<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bruno</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Bruno"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Bruno"/>
	<updated>2026-04-23T07:51:07Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Bruno&amp;diff=44430</id>
		<title>User:Bruno</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Bruno&amp;diff=44430"/>
		<updated>2011-12-17T13:59:01Z</updated>

		<summary type="html">&lt;p&gt;Bruno: I am mostly retired from Wesnoth now.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wolff.to/bruno/ Bruno Wolff III]&lt;br /&gt;
&lt;br /&gt;
* I have claimed responsibility for [[The Dark Hordes]] campaign.&lt;br /&gt;
** I never got very far with the Dark Hordes campaign.&lt;br /&gt;
* I update documentation in the wiki as I see something that needs work.&lt;br /&gt;
* I am slowly learning the mainline code and c++ and have started doing some bug fixes and minor feature additions to the core program.&lt;br /&gt;
* I am mostly retired from Wesnoth now, as I spend most of my free software time in Fedora. But I do still keep an eye on Wesnoth.&lt;br /&gt;
&lt;br /&gt;
You can reach me via email at [mailto:bruno@wolff.to bruno@wolff.to].&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=44429</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=44429"/>
		<updated>2011-12-17T13:42:44Z</updated>

		<summary type="html">&lt;p&gt;Bruno: Point to the current campaign server.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{FAQ/Translations}}&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a turn-based tactical strategy game with a high fantasy theme, featuring both single-player, and online/hotseat multiplayer combat.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute. For more information, see [[Wesnoth:Copyrights]].&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Check the front page of the website.&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS X, etc.]?===&lt;br /&gt;
The packages provided, other than the source code tarball, are '''not''' part of the official project.  The BfW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times).  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why doesn't Wesnoth have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves, to suit our own preferences. We're not building the game for you, in large part because this is our hobby, not our job; whether you like it or not is immaterial to us.&lt;br /&gt;
You may wonder, then, what the point is of soliciting ideas, as we do on the forum.  We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves.  If a player comes up with an idea we like, we might implement it.  Not because they asked for it, but because of its own merits as an addition to our game.&lt;br /&gt;
&lt;br /&gt;
The beautiful thing about the license our game is distributed under, as compared to closed-source, commercial games, is that if you want that feature badly enough, you can take the code and art of our game and modify it yourself; you are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL].  From this, you can build a game exactly the way that you like. Just don't expect us to build that game for you.  Building this game is our hobby, not our profession, and you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project project]&lt;br /&gt;
* share your opinions at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [[Support#IRC|IRC]]&lt;br /&gt;
* [[ReportingBugs|report]] bugs you find with Wesnoth and its mainline content&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against other players via the [[GettingStarted#Multiplayer|Multiplayer]] menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
'''outdated!'''&lt;br /&gt;
We are not completely certain, but an x86 running at 400 MHz with 128 MB RAM should be adequate for versions 1.0.2 and below. For versions 1.1 and up we recommend a computer with at least 1 GHz and 512 MB RAM if you run KDE or Gnome as Windowmanager (The game itself needs about 100 MB RAM). Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat, map, and standing unit animations via the &amp;quot;Show Combat&amp;quot;, &amp;quot;Animate Map&amp;quot; and &amp;quot;Unit Standing Animations&amp;quot; options on the Advanced tab in the game Preferences. You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
For some tips on tweaking the startup, see [[CustomizingStartup]].&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]].  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it reaches a new experience threshold (which increases with each advancement) it gains 3 hitpoints and is restored to a state of full health. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advance units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZoC).  If an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZoC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZoCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During your turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing random negative events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  No flaws have been found, so streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck should just be accepted as part of having randomness in Wesnoth.  A more detailed rational and discussion of the role that randomness plays in Wesnoth can be found [http://www.wesnoth.org/forum/viewtopic.php?f=6&amp;amp;t=21317&amp;amp;start=0&amp;amp;st=0&amp;amp;sk=t&amp;amp;sd=a here].&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that a new development team will someday &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with less or no randomness.  Until then, don't charge with your horsemen against troll rocklobbers at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== What do the different difficulty levels do? ===&lt;br /&gt;
&lt;br /&gt;
That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-level units at higher difficulty levels, and you will have fewer turns available.&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineCampaigns]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot; or since 1.1.5 there is a &amp;quot;Get add-ons&amp;quot; button in the main menu. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns.&lt;br /&gt;
&lt;br /&gt;
If you are behind a firewall you may not be able to connect to the campaign server.  In this case try to download the campaign directly from the campaign server at http://addons.wesnoth.org/. If you know how to change your firewall settings, then you should open port 15003 (version 1.1.1 and up) or port 15002 (versions 1.1.0 and lower).  For added security, you can restrict traffic over those ports to the campaign server's IP address (currently 88.191.12.200).&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, the game includes a built-in map editor, that you can use to build the terrain maps for your scenarios.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, there's no simple solution for creating the rest of what constitutes a complete scenario or campaign, which is the [[ReferenceWML|WML]] code. There have been some abandoned attempts at creating complete scenario editors such as [[CampGen]], but they are no longer maintained, nor do they work with the latest stable versions of the game.&lt;br /&gt;
&lt;br /&gt;
You should take a look at the [[Create]] section for information and guides that can help you build your own scenario or campaign. Taking a look at how existing content works is also a good idea.&lt;br /&gt;
&lt;br /&gt;
=== What are the .cfg files and how can I edit them? ===&lt;br /&gt;
&lt;br /&gt;
The .cfg files are plain text files, saved with the file extension &amp;quot;.cfg&amp;quot;. You can create and edit them using normal text editors; just save the files in correct format.&lt;br /&gt;
&lt;br /&gt;
