)&lt;br /&gt;
&lt;br /&gt;
* '''[abilities]''': Defines the abilities of a unit. See [[AbilitiesWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[event]''': Any [event] written inside the [unit_type] tag will get included into any scenario where a unit of this type appears in. Note that such events get included when a unit of this type first appears in the scenario, not automatically when the scenario begins (meaning that ''name=prestart'' events, for example, would usually never trigger). See [[EventWML]] and [[WML_Abilities]]&lt;br /&gt;
&lt;br /&gt;
* '''[variation]''': Defines a variation of a unit. Variations are invoked with an [effect] tag. They are currently used for graphical variations (giving character sprites new weapons) but theoretically you could do anything with it.&lt;br /&gt;
** '''variation_name''': The name of the variation.&lt;br /&gt;
** '''inherit''': if ''yes'', inherits all the properties of the base unit. Defaults to no.&lt;br /&gt;
: All other keys in '''[variation]''' are the same as for '''[unit_type]''' itself.&lt;br /&gt;
&lt;br /&gt;
* '''[male]''', '''[female]''': They can contain all '''[unit_type]''' tags, to specify a variation of different gender for a unit.&lt;br /&gt;
** '''inherit''': if ''yes'', inherits all the properties of the base unit. Defaults to yes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AnimationWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=IntroWML&amp;diff=37645</id>
		<title>IntroWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=IntroWML&amp;diff=37645"/>
		<updated>2010-07-20T03:21:34Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* The [story] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [story] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[story]''' tag is a series of images and text to display as the first part of the intro screen.&lt;br /&gt;
&lt;br /&gt;
'''[part]''' is a special tag recognized only beneath '''[story]'''. Each '''[part]''' represents one image and text.&lt;br /&gt;
The part is displayed until the user clicks on the &amp;quot;Next&amp;gt;&amp;gt;&amp;gt;&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized for '''[part]''':&lt;br /&gt;
* '''background''': the image to display. Story images are usually created specially for this purpose, except for the map.&lt;br /&gt;
* '''scale_background''': Whether to scale the background, default yes.&lt;br /&gt;
* '''story''': (translatable) the text to display below the image.&lt;br /&gt;
* '''show_title''': whether to display the title of the scenario at the top&lt;br /&gt;
* '''title''' {{DevFeature}}: specifies a custom title to display instead of the name of the scenario. If specified, it implies '''show_title=yes'''.&lt;br /&gt;
* '''music''': change to this music&lt;br /&gt;
* '''sound''' {{DevFeature}}: a list of sound files; the engine will choose one at random and play it once while displaying the story part.&lt;br /&gt;
* '''[image]''': an image to display.&lt;br /&gt;
** '''x''', '''y''': the location in pixels to draw the image. The x,y pixel location is relative to the image specified in background, but not in a normal way.  The background image is scaled up or down to fill the screen resolution, but images are never scaled in size.  Their coordinates, however, are scaled.  It's basically a big pain in the rear.  Example: I have a background image at 640x480 and an overlay at 640x480.  To horizontally center the overlay on a 1024x768 screen, I want to position it at x=192.  This is because 1024-640 = 384 total extra pixel space, then 384/2 = 192.  This results in equal space on both sides of the overlay.  However, now you have to account for the background scaling.  The background image at 640 is scaled up to 1024, a scaling factor of 1.6.  All image locations are also scaled up, so the overlay is not drawn at x=192, rather it is drawn at x=192*1.6 or x=307!  To compensate for this, divide the desired pixel location by the scaling factor.  In the example, x_compensated=192/1.6 or x_compensated=120.&lt;br /&gt;
** '''centered''': If &amp;quot;yes&amp;quot;, use the center of the image when placing at the x,y coordinates, which is useful since this image is not scaled like the background is (and by centering no need to worry about this).&lt;br /&gt;
** '''file''': the image to display.&lt;br /&gt;
** '''delay''': the time to delay drawing this image.&lt;br /&gt;
* '''text_layout''' {{DevFeature}}: specifies the area of the screen where the story text will be displayed. It allows the ''top'', ''middle'' and ''bottom'' values; the latter is used by default.&lt;br /&gt;
* '''title_alignment''' {{DevFeature}}: specifies the alignment of the title box. It allows the ''left'', ''center'' and ''right'' values; the first is used by default.&lt;br /&gt;
&lt;br /&gt;
The '''[deprecated_message]''', '''[wml_message]''', '''[image]''', and '''[insert_tag]''' tags are allowed beneath '''[story]'''.  Most other WML tags will not be recognized in this context. Note, however, that messages produced by the first two tags will not appear in the game interface until the actual game map appears.&lt;br /&gt;
&lt;br /&gt;
The only other tags currently recognized beneath '''[story]''' are '''[if]'''/'''[then]'''/'''[else]'''.  These can be used to show parts conditionally on the values of variables.  Note, however, that '''[switch]'''/'''[case]''' will not work in this context.&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}} In the development branch, '''[switch]'''/'''[case]''' and&lt;br /&gt;
'''[if]'''/'''[then]'''/'''[else]''' are allowed both within '''[story]''' and within '''[part]'''.&lt;br /&gt;
&lt;br /&gt;
See also the journey and battle macros, in [[UtilWML]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=37138</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=37138"/>
		<updated>2010-07-11T15:43:31Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* Other interface tags */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Interface actions ==&lt;br /&gt;
&lt;br /&gt;
Interface actions are actions that do not have an effect on gameplay;&lt;br /&gt;
instead, they show something to the player.  The main interface tags&lt;br /&gt;
are '''[message]''' and '''[objectives]''', but several other tags affect&lt;br /&gt;
the interface also.&lt;br /&gt;
&lt;br /&gt;
== [inspect] ==&lt;br /&gt;
This user interface action only works in debug mode. It displays the gamestate inspector dialog (the same one which can be brought up with '':inspect'' ), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.&lt;br /&gt;
&lt;br /&gt;
* '''name''': optional attribute to specify the name of this gamestate inspector dialog. It is just a label to help differentiate between different invocations of gamestate inspector dialog.&lt;br /&gt;
&lt;br /&gt;
== [message] ==&lt;br /&gt;
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for [message]:&lt;br /&gt;
* [[StandardUnitFilter]]: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).&amp;lt;br&amp;gt;'''[message]''' elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.&lt;br /&gt;
&lt;br /&gt;
* '''speaker''': an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit id or any of the following special values:&lt;br /&gt;
** '''narrator''': the dialog box is displayed without a caption for the unit speaking or a unit image&lt;br /&gt;
** '''unit''': the primary unit for the event is speaking&lt;br /&gt;
** '''second_unit''': the secondary unit for the event is speaking&lt;br /&gt;
&lt;br /&gt;
* '''message''': (translatable) the text to display to the right of the image. ''message'' is sometimes multiple lines; if it is, be sure to use quotes(''' ' ''' or ''' &amp;quot; ''')&lt;br /&gt;
* '''[show_if]''': if present then this message will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
* '''side_for''': (default: all sides) comma-separated list of sides for who message is shown.&lt;br /&gt;
* '''image''': (default: profile image of speaker) the image to display next to the message.&lt;br /&gt;
* '''caption''': (default: name of speaker) the caption to display beside the image. Name to be displayed. Note: use a translation mark to avoid wmllint errors.&lt;br /&gt;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&lt;br /&gt;
* '''sound''': a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.&lt;br /&gt;
* '''[option]''': zero or more '''[option]''' elements may be present. If '''[option]''' elements are present, then each option will be displayed in a menu for the user to select one option.&lt;br /&gt;
** '''message''': (translatable) the text displayed for the option (see [[DescriptionWML]])&lt;br /&gt;
** '''[show_if]''': if present then this option will only be displayed if the conditional statement in this tag is passed (see [[InternalActionsWML]])&lt;br /&gt;
** '''[command]''': an element containing actions which are executed if the option is selected.&lt;br /&gt;
* '''[text_input]''': there can be only one [text_input] tag. this adds a text input field to the message.&lt;br /&gt;
** '''variable''': the variable that the user's input will be written to&lt;br /&gt;
** '''label''': a text label to the left of the input field&lt;br /&gt;
** '''max_length''': the maximum number of characters that may be typed into the field&lt;br /&gt;
** '''text''': text that is written into the field in the beginning&lt;br /&gt;
* Check [[EventWML#Multiplayer_safety]] to find out in which events you can safely use '''[option]''' and '''[text_input]''' without causing OOS.&lt;br /&gt;
&lt;br /&gt;
=== Formatting ===&lt;br /&gt;
In 1.8, [http://library.gnome.org/devel/pango/unstable/PangoMarkupFormat.html Pango markup formatting codes] have been adopted for '''[message]'''. These can also be used in unit names (user_description), objectives, and such. Note that you'll probably want to use a single quote ' instead of a double quote &amp;quot; as double quotes cannot be escaped, otherwise the string will appear fragmented and you may also encounter errors. Running wmllint on your campaign will up-convert it, warning you about unusual cases you must fix by hand.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to write &amp;quot;You are victorious!&amp;quot; in large, italic, gold letters, you might write it this way:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span color='#BCB088' size='large' font-style='italic'&amp;gt;You are victorious!&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the codes taken from the Pango markup formatting guide:&lt;br /&gt;
&lt;br /&gt;
*'''font''', '''font_desc''': A font description string, such as &amp;quot;Sans Italic 12&amp;quot;.&lt;br /&gt;
*'''font_family''', '''face''': A font family name.&lt;br /&gt;
*'''font_size''', '''size''': Font size in 1024ths of a point, or one of the absolute sizes 'xx-small', 'x-small', 'small', 'medium', 'large', 'x-large', 'xx-large', or one of the relative sizes 'smaller' or 'larger'.&lt;br /&gt;
*'''font_style''', '''style''': One of 'normal', 'oblique', 'italic'.&lt;br /&gt;
*'''font_weight''', '''weight''': One of 'ultralight', 'light', 'normal', 'bold', 'ultrabold', 'heavy', or a numeric weight.&lt;br /&gt;
*'''font_variant''', '''variant''': One of 'normal' or 'smallcaps'.&lt;br /&gt;
*'''font_stretch''', '''stretch''': One of 'ultracondensed', 'extracondensed', 'condensed', 'semicondensed', 'normal', 'semiexpanded', 'expanded', 'extraexpanded', 'ultraexpanded'.&lt;br /&gt;
*'''foreground''', '''fgcolor''', '''color''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''background, bgcolor''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''underline''': One of 'none', 'single', 'double', 'low', 'error'.&lt;br /&gt;
*'''underline_color''': The color of underlines; an RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''rise''': Vertical displacement, in 10000ths of an em. Can be negative for subscript, positive for superscript.&lt;br /&gt;
*'''strikethrough''': 'true' or 'false' whether to strike through the text.&lt;br /&gt;
*'''strikethrough_color''': The color of strikethrough lines; an RGB color specification such as '#00FF00' or a color name such as 'red'&lt;br /&gt;
*'''fallback''': 'true' or 'false' whether to enable fallback. If disabled, then characters will only be used from the closest matching font on the system. No fallback will be done to other fonts on the system that might contain the characters in the text. Fallback is enabled by default. Most applications should not disable fallback.&lt;br /&gt;
*'''letter_spacing''': Inter-letter spacing in 1024ths of a point.&lt;br /&gt;
*'''gravity''': One of 'south', 'east', 'north', 'west', 'auto'.&lt;br /&gt;
*'''gravity_hint''': One of 'natural', 'strong', 'line'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 1.6, Wesnoth uses older text formatting options&lt;br /&gt;
* A tilde (~) as the first character causes the line to be boldfaced.&lt;br /&gt;
* An at symbol (@) as the first character causes the line to be green, as done with victory conditions.&lt;br /&gt;
* A pound symbol (#) as the first character causes the line to be red, as done with defeat conditions.&lt;br /&gt;
* An asterisk (*) as the first character causes the line to be bigger.&lt;br /&gt;
* A backquote (`) as the first character causes the line to be smaller.&lt;br /&gt;
* If used, the caption key text is boldfaced.&lt;br /&gt;
* An RGB colour code in the beginning causes the line to be the given colour. This can still be preceded by the above characters. Example: ''message=_&amp;quot;&amp;lt;255,0,0&amp;gt;Red!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== [objectives] ==&lt;br /&gt;
The other tag used for plot development is '''[objectives]'''.&lt;br /&gt;
The '''[objectives]''' tag overwrites any previously set objectives,&lt;br /&gt;
and displays text which should describe the objectives of the scenario.&lt;br /&gt;
Scenario objectives are displayed on the player's first turn after the tag is used,&lt;br /&gt;
or as part of the event if it triggers during that player's turn.&lt;br /&gt;
Objectives can also be accessed at any time in a scenario using the&lt;br /&gt;
&amp;quot;Scenario Objectives&amp;quot; game menu option, making this tag useful for&lt;br /&gt;
scenario-specific information that the player may need to refer to during play.&lt;br /&gt;
&lt;br /&gt;
This tag renders the ''objectives'' attribute of [scenario] obsolete (see ''objectives'', [[ScenarioWML]]).&lt;br /&gt;
Instead of using ''objectives'', use '''[objectives]''' to set scenario objectives inside a prestart event.&lt;br /&gt;
It can also be used to overwrite the starting objectives mid-scenario.&lt;br /&gt;
&lt;br /&gt;
Attributes of '''[objectives]''':&lt;br /&gt;
* '''side''': Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides.&lt;br /&gt;
* '''summary''': Displayed first in the objectives text, this should describe the basic objective for the overall scenario.  Can be omitted.&lt;br /&gt;
* '''note''': Displayed last in the objectives text, this is sometimes used for hints or additional information.  Can be omitted.&lt;br /&gt;
* '''victory_string''': Default ' _ &amp;quot;Victory:&amp;quot;', this text precedes the victory objectives.&lt;br /&gt;
* '''defeat_string''': Default ' _ &amp;quot;Defeat:&amp;quot;', this text precedes the defeat objectives.&lt;br /&gt;
* '''silent''': Default: not present. If set to &amp;quot;yes&amp;quot;, the objectives are silently changed. Else, they will be shown to the user when appropriate.&lt;br /&gt;
&lt;br /&gt;
Tags of '''[objectives]''':&lt;br /&gt;
* '''[objective]''': describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.&lt;br /&gt;
** '''description''': text for the specific win or loss condition.&lt;br /&gt;
** '''condition''': The color and placement of the text. Values are 'win'(colored green, placed after ''victory_string'') and 'lose'(colored red, placed after ''defeat_string'')&lt;br /&gt;
** '''[show_if]''': A condition that disables the objective if it doesn't hold. Conditional objectives are refreshed at '''[show_objectives]''' time only. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
There are a few predefined macros for Objectives that you can use to shorten the code: [http://www.wesnoth.org/macro-reference.xhtml#SET_OBJECTIVES SET_OBJECTIVES], [http://www.wesnoth.org/macro-reference.xhtml#VICTORY_CONDITION VICTORY_CONDITION], and [http://www.wesnoth.org/macro-reference.xhtml#DEFEAT_CONDITION DEFEAT_CONDITION]. Follow the links for each one to see complete syntax and example usage.&lt;br /&gt;
&lt;br /&gt;
== [set_menu_item] ==&lt;br /&gt;
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Due to limitations in portable devices where there are no scroll bars for context menus, there is a hard-coded limit of 7 custom WML menu items. If you really need to have more than 7 menu items, try combining some of them in a submenu.&lt;br /&gt;
&lt;br /&gt;
* '''id''': the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item.&lt;br /&gt;
* '''description''': the in-game text that will appear for this item in the menu.&lt;br /&gt;
* '''image''': the image to display next to this item.&lt;br /&gt;
* '''needs_select''': if ''yes'' (default ''no''), then the latest select event (see [[EventWML]]) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it false.&lt;br /&gt;
* '''[show_if]''': If present, the menu item will only be available if the conditional statement (see [[InternalActionsWML]]) within evaluates to true. When this is evaluated, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.&lt;br /&gt;
* '''[filter_location]''': contains a location filter similar to the one found inside Single Unit Filters (see [[FilterWML]]). The menu item will only be available on matching locations.&lt;br /&gt;
* '''[command]''': contains the WML actions to be executed when the menu item is selected. Again, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked on.&lt;br /&gt;
&lt;br /&gt;
== Other interface tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are also action tags:&lt;br /&gt;
* '''[item]''': makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. &amp;lt;tt&amp;gt;''('''Hint:''' There are a number of predefined items that are used in various campaigns that you can make use of. You can find [http://www.wesnoth.org/macro-reference.xhtml#file:items.cfg a list of them] if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros))''&amp;lt;/tt&amp;gt;&lt;br /&gt;