Please note that some Windows programs like to add a &amp;quot;.txt&amp;quot; extension, so the file is instead of &amp;quot;my_scenario.cfg&amp;quot; saved as &amp;quot;my_scenario.cfg.txt&amp;quot;. And then the Windows Explorer will hide the &amp;quot;.txt&amp;quot; extension by default, so you may not notice it.&lt;br /&gt;
&lt;br /&gt;
'''Notepad''': After you create a document, click &amp;quot;File&amp;quot;, &amp;quot;Save as...&amp;quot; and select &amp;quot;Save as type: All files&amp;quot;. To open the document, click &amp;quot;File&amp;quot;, &amp;quot;Open...&amp;quot; and select &amp;quot;Files of type: All files (*.*)&amp;quot;. If you open someone else's document, and the end-of-line symbols are displayed as small rectangles, you have to use another editor.&lt;br /&gt;
&lt;br /&gt;
'''WordPad''': After you create a document, click &amp;quot;File&amp;quot;, &amp;quot;Save as...&amp;quot; and select &amp;quot;Save as type: Text Document&amp;quot;. After the document is saved, close WordPad and remove the &amp;quot;.txt&amp;quot; extension from file. To open the document, click &amp;quot;File&amp;quot;, &amp;quot;Open...&amp;quot; and select &amp;quot;Files of type: All documents (*.*)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Starting with the 1.9.x branch, there is a new IDE for helping User Made Content Authors to easily develop Wesnoth Add-ons. The website and details can be found at: http://eclipse.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
=== I already created an add-on and published it on the server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How do I connect to a multiplayer server, when I sit behind a restrictive firewall?===&lt;br /&gt;
&lt;br /&gt;
You have to open outgoing TCP port 15000 - 14997 (depending on the version you use) to play multiplayer games over the internet on the official servers.&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the [[Support#IRC|IRC]] channel dedicated to Wesnoth, #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
===How to save and load a multiplayer game===&lt;br /&gt;
&lt;br /&gt;
Save the game. Give it a good name, so that you can find it among the other saved games.&lt;br /&gt;
&lt;br /&gt;
Create new game. (Give it a name like &amp;quot;private game for X and Y&amp;quot;, so that other players will not try joining it, and you do not have to explain or kick them.) The first item in the map/scenario list is &amp;quot;Saved games&amp;quot;, select this. Choose the saved game. Wait for the other player(s) to connect. Start the game.&lt;br /&gt;
&lt;br /&gt;
===How can I make my computer into a dedicated Wesnoth server?===&lt;br /&gt;
&lt;br /&gt;
To setup a dedicated Wesnoth server, you have to compile the game with the &amp;quot;--enable-server&amp;quot; flag, and after you install, simply run wesnothd from the console.  This will start the server, listening on TCP port 15000.  To compile the server only you can use the flags &amp;quot;--disable-game --enable-server&amp;quot;.  If you aren't using a linux or mac operating system, there are a few ways you can compile on Windows... [[CompilingWesnoth/CrossCompiling|here is one way]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Packages for Wesnoth 1.4 and later include wesnothd by default since it's required by the &amp;quot;Host a network game&amp;quot; option from the Multiplayer menu, which is the preferred option for temporarily hosting a server instance to play in a LAN or privately through the Internet.&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
You only need to make sure you are using the same minor version number (6 in &amp;quot;1.6.x&amp;quot;, 8 in &amp;quot;1.8.x&amp;quot; and so on) corresponding to stable branch releases. If you are using a development release (odd minor version numbers), you must be using exactly the same version number as other clients, to avoid out-of-sync (OOS) issues in multiplayer.&lt;br /&gt;
&lt;br /&gt;
If you are using user-made eras or MP scenarios, all players should make sure they are using the same, latest version of the add-on.&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===Where can I find more information about translating Wesnoth?===&lt;br /&gt;
See [[WesnothTranslations]] for a list of currently maintained projects, and methods for contacting their maintainers and volunteering for help, and instructions for starting your own translation if it isn't included in the game already. [http://gettext.wesnoth.org] shows the current progress translations for different game development and stable branches, mainline campaigns and user-made add-ons.&lt;br /&gt;
&lt;br /&gt;
== Other Questions You Have ==&lt;br /&gt;
&lt;br /&gt;
The best way to get answers to less-frequently asked questions is by visiting the official [http://forums.wesnoth.org Battle for Wesnoth forums]. There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting!&lt;br /&gt;
&lt;br /&gt;
[[Category:Troubleshooting and Bugs]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17275</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17275"/>
		<updated>2007-08-18T17:26:50Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders, or &amp;quot;none&amp;quot; if it is not normally available, but should be kept when advancing to this unit type. (Traits not available to the advanced unit type at all, are permanently lost upon advancement.) The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17274</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17274"/>
		<updated>2007-08-18T17:24:32Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders, or &amp;quot;none&amp;quot; if it is not normally available, but should be kept when advancing to this unit type. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17273</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17273"/>
		<updated>2007-08-18T17:20:52Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders, or &amp;quot;none&amp;quot; if it is only available if manually set or when advancing to a this unit type. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17272</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17272"/>
		<updated>2007-08-18T17:15:02Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''keeponadvance'' 'yes' or 'no'(default). {{DevFeature}} 'yes' says to keep this trait when advancing even if the trait is not available to the advanced unit. Normally traits unavailable to the advanced unit are lost permanently.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17271</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17271"/>
		<updated>2007-08-18T17:13:24Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''keeponadvance'' 'yes' or 'no'(default). 'yes' says to keep this trait when advancing even if the trait is not available to the advanced unit. Normally traits unavailable to the advanced unit are lost permanently.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17198</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17198"/>
		<updated>2007-08-16T13:31:37Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits. (Note that currently &amp;quot;musthave&amp;quot; is somewhat misused to have what are really abilities (''undead'' and ''mechanical'') default from a unit type's race. Ideally someone will eventually extend ''race'' to allow for default abilities. It might also be possible to unify traits and abilities with keys to indicate how you get them and what happens to them when you advance, while allowing them to come from race, unit type and unit definitions. There are also display issues related to doing this.)&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17191</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17191"/>
		<updated>2007-08-16T04:54:07Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17156</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17156"/>
		<updated>2007-08-15T14:44:58Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} ''not_living'' is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits. However, these traits really should be converted to abilities since they are (mostly) forced for a particular unit_type.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17155</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17155"/>
		<updated>2007-08-15T14:44:01Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]). {{DevFeature}} not_living is no longer a property of race. Instead it is a per unit state that derives from the undead and mechanical traits. However, these traits really should be converted to abilities since they are (mostly) forced for a particular unit_type.&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17153</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17153"/>
		<updated>2007-08-15T13:32:19Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* How to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== How to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' a unique identifier for the unit. This is not displayed to the player, but is to be used only for identifying and filtering for units. {{DevFeature}} If not specified or when a unit is normally recruited, a random one will be generated for the unit to ensure that each unit has a unique ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the player. Note that the player may use the &amp;quot;rename unit&amp;quot; action to change this.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (''user_description'' only, not ''description'') for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the ''user_description'' cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}}&amp;quot;no&amp;quot; will prevent random trait generation for units. You should only need to set this for placed nonleaders in multiplayer games or if you want to give a unit less traits than it would normally get for its unit type. When generating traits for a unit, first traits the unit has already been given are excluded. Then &amp;quot;musthave&amp;quot; traits (undead, mechanical) for the unit type are given. Then for leaders ('''canrecruit=1''') traits that are not available to &amp;quot;any&amp;quot; (currently that's all of them to avoid a multiplayer OOS issue, but later will be restricted based on multiplayer play balance issues) are removed from consideration. Then traits are added randomly until the maximum allowed for the unit type is reached or there are no more available traits.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition. {{DevFeature}} Units with '''canrecruit=1''' are exempt from upkeep costs. So that leaders do not need to be given the ''loyal'' trait.&lt;br /&gt;
&lt;br /&gt;
* ''variation'' the variation of itself the unit should be created as.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]).&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** The default is &amp;quot;full&amp;quot;.&lt;br /&gt;
** Leaders (units with '''canrecruit=1''') never pay upkeep no matter what upkeep is set to.&lt;br /&gt;
** Normally you don't want to muck with this value. If you want to give a side units without upkeep costs, give those units the 'loyal' trait.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** Possible values are ''se'', ''s'', ''sw'', ''nw'', ''n'', ''ne''. Using ''sw'' is preferred for a &amp;quot;reversed&amp;quot; facing (looking to the left) and ''se'' for a normal (looking to the right) facing.&lt;br /&gt;
&lt;br /&gt;
* ''profile'' sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit. When the unit advances, if the value of profile is different from the unit-type portrait, that value is preserved. If the profile field is empty or the same as the unit-type portrait, the level-advance changes the unit portrait to the default for the new level and type.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''animate'' if ''yes'', fades the unit in like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and does half damage. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  &lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''hides'' if 'yes', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17152</id>
		<title>UnitsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitsWML&amp;diff=17152"/>
		<updated>2007-08-15T13:22:03Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [units] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [units] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a top level WML tag which is in game.cfg.&lt;br /&gt;
It defines the set of all units in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
The following subtags are recognized:&lt;br /&gt;
* '''[unit]''' describes one unit type. See [[UnitWML]] for syntax.&lt;br /&gt;
* '''[trait]''' describes a global trait.&lt;br /&gt;
All races with the attribute '''ignore_global_traits=no''' will have this trait.&lt;br /&gt;
See '''[trait]''' below for syntax.&lt;br /&gt;
* '''[movetype]''' used to make shortcuts to describe units with similar terrain handicaps. Units from the same advancement tree should generally have the same movetype.&lt;br /&gt;
** ''name'' an ID for this movetype. Units with the attribute '''movetype=''name''''' will be assigned this movetype.&lt;br /&gt;
** ''flies'' either 'true' or 'false'(default). A unit with ''flies=true'' does not have its image's height adjusted for different terrains.&lt;br /&gt;
** '''[movement_costs]''' describes how fast the unit moves on different terrains. The attribute '''terrain=''speed''''' means that the unit will need to use ''speed'' move points to move onto the terrain with '''name=''terrain''''' (see [[TerrainWML]]).&lt;br /&gt;
** '''[defense]''' describes how likely the unit is to be hit on different terrains. The attribute '''terrain=''defense''''' means that the unit will be hit ''defense'' percent of the time in the terrain with '''name=''terrain'''''.&lt;br /&gt;
** '''[resistance]''' describes how much damage the unit takes from different types of attacks. The attribute '''type=''resistance''''' makes the unit receive '''resistance''' percent of damage, or resist '''100-resistance''' percent of damage from attacks with '''type=''type'''''. So for example, a resistance of fire=110 means, this unit will receive 110% of damage, or have a resistance of -10% as displayed in-game. A value of fire=0 would mean, the unit receives no damage and therefore has a resistance of 100%.&lt;br /&gt;
* '''[race]''' is used to make shortcuts to describe units with similar names. Units from the same advancement tree should generally have the same race. Also, units with the same race should generally be recruitable by the same sides/factions.&lt;br /&gt;