** '''x''', '''y''': the location to place the item.&lt;br /&gt;
** '''image''': the image (in ''images/'' as .png) to place on the hex.&lt;br /&gt;
** '''halo''': an image to place centered on the hex. Use this instead of ''image'' if the image is bigger than the hex or if you want to animate an image. ''Example (where the integer after the colon is the duration of each frame): halo=scenery/fire1.png:100,scenery/fire2.png:100,scenery/fire3.png:100,scenery/fire4.png:100,scenery/fire5.png:100,scenery/fire6.png:100,scenery/fire7.png:100,scenery/fire8.png:100''&lt;br /&gt;
** '''team_name''': name of the team for which the item is to be displayed (hidden for others). For multiple teams just put all the names in one string, for example separated by commas.&lt;br /&gt;
** '''visible_in_fog''': whether the item should be visible through fog or not. Default yes.&lt;br /&gt;
* '''[removeitem]''': removes any graphical items on a given hex&lt;br /&gt;
** '''x''', '''y''': the hex to remove items off&lt;br /&gt;
** '''image''' if specified, only removes the given image item (This image name must include any [[ImagePathFunctionWML|image path functions]] appended to the original image name.)&lt;br /&gt;
* '''[print]''': displays a message across the screen. The message will disappear after a certain time.&lt;br /&gt;
** '''text''': (translatable) the text to display.&lt;br /&gt;
** '''size''': (default=12) the pointsize of the font to use&lt;br /&gt;
** '''duration''': (default=50) the length of time to display the text for. This is measured in the number of 'frames'. A frame in Wesnoth is usually displayed for around 30ms.&lt;br /&gt;
** '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255.&lt;br /&gt;
* '''[move_unit_fake]''': moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.&lt;br /&gt;
** '''type''': the type of the unit whose image to use&lt;br /&gt;
** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
** '''gender''': the gender of the fake unit. Example: gender=female&lt;br /&gt;
** '''variation''': the variation of the fake unit. Example: variation=undead&lt;br /&gt;
* '''[move_units_fake]''': {{DevFeature1.9}} moves multiple images of units along paths on the map. These units are moved in lockstep.&lt;br /&gt;
** '''[fake_unit]''': A fake unit to move&lt;br /&gt;
*** '''type''': the type of unit whose image to use&lt;br /&gt;
*** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
*** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
*** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
*** '''skip_steps''': the number of steps to skip before this unit starts moving&lt;br /&gt;
* '''[hide_unit]''': makes the given unit become invisible. Useful in conjunction with '''[move_unit_fake]''': to move a leader unit into position on-screen. Each '''[hide_unit]''' tag only hides one unit.&lt;br /&gt;
** '''x''', '''y''': location of the unit to be hidden. (NOT a standard unit filter! Just x and y.)&lt;br /&gt;
* '''[unhide_unit]''': stops the currently hidden units from being hidden.&lt;br /&gt;
* '''[scroll]''': Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.&lt;br /&gt;
** '''x''', '''y''': the number of pixels to scroll along the x and y axis&lt;br /&gt;
* '''[scroll_to]''': Scroll to a given hex&lt;br /&gt;
** '''x''', '''y''': the hex to scroll to&lt;br /&gt;
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* '''[scroll_to_unit]''' Scroll to a given unit&lt;br /&gt;
** [[StandardUnitFilter]]&lt;br /&gt;
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* '''[sound]''': Plays a sound&lt;br /&gt;
** '''name''': the filename of the sound to play (in ''sounds/'' as .wav or .ogg)&lt;br /&gt;
** '''repeat''': repeats the sound for a specified additional number of times (default=0)&lt;br /&gt;
* '''[sound_source]''': Creates a sound source. &amp;quot;Sound sources&amp;quot; is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where &amp;quot;map elements&amp;quot; can be specific locations or terrain types. For now, only sound sources tied to locations are supported.&lt;br /&gt;
** '''id''': a unique identification key of the sound source&lt;br /&gt;
** '''sounds''': a list of comma separated, randomly played sounds associated with the sound source&lt;br /&gt;
** '''delay''': a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play&lt;br /&gt;
** '''chance''': a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)&lt;br /&gt;
** '''check_fogged''': possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are fogged&lt;br /&gt;
** '''check_shrouded''': {{DevFeature}} possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are shrouded&lt;br /&gt;
** '''x,y''': similar to x,y as found in a [[StandardLocationFilter]], these are the locations associated with the sound source&lt;br /&gt;
** '''fade_range''' (default = 3): distance in hexes that determines a &amp;quot;circular&amp;quot; area around the one specified by '''full_range''' where sound volume fades out linearly&lt;br /&gt;
** '''full_range''' (default = 14): distance in hexes that determines a &amp;quot;circular&amp;quot; area where source plays with full volume, relative to screen center&lt;br /&gt;
** '''loop''': number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000)&lt;br /&gt;
* '''[remove_sound_source]''': Removes a previously defined sound source.&lt;br /&gt;
** '''id''': the identification key of the sound source to remove&lt;br /&gt;
* '''[music]''': Switches to playing different music&lt;br /&gt;
** '''name''': the filename of the music to play (in ''music/'' as .ogg)&lt;br /&gt;
** see [[MusicListWML]] for the correct syntax&lt;br /&gt;
* '''[volume]''': {{DevFeature1.9}} Changes the game volume to a percent of the preferences volume for the game being played. Values can go from 0 to 100:  &lt;br /&gt;
** '''music''':  Changes the music volume.&lt;br /&gt;
** '''sound''':  Changes the sound volume.&lt;br /&gt;
* '''[colour_adjust]''': tints the colour of the screen.&lt;br /&gt;
** '''red''', '''green''', '''blue''': values from -255 to 255, the amount to tint by for each colour&lt;br /&gt;
* '''[delay]''': pauses the game&lt;br /&gt;
** '''time''': the time to pause in milliseconds&lt;br /&gt;
* '''[redraw]''': redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).&lt;br /&gt;
** '''side''': if used, recalculates fog and shroud for that side. Useful if you for example spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).&lt;br /&gt;
* '''[unit_overlay]''': sets an image that will be drawn over a particular unit, and follow it around&lt;br /&gt;
** '''x''', '''y''': the location of the unit to overlay on&lt;br /&gt;
** '''image''': the image to place on the unit&lt;br /&gt;
* '''[remove_unit_overlay]''': removes a particular overlayed image from a unit&lt;br /&gt;
** '''x''', '''y''': the location of the unit to remove an overlay from&lt;br /&gt;
** '''image''': the image to remove from the unit&lt;br /&gt;
* '''[animate_unit]''': Uses an animation of a unit to animate it on screen (if the unit has the corresponding animation).&lt;br /&gt;
** '''flag''': The key to find the custom animation in the unit description (see the '''[extra_anim]''' description in [[AnimationWML]]). Standard animations can be triggered with the following keywords: ''leading recruited standing idling levelin levelout healing healed poisoned movement defend attack death victory pre_teleport post_teleport''&lt;br /&gt;
** '''[filter]''' with a [[StandardUnitFilter]] as argument, see [[FilterWML]]. By default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate.&lt;br /&gt;
** '''[primary_attack]''': If this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation. Takes a weapon filter as argument, see [[FilterWML]].&lt;br /&gt;
** '''[secondary_attack]''': Similar to '''[primary_attack]'''. May be needed to trigger a defense animation correctly, if there are more than one animations available for the defending unit.&lt;br /&gt;
** '''hits''': yes/no: which according variation of a attack/defense animation shall be chosen (required)&lt;br /&gt;
** '''text''': a text to hover during the animation &lt;br /&gt;
** '''red''': red value for the text color (0-255)&lt;br /&gt;
** '''green''': green value for the text color&lt;br /&gt;
** '''blue''': blue value for the text color&lt;br /&gt;
** '''with_bars''': yes/no: whether to display the status bars during the animation (e.g. the hitpoint bar)&lt;br /&gt;
** '''[animate]''': a sub block with the same syntax as '''[animate_unit]''' except that the '''[filter]''' block is mandatory to find the unit. This block will find and animate another unit simultaneously.&lt;br /&gt;
** '''[facing]''': a [[StandardLocationFilter]] specifying what direction the unit should be facing when animated&lt;br /&gt;
* '''[label]''' places a label on the map.&lt;br /&gt;
** '''x''', '''y''': the location of the label&lt;br /&gt;
** '''text''': what the label should say&lt;br /&gt;
** '''team_name''': if specified, the label will only be visible to the given team.&lt;br /&gt;
** '''colour''': color of the label. The format is r,g,b; r, g and b are numbers between 0 and 255. &lt;br /&gt;
** '''visible_in_fog''': whether the label should be visible through fog or not. Default yes.&lt;br /&gt;
** '''visible_in_shroud''': whether the label should be visible through shroud or not. Default no.&lt;br /&gt;
** '''immutable''': whether this label is protected from being removed or changed by players. Default yes. {{DevFeature1.9}}&lt;br /&gt;
* '''[deprecated_message]''' shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.&lt;br /&gt;
** '''message''': the message to show.&lt;br /&gt;
* '''[wml_message]''' outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting. The log domain for it is '''wml''', and the '''debug/dbg''' log level is available for use with the '''logger''' attribute. Depending on the current log level ('''error''' by default), which may be changed with the in-game :log command, or the --log-&amp;lt;level&amp;gt;=wml command line switch, the messages are echoed to the in-game chat.&lt;br /&gt;
** '''message''': the message to show.&lt;br /&gt;
** '''logger''': the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.&lt;br /&gt;
* '''[open_help]''' opens the in-game help.&lt;br /&gt;
** '''topic''': the id of the topic to open&lt;br /&gt;
* '''[show_objectives]''': {{DevFeature}} refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a [[LuaWML#register_wml_action|Lua]] script.)&lt;br /&gt;
** '''side''': the side to show the objectives. If not set, all sides are used.&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{FLOATING_TEXT}''' Float some text over a unit similar to the damage numbers.&lt;br /&gt;
* '''{HIGHLIGHT_UNIT}''' Highlight a unit on the map. Use this to show important units&lt;br /&gt;
* '''{HIGHLIGHT_IMAGE}''' Places and highlights an image on the map. Use this to show important items or locations&lt;br /&gt;
* '''{SET_IMAGE}''' Places an image on the map which has no other function.&lt;br /&gt;
* '''{QUAKE &amp;lt;soundfile&amp;gt;}''' Creates a tremor like screenshake and plays &amp;lt;soundfile&amp;gt;. ('''{TREMOR}''' is a deprecated version, equivalent to '''{QUAKE (rumble.ogg)}''')&lt;br /&gt;
* '''{FLASH_WHITE}''' Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=36817</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=36817"/>
		<updated>2010-06-21T19:05:12Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* Predefined 'name' Key Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [event] Tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of the [scenario], [unit_type] and [era] tags which is used to describe a set of actions which trigger at a certain point in a scenario. When used in a [scenario] tag (also includes [multiplayer], [tutorial] and [test]), the event only occurs in that scenario. When used in a [unit_type] tag, the event will occur in all scenarios in which a unit of that type appears in (only after such a unit appears during the scenario, however). When used in an [era], the event will occur in any scenario which is played using that era.&lt;br /&gt;
&lt;br /&gt;
This tag has keys and child tags that control when and if the event actions will be triggered. Most important of these is the '''name''' key. Without it, no error will be raised but the event will never fire. Therefore, from a practical standpoint, it can be considered mandatory. All of the others can be used or not and the event actions will fire either way.&lt;br /&gt;
&lt;br /&gt;
'''Lexicon side note:''' ''The word &amp;quot;event&amp;quot; in the [event] tag itself may be considered an abbreviation of the word &amp;quot;event handler&amp;quot; because it is technically not a game &amp;quot;event&amp;quot; but an event '''handler''' for the game events fired with the given 'name'. However, this distinction is usually unimportant in most discussions and the event handlers are therefore simply referred to as &amp;quot;events&amp;quot; in this documentation.''&lt;br /&gt;
&lt;br /&gt;
=== The 'name' Key (Mandatory) ===&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 name=&amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This key defines which game event or trigger your [event] tag will be handling. This 'name' key should not be confused with a descriptive comment; it is rather a precise value which must match the predefined game event's name to be valid.&lt;br /&gt;
&lt;br /&gt;
'''Lexicon side note:''' ''It is not uncommon to refer to these values as the 'trigger' for an event and, furthermore, to call an event by its 'trigger' name. For example, in an event containing '''name=moveto''', a person might refer to the event as a ''''moveto''' event' and/or refer to the ''''moveto''' trigger' in the event or even talk about the 'event trigger' when referring to the '''moveto''' value of the 'name' key in that event. Some or all of this usage can, in fact, be found throughout this page.''&lt;br /&gt;
&lt;br /&gt;
The '''name''' key can accept a list of comma separated values describing when the event will be triggered.*  These values may be either predefined event types or  custom event names not matching any predefined type.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 name=attacker misses,defender misses&lt;br /&gt;
&lt;br /&gt;
''* Note that unless you use [[#first_time_only|first_time_only=no]], the event will fire only once, '''not''' once for each listed type.''&lt;br /&gt;
&lt;br /&gt;
==== Predefined 'name' Key Values ====&lt;br /&gt;
&lt;br /&gt;
All predefined event types are listed here along with a description of when this value will cause the event to be triggered. Any value ''not'' listed here is a custom event name which can be triggered only by a '''[fire_event]''' tag somewhere else. Spaces in event names can be interchanged with underscores (for example, '''name=new turn''' and '''name=new_turn''' are equivalent).&lt;br /&gt;
&lt;br /&gt;
; preload&lt;br /&gt;
: Triggers before a scenario 'prestarts' and when loading a savegame -- before anything is shown on the screen at all. Can be used to set up the [[LuaWML|Lua]] environment: loading libraries, defining helper functions, etc.&lt;br /&gt;
: '''Note:''' Unlike prestart and start, the preload event '''must be able to fire more than once!''' This is because it is triggered each time a savegame is loaded in addition to the initial time when it loads before the scenario 'prestart'. This means that it is effectively ''mandatory'' to have the [[#first_time_only|first_time_only=no]] key value in a preload event. &lt;br /&gt;
&lt;br /&gt;
; prestart&lt;br /&gt;
: Triggers before a scenario 'starts' -- before anything is shown on the screen at all. Can be used to set up things like village ownership. For things displayed on-screen such as character dialog, use '''start''' instead.&lt;br /&gt;
: '''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''&lt;br /&gt;
&lt;br /&gt;
; start&lt;br /&gt;
: Triggers after the map is shown but before the scenario begins -- before players can 'do' anything.&lt;br /&gt;
: '''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''&lt;br /&gt;
&lt;br /&gt;
; new turn&lt;br /&gt;
: Triggers at the start of every turn (not side turn). See also [[#first_time_only|first_time_only=no]]. Before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
&lt;br /&gt;
; side turn&lt;br /&gt;
: Triggers when a side is about to start its turn. Before events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn. This is before any healing takes place for that side, before calculating income, and before restoring unit movement and status.&lt;br /&gt;
&lt;br /&gt;
; ai turn&lt;br /&gt;
: Triggered just before the AI is invoked for a side. This is called after ''side turn'', and thus the WML variable '''side_number''' still holds the number of this side. Note that this event might be called several times per turn in case that fallbacks to human or droiding is involved. I.e. it happens at the middle of turn of human side 1 if the human player droids his side. It happens after the selection of ai to play the turn but before AI is told that new turn has come.&lt;br /&gt;
: '''Note:'''  ''This event currently breaks replays since it is not explicitly saved in a replay and there is no AI involved in replays...''&lt;br /&gt;
&lt;br /&gt;
; turn refresh&lt;br /&gt;
: Like '''side turn''', triggers just before a side is taking control but '''after''' healing, calculating income, and restoring unit movement and status.&lt;br /&gt;
&lt;br /&gt;
; turn ''X''&lt;br /&gt;
: Triggers at the start of turn ''X''. It's the first side initialization event. Side initialization events go in the order of: &lt;br /&gt;
: 1) '''turn ''X''''' 2) '''new turn''' 3) '''side turn''' 4) '''side ''X'' turn''' 5) '''side ''X'' turn ''Y''''' 6) '''turn refresh'''&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn ''Y''&lt;br /&gt;
: This event triggers at the start of turn ''Y'' of side X  {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn&lt;br /&gt;
: This event triggers at the start of any turn of side X {{DevFeature}}&lt;br /&gt;
: '''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''&lt;br /&gt;
&lt;br /&gt;
; side X turn Y refresh&lt;br /&gt;
: This event triggers at the turn refresh for side X on turn Y {{DevFeature1.9}}&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn refresh&lt;br /&gt;
: This event triggers at the turn refresh for side X {{DevFeature1.9}}&lt;br /&gt;
: '''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''&lt;br /&gt;
&lt;br /&gt;
; time over&lt;br /&gt;
: Triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
&lt;br /&gt;
; enemies defeated&lt;br /&gt;