** ''name'' an ID for this race. Units with the attribute '''race=''name''''' will be assigned this race.&lt;br /&gt;
** ''male_names'', ''female_names'' lists of names (i.e. non-translatable strings). They are inputted into the Markov name generator to generate random names. ''male_names'' describes units with '''gender=male'''; ''female_names'' describes units with '''gender=female'''.&lt;br /&gt;
** ''markov_chain_size'' (default 2) number of letters per &amp;quot;syllable&amp;quot;. &amp;quot;Syllables&amp;quot; are groupings of names that the Markov name generator uses to determine names. It does this by running a probability algorithm to guess from the name list which syllables fit well together, which can start or end a name, etc.&lt;br /&gt;
** ''not_living'' 'yes' or 'no'(default). Units with '''not_living=yes''' cannot be poisoned, drained from, or plagued (see [[AbilitiesWML]]).&lt;br /&gt;
** ''num_traits'' is the number of non-repeating traits each unit of this race can be assigned.&lt;br /&gt;
** ''ignore_global_traits'' 'yes' or 'no'(default). Determines whether global traits (see [traits] above) are applied.&lt;br /&gt;
** '''[trait]''' describes a trait for this race. :&lt;br /&gt;
*** ''id'' unique identifier&lt;br /&gt;
*** ''availability'' {{DevFeature}} describes whether a trait is &amp;quot;musthave&amp;quot; for a race or is available to &amp;quot;any&amp;quot; unit in a race, including leaders. The default is for a trait to only be available to nonleaders. Currently &amp;quot;any&amp;quot; should not be used for traits available in multiplayer. It can be used for campaign specific traits.&lt;br /&gt;
*** ''male_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is male.&lt;br /&gt;
*** ''female_name'' {{DevFeature}} text displayed in the status of unit with the trait if the unit is female.&lt;br /&gt;
*** ''name'' text displayed in the status of unit with the trait if none of the two above is used.&lt;br /&gt;
*** ''description'' text displayed for the description of the trait.&lt;br /&gt;
*** '''[effect]''', described in [[EffectWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17062</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17062"/>
		<updated>2007-08-13T02:17:44Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* How to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== How to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' a unique identifier for the unit. This is not displayed to the player, but is to be used only for identifying and filtering for units. {{DevFeature}} If not specified or when a unit is normally recruited, a random one will be generated for the unit to ensure that each unit has a unique ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the player. Note that the player may use the &amp;quot;rename unit&amp;quot; action to change this.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (''user_description'' only, not ''description'') for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the ''user_description'' cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in an MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition. {{DevFeature}} Units with '''canrecruit=1''' are exempt from upkeep costs. So that leaders do not need to be given the ''loyal'' trait.&lt;br /&gt;
&lt;br /&gt;
* ''variation'' the variation of itself the unit should be created as.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]).&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** The default is &amp;quot;full&amp;quot;.&lt;br /&gt;
** Leaders (units with '''canrecruit=1''') never pay upkeep no matter what upkeep is set to.&lt;br /&gt;
** Normally you don't want to muck with this value. If you want to give a side units without upkeep costs, give those units the 'loyal' trait.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** Possible values are ''se'', ''s'', ''sw'', ''nw'', ''n'', ''ne''. Using ''sw'' is preferred for a &amp;quot;reversed&amp;quot; facing (looking to the left) and ''se'' for a normal (looking to the right) facing.&lt;br /&gt;
&lt;br /&gt;
* ''profile'' sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit. When the unit advances, if the value of profile is different from the unit-type portrait, that value is preserved. If the profile field is empty or the same as the unit-type portrait, the level-advance changes the unit portrait to the default for the new level and type.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''animate'' if ''yes'', fades the unit in like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and does half damage. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  &lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''hides'' if 'yes', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17061</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17061"/>
		<updated>2007-08-13T02:16:44Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* How to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== How to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' a unique identifier for the unit. This is not displayed to the player, but is to be used only for identifying and filtering for units. {{DevFeature}} If not specified or when a unit is normally recruited, a random one will be generated for the unit to ensure that each unit has a unique ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the player. Note that the player may use the &amp;quot;rename unit&amp;quot; action to change this.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (''user_description'' only, not ''description'') for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the ''user_description'' cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in an MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition. {{DevFeature}} Units with '''canrecruit=1''' are exempt from upkeep costs. So that leaders do not need to be given the ''loyal'' trait.&lt;br /&gt;
&lt;br /&gt;
* ''variation'' the variation of itself the unit should be created as.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]).&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** The default is &amp;quot;full&amp;quot;.&lt;br /&gt;
** Leaders (units with '''canrecruit=''') never pay upkeep no matter what upkeep is set to.&lt;br /&gt;
** Normally you don't want to muck with this value. If you want to give a side units without upkeep costs, give those units the 'loyal' trait.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** Possible values are ''se'', ''s'', ''sw'', ''nw'', ''n'', ''ne''. Using ''sw'' is preferred for a &amp;quot;reversed&amp;quot; facing (looking to the left) and ''se'' for a normal (looking to the right) facing.&lt;br /&gt;
&lt;br /&gt;
* ''profile'' sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit. When the unit advances, if the value of profile is different from the unit-type portrait, that value is preserved. If the profile field is empty or the same as the unit-type portrait, the level-advance changes the unit portrait to the default for the new level and type.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''animate'' if ''yes'', fades the unit in like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and does half damage. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  &lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''hides'' if 'yes', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17060</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=17060"/>
		<updated>2007-08-12T22:31:40Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* How to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== How to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' a unique identifier for the unit. This is not displayed to the player, but is to be used only for identifying and filtering for units. {{DevFeature}} If not specified or when a unit is normally recruited, a random one will be generated for the unit to ensure that each unit has a unique ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the player. Note that the player may use the &amp;quot;rename unit&amp;quot; action to change this.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (''user_description'' only, not ''description'') for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the ''user_description'' cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in an MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition. {{DevFeature}} Units with '''canrecruit=1''' are exempt from upkeep costs. So that leaders do not need to be given the ''loyal'' trait.&lt;br /&gt;
&lt;br /&gt;
* ''variation'' the variation of itself the unit should be created as.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units.&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** If no upkeep is specified, which is the default for units defined in WML (including leaders in multiplayer games), there is no upkeep cost.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** Possible values are ''se'', ''s'', ''sw'', ''nw'', ''n'', ''ne''. Using ''sw'' is preferred for a &amp;quot;reversed&amp;quot; facing (looking to the left) and ''se'' for a normal (looking to the right) facing.&lt;br /&gt;
&lt;br /&gt;
* ''profile'' sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit. When the unit advances, if the value of profile is different from the unit-type portrait, that value is preserved. If the profile field is empty or the same as the unit-type portrait, the level-advance changes the unit portrait to the default for the new level and type.&lt;br /&gt;
&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''animate'' if ''yes'', fades the unit in like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and does half damage. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  &lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''hides'' if 'yes', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=16074</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=16074"/>
		<updated>2007-06-25T21:11:15Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Mac OS X */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here. Torrents are also unofficial.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.2_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.2 branch) ==&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.5.tar.bz2?download Current stable version] (1.2.5, 65.6 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.4.tar.bz2?download Previous stable version] (1.2.4, 65.4 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* Current version (1.2.5) not available yet.&lt;br /&gt;
* [http://zeta-games.com/index.php?option=com_remository&amp;amp;Itemid=28&amp;amp;func=fileinfo&amp;amp;id=24 Previous stable version] (1.2.1, 70.11MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Older stable version, not compatible with 1.2] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== OpenBSD ====&lt;br /&gt;
* Current version (1.2.5) not available yet.&lt;br /&gt;
'''Note:''' OpenBSD 4.1 is required to play with these binaries:&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-openbsd--1.2.4.tgz?download Previous stable release ] (1.2.4, 69.2 MiB)&lt;br /&gt;
* [ftp://pkg@slz.sytes.net/wesnoth-1.2.4.tgz Previous stable release (mirror @ Stealth Landing Zone) ] (1.2.4, 69.2 MiB)&lt;br /&gt;
'''Note:''' OpenBSD 4.0 is required to play with these binaries:&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-openbsd--1.2.3.tgz?download Older stable release ] (1.2.3, 68.0 MiB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.2.5-os2.zip Current version (1.2.5)] (1.2.5, 70MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
Be aware that OSX 10.3.9+ is required to play with these binaries.&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2.5a.dmg?download Current stable version] (1.2.5, Universal, 75.4 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2.5a_lite.dmg?download Current stable version - lite] (1.2.5, Universal, no art or music, 46.1MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2.4.dmg?download Previous stable version] (1.2.4, Universal, 80.2 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2.4_lite.dmg?download Previous stable version - lite] (1.2.4, Universal, no art or music, 48.3MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.5-windows.exe?download Current stable release] (1.2.5, 60.0 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.4-windows.exe?download Previous stable release] (1.2.4, 59.8 MB)&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* Current version (1.2.5) not available yet.&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Previous stable release ] (1.2.4, 63 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.5.tar.bz2.md5?download Source code md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development (1.3 branch) ==&lt;br /&gt;
&lt;br /&gt;
Version 1.3.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.2.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.3.4.tar.bz2?download Current Version] (1.3.4, 82.8 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.3.3.tar.bz2?download Previous Version] (1.3.3, 81.9 MB)&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* Current version 1.3.4 not available yet.&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/wesnoth-1.3.3a-windows.exe?download Previous Version] (1.3.3, 75.5MB)&lt;br /&gt;
* [http://www.exong.net/builds/index.php?dir=&amp;amp;sort=date&amp;amp;order=desc Daily SVN snapshots] (only the .exe, in addition you need an SVN checkout to use it)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.3.4.dmg?download Current Version] (1.3.4, Universal, 91.6MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.3.4_lite.dmg?download Current Version - lite] (1.3.4, Universal, no art or music, 50.0MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.3.3a.dmg?download Previous Version] (1.3.3, Universal, 90.6MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.3.3a_lite.dmg?download Previous Version - lite] (1.3.3, Universal, no art or music, 49.1MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== (Open)Solaris ====&lt;br /&gt;
* Current version 1.3.4 not available yet.&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/GAMEwesnoth-1.3.3-solaris.pkg.bz2?download Previous version for x86] (1.3.3, Solaris package for x86)&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* Current version 1.3.4 not available yet.&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth-devel.lha Previous Version] (1.3.3, 78MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* current version not available&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Older Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.3.4.tar.bz2.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=10156</id>
		<title>HelpWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=10156"/>
		<updated>2006-06-21T14:59:02Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The toplevel [help] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [help] tag  ==&lt;br /&gt;
&lt;br /&gt;
The [help] tag describes the Wesnoth help system.&lt;br /&gt;
Each of the three subtags [toplevel], [section] and [topic] describe an element of the help system.&lt;br /&gt;
&lt;br /&gt;
* '''[toplevel]''' The toplevel tag denotes sections and topics that should be shown immediately when the &amp;quot;Help&amp;quot; button is clicked on (see the &amp;quot;help&amp;quot; action, [[ThemeWML]]).  The sections referenced within this tag are read recursively, including all subsections.&lt;br /&gt;
** ''sections'' a list of IDs of the sections to include recursively.&lt;br /&gt;
** ''topics'' a list of IDs of the topics to show as not being included in a section; i.e. top-level topics.&lt;br /&gt;
* '''[section]''' The section tag describes a section in the help browser.  A section contains subsections and/or topics.&lt;br /&gt;
** ''id'' is the unique ID for this section.&lt;br /&gt;
** ''title'' (translatable) is the title of the section. It is displayed in the left menu.&lt;br /&gt;
** ''sections'' is a list of IDs of the sections that should be this section's subsections.&lt;br /&gt;
** ''topics'' is a list of IDs of the topics that should be included in this section. Topics will be included in the order listed unless sorting is requested.&lt;br /&gt;
** ''generator'' provides the name of a function that will generate a list of topics and include them in this section. These topics will be included after topics listed on the ''topics'' key unless ''sort_topics'' is ''yes''.&lt;br /&gt;
** ''sort_topics'' specifies whether or not to list the topics sorted by title or in the order listed on the ''topics'' key. ''yes'' indicates fixed and generated topics should be sorted together by title. ''no'' indicates that topics should appear in the order listed with fixed topics appearing before generated topics. ''generated'' indicates that fixed topics should not be sorted and will be followed by generated topics sorted by the generator. The default is ''generated''.&lt;br /&gt;
* '''[topic]''' The topic tag describes one topic, i.e, one help page.  The keys that are meaningful in the topic tag:&lt;br /&gt;