: Triggers when all units with '''canrecruit=yes''' (that is, all leaders) not allied with side 1 are killed.&lt;br /&gt;
&lt;br /&gt;
; victory&lt;br /&gt;
: In this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also: [endlevel], [[DirectActionsWML]])&lt;br /&gt;
&lt;br /&gt;
; defeat&lt;br /&gt;
: In this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Filters can be applied to the following event triggers (see [[FilterWML]]; see also below). The actions specified in the event tag will be executed only if the filter returns true. &lt;br /&gt;
These event triggers are all actions by units ('''moveto''', '''attack''') or things that happen to units ('''recruit''', '''advance'''). When one of these events is triggered, the position of the active unit (referred to as the '''primary unit''') is stored in the variables '''x1''' and '''y1''' and the position of any unit that primary unit does something to is stored in the variables '''x2''' and '''y2''' (this unit is referred to as the '''secondary unit''' below). '' These units are also automatically stored in the variables 'unit' and 'second_unit' as if they had been stored using the '''[store_unit]''' tag. see [[SingleUnitWML]]&lt;br /&gt;
&lt;br /&gt;
; moveto&lt;br /&gt;
: Triggers after the primary unit moves. Typically this is used when the primary unit gets to a particular location and a filter for the location of the primary unit is included; remember that this is the location that the primary unit lands on, not the location it started on or any location it travels on.&amp;lt;br /&amp;gt;''An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have caused. Note that undo functionality will only move the unit back to its former location; it will not undo other changes to the game caused by the event. Thus it is up to the scenario designer to use this tag correctly.'' {{DevFeature}} $x2 and $y2 refer to the hex the unit came from.&lt;br /&gt;
&lt;br /&gt;
; sighted&lt;br /&gt;
: Triggers when the primary unit becomes visible to the secondary unit in particular after not being visible to the secondary unit's side (so if the secondary unit's side doesn't have shroud or fog, the event never triggers). This happens both when the primary unit moves into view during its turn, and when the secondary unit moves to a location where it can see the primary unit. (This editor hasn't tested whether the event triggers multiple times if the primary unit moves into view of multiple units at once, or if not, which one gets chosen to be the secondary unit here.) (Note: it appears that when a sighted event is triggered because an enemy unit moves into your field of view, the game engine cannot determine which unit (on your side) sees the unit that moved, and so it fires a ''name=sighted'' event without setting ''$second_unit''. This means that, for example, using ''speaker=second_unit'' inside a message tag may fail.) (Double note: it also appears that the sighted event in more recent versions of the game (1.6 and 1.7, maybe?) does not fire on enemy turns. That is, it only fires for units that become visible as a result of the motion of another unit, not for units that move into the vision of an enemy. This event is also buggy in general... it's usually better to use a moveto event with a [filter_vision] tag than to use a sighted event (and note that the combination of the two can achieve something like the old sighted event)).&lt;br /&gt;
&lt;br /&gt;
; attack&lt;br /&gt;
: Triggers when the primary unit attacks the secondary unit.&lt;br /&gt;
&lt;br /&gt;
; attack end&lt;br /&gt;
: Similar to '''attack''', but is triggered ''after'' the fight instead of before. Note that if either unit is killed during the fight, this event triggers before any '''die''' events.&lt;br /&gt;
&lt;br /&gt;
; attacker hits&lt;br /&gt;
: Triggers when the the primary unit (the attacker) hits the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the attacker.&lt;br /&gt;
&lt;br /&gt;
; attacker misses&lt;br /&gt;
: Same as ''attacker hits'', but is triggered when the attacker misses.&lt;br /&gt;
&lt;br /&gt;
; defender hits&lt;br /&gt;
: Triggers when the primary unit (the attacker) is hit in retaliation by the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the defender.&lt;br /&gt;
&lt;br /&gt;
; defender misses&lt;br /&gt;
: Same as ''defender hits'', but is triggered when the defender misses.&lt;br /&gt;
&lt;br /&gt;
; stone&lt;br /&gt;
: Triggers when the primary unit is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by the secondary unit (the unit with the 'stones' ability). In {{DevFeature}}, this event name is changed to &amp;quot;petrified&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; last breath&lt;br /&gt;
: Triggers when the primary unit is killed by the secondary unit, but before the death animation is triggered. Use this instead of name=die when you want the primary unit to make a final [message]. &lt;br /&gt;
&lt;br /&gt;
; die&lt;br /&gt;
: Triggers when the primary unit is killed by the secondary unit. ''Note: The primary unit is not removed from the game until the end of this event. The primary unit can still be manipulated, will block other units from taking its hex, and will still be found by standard unit filters (except [have_unit]). To prevent this behavior, you can use [kill] to remove the unit immediately. However, this will stop any (still unfired) other events that also match the unit from firing afterwards, so use with caution.'' If you want to the primary unit to make a final [message], use name=last_breath, see above.&lt;br /&gt;
&lt;br /&gt;
; capture&lt;br /&gt;
: Triggers when the primary unit captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
&lt;br /&gt;
; recruit&lt;br /&gt;
: Triggers when the primary unit is recruited. (That is, when a unit is recruited it will trigger this event and this event's filter will filter that unit.).&lt;br /&gt;
&lt;br /&gt;
; prerecruit&lt;br /&gt;
: Triggers when the primary unit is recruited but before it is displayed.&lt;br /&gt;
&lt;br /&gt;
; recall&lt;br /&gt;
: Triggers after a unit is recalled.&lt;br /&gt;
&lt;br /&gt;
; prerecall&lt;br /&gt;
: Triggers when a unit is recalled but before it is displayed.&lt;br /&gt;
&lt;br /&gt;
; advance&lt;br /&gt;
: Triggers just before the primary unit is going to advance to another unit.&lt;br /&gt;
&lt;br /&gt;
; post advance&lt;br /&gt;
: Triggers just after the primary unit has advanced to another unit.&lt;br /&gt;
&lt;br /&gt;
; select&lt;br /&gt;
: Triggers when the primary unit is selected. Also triggers when ending a move, as the game keeps the moving unit selected by selecting it again at the end of movement. ''Note: in networked multiplayer, these events are only executed by the client on which the event is triggered, leading to out of sync errors if you modify the game state in the event.''&lt;br /&gt;
&lt;br /&gt;
; menu item ''X''&lt;br /&gt;
: Triggers when a WML menu item with id=''X'' is selected. ''Note: if the menu item has a [command], this event may be executed before or after the command; there is no guarantee.''&lt;br /&gt;
&lt;br /&gt;
==== Custom events ====&lt;br /&gt;
&lt;br /&gt;
An event with a custom name may be invoked using the [[InternalActionsWML#.5Bfire_event.5D|[fire_event]]] tag.  Normally you'll use such custom events as named subroutines to be called by events with predefined types.  One common case of this, for example, is that more than one '''sighted''' events might fire the same custom event that changes the scenario objectives.&lt;br /&gt;
&lt;br /&gt;
=== Optional Keys and Tags ===&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
&lt;br /&gt;
==== first_time_only ====&lt;br /&gt;
: Whether the event should be removed from the scenario after it is triggered. This key takes a [[ConditionalActionsWML#Boolean_Values|boolean]]; for example:&lt;br /&gt;
: ''first_time_only=yes''&lt;br /&gt;
:: Default behavior if key is omitted. The event will trigger the first time it can and never again.&lt;br /&gt;
: ''first_time_only=no''&lt;br /&gt;
:: The event will trigger every time the criteria are met instead of only the first time.&lt;br /&gt;
&lt;br /&gt;
==== [filter] ====&lt;br /&gt;
: The event will only trigger if the primary unit matches this filter.&lt;br /&gt;
:* [[StandardUnitFilter]]: selection criteria&lt;br /&gt;
&lt;br /&gt;
==== [filter_second] ====&lt;br /&gt;
: Like [filter], but for the secondary unit.&lt;br /&gt;
:* [[StandardUnitFilter]]: selection criteria&lt;br /&gt;
&lt;br /&gt;
==== [filter_attack] ====&lt;br /&gt;
: Can be used to set additional filtering criteria for the primary unit and the secondary unit that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker hits'', ''attacker misses'', ''defender hits'', ''defender misses'' and ''attack end''. For more information and other filter keys, see [[FilterWML]].&lt;br /&gt;
:* '''name''': the name of the weapon used.&lt;br /&gt;
:* '''range''': the range of the weapon used.&lt;br /&gt;
:* '''special''': filter on the attack's special power.&lt;br /&gt;
&lt;br /&gt;
==== [filter_second_attack] ====&lt;br /&gt;
: Like [filter_attack], but for the secondary unit.&lt;br /&gt;
:* '''name''': the name of the weapon used.&lt;br /&gt;
:* '''range''': the range of the weapon used.&lt;br /&gt;
:* '''special''': filter on the attack's special power.&lt;br /&gt;
&lt;br /&gt;
==== [event] ====&lt;br /&gt;
: A special case 'action', the [event] tag may be used to create a [[#Nested Events|nested event]].&lt;br /&gt;
&lt;br /&gt;
==== delayed_variable_substitution ====&lt;br /&gt;
: This key is only relevant inside of a [[#Delayed Variable Substitution|nested event]] and controls when variable substitution will occur in those special case actions.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions:&lt;br /&gt;
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay&lt;br /&gt;
* display actions ([[InterfaceActionsWML]]) which show something to the user&lt;br /&gt;
* internal actions ([[InternalActionsWML]]) which are used by WML internally&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested Events ===&lt;br /&gt;
&lt;br /&gt;
There is one special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is spawned (created) when the parent (outer) event is encountered (when executing the contents of the parent event).&lt;br /&gt;
&lt;br /&gt;
([[#Nested Event Example|See Examples]])&lt;br /&gt;
&lt;br /&gt;
==== Delayed Variable Substitution ====&lt;br /&gt;
&lt;br /&gt;
Variable substitution for a nested event can happen either when it is spawned by the parent event or when it is triggered itself. This is controlled with the key '''delayed_variable_substitution''' which is used in the nested event.&lt;br /&gt;
&lt;br /&gt;
If this key is set to ''yes'', the variables in the nested event will contain values from the turn in which the ''nested'' event was triggered. ''This is the default behavior if the key is omitted.'' If set to ''no'', the variables in the nested event are set at the time the ''parent'' event is triggered.&lt;br /&gt;
&lt;br /&gt;
This behavior can be fine tuned with a special syntax when referencing variables. Instead of the normal '''$variable''' syntax, use '''$|variable''' to cause a variable to contain values relevant to the turn in which the nested event was triggered even when '''delayed_variable_substitution''' is set to ''no''. In this way you can have a mix of variables relevant to the parent and nested event trigger times.&lt;br /&gt;
&lt;br /&gt;
([[#Delayed Variable Substitution Example|See Examples]])&lt;br /&gt;
&lt;br /&gt;
== Multiplayer safety ==&lt;br /&gt;
&lt;br /&gt;
In multiplayer it is only safe to use WML that might require synchronization with other players because of input or random numbers (like [message] with input or options or [unstore_unit] where a unit might advance) in the following events. This is because in these cases WML needs data from other players to work right and/or do the same thing for all players. This data is only available after a network synchronization.&lt;br /&gt;
&lt;br /&gt;
List of synchronized events:&lt;br /&gt;
* moveto&lt;br /&gt;
* sighted &lt;br /&gt;
* attack&lt;br /&gt;
* attack_end &lt;br /&gt;
* attacker hits &lt;br /&gt;
* attacker misses &lt;br /&gt;
* defender hits&lt;br /&gt;
* defender misses &lt;br /&gt;
* stone&lt;br /&gt;
* last breath &lt;br /&gt;
* menu item X&lt;br /&gt;
* die&lt;br /&gt;
* capture &lt;br /&gt;
* recruit&lt;br /&gt;
* prerecruit &lt;br /&gt;
* recall &lt;br /&gt;
* prerecall &lt;br /&gt;
* advance &lt;br /&gt;
* post_advance &lt;br /&gt;
getting message options (etc) from the following events is not synchronized, except in the development version (1.9+svn):&lt;br /&gt;
* new turn &lt;br /&gt;
* side turn &lt;br /&gt;
* turn X &lt;br /&gt;
* side X turn &lt;br /&gt;
* side X turn Y &lt;br /&gt;
* turn refresh &lt;br /&gt;
&lt;br /&gt;
There is also the possibility of events that are normally synchronized when fired by the engine but can be non-synchronized when fired by WML tags from non-synchronized event. So when you are using them you must be extra careful. For example [unstore_unit] may trigger a unit advancement that will fire ''advance'' and ''post advance'' events.&lt;br /&gt;
&lt;br /&gt;
== A Trap for the Unwary ==&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible (and, in fact, useful) to have multiple events with the same predefined name and thus the same trigger condition.  However, it is not defined what order such events will fire in, so you need to code so the order &lt;br /&gt;
will not matter.&lt;br /&gt;
&lt;br /&gt;
Because of the above, you need to beware of using macros to generate events. If you include a macro expanding to an event definition twice, the event will be executed twice (not once) each time the trigger condition fires. Consider this code:&lt;br /&gt;
&lt;br /&gt;
 #define DOUBLE&lt;br /&gt;
     [event]&lt;br /&gt;
         name=multiply_by_2&lt;br /&gt;
         {VARIABLE_OP 2_becomes_4 multiply 2}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 {DOUBLE}&lt;br /&gt;
 {DOUBLE}&lt;br /&gt;
 &lt;br /&gt;
 {VARIABLE 2_becomes_4 2}&lt;br /&gt;
 		&lt;br /&gt;
 [fire_event]&lt;br /&gt;
     name=multiply_by_2&lt;br /&gt;
 [/fire_event]&lt;br /&gt;
 &lt;br /&gt;
 {DEBUG_MSG &amp;quot;$2_becomes_4 should be 4&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
After it executes, the debug message will reveal that the variable has been set to 8, not 4.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Notes and Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Primary/Secondary Unit Speaker Example ===&lt;br /&gt;
&lt;br /&gt;
In events, the primary unit can be referred to as '''unit''' and the secondary unit can be referred to as '''second_unit''' in [message] tags using the '''speaker''' key. For example:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=die&lt;br /&gt;
     [message]&lt;br /&gt;
         speaker='''second_unit'''&lt;br /&gt;
         message= _ &amp;quot;Hahaha! I finally killed you!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker='''unit'''&lt;br /&gt;
         message= _ &amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== Nested Event Example ===&lt;br /&gt;
&lt;br /&gt;
An event is created for a portal that opens on turn 10. The parent (or 'outer') event executes on turn 10 at which point the nested moveto event is created. This nested event executes when a player steps on a certain spot.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         # moving to 5,8 will trigger this event only on turn 10 and after&lt;br /&gt;
     [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
An equivalent way of doing this would be to create a single moveto event with an '''[if]''' statement to check for turn number but using nested '''[event]''' tags is a convenient shortcut to accomplish this task without resorting to '''[if]''' statements.&lt;br /&gt;
&lt;br /&gt;
=== Delayed Variable Substitution Example ===&lt;br /&gt;
&lt;br /&gt;
This code will display a message showing the turn number on which the nested ''moveto'' event happens.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=yes&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Since this is the default behavior for the '''delayed_variable_substitution''' key, the following example is identical.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
The following code will always display &amp;quot;Turn 10&amp;quot; when the nested ''moveto'' event happens. This is because the variable substitution is done when the parent event is triggered and spawns the nested event, ''not'' when the nested event is triggered.&lt;br /&gt;
 &lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Finally, the following example is identical to the first two in that it will display a message showing the turn number on which the nested ''moveto'' event happens, despite the fact that the '''delayed_variable_substitution''' key is set to ''no''. This is because the special '''$|variable''' syntax is used.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $|turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Nested Events ===&lt;br /&gt;
&lt;br /&gt;
Every delayed_variable_substitution=no causes a variable substitution run on the subevent where it occurs at the spawn time of this event and on all following subevents. For any specific event, variable substitution happens at least one time when the event is executed. For each delayed=no key appearing in itself or in an event of an &amp;quot;older&amp;quot; generation, which is not the toplevel event, an additional variable substitution run is made.&lt;br /&gt;
 [event]# parent&lt;br /&gt;
     name=turn 2&lt;br /&gt;
     #delayed_variable_substitution=no # In the parent event, delayed= has no effect.&lt;br /&gt;
 &lt;br /&gt;
     [event]# child&lt;br /&gt;
         name=turn 3&lt;br /&gt;
         delayed_variable_substitution=no # Causes variable substitution in the child, grandchild and great-grandchild event&lt;br /&gt;
         # at execution time of the parent event = spawn time of the child event.&lt;br /&gt;
 &lt;br /&gt;
         [event]# grandchild&lt;br /&gt;
             name=turn 4&lt;br /&gt;
             delayed_variable_substitution=yes # no variable substitution in the grandchild and great-grandchild event&lt;br /&gt;
             # at execution time of the child event = spawn time of the grandchild event&lt;br /&gt;
 &lt;br /&gt;
             [event]# great-grandchild&lt;br /&gt;
                 name=turn 5&lt;br /&gt;
                 {DEBUG_MSG $turn_number}# output: 2 - value from the variable substitution at execution time of the parent event,&lt;br /&gt;
                 # caused by delayed=no in the child event&lt;br /&gt;
 &lt;br /&gt;
                 {DEBUG_MSG $||turn_number}# output: &amp;quot;$turn_number&amp;quot;&lt;br /&gt;
                 # Each variable substitution transforms a &amp;quot;$|&amp;quot; to a &amp;quot;$&amp;quot; (except when no | left).&lt;br /&gt;
 &lt;br /&gt;
                 {DEBUG_MSG $|turn_number}# output: 5 - from the variable substitution at execution time&lt;br /&gt;
                 # of the great-grandchild event&lt;br /&gt;
             [/event]&lt;br /&gt;
         [/event]&lt;br /&gt;
     [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=36816</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=36816"/>
		<updated>2010-06-21T18:43:32Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* [message] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Interface actions ==&lt;br /&gt;
&lt;br /&gt;
Interface actions are actions that do not have an effect on gameplay;&lt;br /&gt;
instead, they show something to the player.  The main interface tags&lt;br /&gt;
are '''[message]''' and '''[objectives]''', but several other tags affect&lt;br /&gt;
the interface also.&lt;br /&gt;
&lt;br /&gt;
== [inspect] ==&lt;br /&gt;
This user interface action only works in debug mode. It displays the gamestate inspector dialog (the same one which can be brought up with '':inspect'' ), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.&lt;br /&gt;
&lt;br /&gt;
* '''name''': optional attribute to specify the name of this gamestate inspector dialog. It is just a label to help differentiate between different invocations of gamestate inspector dialog.&lt;br /&gt;
&lt;br /&gt;
== [message] ==&lt;br /&gt;
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for [message]:&lt;br /&gt;
* [[StandardUnitFilter]]: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).&amp;lt;br&amp;gt;'''[message]''' elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.&lt;br /&gt;
&lt;br /&gt;
* '''speaker''': an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit id or any of the following special values:&lt;br /&gt;
** '''narrator''': the dialog box is displayed without a caption for the unit speaking or a unit image&lt;br /&gt;
** '''unit''': the primary unit for the event is speaking&lt;br /&gt;
** '''second_unit''': the secondary unit for the event is speaking&lt;br /&gt;
&lt;br /&gt;
* '''message''': (translatable) the text to display to the right of the image. ''message'' is sometimes multiple lines; if it is, be sure to use quotes(''' ' ''' or ''' &amp;quot; ''')&lt;br /&gt;
* '''[show_if]''': if present then this message will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
* '''side_for''': (default: all sides) comma-separated list of sides for who message is shown.&lt;br /&gt;
* '''image''': (default: profile image of speaker) the image to display next to the message.&lt;br /&gt;
* '''caption''': (default: name of speaker) the caption to display beside the image. Name to be displayed. Note: use a translation mark to avoid wmllint errors.&lt;br /&gt;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&lt;br /&gt;
* '''sound''': a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.&lt;br /&gt;
* '''[option]''': zero or more '''[option]''' elements may be present. If '''[option]''' elements are present, then each option will be displayed in a menu for the user to select one option.&lt;br /&gt;
** '''message''': (translatable) the text displayed for the option (see [[DescriptionWML]])&lt;br /&gt;
** '''[show_if]''': if present then this option will only be displayed if the conditional statement in this tag is passed (see [[InternalActionsWML]])&lt;br /&gt;
** '''[command]''': an element containing actions which are executed if the option is selected.&lt;br /&gt;
* '''[text_input]''': there can be only one [text_input] tag. this adds a text input field to the message.&lt;br /&gt;
** '''variable''': the variable that the user's input will be written to&lt;br /&gt;
** '''label''': a text label to the left of the input field&lt;br /&gt;
** '''max_length''': the maximum number of characters that may be typed into the field&lt;br /&gt;
** '''text''': text that is written into the field in the beginning&lt;br /&gt;
* Check [[EventWML#Multiplayer_safety]] to find out in which events you can safely use '''[option]''' and '''[text_input]''' without causing OOS.&lt;br /&gt;
&lt;br /&gt;
=== Formatting ===&lt;br /&gt;
In 1.8, [http://library.gnome.org/devel/pango/unstable/PangoMarkupFormat.html Pango markup formatting codes] have been adopted for '''[message]'''. These can also be used in unit names (user_description), objectives, and such. Note that you'll probably want to use a single quote ' instead of a double quote &amp;quot; as double quotes cannot be escaped, otherwise the string will appear fragmented and you may also encounter errors. Running wmllint on your campaign will up-convert it, warning you about unusual cases you must fix by hand.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to write &amp;quot;You are victorious!&amp;quot; in large, italic, gold letters, you might write it this way:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span color='#BCB088' size='large' font-style='italic'&amp;gt;You are victorious!&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the codes taken from the Pango markup formatting guide:&lt;br /&gt;
&lt;br /&gt;
*'''font''', '''font_desc''': A font description string, such as &amp;quot;Sans Italic 12&amp;quot;.&lt;br /&gt;
*'''font_family''', '''face''': A font family name.&lt;br /&gt;
*'''font_size''', '''size''': Font size in 1024ths of a point, or one of the absolute sizes 'xx-small', 'x-small', 'small', 'medium', 'large', 'x-large', 'xx-large', or one of the relative sizes 'smaller' or 'larger'.&lt;br /&gt;
*'''font_style''', '''style''': One of 'normal', 'oblique', 'italic'.&lt;br /&gt;
*'''font_weight''', '''weight''': One of 'ultralight', 'light', 'normal', 'bold', 'ultrabold', 'heavy', or a numeric weight.&lt;br /&gt;
*'''font_variant''', '''variant''': One of 'normal' or 'smallcaps'.&lt;br /&gt;
*'''font_stretch''', '''stretch''': One of 'ultracondensed', 'extracondensed', 'condensed', 'semicondensed', 'normal', 'semiexpanded', 'expanded', 'extraexpanded', 'ultraexpanded'.&lt;br /&gt;
*'''foreground''', '''fgcolor''', '''color''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''background, bgcolor''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''underline''': One of 'none', 'single', 'double', 'low', 'error'.&lt;br /&gt;
*'''underline_color''': The color of underlines; an RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''rise''': Vertical displacement, in 10000ths of an em. Can be negative for subscript, positive for superscript.&lt;br /&gt;
*'''strikethrough''': 'true' or 'false' whether to strike through the text.&lt;br /&gt;
*'''strikethrough_color''': The color of strikethrough lines; an RGB color specification such as '#00FF00' or a color name such as 'red'&lt;br /&gt;
*'''fallback''': 'true' or 'false' whether to enable fallback. If disabled, then characters will only be used from the closest matching font on the system. No fallback will be done to other fonts on the system that might contain the characters in the text. Fallback is enabled by default. Most applications should not disable fallback.&lt;br /&gt;
*'''letter_spacing''': Inter-letter spacing in 1024ths of a point.&lt;br /&gt;
*'''gravity''': One of 'south', 'east', 'north', 'west', 'auto'.&lt;br /&gt;
*'''gravity_hint''': One of 'natural', 'strong', 'line'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 1.6, Wesnoth uses older text formatting options&lt;br /&gt;
* A tilde (~) as the first character causes the line to be boldfaced.&lt;br /&gt;
* An at symbol (@) as the first character causes the line to be green, as done with victory conditions.&lt;br /&gt;
* A pound symbol (#) as the first character causes the line to be red, as done with defeat conditions.&lt;br /&gt;
* An asterisk (*) as the first character causes the line to be bigger.&lt;br /&gt;
* A backquote (`) as the first character causes the line to be smaller.&lt;br /&gt;
* If used, the caption key text is boldfaced.&lt;br /&gt;
* An RGB colour code in the beginning causes the line to be the given colour. This can still be preceded by the above characters. Example: ''message=_&amp;quot;&amp;lt;255,0,0&amp;gt;Red!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== [objectives] ==&lt;br /&gt;
The other tag used for plot development is '''[objectives]'''.&lt;br /&gt;
The '''[objectives]''' tag overwrites any previously set objectives,&lt;br /&gt;
and displays text which should describe the objectives of the scenario.&lt;br /&gt;
Scenario objectives are displayed on the player's first turn after the tag is used,&lt;br /&gt;
or as part of the event if it triggers during that player's turn.&lt;br /&gt;
Objectives can also be accessed at any time in a scenario using the&lt;br /&gt;
&amp;quot;Scenario Objectives&amp;quot; game menu option, making this tag useful for&lt;br /&gt;
scenario-specific information that the player may need to refer to during play.&lt;br /&gt;
&lt;br /&gt;
This tag renders the ''objectives'' attribute of [scenario] obsolete (see ''objectives'', [[ScenarioWML]]).&lt;br /&gt;
Instead of using ''objectives'', use '''[objectives]''' to set scenario objectives inside a prestart event.&lt;br /&gt;
It can also be used to overwrite the starting objectives mid-scenario.&lt;br /&gt;
&lt;br /&gt;
Attributes of '''[objectives]''':&lt;br /&gt;
* '''side''': Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides.&lt;br /&gt;
* '''summary''': Displayed first in the objectives text, this should describe the basic objective for the overall scenario.  Can be omitted.&lt;br /&gt;
* '''note''': Displayed last in the objectives text, this is sometimes used for hints or additional information.  Can be omitted.&lt;br /&gt;
* '''victory_string''': Default ' _ &amp;quot;Victory:&amp;quot;', this text precedes the victory objectives.&lt;br /&gt;
* '''defeat_string''': Default ' _ &amp;quot;Defeat:&amp;quot;', this text precedes the defeat objectives.&lt;br /&gt;
* '''silent''': Default: not present. If set to &amp;quot;yes&amp;quot;, the objectives are silently changed. Else, they will be shown to the user when appropriate.&lt;br /&gt;
&lt;br /&gt;
Tags of '''[objectives]''':&lt;br /&gt;
* '''[objective]''': describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.&lt;br /&gt;
** '''description''': text for the specific win or loss condition.&lt;br /&gt;
** '''condition''': The color and placement of the text. Values are 'win'(colored green, placed after ''victory_string'') and 'lose'(colored red, placed after ''defeat_string'')&lt;br /&gt;
** '''[show_if]''': A condition that disables the objective if it doesn't hold. Conditional objectives are refreshed at '''[show_objectives]''' time only. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
=== Macros ===&lt;br /&gt;
There are a few predefined macros for Objectives that you can use to shorten the code: [http://www.wesnoth.org/macro-reference.xhtml#SET_OBJECTIVES SET_OBJECTIVES], [http://www.wesnoth.org/macro-reference.xhtml#VICTORY_CONDITION VICTORY_CONDITION], and [http://www.wesnoth.org/macro-reference.xhtml#DEFEAT_CONDITION DEFEAT_CONDITION]. Follow the links for each one to see complete syntax and example usage.&lt;br /&gt;
&lt;br /&gt;
== [set_menu_item] ==&lt;br /&gt;
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Due to limitations in portable devices where there are no scroll bars for context menus, there is a hard-coded limit of 7 custom WML menu items. If you really need to have more than 7 menu items, try combining some of them in a submenu.&lt;br /&gt;
&lt;br /&gt;
* '''id''': the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item.&lt;br /&gt;
* '''description''': the in-game text that will appear for this item in the menu.&lt;br /&gt;
* '''image''': the image to display next to this item.&lt;br /&gt;
* '''needs_select''': if ''yes'' (default ''no''), then the latest select event (see [[EventWML]]) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it false.&lt;br /&gt;
* '''[show_if]''': If present, the menu item will only be available if the conditional statement (see [[InternalActionsWML]]) within evaluates to true. When this is evaluated, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.&lt;br /&gt;
* '''[filter_location]''': contains a location filter similar to the one found inside Single Unit Filters (see [[FilterWML]]). The menu item will only be available on matching locations.&lt;br /&gt;
* '''[command]''': contains the WML actions to be executed when the menu item is selected. Again, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked on.&lt;br /&gt;
&lt;br /&gt;
== Other interface tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are also action tags:&lt;br /&gt;
* '''[item]''': makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. &amp;lt;tt&amp;gt;''('''Hint:''' There are a number of predefined items that are used in various campaigns that you can make use of. You can find [http://www.wesnoth.org/macro-reference.xhtml#file:items.cfg a list of them] if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros))''&amp;lt;/tt&amp;gt;&lt;br /&gt;
** '''x''', '''y''': the location to place the item.&lt;br /&gt;
** '''image''': the image (in ''images/'' as .png) to place on the hex.&lt;br /&gt;
** '''halo''': an image to place centered on the hex. Use this instead of ''image'' if the image is bigger than the hex or if you want to animate an image. ''Example (where the integer after the colon is the duration of each frame): halo=scenery/fire1.png:100,scenery/fire2.png:100,scenery/fire3.png:100,scenery/fire4.png:100,scenery/fire5.png:100,scenery/fire6.png:100,scenery/fire7.png:100,scenery/fire8.png:100''&lt;br /&gt;
** '''team_name''': name of the team for which the item is to be displayed (hidden for others). For multiple teams just put all the names in one string, for example separated by commas.&lt;br /&gt;
** '''visible_in_fog''': whether the item should be visible through fog or not. Default yes.&lt;br /&gt;
* '''[removeitem]''': removes any graphical items on a given hex&lt;br /&gt;
** '''x''', '''y''': the hex to remove items off&lt;br /&gt;
** '''image''' if specified, only removes the given image item (This image name must include any [[ImagePathFunctionWML|image path functions]] appended to the original image name.)&lt;br /&gt;
* '''[print]''': displays a message across the screen. The message will disappear after a certain time.&lt;br /&gt;
** '''text''': (translatable) the text to display.&lt;br /&gt;
** '''size''': (default=12) the pointsize of the font to use&lt;br /&gt;
** '''duration''': (default=50) the length of time to display the text for. This is measured in the number of 'frames'. A frame in Wesnoth is usually displayed for around 30ms.&lt;br /&gt;
** '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255.&lt;br /&gt;
* '''[move_unit_fake]''': moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.&lt;br /&gt;
** '''type''': the type of the unit whose image to use&lt;br /&gt;
** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
* '''[move_units_fake]''': {{DevFeature1.9}} moves multiple images of units along paths on the map. These units are moved in lockstep.&lt;br /&gt;
** '''[fake_unit]''': A fake unit to move&lt;br /&gt;
*** '''type''': the type of unit whose image to use&lt;br /&gt;
*** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
*** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
*** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
*** '''skip_steps''': the number of steps to skip before this unit starts moving&lt;br /&gt;
* '''[hide_unit]''': makes the given unit become invisible. Useful in conjunction with '''[move_unit_fake]''': to move a leader unit into position on-screen. Each '''[hide_unit]''' tag only hides one unit.&lt;br /&gt;
** '''x''', '''y''': location of the unit to be hidden. (NOT a standard unit filter! Just x and y.)&lt;br /&gt;
* '''[unhide_unit]''': stops the currently hidden units from being hidden.&lt;br /&gt;
* '''[scroll]''': Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.&lt;br /&gt;
** '''x''', '''y''': the number of pixels to scroll along the x and y axis&lt;br /&gt;
* '''[scroll_to]''': Scroll to a given hex&lt;br /&gt;
** '''x''', '''y''': the hex to scroll to&lt;br /&gt;
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* '''[scroll_to_unit]''' Scroll to a given unit&lt;br /&gt;
** [[StandardUnitFilter]]&lt;br /&gt;
** '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* '''[sound]''': Plays a sound&lt;br /&gt;
** '''name''': the filename of the sound to play (in ''sounds/'' as .wav or .ogg)&lt;br /&gt;
** '''repeat''': repeats the sound for a specified additional number of times (default=0)&lt;br /&gt;
* '''[sound_source]''': Creates a sound source. &amp;quot;Sound sources&amp;quot; is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where &amp;quot;map elements&amp;quot; can be specific locations or terrain types. For now, only sound sources tied to locations are supported.&lt;br /&gt;
** '''id''': a unique identification key of the sound source&lt;br /&gt;
** '''sounds''': a list of comma separated, randomly played sounds associated with the sound source&lt;br /&gt;
** '''delay''': a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play&lt;br /&gt;
** '''chance''': a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)&lt;br /&gt;
** '''check_fogged''': possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are fogged&lt;br /&gt;
** '''check_shrouded''': {{DevFeature}} possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are shrouded&lt;br /&gt;
** '''x,y''': similar to x,y as found in a [[StandardLocationFilter]], these are the locations associated with the sound source&lt;br /&gt;
** '''fade_range''' (default = 3): distance in hexes that determines a &amp;quot;circular&amp;quot; area around the one specified by '''full_range''' where sound volume fades out linearly&lt;br /&gt;
** '''full_range''' (default = 14): distance in hexes that determines a &amp;quot;circular&amp;quot; area where source plays with full volume, relative to screen center&lt;br /&gt;
** '''loop''': number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000)&lt;br /&gt;
* '''[remove_sound_source]''': Removes a previously defined sound source.&lt;br /&gt;