** ''id'' is the unique ID for this topic.&lt;br /&gt;
** ''title'' (translatable) is the title of the topic. It is displayed in the left menu and as a header in the text area.&lt;br /&gt;
** ''text'' (translatable) is the contents of the topics. May contain markup described below.&lt;br /&gt;
&lt;br /&gt;
== Help System Topic Markup ==&lt;br /&gt;
&lt;br /&gt;
The markup that is allowed in the text key within a topic tag is in XML, a markup language similar to WML.  Note that this is the only time that markup language is used as a value.  To convert WML into XML, you need to make some changes:&lt;br /&gt;
&lt;br /&gt;
- change brackets ('''[''', ''']''') into angle brackets('''&amp;lt;''', '''&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
- change ''newline'' into space(''' ''')&lt;br /&gt;
&lt;br /&gt;
- all values with spaces must be in quotes. This is because spaces are actually newlines.&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the wiki (it is coded using XML), the WML for the topic markup will be described rather than&lt;br /&gt;
the XML.  However, you still need to use XML to code the topic.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for ''text'':&lt;br /&gt;
* '''[ref]''' creates a cross reference to another topic, a cross reference will not show up if the topic it refers to is not visible.&lt;br /&gt;
** ''dst'' the ID of the topic to reference.&lt;br /&gt;
** ''text'' the text to display as a link to ''dst''; i.e. when ''text'' is clicked on the page ''dst'' will be linked to.&lt;br /&gt;
** ''force'' shows the cross reference even though the referred topic is not shown.&lt;br /&gt;
* '''[jump]''' when this text is selected, the input position along the X axis is moved.  Can be used for example to create columns of things.  A jump is ignored if it would bring the input position to an invalid position.&lt;br /&gt;
** ''to'' the X coordinate of the text area to jump to.  If it can't be done on the current row, the input position is moved down one line.&lt;br /&gt;
** ''amount'' the number of pixels to jump forward&lt;br /&gt;
* '''[img]''' insert an image in the topic&lt;br /&gt;
** ''src'' the path to the image relative to the '''images/''' directory.&lt;br /&gt;
** ''align'' the position of the image with respect to the page. Values are ''here'', ''left'', ''middle'', and ''right''.&lt;br /&gt;
** ''float'' whether the image should float(have text filled in around it) or not (be seen as included in a line).&lt;br /&gt;
* '''[format]''' describes a group of text in a different format.  Can be used to describe different colors and font sizes.&lt;br /&gt;
** ''bold'' whether the text should be displayed in bold('''bold''').&lt;br /&gt;
** ''italic'' whether the text should be displayed in italics(''italics'').&lt;br /&gt;
** ''color'' the color of the text.  Only a few colors are currently supported: ''white''(default), ''green'', ''red'', ''yellow'', and ''black''.&lt;br /&gt;
** ''font_size'' the height of the text in pixels. Default 9(?)&lt;br /&gt;
** ''text'' the text to be displayed using this format.&lt;br /&gt;
* '''[italic]''' a shortcut to '''[format]''' which inputs only the ''text'' key.  Uses the attribute '''italic=yes'''&lt;br /&gt;
* '''[bold]''' like [italic], but uses '''bold=yes'''&lt;br /&gt;
* '''[header]''' like [italic], but uses both the attributes '''bold=yes''' and '''font_size=13'''(?)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [help]&lt;br /&gt;
 [toplevel]&lt;br /&gt;
 sections=introduction,gameplay&lt;br /&gt;
 topics=about&lt;br /&gt;
 [/toplevel]&lt;br /&gt;
 [section]&lt;br /&gt;
 id=gameplay&lt;br /&gt;
 sections=combat&lt;br /&gt;
 topics=income_and_upkeep,time_of_day,terrain&lt;br /&gt;
 [/section]&lt;br /&gt;
 [topic]&lt;br /&gt;
 id=terrain&lt;br /&gt;
 title=Terrain&lt;br /&gt;
 text=&amp;quot;&amp;lt;ref&amp;gt;dst=income_and_upkeep text='Link to Income and Upkeep topic'&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
 [/topic]&lt;br /&gt;
 [/help]&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>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=10013</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=10013"/>
		<updated>2006-06-11T02:12:16Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units.&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** If no upkeep is specified, which is the default for units defined in WML (including leaders in multiplayer games), there is no upkeep cost.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=10012</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=10012"/>
		<updated>2006-06-11T02:10:14Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;loyal&amp;quot; no upkeep cost. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units.&lt;br /&gt;
** An integer can be used to set the upkeep cost to that number.&lt;br /&gt;
** If no upkeep is specified, which is the default for units defined in WML, there is no upkeep cost.&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9872</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9872"/>
		<updated>2006-06-08T04:45:46Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} 'yes' will choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9862</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9862"/>
		<updated>2006-06-07T00:50:29Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Downloading a Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Server WML =&lt;br /&gt;
&lt;br /&gt;
This page describes the WML commands exchanged between campaign download clients and a campaign server. Note that this WML is not used in the game engine. Note that this page describes functions of the 1.1 campaign server, because that is what is used by the official campaign server.&lt;br /&gt;
&lt;br /&gt;
== Listing Available Campaigns ==&lt;br /&gt;
&lt;br /&gt;
This request is used to retrieve a list of campaigns available on the server and some overview information about them.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign_list]'''&lt;br /&gt;
*** ''after'' - only select campaigns last updated after the indicated time. ''after'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated after Mon Oct 10 21:42:41 2005 GMT, you could not specify a value for ''times_relative_to'' (to use the default of relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]) and specify ''after'' = &amp;quot;1128980561&amp;quot;.&lt;br /&gt;
*** ''before'' - only select campaigns last updated before the indicated time. ''before'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated over a day ago, you could specify ''times_relative_to'' = &amp;quot;now&amp;quot; and ''before'' = &amp;quot;-86400&amp;quot;.&lt;br /&gt;
*** ''language'' - return information only about campaigns that appear to be translated into this language. These names will normally be posix locale names. Typically you will want to either use a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;quot;pt_BR&amp;quot;). Note that &amp;quot;pt&amp;quot; will not match &amp;quot;pt_BR&amp;quot;.&lt;br /&gt;
*** ''name'' - return information for this campaign. If the name is specified and not the empty string then only information about campaigns with matching names (unless something changes there will be at most one such campaign) will be returned.&lt;br /&gt;
*** ''times_relative_to'' - &amp;quot;now&amp;quot; means that ''before'' and ''after'' are in seconds relative to the time when the request is processed by the campaign server. Any other value, or if it is not set, indicates that ''before'' and ''after'' are in seconds relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch].&lt;br /&gt;
* Response&lt;br /&gt;