** '''id''': the identification key of the sound source to remove&lt;br /&gt;
* '''[music]''': Switches to playing different music&lt;br /&gt;
** '''name''': the filename of the music to play (in ''music/'' as .ogg)&lt;br /&gt;
** see [[MusicListWML]] for the correct syntax&lt;br /&gt;
* '''[volume]''': {{DevFeature1.9}} Changes the game volume to a percent of the preferences volume for the game being played. Values can go from 0 to 100:  &lt;br /&gt;
** '''music''':  Changes the music volume.&lt;br /&gt;
** '''sound''':  Changes the sound volume.&lt;br /&gt;
* '''[colour_adjust]''': tints the colour of the screen.&lt;br /&gt;
** '''red''', '''green''', '''blue''': values from -255 to 255, the amount to tint by for each colour&lt;br /&gt;
* '''[delay]''': pauses the game&lt;br /&gt;
** '''time''': the time to pause in milliseconds&lt;br /&gt;
* '''[redraw]''': redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).&lt;br /&gt;
** '''side''': if used, recalculates fog and shroud for that side. Useful if you for example spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).&lt;br /&gt;
* '''[unit_overlay]''': sets an image that will be drawn over a particular unit, and follow it around&lt;br /&gt;
** '''x''', '''y''': the location of the unit to overlay on&lt;br /&gt;
** '''image''': the image to place on the unit&lt;br /&gt;
* '''[remove_unit_overlay]''': removes a particular overlayed image from a unit&lt;br /&gt;
** '''x''', '''y''': the location of the unit to remove an overlay from&lt;br /&gt;
** '''image''': the image to remove from the unit&lt;br /&gt;
* '''[animate_unit]''': Uses an animation of a unit to animate it on screen (if the unit has the corresponding animation).&lt;br /&gt;
** '''flag''': The key to find the custom animation in the unit description (see the '''[extra_anim]''' description in [[AnimationWML]]). Standard animations can be triggered with the following keywords: ''leading recruited standing idling levelin levelout healing healed poisoned movement defend attack death victory pre_teleport post_teleport''&lt;br /&gt;
** '''[filter]''' with a [[StandardUnitFilter]] as argument, see [[FilterWML]]. By default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate.&lt;br /&gt;
** '''[primary_attack]''': If this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation. Takes a weapon filter as argument, see [[FilterWML]].&lt;br /&gt;
** '''[secondary_attack]''': Similar to '''[primary_attack]'''. May be needed to trigger a defense animation correctly, if there are more than one animations available for the defending unit.&lt;br /&gt;
** '''hits''': yes/no: which according variation of a attack/defense animation shall be chosen (required)&lt;br /&gt;
** '''text''': a text to hover during the animation &lt;br /&gt;
** '''red''': red value for the text color (0-255)&lt;br /&gt;
** '''green''': green value for the text color&lt;br /&gt;
** '''blue''': blue value for the text color&lt;br /&gt;
** '''with_bars''': yes/no: whether to display the status bars during the animation (e.g. the hitpoint bar)&lt;br /&gt;
** '''[animate]''': a sub block with the same syntax as '''[animate_unit]''' except that the '''[filter]''' block is mandatory to find the unit. This block will find and animate another unit simultaneously.&lt;br /&gt;
** '''[facing]''': a [[StandardLocationFilter]] specifying what direction the unit should be facing when animated&lt;br /&gt;
* '''[label]''' places a label on the map.&lt;br /&gt;
** '''x''', '''y''': the location of the label&lt;br /&gt;
** '''text''': what the label should say&lt;br /&gt;
** '''team_name''': if specified, the label will only be visible to the given team.&lt;br /&gt;
** '''colour''': color of the label. The format is r,g,b; r, g and b are numbers between 0 and 255. &lt;br /&gt;
** '''visible_in_fog''': whether the label should be visible through fog or not. Default yes.&lt;br /&gt;
** '''visible_in_shroud''': whether the label should be visible through shroud or not. Default no.&lt;br /&gt;
** '''immutable''': whether this label is protected from being removed or changed by players. Default yes. {{DevFeature1.9}}&lt;br /&gt;
* '''[deprecated_message]''' shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.&lt;br /&gt;
** '''message''': the message to show.&lt;br /&gt;
* '''[wml_message]''' outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting. The log domain for it is '''wml''', and the '''debug/dbg''' log level is available for use with the '''logger''' attribute. Depending on the current log level ('''error''' by default), which may be changed with the in-game :log command, or the --log-&amp;lt;level&amp;gt;=wml command line switch, the messages are echoed to the in-game chat.&lt;br /&gt;
** '''message''': the message to show.&lt;br /&gt;
** '''logger''': the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.&lt;br /&gt;
* '''[open_help]''' opens the in-game help.&lt;br /&gt;
** '''topic''': the id of the topic to open&lt;br /&gt;
* '''[show_objectives]''': {{DevFeature}} refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a [[LuaWML#register_wml_action|Lua]] script.)&lt;br /&gt;
** '''side''': the side to show the objectives. If not set, all sides are used.&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{FLOATING_TEXT}''' Float some text over a unit similar to the damage numbers.&lt;br /&gt;
* '''{HIGHLIGHT_UNIT}''' Highlight a unit on the map. Use this to show important units&lt;br /&gt;
* '''{HIGHLIGHT_IMAGE}''' Places and highlights an image on the map. Use this to show important items or locations&lt;br /&gt;
* '''{SET_IMAGE}''' Places an image on the map which has no other function.&lt;br /&gt;
* '''{QUAKE &amp;lt;soundfile&amp;gt;}''' Creates a tremor like screenshake and plays &amp;lt;soundfile&amp;gt;. ('''{TREMOR}''' is a deprecated version, equivalent to '''{QUAKE (rumble.ogg)}''')&lt;br /&gt;
* '''{FLASH_WHITE}''' Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=36644</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=36644"/>
		<updated>2010-05-26T01:00:26Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* The [abilities] tag */&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 ones that only apply when using a particular attack (called ''specials'' or ''weapon specials'').  A unit may have multiple abilities and an attack can have multiple specials, but by convention only one weapon special should be assigned to any given attack.&lt;br /&gt;
&lt;br /&gt;
== The ''[abilities]'' tag ==&lt;br /&gt;
&lt;br /&gt;
The following tags are used to describe an ability in WML:&lt;br /&gt;
&lt;br /&gt;
* '''[heals]''': modifies the hitpoints of a unit at the beginning of the healer's turn&lt;br /&gt;
* '''[regenerate]''': modifies the hitpoints of a unit at the beginning of the unit's turn&lt;br /&gt;
* '''[resistance]''': modifies the resistance of a unit to damage&lt;br /&gt;
* '''[leadership]''': modifies the damage of a unit&lt;br /&gt;
* '''[skirmisher]''': negates enemy zones of control&lt;br /&gt;
* '''[illuminates]''': modifies the time of day adjacent to the affected units&lt;br /&gt;
* '''[teleport]''': allows the unit to teleport&lt;br /&gt;
* '''[hides]''': renders the unit invisible to enemies&lt;br /&gt;
Any other name is valid (for example '''[dummy]'''), but will result in an ability that does nothing but report it's there. These tags still use the same common keys and tags as every other ability. '''Note:''' a dummy ability must have an id for the name and description to display.&lt;br /&gt;
&lt;br /&gt;
=== Common keys and tags for every ability ===&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the ability.&lt;br /&gt;
* '''name_inactive''': the name of the ability when inactive.&lt;br /&gt;
* '''description''': the description of the ability.&lt;br /&gt;
* '''description_inactive''': the description of the ability when inactive.&lt;br /&gt;
* '''affect_self''': if equal to 'yes', the ability will affect the unit that has it.&lt;br /&gt;
* '''affect_allies''': if equal to 'yes', the ability will affect allies in the specified adjacent hexes.&lt;br /&gt;
* '''affect_enemies''': if equal to 'yes', the ability will affect enemies in the specified adjacent hexes.&lt;br /&gt;
* '''cumulative''': if set to 'yes', this ability will be cumulative with the base value for this ability.&lt;br /&gt;
* '''id''': this ability will not be cumulative with other abilities using this id. Must be present if cumulative is anything other than 'yes'.&lt;br /&gt;
* '''[adjacent_description]''': contains all four of the above keys, which are used when an adjacent unit receives the ability.&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] If the unit owning the ability does not match this filter, the ability will be inactive.&lt;br /&gt;
* '''[affect_adjacent]''': each adjacent unit that does not match this filter will not receive its effects.&lt;br /&gt;
** '''adjacent''': a comma seperated list of any combination of these directions: '''n''','''ne''','''se''','''s''','''sw''','''nw'''.&lt;br /&gt;
** '''[filter]''': a [[StandardUnitFilter]].&lt;br /&gt;
* '''[filter_self]''': if the owner of the ability does not match this filter, it will not receive the effects of the ability.&lt;br /&gt;
* '''[filter_base_value]''': filters on the value before any modifications; uses the keys '''equals''', '''not_equals''', etc. If several keys are used all have to match.&lt;br /&gt;
&lt;br /&gt;
=== Extra keys used by the ''[heals]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''value''': the amount healed.&lt;br /&gt;
* '''poison''': can be one of ''slowed'',''cured''.&lt;br /&gt;
&lt;br /&gt;
=== Extra keys used by the ''[regenerate]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''value''': the amount healed.&lt;br /&gt;
* '''poison''': can be one of ''slowed'',''cured''.&lt;br /&gt;
&lt;br /&gt;
=== Extra keys and tags used by the ''[resistance]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''value''': set resistance to this value.&lt;br /&gt;
* '''max_value''': maximum resistance value. This value '''must''' be set in order for [resistance] to function.&lt;br /&gt;
* '''add''': adds to resistance.&lt;br /&gt;
* '''multiply''': multiplies resistance value. &lt;br /&gt;
* '''apply_to''': a list of damage types; if left out, the ability applies to all types.&lt;br /&gt;
* '''active_on''': one of 'defense' or 'offense'; if left out, the ability is active on both.&lt;br /&gt;
&lt;br /&gt;
=== Extra keys used by the ''[leadership]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''value''': the percentage bonus to damage.&lt;br /&gt;
&lt;br /&gt;
=== Extra keys used by the ''[illuminates]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''value''': the percentage bonus to lawful units.&lt;br /&gt;
* '''max_value''': the maximum percentage bonus given.&lt;br /&gt;
* '''max_value''': the minimum percentage bonus given. {{DevFeature1.9}}&lt;br /&gt;
&lt;br /&gt;
=== Extra keys used by the ''[hides]'' ability ===&lt;br /&gt;
&lt;br /&gt;
* '''alert''': the displayed text when the unit is discovered. Default &amp;quot;Ambushed!&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Macros for common abilities ===&lt;br /&gt;
&lt;br /&gt;
* ABILITY_AMBUSH&lt;br /&gt;
* ABILITY_CURES&lt;br /&gt;
* ABILITY_HEALS&lt;br /&gt;
* ABILITY_ILLUMINATES&lt;br /&gt;
* ABILITY_LEADERSHIP_LEVEL_1 to ABILITY_LEADERSHIP_LEVEL_5&lt;br /&gt;
* ABILITY_NIGHTSTALK&lt;br /&gt;
* ABILITY_REGENERATES&lt;br /&gt;
* ABILITY_SKIRMISHER&lt;br /&gt;
* ABILITY_STEADFAST&lt;br /&gt;
* ABILITY_SUBMERGE&lt;br /&gt;
* ABILITY_TELEPORT&lt;br /&gt;
&lt;br /&gt;
== The ''[specials]'' tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[specials]''' tag goes inside the '''[attack]''' tag. It can contain the following tags:&lt;br /&gt;
&lt;br /&gt;
* '''[damage]''': modifies the damage of a weapon&lt;br /&gt;
* '''[attacks]''': modifies the number of attacks of a weapon&lt;br /&gt;
* '''[chance_to_hit]''': modifies the chance to hit of a weapon&lt;br /&gt;
* '''[slow]'''&lt;br /&gt;
* '''[poison]'''&lt;br /&gt;
* '''[stones]''' ('''[petrifies]''' in recent versions.&lt;br /&gt;
* '''[berserk]'''&lt;br /&gt;
* '''[firststrike]'''&lt;br /&gt;
* '''[drains]'''&lt;br /&gt;
* '''[plague]'''&lt;br /&gt;
Any other name is valid, but will result in an special that does nothing but report it's there.&lt;br /&gt;
&lt;br /&gt;
=== Common keys and tags for every weapon special ===&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the special.&lt;br /&gt;
* '''name_inactive''': the name of the special when inactive.&lt;br /&gt;
* '''description''': the description of the special.&lt;br /&gt;
* '''description_inactive''': the description of the special when inactive.&lt;br /&gt;
* '''value''': the value to be used. Applies to '''[damage]''', '''[attacks]''', '''[chance_to_hit]''' and '''[berserk]''' (the maximum number of combat rounds).&lt;br /&gt;
* '''add''' the number to add to the base value.&lt;br /&gt;
* '''multiply''': same as '''value''', except that this multiplies the base value.&lt;br /&gt;
* '''cumulative''': if set to 'yes', this special will be cumulative with the base value.&lt;br /&gt;
* '''type''': only usable in '''[plague]''', where it defines the unit type to be spawned on kill.&lt;br /&gt;
* '''id''': this ability will not be cumulative with other specials using this id.&lt;br /&gt;
* '''active_on''': one of '''defense''' or '''offense'''; if left out, the special is active on both.&lt;br /&gt;
* '''apply_to''': one of '''self''','''opponent''','''attacker''','''defender''','''both'''. Determines who the effects of this special are applied to.&lt;br /&gt;
* '''[filter_adjacent]''': [[StandardUnitFilter]], which takes an extra key '''adjacent''', which is used to specify which adjacent hexes to filter on. '''adjacent''' is a comma seperated list of any combination of these directions: '''n''','''ne''','''se''','''s''','''sw''','''nw'''.&lt;br /&gt;
* '''[filter_adjacent_location]''': like [filter_adjacent], except that it filters on the locations rather than the units.&lt;br /&gt;
* '''[filter_self]''': the special will only be active if the owner matches this filter.&lt;br /&gt;
** '''[filter_weapon]''': a standard weapon filter.&lt;br /&gt;
* '''[filter_opponent]''': the special will only be active if the opponent matches this [[StandardUnitFilter]].&lt;br /&gt;
** '''[filter_weapon]''': a standard weapon filter.&lt;br /&gt;
* '''[filter_attacker]''': the special will only be active if the attacker matches this filter.&lt;br /&gt;
** '''[filter_weapon]''': a standard weapon filter.&lt;br /&gt;
* '''[filter_defender]''' the special will only be active if the defender matches this filter.&lt;br /&gt;
** '''[filter_weapon]''': a standard weapon filter.&lt;br /&gt;
* '''[filter_base_value]''': filters on the value before any modifications; uses the keys '''equals''', '''not_equals''', etc.&lt;br /&gt;
&lt;br /&gt;
=== Macros for common weapon specials ===&lt;br /&gt;
&lt;br /&gt;
* WEAPON_SPECIAL_BACKSTAB&lt;br /&gt;
* WEAPON_SPECIAL_BERSERK&lt;br /&gt;
* WEAPON_SPECIAL_CHARGE&lt;br /&gt;
* WEAPON_SPECIAL_DRAIN&lt;br /&gt;
* WEAPON_SPECIAL_FIRSTSTRIKE&lt;br /&gt;
* WEAPON_SPECIAL_MAGICAL&lt;br /&gt;
* WEAPON_SPECIAL_MARKSMAN&lt;br /&gt;
* WEAPON_SPECIAL_PLAGUE&lt;br /&gt;
* WEAPON_SPECIAL_PLAGUE_TYPE TYPE&lt;br /&gt;
* WEAPON_SPECIAL_POISON&lt;br /&gt;
* WEAPON_SPECIAL_SLOW&lt;br /&gt;
* WEAPON_SPECIAL_STONE&lt;br /&gt;
* WEAPON_SPECIAL_SWARM&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitTypeWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=36476</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=36476"/>
		<updated>2010-05-10T16:20:57Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* [insert_tag] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Internal actions are actions that WML uses internally that do not directly affect game play (or, at least, are not readily apparent to the player). For example, storing a variable is an internal action.&lt;br /&gt;
&lt;br /&gt;
== Variable Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions are focused, in one way or another, on [[VariablesWML|variables]]. Creating them, modifying them, capturing game data to them, you name it, these actions are all about the variables.&lt;br /&gt;
&lt;br /&gt;
=== [set_variable] ===&lt;br /&gt;
&lt;br /&gt;
The '''[set_variable]''' tag is used to create and manipulate WML variables. The [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE VARIABLE] macro is a quick syntactic shortcut for simple variable creation and the [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE_OP VARIABLE_OP] macro is a quick syntactic shortcut for performing simple mathematical operations on variables.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''value''': set the variable to the given value (can be numeric or string).Use literal for no substitution. (see [[VariablesWML]])&lt;br /&gt;
&lt;br /&gt;
* '''literal''': set the variable to the given value (can be numeric or string). This does not interpret any dollars signs.&lt;br /&gt;
&lt;br /&gt;
* '''format''': This attribute will be deprecated from 1.7 on. Same behaviour as value.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': set the variable to the value of the given variable, e.g. 'to_variable=temp' would be equivalent to 'value=$temp'.&lt;br /&gt;
&lt;br /&gt;
* '''add''': add the given amount to the variable. To subtract, add a negative number.&lt;br /&gt;
&lt;br /&gt;
* '''sub''' {{DevFeature}}: subtract the given amount from the variable.&lt;br /&gt;
&lt;br /&gt;
* '''multiply''': multiply the variable by the given number. To divide, multiply by the inverse eg: 4/2 = 4 * 1/2 = 4 * 0.5. To negate, multiply by -1. Floating point values are not rounded.&lt;br /&gt;
&lt;br /&gt;
* '''divide''': divide the variable by the given number. The result is an integer. Floating point results are not rounded. If both variables are integers, [http://en.wikipedia.org/wiki/Division_(mathematics)#Division_of_integers Integer division] is used.&lt;br /&gt;
&lt;br /&gt;
* '''modulo''': returns the remainder of a division.&lt;br /&gt;
&lt;br /&gt;
* '''random''': the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'random=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'random=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'random=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. {{DevFeature1.9}} random is deprecated, use rand instead.&lt;br /&gt;
&lt;br /&gt;
* '''rand''': does the same as random, but has better MP support. See [[BuildingMultiplayerExamples]] for more info on the MP case. '''It is highly recommended that you use this feature for randomization.'''&lt;br /&gt;
&lt;br /&gt;
* '''time=stamp''': Retrieves a timestamp in milliseconds since wesnoth was started, can be used as timing aid. Don't try to use this as random value in MP since it will cause an OOS.&lt;br /&gt;
&lt;br /&gt;
* '''string_length''': Retrieves the length in characters of the string passed as this attribute's value; such string is parsed and variable substitution applied automatically (see [[VariablesWML]] for details).&lt;br /&gt;
&lt;br /&gt;
* '''[join]''' joins an array of strings to create a textual list&lt;br /&gt;
** '''variable''': name of the array&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to connect the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
* '''ipart''': Assigns the integer part (the part to the left of the comma) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''fpart''': Assigns the decimal part (the part to the right of the comma) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''round''': Rounds the variable to the specified number of digits of precision. Negative precision works as expected (rounding 19517 to -2 = 19500). Special values:&lt;br /&gt;
**'''ceil''': Rounds upward to the nearest integer.&lt;br /&gt;
**'''floor''': Rounds down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== [set_variables] ===&lt;br /&gt;
&lt;br /&gt;
Manipulates a WML array&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the container to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''mode''': one of the following values:&lt;br /&gt;
** ''replace'': will clean the array '''name''' and replace it with given data&lt;br /&gt;
** ''append'': will append given data to the current array&lt;br /&gt;
** ''merge'': will merge in the given data into '''name'''&lt;br /&gt;
** ''insert'': will insert the given data at the index specified in the '''name''' attribute, such as name=my_array[1]. The default index is zero, which will insert to the front of the array. '''Note:''' if an invalid index is used, empty containers will be created before the insertion is performed. In other words, do not attempt to insert at an index unless the variable already contains data at that index. This limitation may be removed in future versions.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': data will be set to the given array&lt;br /&gt;
&lt;br /&gt;
* '''[value]''': the WML inside the [value] tags will be stored in data, variables will be interpolated directly, use $| in order to escape the $ sign, you can store arrays of WML by supplying multiple [value] tags. ([[#Using_.5Bset_variables.5D_to_Create_Arrays_of_WML|See Example]])&lt;br /&gt;
&lt;br /&gt;
* '''[literal]''': same as '''[value]''', but variables will not be substituted, '''[literal]''' and '''[value]''' can not be used in the same [set_variables] tag, i.e. you can not create arrays by piling a mix of '''[value]''' and '''[literal]''' tags&lt;br /&gt;
&lt;br /&gt;
*'''[split]''' splits a textual list into an array which will then be set to data&lt;br /&gt;
** '''list''': textual list to split&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to separate the elements&lt;br /&gt;
** '''remove_empty''': wether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
=== Capturing Game Data ===&lt;br /&gt;
&lt;br /&gt;
These actions capture different bits of game data and store them to variables so they can be examined and/or manipulated.&lt;br /&gt;
&lt;br /&gt;
==== [store_gold] ====&lt;br /&gt;
&lt;br /&gt;
Stores a side's gold into a variable.&lt;br /&gt;
&lt;br /&gt;
* '''side''': (default=1) the side for which the gold should be stored&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='gold') the name of the variable to store the gold in&lt;br /&gt;
&lt;br /&gt;
==== [store_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side' (villages only). The array will include any unreachable border hexes, if applicable.&lt;br /&gt;
&lt;br /&gt;
* [[StandardLocationFilter]]: a location or location range which specifies the locations to store. You must specify this or no locations will be stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations&lt;br /&gt;
&lt;br /&gt;
* '''terrain''': a comma-sperated list of terrain codes. (See [[TerrainCodesWML]] for possible values.) If present, locations will only be chosen if the code for the terrain type of that location is listed.&lt;br /&gt;
&lt;br /&gt;
* '''radius''': if present, any locations which are within '''radius''' hexes of the location filter will also be stored&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. Only locations with units on them that match the filter will be stored. Use a blank filter to only store locations with units.&lt;br /&gt;
&lt;br /&gt;
==== [store_map_dimensions] ====&lt;br /&gt;
&lt;br /&gt;
Stores the map dimensions in a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable where the values will be saved into. If it is skipped, a variable 'map_size' is used, and its contents overridden, if they existed already. The result is a container variable, with members ''width'' and ''height''.&lt;br /&gt;
&lt;br /&gt;
==== [store_side] ====&lt;br /&gt;
&lt;br /&gt;
Stores information about a certain side in a variable. The variable will contain the member variables 'name', 'team_name', 'gold' and 'income', 'fog', 'shroud', 'hidden', 'user_team_name', 'colour', 'controller', 'village_gold' and 'recruit'.&lt;br /&gt;
&lt;br /&gt;
* '''side''': the side whose information should be stored&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable to store the information in&lt;br /&gt;
&lt;br /&gt;
==== [store_starting_location] ====&lt;br /&gt;
&lt;br /&gt;
Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x', 'y', 'terrain' (the terrain type for a starting location is always 'K' unless it has been changed) and 'owner_side' (villages only)&lt;br /&gt;
&lt;br /&gt;
* '''side''': the side whose starting location is to be stored&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='location'): the name of the variable to store the location in&lt;br /&gt;
&lt;br /&gt;
==== [store_time_of_day] ====&lt;br /&gt;
&lt;br /&gt;
Stores time of day information from the current scenario into a WML variable container.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='time_of_day') name of the container on which to store the information. The container will be filled with the same attributes found on [[TimeWML]].&lt;br /&gt;
&lt;br /&gt;
* '''turn''': (defaults to the current turn number) changes the turn number for which time of day information should be retrieved.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit] ====&lt;br /&gt;
&lt;br /&gt;
Stores details about units into a [[VariablesWML#Container|container]] variable. When a unit is stored, all keys and tags in the unit definition may be manipulated, including some others, with [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]]. A sample list of these tags and keys can be found [[InternalActionsWMLUnitTags|here]]. If you have a doubt about what keys are valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the '''[unit]''' tag(s) in any save file).&lt;br /&gt;
&lt;br /&gt;
Common usage is to manipulate a unit by using '''[store_unit]''' to store it into a variable, followed by manipulation of the variable, and then [[DirectActionsWML|[unstore_unit]]] to re-create the unit with the modified variables.&lt;br /&gt;
&lt;br /&gt;
''Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [[DirectActionsWML|[unstore_unit]]] and [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH].''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit(s)&lt;br /&gt;
&lt;br /&gt;
* '''mode''': defaults to ''always_clear'', which clears the variable, whether or not a match is found. If mode is set to ''replace'', the variable will only be cleared if a match is found. If mode is set to ''append'', the variable will not be cleared.&lt;br /&gt;
&lt;br /&gt;
* '''kill''': if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
&lt;br /&gt;
==== [store_villages] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations of villages that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side'.&lt;br /&gt;
&lt;br /&gt;
* '''owner_side''': a side number. If present, only villages owned by this side will be choosen. If owner_side=0, store the unowned villages. &lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations&lt;br /&gt;
&lt;br /&gt;
* '''terrain''': a series of terrain characters. (See [[TerrainLettersWML]] for possible values.) If present, villages will only be chosen if the terrain code of the terrain type of that location is listed.  You may give a comma separated list of terrains.&lt;br /&gt;
&lt;br /&gt;
=== [clear_variable] ===&lt;br /&gt;
&lt;br /&gt;
This will delete the given variable or array. This is good to use to clean up the set of variables -- e.g. a well-behaved scenario will delete any variables that shouldn't be kept for the next scenario before the end of the scenario.&amp;lt;br&amp;gt; Tags and variables of stored units can also be cleared, meaning that [trait]s and [object]s, for example, can be removed.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to clear, multiple comma-separated variable names can be given.&lt;br /&gt;
&lt;br /&gt;
== Other Internal Actions ==&lt;br /&gt;
&lt;br /&gt;
Believe it or not, there are some internal actions that are not focused primarily on variables. They are all grouped here.&lt;br /&gt;
&lt;br /&gt;
=== [fire_event] ===&lt;br /&gt;
&lt;br /&gt;
Trigger a WML event&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of event to trigger&lt;br /&gt;
&lt;br /&gt;
* '''[primary_unit]''': ''(Optional)'' Primary unit for the event (usually the attacker). Will never match on a recall list unit. If it matches multiple units, only one will be chosen.&lt;br /&gt;
** '''x,y''': ''(Optional)'' The location of this unit.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_unit]''': ''(Optional)'' Same as '''[primary_unit]''' except for the secondary unit.&lt;br /&gt;
&lt;br /&gt;
* '''[primary_attack]''': Information passed to the primary attack filter and $weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_attack]''': Information passed to the second attack filter and $second_weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] ===&lt;br /&gt;
&lt;br /&gt;
Inserts a variable as WML. In other words, the value of the passed variable will be injected into the game as if they had been written out in WML form. ([[#.5Binsert_tag.5D_Example|See Example]])&lt;br /&gt;
&lt;br /&gt;
*'''name''': The [&amp;quot;name&amp;quot;] to be given to the tag. This must be a valid WML tag name for anything to happen.&lt;br /&gt;
&lt;br /&gt;
*'''variable''': Name of the variable which will have its value inserted into the tag.&lt;br /&gt;
&lt;br /&gt;
=== [role] ===&lt;br /&gt;
&lt;br /&gt;
Tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [[ConditionalActionsWML#Condition_Tags|Condition Tags]]) to see whether a role was assigned. This tag uses a [[StandardUnitFilter]] (without [filter]) with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
&lt;br /&gt;
* '''role''': the value to store as the unit's role. This role is not used in the [[StandardUnitFilter]] when doing the search for the unit to assign this role to.&lt;br /&gt;
&lt;br /&gt;
* '''type''': a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Using [set_variables] to Create Arrays of WML ===&lt;br /&gt;
&lt;br /&gt;
 [set_variables]&lt;br /&gt;
     name=arr&lt;br /&gt;
     mode=replace&lt;br /&gt;
     [value]&lt;br /&gt;
         foo=bar&lt;br /&gt;
     [/value]&lt;br /&gt;
     [value]&lt;br /&gt;
        foo=more&lt;br /&gt;
     [/value]&lt;br /&gt;
 [/set_variables]&lt;br /&gt;
 {DEBUG_MSG $arr[0].foo}&lt;br /&gt;
 {DEBUG_MSG $arr[1].foo}&lt;br /&gt;
&lt;br /&gt;
This will produce two output messages, first one saying '''bar''' and next one saying '''more'''.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] Example ===&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.speaker&lt;br /&gt;
         value=Konrad&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.message&lt;br /&gt;
         value= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/set_variable]    &lt;br /&gt;
     &lt;br /&gt;
     [insert_tag]&lt;br /&gt;
         name=message&lt;br /&gt;
         variable=temp&lt;br /&gt;
     [/insert_tag]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This is effectively identical to:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker=Konrad&lt;br /&gt;
         message= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[ConditionalWML]]&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=36426</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=36426"/>
		<updated>2010-05-06T18:40:52Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* The 'name' Key (Mandatory) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [event] Tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of the [scenario], [unit_type] and [era] tags which is used to describe a set of actions which trigger at a certain point in a scenario. When used in a [scenario] tag (also includes [multiplayer], [tutorial] and [test]), the event only occurs in that scenario. When used in a [unit_type] tag, the event will occur in all scenarios in which a unit of that type appears in (only after such a unit appears during the scenario, however). When used in an [era], the event will occur in any scenario which is played using that era.&lt;br /&gt;
&lt;br /&gt;
This tag has keys and child tags that control when and if the event actions will be triggered. Most important of these is the '''name''' key. Without it, no error will be raised but the event will never fire. Therefore, from a practical standpoint, it can be considered mandatory. All of the others can be used or not and the event actions will fire either way.&lt;br /&gt;
&lt;br /&gt;
=== The 'name' Key (Mandatory) ===&lt;br /&gt;
&lt;br /&gt;
Usage:&lt;br /&gt;
 name=&amp;lt;value&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is '''not''' like a normal 'name' key. ''It is a basic description of when the event will trigger.'' It also has a very large number of predefined values, one of which must be used for the key to be valid.&lt;br /&gt;
&lt;br /&gt;
'''Lexicon side note:''' ''It is not uncommon to refer to these values as the 'trigger' for an event and, furthermore, to call an event by its 'trigger' name. For example, in an event containing '''name=moveto''', a person might refer to the event as a ''''moveto''' event' and/or refer to the ''''moveto''' trigger' in the event or even talk about the 'event trigger' when referring to the '''moveto''' value of the 'name' key in that event. Some or all of this usage can, in fact, be found throughout this page.''&lt;br /&gt;
&lt;br /&gt;
The '''name''' key can accept a list of comma separated values describing when the event will be triggered.*  These values may be either predefined event types or  custom event names not matching any predefined type.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
 name=attacker misses,defender misses&lt;br /&gt;
&lt;br /&gt;
''* Note that unless you use [[#first_time_only|first_time_only=no]], the event will fire only once, '''not''' once for each listed type.''&lt;br /&gt;
&lt;br /&gt;
==== Predefined 'name' Key Values ====&lt;br /&gt;
&lt;br /&gt;
All predefined event types are listed here along with a description of when this value will cause the event to be triggered. Any value ''not'' listed here is a custom event name which can be triggered only by a '''[fire_event]''' tag somewhere else. Spaces in event names can be interchanged with underscores (for example, '''name=new turn''' and '''name=new_turn''' are equivalent).&lt;br /&gt;
&lt;br /&gt;
; preload&lt;br /&gt;
: Triggers before a scenario 'prestarts' and when loading a savegame -- before anything is shown on the screen at all. Can be used to set up the [[LuaWML|Lua]] environment: loading libraries, defining helper functions, etc.&lt;br /&gt;
: '''Note:''' Unlike prestart and start, the preload event '''must be able to fire more than once!''' This is because it is triggered each time a savegame is loaded in addition to the initial time when it loads before the scenario 'prestart'. This means that it is effectively ''mandatory'' to have the [[#first_time_only|first_time_only=no]] key value in a preload event. &lt;br /&gt;
&lt;br /&gt;
; prestart&lt;br /&gt;
: Triggers before a scenario 'starts' -- before anything is shown on the screen at all. Can be used to set up things like village ownership. For things displayed on-screen such as character dialog, use '''start''' instead.&lt;br /&gt;
: '''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''&lt;br /&gt;
&lt;br /&gt;
; start&lt;br /&gt;
: Triggers after the map is shown but before the scenario begins -- before players can 'do' anything.&lt;br /&gt;
: '''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''&lt;br /&gt;
&lt;br /&gt;
; new turn&lt;br /&gt;
: Triggers at the start of every turn (not side turn). See also [[#first_time_only|first_time_only=no]]. Before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
&lt;br /&gt;
; side turn&lt;br /&gt;
: Triggers when a side is about to start its turn. Before events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn. This is before any healing takes place for that side, before calculating income, and before restoring unit movement and status.&lt;br /&gt;
&lt;br /&gt;
; ai turn&lt;br /&gt;
: Triggered just before the AI is invoked for a side. This is called after ''side turn'', and thus the WML variable '''side_number''' still holds the number of this side. Note that this event might be called several times per turn in case that fallbacks to human or droiding is involved. I.e. it happens at the middle of turn of human side 1 if the human player droids his side. It happens after the selection of ai to play the turn but before AI is told that new turn has come.&lt;br /&gt;
: '''Note:'''  ''This event currently breaks replays since it is not explicitly saved in a replay and there is no AI involved in replays...''&lt;br /&gt;
&lt;br /&gt;
; turn refresh&lt;br /&gt;
: Like '''side turn''', triggers just before a side is taking control but '''after''' healing, calculating income, and restoring unit movement and status.&lt;br /&gt;
&lt;br /&gt;
; turn ''X''&lt;br /&gt;