** ''timestamp'' - what time the campaign server thought it was when this response was generated. You shouldn't count on this as a guaranty that no new campaigns will appear with previous update times. This could be used to detect significant clock skew or possibly used as an approximate time for how far you need to look back for updated campaigns.&lt;br /&gt;
** '''[campaigns]'''&lt;br /&gt;
*** '''[campaign]'''&lt;br /&gt;
**** ''author'' - author(s) of the campaign.&lt;br /&gt;
**** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
**** ''downloads'' - the number times the campaign (including previous versions) has been downloaded directly from the campaign server.&lt;br /&gt;
**** ''filename'' - filename campaign is stored in (currently the same as ''name'').&lt;br /&gt;
**** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
**** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
**** ''size'' - the size of the campaign in bytes on the campaign server.&lt;br /&gt;
**** ''timestamp'' - when this version of the campaign was uploaded.&lt;br /&gt;
**** ''title'' - campaign title. This is not a translatable string.&lt;br /&gt;
**** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
**** '''[translation]'''&lt;br /&gt;
***** ''language'' - a language that this campaign has appeared to have been at least partially translated into. The following hueristic is used when a campaign is uploaded to extract a list of languages. The list of directories in the uploaded campaign is recursively searched. If a directory named 'LC_MESSAGES' is found then the name of the object containing this '''[dir]''' (normally the parent directory, but could be the campaign name if someone did something silly) is added to the list of translations. Directories named &amp;quot;LC_MESSAGES&amp;quot; are not searched for further matches. The normal naming convention is to use Posix locale names. This will usually be a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;quot;pt_BR&amp;quot;). Since &amp;quot;en_US&amp;quot; is the base language, this language will not be listed as an available translation.&lt;br /&gt;
&lt;br /&gt;
== Downloading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to download a specified campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign]'''&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
* Response&lt;br /&gt;
** ''author'' - author(s) of the campaign.&lt;br /&gt;
** ''campaign_name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
** ''name'' - this field will always be empty. Client code would treat it as a directory name if it was not empty.&lt;br /&gt;
** ''timestamp'' - the time the campaign was last uploaded to the campaign server. This is a decimal string containing the number of seconds since the unix epoch.&lt;br /&gt;
** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
** '''[file]'''&lt;br /&gt;
*** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
*** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
** '''[dir]'''&lt;br /&gt;
*** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
*** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
&lt;br /&gt;
== Uploading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to upload a new or updated version of an add on campaign to the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[upload]'''&lt;br /&gt;
*** ''author'' - author(s) of the campaign.&lt;br /&gt;
*** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
*** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
*** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match, the update will be rejected. You can't easily change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
*** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
*** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
*** '''[data]'''&lt;br /&gt;
**** '''[file]'''&lt;br /&gt;
***** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
***** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
**** '''[dir]'''&lt;br /&gt;
***** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
***** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string that indicates that the campaign upload was successful.&lt;br /&gt;
&lt;br /&gt;
== Changing the Passphrase for a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to change the passphrase for a campaign. Currently the normal client doesn't have a way to use this. However, you can use the perl script campaign_passphrase.pl to do it, if you have a copy of the source tree.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[change_passphrase]'''&lt;br /&gt;
*** ''name'' - The name of campaign.&lt;br /&gt;
*** ''passphrase'' - The old passphrase.&lt;br /&gt;
*** ''new_passphrase'' - The new passphrase.&lt;br /&gt;
* Respose&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the passphrase was changed.&lt;br /&gt;
&lt;br /&gt;
== Deleting a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to delete an existing campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[delete]'''&lt;br /&gt;
*** ''name'' - The name of the campaign to delete.&lt;br /&gt;
*** ''passphrase'' - This must match the passphrase on record for the campaign in order for the campaign to be deleted.&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the campaign was deleted.&lt;br /&gt;
&lt;br /&gt;
== Request License Information ==&lt;br /&gt;
&lt;br /&gt;
Retrieve the terms of the license used for any uploaded campaigns. You may not upload a campaign if you don't (or can't) aggree to the license. Wesnoth requires campaigns (including images and sound) to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_terms]'''&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string containing the text of the license.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios#Campaign_Server_Web_Access]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9861</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9861"/>
		<updated>2006-06-07T00:40:58Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Uploading a Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Server WML =&lt;br /&gt;
&lt;br /&gt;
This page describes the WML commands exchanged between campaign download clients and a campaign server. Note that this WML is not used in the game engine. Note that this page describes functions of the 1.1 campaign server, because that is what is used by the official campaign server.&lt;br /&gt;
&lt;br /&gt;
== Listing Available Campaigns ==&lt;br /&gt;
&lt;br /&gt;
This request is used to retrieve a list of campaigns available on the server and some overview information about them.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign_list]'''&lt;br /&gt;
*** ''after'' - only select campaigns last updated after the indicated time. ''after'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated after Mon Oct 10 21:42:41 2005 GMT, you could not specify a value for ''times_relative_to'' (to use the default of relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]) and specify ''after'' = &amp;quot;1128980561&amp;quot;.&lt;br /&gt;
*** ''before'' - only select campaigns last updated before the indicated time. ''before'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated over a day ago, you could specify ''times_relative_to'' = &amp;quot;now&amp;quot; and ''before'' = &amp;quot;-86400&amp;quot;.&lt;br /&gt;
*** ''language'' - return information only about campaigns that appear to be translated into this language. These names will normally be posix locale names. Typically you will want to either use a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;quot;pt_BR&amp;quot;). Note that &amp;quot;pt&amp;quot; will not match &amp;quot;pt_BR&amp;quot;.&lt;br /&gt;
*** ''name'' - return information for this campaign. If the name is specified and not the empty string then only information about campaigns with matching names (unless something changes there will be at most one such campaign) will be returned.&lt;br /&gt;
*** ''times_relative_to'' - &amp;quot;now&amp;quot; means that ''before'' and ''after'' are in seconds relative to the time when the request is processed by the campaign server. Any other value, or if it is not set, indicates that ''before'' and ''after'' are in seconds relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch].&lt;br /&gt;
* Response&lt;br /&gt;