: Triggers at the start of turn ''X''. It's the first side initialization event. Side initialization events go in the order of: &lt;br /&gt;
: 1) '''turn ''X''''' 2) '''new turn''' 3) '''side turn''' 4) '''side ''X'' turn''' 5) '''side ''X'' turn ''Y''''' 6) '''turn refresh'''&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn ''Y''&lt;br /&gt;
: This event triggers at the start of turn ''Y'' of side X  {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn&lt;br /&gt;
: This event triggers at the start of any turn of side X {{DevFeature}}&lt;br /&gt;
: '''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''&lt;br /&gt;
&lt;br /&gt;
; side X turn Y refresh&lt;br /&gt;
: This event triggers at the turn refresh for side X on turn Y {{DevFeature1.9}}&lt;br /&gt;
&lt;br /&gt;
; side ''X'' turn refresh&lt;br /&gt;
: This event triggers at the turn refresh for side X {{DevFeature1.9}}&lt;br /&gt;
: '''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''&lt;br /&gt;
&lt;br /&gt;
; time over&lt;br /&gt;
: Triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
&lt;br /&gt;
; enemies defeated&lt;br /&gt;
: Triggers when all units with '''canrecruit=yes''' (that is, all leaders) not allied with side 1 are killed.&lt;br /&gt;
&lt;br /&gt;
; victory&lt;br /&gt;
: In this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also: [endlevel], [[DirectActionsWML]])&lt;br /&gt;
&lt;br /&gt;
; defeat&lt;br /&gt;
: In this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Filters can be applied to the following event triggers (see [[FilterWML]]; see also below). The actions specified in the event tag will be executed only if the filter returns true. &lt;br /&gt;
These event triggers are all actions by units ('''moveto''', '''attack''') or things that happen to units ('''recruit''', '''advance'''). When one of these events is triggered, the position of the active unit (referred to as the '''primary unit''') is stored in the variables '''x1''' and '''y1''' and the position of any unit that primary unit does something to is stored in the variables '''x2''' and '''y2''' (this unit is referred to as the '''secondary unit''' below). '' These units are also automatically stored in the variables 'unit' and 'second_unit' as if they had been stored using the '''[store_unit]''' tag. see [[SingleUnitWML]]&lt;br /&gt;
&lt;br /&gt;
; moveto&lt;br /&gt;
: Triggers after the primary unit moves. Typically this is used when the primary unit gets to a particular location and a filter for the location of the primary unit is included; remember that this is the location that the primary unit lands on, not the location it started on or any location it travels on.&amp;lt;br /&amp;gt;''An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have caused. Note that undo functionality will only move the unit back to its former location; it will not undo other changes to the game caused by the event. Thus it is up to the scenario designer to use this tag correctly.'' {{DevFeature}} $x2 and $y2 refer to the hex the unit came from.&lt;br /&gt;
&lt;br /&gt;
; sighted&lt;br /&gt;
: Triggers when the primary unit becomes visible to the secondary unit in particular after not being visible to the secondary unit's side (so if the secondary unit's side doesn't have shroud or fog, the event never triggers). This happens both when the primary unit moves into view during its turn, and when the secondary unit moves to a location where it can see the primary unit. (This editor hasn't tested whether the event triggers multiple times if the primary unit moves into view of multiple units at once, or if not, which one gets chosen to be the secondary unit here.) (Note: it appears that when a sighted event is triggered because an enemy unit moves into your field of view, the game engine cannot determine which unit (on your side) sees the unit that moved, and so it fires a ''name=sighted'' event without setting ''$second_unit''. This means that, for example, using ''speaker=second_unit'' inside a message tag may fail.) (Double note: it also appears that the sighted event in more recent versions of the game (1.6 and 1.7, maybe?) does not fire on enemy turns. That is, it only fires for units that become visible as a result of the motion of another unit, not for units that move into the vision of an enemy. This event is also buggy in general... it's usually better to use a moveto event with a [filter_vision] tag than to use a sighted event (and note that the combination of the two can achieve something like the old sighted event)).&lt;br /&gt;
&lt;br /&gt;
; attack&lt;br /&gt;
: Triggers when the primary unit attacks the secondary unit.&lt;br /&gt;
&lt;br /&gt;
; attack end&lt;br /&gt;
: Similar to '''attack''', but is triggered ''after'' the fight instead of before. Note that if either unit is killed during the fight, this event triggers before any '''die''' events.&lt;br /&gt;
&lt;br /&gt;
; attacker hits&lt;br /&gt;
: Triggers when the the primary unit (the attacker) hits the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the attacker.&lt;br /&gt;
&lt;br /&gt;
; attacker misses&lt;br /&gt;
: Same as ''attacker hits'', but is triggered when the attacker misses.&lt;br /&gt;
&lt;br /&gt;
; defender hits&lt;br /&gt;
: Triggers when the primary unit (the attacker) is hit in retaliation by the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the defender.&lt;br /&gt;
&lt;br /&gt;
; defender misses&lt;br /&gt;
: Same as ''defender hits'', but is triggered when the defender misses.&lt;br /&gt;
&lt;br /&gt;
; stone&lt;br /&gt;
: Triggers when the primary unit is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by the secondary unit (the unit with the 'stones' ability). In {{DevFeature}}, this event name is changed to &amp;quot;petrified&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
; last breath&lt;br /&gt;
: Triggers when the primary unit is killed by the secondary unit, but before the death animation is triggered.&lt;br /&gt;
&lt;br /&gt;
; die&lt;br /&gt;
: Triggers when the primary unit is killed by the secondary unit. ''Note: The primary unit is not removed from the game until the end of this event. The primary unit can still be manipulated, will block other units from taking its hex, and will still be found by standard unit filters (except [have_unit]). To prevent this behavior, you can use [kill] to remove the unit immediately. However, this will stop any (still unfired) other events that also match the unit from firing afterwards, so use with caution.''&lt;br /&gt;
&lt;br /&gt;
; capture&lt;br /&gt;
: Triggers when the primary unit captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
&lt;br /&gt;
; recruit&lt;br /&gt;
: Triggers when the primary unit is recruited. (That is, when a unit is recruited it will trigger this event and this event's filter will filter that unit.).&lt;br /&gt;
&lt;br /&gt;
; prerecruit&lt;br /&gt;
: Triggers when the primary unit is recruited but before it is displayed.&lt;br /&gt;
&lt;br /&gt;
; recall&lt;br /&gt;
: Triggers after a unit is recalled.&lt;br /&gt;
&lt;br /&gt;
; prerecall&lt;br /&gt;
: Triggers when a unit is recalled but before it is displayed.&lt;br /&gt;
&lt;br /&gt;
; advance&lt;br /&gt;
: Triggers just before the primary unit is going to advance to another unit.&lt;br /&gt;
&lt;br /&gt;
; post advance&lt;br /&gt;
: Triggers just after the primary unit has advanced to another unit.&lt;br /&gt;
&lt;br /&gt;
; select&lt;br /&gt;
: Triggers when the primary unit is selected. Also triggers when ending a move, as the game keeps the moving unit selected by selecting it again at the end of movement. ''Note: in networked multiplayer, these events are only executed by the client on which the event is triggered, leading to out of sync errors if you modify the game state in the event.''&lt;br /&gt;
&lt;br /&gt;
; menu item ''X''&lt;br /&gt;
: Triggers when a WML menu item with id=''X'' is selected. ''Note: if the menu item has a [command], this event may be executed before or after the command; there is no guarantee.''&lt;br /&gt;
&lt;br /&gt;
==== Custom events ====&lt;br /&gt;
&lt;br /&gt;
An event with a custom name may be invoked using the [[InternalActionsWML#.5Bfire_event.5D|[fire_event]]] tag.  Normally you'll use such custom events as named subroutines to be called by events with predefined types.  One common case of this, for example, is that more than one '''sighted''' events might fire the same custom event that changes the scenario objectives.&lt;br /&gt;
&lt;br /&gt;
=== Optional Keys and Tags ===&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
&lt;br /&gt;
==== first_time_only ====&lt;br /&gt;
: Whether the event should be removed from the scenario after it is triggered. This key takes a [[ConditionalActionsWML#Boolean_Values|boolean]]; for example:&lt;br /&gt;
: ''first_time_only=yes''&lt;br /&gt;
:: Default behavior if key is omitted. The event will trigger the first time it can and never again.&lt;br /&gt;
: ''first_time_only=no''&lt;br /&gt;
:: The event will trigger every time the criteria are met instead of only the first time.&lt;br /&gt;
&lt;br /&gt;
==== [filter] ====&lt;br /&gt;
: The event will only trigger if the primary unit matches this filter.&lt;br /&gt;
:* [[StandardUnitFilter]]: selection criteria&lt;br /&gt;
&lt;br /&gt;
==== [filter_second] ====&lt;br /&gt;
: Like [filter], but for the secondary unit.&lt;br /&gt;
:* [[StandardUnitFilter]]: selection criteria&lt;br /&gt;
&lt;br /&gt;
==== [filter_attack] ====&lt;br /&gt;
: Can be used to set additional filtering criteria for the primary unit and the secondary unit that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker hits'', ''attacker misses'', ''defender hits'', ''defender misses'' and ''attack end''. For more information and other filter keys, see [[FilterWML]].&lt;br /&gt;
:* '''name''': the name of the weapon used.&lt;br /&gt;
:* '''range''': the range of the weapon used.&lt;br /&gt;
:* '''special''': filter on the attack's special power.&lt;br /&gt;
&lt;br /&gt;
==== [filter_second_attack] ====&lt;br /&gt;
: Like [filter_attack], but for the secondary unit.&lt;br /&gt;
:* '''name''': the name of the weapon used.&lt;br /&gt;
:* '''range''': the range of the weapon used.&lt;br /&gt;
:* '''special''': filter on the attack's special power.&lt;br /&gt;
&lt;br /&gt;
==== [event] ====&lt;br /&gt;
: A special case 'action', the [event] tag may be used to create a [[#Nested Events|nested event]].&lt;br /&gt;
&lt;br /&gt;
==== delayed_variable_substitution ====&lt;br /&gt;
: This key is only relevant inside of a [[#Delayed Variable Substitution|nested event]] and controls when variable substitution will occur in those special case actions.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions:&lt;br /&gt;
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay&lt;br /&gt;
* display actions ([[InterfaceActionsWML]]) which show something to the user&lt;br /&gt;
* internal actions ([[InternalActionsWML]]) which are used by WML internally&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested Events ===&lt;br /&gt;
&lt;br /&gt;
There is one special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is spawned (created) when the parent (outer) event is encountered (when executing the contents of the parent event).&lt;br /&gt;
&lt;br /&gt;
([[#Nested Event Example|See Examples]])&lt;br /&gt;
&lt;br /&gt;
==== Delayed Variable Substitution ====&lt;br /&gt;
&lt;br /&gt;
Variable substitution for a nested event can happen either when it is spawned by the parent event or when it is triggered itself. This is controlled with the key '''delayed_variable_substitution''' which is used in the nested event.&lt;br /&gt;
&lt;br /&gt;
If this key is set to ''yes'', the variables in the nested event will contain values from the turn in which the ''nested'' event was triggered. ''This is the default behavior if the key is omitted.'' If set to ''no'', the variables in the nested event are set at the time the ''parent'' event is triggered.&lt;br /&gt;
&lt;br /&gt;
This behavior can be fine tuned with a special syntax when referencing variables. Instead of the normal '''$variable''' syntax, use '''$|variable''' to cause a variable to contain values relevant to the turn in which the nested event was triggered even when '''delayed_variable_substitution''' is set to ''no''. In this way you can have a mix of variables relevant to the parent and nested event trigger times.&lt;br /&gt;
&lt;br /&gt;
([[#Delayed Variable Substitution Example|See Examples]])&lt;br /&gt;
&lt;br /&gt;
== Multiplayer safety ==&lt;br /&gt;
&lt;br /&gt;
In multiplayer it is only safe to use WML that might require synchronization with other players because of input or random numbers (like [message] with input or options or [unstore_unit] where a unit might advance) in the following events. This is because in these cases WML needs data from other players to work right and/or do the same thing for all players. This data is only available after a network synchronization.&lt;br /&gt;
&lt;br /&gt;
List of synchronized events:&lt;br /&gt;
* moveto&lt;br /&gt;
* sighted &lt;br /&gt;
* attack&lt;br /&gt;
* attack_end &lt;br /&gt;
* attacker hits &lt;br /&gt;
* attacker misses &lt;br /&gt;
* defender hits&lt;br /&gt;
* defender misses &lt;br /&gt;
* stone&lt;br /&gt;
* last breath &lt;br /&gt;
* die&lt;br /&gt;
* capture &lt;br /&gt;
* recruit&lt;br /&gt;
* prerecruit &lt;br /&gt;
* recall &lt;br /&gt;
* prerecall &lt;br /&gt;
* advance &lt;br /&gt;
* post_advance &lt;br /&gt;
Events fired from a WML event handler that is synchronized:&lt;br /&gt;
* new turn {{DevFeature}}&lt;br /&gt;
* side turn {{DevFeature}}&lt;br /&gt;
* turn X {{DevFeature}}&lt;br /&gt;
* side X turn {{DevFeature}}&lt;br /&gt;
* side X turn Y {{DevFeature}}&lt;br /&gt;
* turn refresh {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
There is also the possibility of events that are synchronized when fired by the engine but can be non-synchronized when fired by WML tags from non-synchronized event. So when you are using them you must be extra careful. For example [unstore_unit] may trigger a unit advancement that will fire ''advance'' and ''post advance'' events.&lt;br /&gt;
&lt;br /&gt;
== A Trap for the Unwary ==&lt;br /&gt;
&lt;br /&gt;
It is perfectly possible (and, in fact, useful) to have multiple events with the same predefined name and thus the same trigger condition.  However, it is not defined what order such events will fire in, so you need to code so the order &lt;br /&gt;
will not matter.&lt;br /&gt;
&lt;br /&gt;
Because of the above, you need to beware of using macros to generate events. If you include a macro expanding to an event definition twice, the event will be executed twice (not once) each time the trigger condition fires. Consider this code:&lt;br /&gt;
&lt;br /&gt;
 #define DOUBLE&lt;br /&gt;
     [event]&lt;br /&gt;
         name=multiply_by_2&lt;br /&gt;
         {VARIABLE_OP 2_becomes_4 multiply 2}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 {DOUBLE}&lt;br /&gt;
 {DOUBLE}&lt;br /&gt;
 &lt;br /&gt;
 {VARIABLE 2_becomes_4 2}&lt;br /&gt;
 		&lt;br /&gt;
 [fire_event]&lt;br /&gt;
     name=multiply_by_2&lt;br /&gt;
 [/fire_event]&lt;br /&gt;
 &lt;br /&gt;
 {DEBUG_MSG &amp;quot;$2_becomes_4 should be 4&amp;quot;}&lt;br /&gt;
&lt;br /&gt;
After it executes, the debug message will reveal that the variable has been set to 8, not 4.&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous Notes and Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Primary/Secondary Unit Speaker Example ===&lt;br /&gt;
&lt;br /&gt;
In events, the primary unit can be referred to as '''unit''' and the secondary unit can be referred to as '''second_unit''' in [message] tags using the '''speaker''' key. For example:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=die&lt;br /&gt;
     [message]&lt;br /&gt;
         speaker='''second_unit'''&lt;br /&gt;
         message= _ &amp;quot;Hahaha! I finally killed you!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker='''unit'''&lt;br /&gt;
         message= _ &amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== Nested Event Example ===&lt;br /&gt;
&lt;br /&gt;
An event is created for a portal that opens on turn 10. The parent (or 'outer') event executes on turn 10 at which point the nested moveto event is created. This nested event executes when a player steps on a certain spot.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         # moving to 5,8 will trigger this event only on turn 10 and after&lt;br /&gt;
     [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
An equivalent way of doing this would be to create a single moveto event with an '''[if]''' statement to check for turn number but using nested '''[event]''' tags is a convenient shortcut to accomplish this task without resorting to '''[if]''' statements.&lt;br /&gt;
&lt;br /&gt;
=== Delayed Variable Substitution Example ===&lt;br /&gt;
&lt;br /&gt;
This code will display the turn on which the nested ''moveto'' event happens.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=yes&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Since this is the default behavior for the '''delayed_variable_substitution''' key, the following example is identical.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This code will always display &amp;quot;Turn 10&amp;quot; when the nested ''moveto'' event happens. This is because the variable substitution is done when the parent event is triggered and spawns the nested event, ''not'' when the nested event is triggered.&lt;br /&gt;
 &lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Finally, this example is identical to the first two, in that it will display the turn on which the nested ''moveto'' event happens despite the fact that the '''delayed_variable_substitution''' key is set to ''no''. This is because the special '''$|variable''' syntax is used.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=turn 10&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=moveto&lt;br /&gt;
         delayed_variable_substitution=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             x,y=5,8&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         {DEBUG_MSG &amp;quot;Turn $|turn_number&amp;quot;} &lt;br /&gt;
    [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== Multiple Nested Events ===&lt;br /&gt;
&lt;br /&gt;
Every delayed_variable_substitution=no causes a variable substitution run on the subevent where it occurs at the spawn time of this event and on all following subevents. For any specific event, variable substitution happens at least one time when the event is executed. For each delayed=no key appearing in itself or in an event of an &amp;quot;older&amp;quot; generation, which is not the toplevel event, an additional variable substitution run is made.&lt;br /&gt;
 [event]# parent&lt;br /&gt;
     name=turn 2&lt;br /&gt;
     #delayed_variable_substitution=no # In the parent event, delayed= has no effect.&lt;br /&gt;
 &lt;br /&gt;
     [event]# child&lt;br /&gt;
         name=turn 3&lt;br /&gt;
         delayed_variable_substitution=no # Causes variable substitution in the child, grandchild and great-grandchild event&lt;br /&gt;
         # at execution time of the parent event = spawn time of the child event.&lt;br /&gt;
 &lt;br /&gt;
         [event]# grandchild&lt;br /&gt;
             name=turn 4&lt;br /&gt;
             delayed_variable_substitution=yes # no variable substitution in the grandchild and great-grandchild event&lt;br /&gt;
             # at execution time of the child event = spawn time of the grandchild event&lt;br /&gt;
 &lt;br /&gt;
             [event]# great-grandchild&lt;br /&gt;
                 name=turn 5&lt;br /&gt;
                 {DEBUG_MSG $turn_number}# output: 2 - value from the variable substitution at execution time of the parent event,&lt;br /&gt;
                 # caused by delayed=no in the child event&lt;br /&gt;
 &lt;br /&gt;
                 {DEBUG_MSG $||turn_number}# output: &amp;quot;$turn_number&amp;quot;&lt;br /&gt;
                 # Each variable substitution transforms a &amp;quot;$|&amp;quot; to a &amp;quot;$&amp;quot; (except when no | left).&lt;br /&gt;
 &lt;br /&gt;
                 {DEBUG_MSG $|turn_number}# output: 5 - from the variable substitution at execution time&lt;br /&gt;
                 # of the great-grandchild event&lt;br /&gt;
             [/event]&lt;br /&gt;
         [/event]&lt;br /&gt;
     [/event]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Ken_Oh&amp;diff=36377</id>
		<title>User:Ken Oh</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Ken_Oh&amp;diff=36377"/>
		<updated>2010-05-02T20:40:30Z</updated>

		<summary type="html">&lt;p&gt;Boru: /* Level 0 units for all mainline units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;What interests me in making Wesnoth add-ons is altering the gameplay so that it is mostly the same as normal, but adding one or two things which fundamentally changes the game. I like trying to make elegant systems but am not fond of creating storylines/dialog/etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Wesband (v0.2.3, Wesnoth 1.6.5) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
Wesband is a Wesnoth version of a roguelike game (specifically Zangband) being developed by Dovolente. Dov made an excellent dungeon generator that connects to an overworld, and he chose my Modular RPG Era as what he wants to connect with it. This was great news for me, who wanted to develop the era but wouldn't be bothered to create a campaign to showcase its features. &lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
Unfortunately, Dov is busy with real life, so he passed the project on to me. I've been slowly moving forward with it until a great asset came into the project. A guy named Exasperation undertook the task of learning the existing code forwards and backwards and has made many great additions to it.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
Wesband has gotten some fair amount of player attention. Exasperation and I have made great progress and the game is pretty playable now, as single player or with 1 or 2 friends. We've started to expand the magic system to include a mana system and non-combat spells. We've got more ideas than time to code them, so expect cool things to come. &lt;br /&gt;
&lt;br /&gt;
[http://forum.wesnoth.org/viewtopic.php?f=15&amp;amp;t=21234 Wesband]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Level 0 units for all mainline units ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
We have units like Peasant, Woodsman and the newly-added Ruffian in mainline, but what is a Mage before he really has the experience to become a full level 1 unit? I made some level 0 units for Marhault's Dominion and, when that was lost, I wanted to take that vision further. I decided to make those units in order to flesh out towns in RPG scenarios. &lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
My art isn't great, but it works. The mainline human units are completed. Most of the elfish units are done and the goblin units are done. &lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
Progress is halted mainly because of work on Wesband. It will continue as a fun break from the heavy coding of my other projects. &lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?f=19&amp;amp;t=19484 Additional level 0s general thread]&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?f=23&amp;amp;t=19510 Additional level 0s art thread]&lt;br /&gt;
&lt;br /&gt;
== Modular RPG Era (v0.2.3, currently integrated in Wesband) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
To create an RPG system that closely resembles Wesnoth's mainline era, but allows flexibility for individual hero characters to advance as they want, without the restrictions of classes. This could be combined with existing MP RPG scenarios or altered to fit with its own random RPG scenarios.&lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
The Modular RPG era system has been integrated within Wesband. There were problems with keeping it as an era in a multi-scenario campaign, and it just became too complex to maintain for other users' RPG scenarios. If I ever get around to making my WesSaga idea, I can easily lift all of the Modular RPG content and settings into Wesband. &lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
As far as an era goes, MODRPG is incredibly robust. There are many different items, weapons, abilities, weapon specials and spells from which to choose. Most exciting are all the different races. With humans, elves, dwarves, trolls, saurians, goblins, and orcs, we've included every major land-dwelling Wesnothian race except for drakes. We're really just waiting on new drake sprite art to be finished before we adjust the sprites and try to include them. &lt;br /&gt;
&lt;br /&gt;
[http://forum.wesnoth.org/viewtopic.php?f=15&amp;amp;t=21234 You can find it in Wesband]&lt;br /&gt;
&lt;br /&gt;
== Living Villages (v1a, Wesnoth 1.3.10) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
This is actually a side afterthought of some code that is going to go into the core of the Modular MP RPG Era. The idea is making organic scenarios where the environment interacts with itself as well as the player.&lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
While it works and should be fun, there's not much balance to it all. The villages belong to a side on a MP map where they can expand or be destroyed depending on terrain and player actions. The villages can't be captured, but rather they are effected when a unit rests there. Income is gained by whatever side taking the gold from the village.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
I'm not planning to do anything else with it. It took just a little bit of work to do beyond what I already had and I'm happy with it as it is. Find the latest version on the campaign server or here: [http://www.wesnoth.org/forum/viewtopic.php?t=18567 Living Villages]&lt;br /&gt;
&lt;br /&gt;
== Abilities Era (v0.3.1a, Wesnoth 1.3.11) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
To create a fun era in which every unit has an ability or weapon special that is not found anywhere else.&lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
I have made 3 factions (Pirates, Bandits of units leveled 1 and 2 and, with the help of many others, created a unique ability every unit. The level 1 units each have either an ability or weapon special that effects what it can do. The level 2 units have some sort of leadership or aura effect that alter adjacent units.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
The era is complete except for the small details. Play-testing and bug-fixing will come slowly as I'm more focused on other projects. Eventually new art would be nice too. Find the latest version on the campaign server or here: [http://www.wesnoth.org/forum/viewtopic.php?f=19&amp;amp;t=11999 Abilities Era]&lt;br /&gt;
&lt;br /&gt;
== The Endless War (v0.5.1, Wesnoth 1.3.2) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
I noticed some people on the forum talking about what it might be like if players didn't lose dead units, but got to recall them back next scenario. I decided to combine this concept with another of mine that pits you against a consistent enemy and, if you win against them, you move to a harder scenario for you but, if you lose, you don't just get game over. Instead, both of you move back to a harder scenario for them but an easier one for you. Only after one side can win a consecutive times in a row will the game end. &lt;br /&gt;
&lt;br /&gt;
''Result'': I made this with one balanced scenario (a MP map) and a home map for each side, with plans to add a random map between the balanced and the home maps. I successfully allowed dead units to be recalled on both sides, but since the AI doesn't know how to recall, I had to do it manually. &lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
I ran into some bugs and eventually stopped working on the project out of frustration due to some bugs. I have since tried to start it up again, but between having problems with bugs and trying to update deprecated maps, I failed to complete the project. The latest version can be found here: [http://www.wesnoth.org/forum/viewtopic.php?t=15200 The Endless War] &lt;br /&gt;
&lt;br /&gt;
''New'':&lt;br /&gt;
Fortunately, this has inspired several spin-off projects. &lt;br /&gt;
http://forum.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19046&lt;br /&gt;
http://forum.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16481&lt;br /&gt;
http://forum.wesnoth.org/viewtopic.php?f=15&amp;amp;t=20473&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Despair and Decay (v0.3.1c, Wesnoth 1.2.x) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
My objectives for this campaign was to, firstly, make a campaign with Undead, an under-represented faction for campaigns. Secondly, I wanted to do something to make Walking Corpses much more usable and lastly I wanted to create large battles. I've always been one to simply make a huge random map FFA with AI and treat it as if it was a campaign. I thought if I could make large scenarios which have as many interesting parts to them as a few individual scenarios, then the player wouldn't get bored.&lt;br /&gt;
&lt;br /&gt;
''Result'':&lt;br /&gt;
I came up with an idea to retrace the Undead's push through Wesnoth during and slightly before the events in Heir to the Throne. Your character starts as a risen dead who has no real idea of his life's history. You go to places that Konrad and company later take back, like Elensefar, and then options unfold where you can possibly meet with Konrad back at Weldyn, at the battle for Wesnoth (this isn't the best ending, since it doesn't really happen in HttT). &lt;br /&gt;
&lt;br /&gt;
Zookeeper was kind enough to write code for me that replicates any of your Walking Corpses. This make Walking Corpses useful, and often vital, to strategy. Also a hat tip to flava clown who did a lot of help things along.&lt;br /&gt;
&lt;br /&gt;
The large battles were loved by some, hated by others. My problem is when I was working on the campaign, I didn't know WML well enough to add a rich experience. &lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
Development is on hold. It's not that I have lost interest in the project. It's simply that there are so many more interesting things I've been working on and want to finish before I go back to coding as mundane of a project as a regular campaign. Even though only 4 scenarios remain, a lot of work needs to be done cleaning up some scenarios, making some more interesting and working on writing the storyline down. That is not to mention updating maps and WML for new versions. I regret abandoning the project and disappointing and losing an asset such as flava clown. The latest version can be found here: [http://www.wesnoth.org/forum/viewtopic.php?t=10876&amp;amp;postdays=0&amp;amp;postorder=asc&amp;amp;start=135 Despair and Decay]&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
== Marhault's Dominion (none released, Wesnoth 1.5.5) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
Spencelack's [http://www.wesnoth.org/forum/viewtopic.php?t=17044 Ooze Mini-Campaign] got me thinking about making a survival scenario where you have to protect your castle from waves of sieges. Also, the aim is to blur the line between campaign and scenario.&lt;br /&gt;
&lt;br /&gt;
''Result'': &lt;br /&gt;
I made a huge map with a castle in the center where you can only recruit peasant units to start with. From there you can upgrade them to more advanced level 0 units which can then be advanced into any of the human level 1 units. Any advancement to a unit unlocks the recruitment of that unit up to level 2 units (you can eventually recruit Knights, but never Grand Knights). &lt;br /&gt;
&lt;br /&gt;
Your castle is surrounded on four sides by Elves, Undead, Bandits and Orcs who collectively send units at your castle. They have keeps and leaders and they constantly recruit to siege your castle. If you manage to kill a leader, it is then replaced by another one a few turns later, but at least you get a reprieve from that side's recruiting for a while. &lt;br /&gt;
&lt;br /&gt;
In helping the balance between campaign and scenario, I've added a &amp;quot;retire&amp;quot; option for units as a way to take units from the field and put them into the recall list. Once retired, units can be recalled after 6 turns. This should help when the player gets too many units to keep with upkeep.&lt;br /&gt;
&lt;br /&gt;
Also, later in the game, events are triggered that enable quests. These quests are mostly only able to be completed by a certain level 3 unit according to their unique abilities. Once completed, they give that unit a special treasure or ability which makes the unit a hero that is above and beyond other level 3 units.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
I lost all of Marhault's Dominion when my laptop crashed about a year ago. I've been able to rebuild most of what I had before plus I reduced the map nearly half the size. Sending a high-level unit on a quest only to have it gone for 20 turns was simply unacceptable. &lt;br /&gt;
&lt;br /&gt;
== WesSaga (none released, Wesnoth 1.5.8) ==&lt;br /&gt;
''Objectives'':&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?f=13&amp;amp;t=23280 This is an RPG I would love to see.] WesSaga is how I plan to fulfill my own request. &lt;br /&gt;
&lt;br /&gt;
The idea is to procedurally make a map and plop players on it. The map will have towns, nations, factions, units, environments, etc. that will interact with itself. Players will interact with those forces, creating further situations to interact with. &lt;br /&gt;
&lt;br /&gt;
Imagine this: Players roll into town as adventurers. They discover Goblins raiding their town every so often. Maybe the players defend the town from the raids, or maybe they go to the source of the raids. At the source, they find an Orcish army is sweeping through the land. Defending the town might have make it strong enough to resist, or maybe not. Maybe the players have to flee the town to find a capital of human civilization in the area, and try to convince them to prepare for the incoming army. &lt;br /&gt;
&lt;br /&gt;
Plot points could be made randomly and procedurally. I think of how Nethack makes random rooms. Some are dead ends, others are one of the, but not the only, ways to the floor's exit. I think this could be done with plot and storyline. This project will see if I am right.&lt;br /&gt;
&lt;br /&gt;
''Result'': &lt;br /&gt;
I've made a human town system that interacts with the land and has a rudimentary trading system within the village. The concepts are just forming in my mind now. What needs to happen next is to have villages that grow, spread, interact with other friendly villages and defend itself against monsters.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
Wesband is moving right along, so I'm not working on this so much. When Wesband is mostly done with, I'll get back to this. Of course, any work I do with Modular RPG while working on Wesband will always help this project.&lt;br /&gt;
&lt;br /&gt;
However, I'm a little concerned about the viability of this project. The main problem is that I want masses of enemies to act on their turns. This may lead to too much time between player turns.&lt;br /&gt;
&lt;br /&gt;
== Assassin in the Forest (v2, Wesnoth 1.6.5) ==&lt;br /&gt;
&lt;br /&gt;
''Objectives'':&lt;br /&gt;
Elvish Pillager once made a scenario that I've never played, but I heard about it from someone who bumped [http://www.wesnoth.org/forum/viewtopic.php?f=12&amp;amp;t=27143 a really old thread]. The concept seemed fun and easy to do, plus I needed a break from Wesband. (I tried to get his blessing, but he doesn't answer PMs and hasn't been in the irc room since a month of writing this).&lt;br /&gt;
&lt;br /&gt;
''Result'': &lt;br /&gt;
I took part of one morning and made it with a beefed up Assassin. Here are some extra abilities that he has:&lt;br /&gt;
-conceals&lt;br /&gt;
-nightstalk&lt;br /&gt;
-sneak (use no more than half of max moves to stay hidden)&lt;br /&gt;
-slash&amp;amp;dash (can use remaining moves after attacking with melee, each hit with melee adds 1 move)&lt;br /&gt;
-remaining ammo (if you kill your opponent with your throwing daggers, any strikes left can be used and you can attack again).&lt;br /&gt;
&lt;br /&gt;
It's kind of fun, though there are some problems: you're a little useless at the beginning, as the AI destroys each other quicker than you can do anything, and the only real thing you can do is make sure one leader doesn't get so strong that you won't be able to beat him by yourself.&lt;br /&gt;
&lt;br /&gt;
''Today'':&lt;br /&gt;
I'm pretty much done with this. It was a fun distraction. If anyone wants to do anything with it, be my guest.&lt;/div&gt;</summary>
		<author><name>Boru</name></author>
		
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