** ''timestamp'' - what time the campaign server thought it was when this response was generated. You shouldn't count on this as a guaranty that no new campaigns will appear with previous update times. This could be used to detect significant clock skew or possibly used as an approximate time for how far you need to look back for updated campaigns.&lt;br /&gt;
** '''[campaigns]'''&lt;br /&gt;
*** '''[campaign]'''&lt;br /&gt;
**** ''author'' - author(s) of the campaign.&lt;br /&gt;
**** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
**** ''downloads'' - the number times the campaign (including previous versions) has been downloaded directly from the campaign server.&lt;br /&gt;
**** ''filename'' - filename campaign is stored in (currently the same as ''name'').&lt;br /&gt;
**** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
**** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
**** ''size'' - the size of the campaign in bytes on the campaign server.&lt;br /&gt;
**** ''timestamp'' - when this version of the campaign was uploaded.&lt;br /&gt;
**** ''title'' - campaign title. This is not a translatable string.&lt;br /&gt;
**** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
**** '''[translation]'''&lt;br /&gt;
***** ''language'' - a language that this campaign has appeared to have been at least partially translated into. The following hueristic is used when a campaign is uploaded to extract a list of languages. The list of directories in the uploaded campaign is recursively searched. If a directory named 'LC_MESSAGES' is found then the name of the object containing this '''[dir]''' (normally the parent directory, but could be the campaign name if someone did something silly) is added to the list of translations. Directories named &amp;quot;LC_MESSAGES&amp;quot; are not searched for further matches. The normal naming convention is to use Posix locale names. This will usually be a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;quot;pt_BR&amp;quot;). Since &amp;quot;en_US&amp;quot; is the base language, this language will not be listed as an available translation.&lt;br /&gt;
&lt;br /&gt;
== Downloading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to download a specified campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign]'''&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
* Response&lt;br /&gt;
** ''author'' - author(s) of the campaign.&lt;br /&gt;
** ''campaign_name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
** ''name'' - this field will always be empty. Client code would treat it as a directory name if it was not empty.&lt;br /&gt;
** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
** ''timestamp'' - the time the campaign was last uploaded to the campaign server. This is a decimal string containing the number of seconds since the unix epoch.&lt;br /&gt;
** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
** '''[file]'''&lt;br /&gt;
*** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
*** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
** '''[dir]'''&lt;br /&gt;
*** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
*** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
&lt;br /&gt;
== Uploading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to upload a new or updated version of an add on campaign to the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[upload]'''&lt;br /&gt;
*** ''author'' - author(s) of the campaign.&lt;br /&gt;
*** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
*** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
*** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match, the update will be rejected. You can't easily change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
*** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
*** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
*** '''[data]'''&lt;br /&gt;
**** '''[file]'''&lt;br /&gt;
***** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
***** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
**** '''[dir]'''&lt;br /&gt;
***** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
***** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string that indicates that the campaign upload was successful.&lt;br /&gt;
&lt;br /&gt;
== Changing the Passphrase for a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to change the passphrase for a campaign. Currently the normal client doesn't have a way to use this. However, you can use the perl script campaign_passphrase.pl to do it, if you have a copy of the source tree.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[change_passphrase]'''&lt;br /&gt;
*** ''name'' - The name of campaign.&lt;br /&gt;
*** ''passphrase'' - The old passphrase.&lt;br /&gt;
*** ''new_passphrase'' - The new passphrase.&lt;br /&gt;
* Respose&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the passphrase was changed.&lt;br /&gt;
&lt;br /&gt;
== Deleting a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to delete an existing campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[delete]'''&lt;br /&gt;
*** ''name'' - The name of the campaign to delete.&lt;br /&gt;
*** ''passphrase'' - This must match the passphrase on record for the campaign in order for the campaign to be deleted.&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the campaign was deleted.&lt;br /&gt;
&lt;br /&gt;
== Request License Information ==&lt;br /&gt;
&lt;br /&gt;
Retrieve the terms of the license used for any uploaded campaigns. You may not upload a campaign if you don't (or can't) aggree to the license. Wesnoth requires campaigns (including images and sound) to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_terms]'''&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string containing the text of the license.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios#Campaign_Server_Web_Access]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9860</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=9860"/>
		<updated>2006-06-07T00:40:21Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Uploading a Campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Server WML =&lt;br /&gt;
&lt;br /&gt;
This page describes the WML commands exchanged between campaign download clients and a campaign server. Note that this WML is not used in the game engine. Note that this page describes functions of the 1.1 campaign server, because that is what is used by the official campaign server.&lt;br /&gt;
&lt;br /&gt;
== Listing Available Campaigns ==&lt;br /&gt;
&lt;br /&gt;
This request is used to retrieve a list of campaigns available on the server and some overview information about them.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign_list]'''&lt;br /&gt;
*** ''after'' - only select campaigns last updated after the indicated time. ''after'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated after Mon Oct 10 21:42:41 2005 GMT, you could not specify a value for ''times_relative_to'' (to use the default of relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]) and specify ''after'' = &amp;quot;1128980561&amp;quot;.&lt;br /&gt;
*** ''before'' - only select campaigns last updated before the indicated time. ''before'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated over a day ago, you could specify ''times_relative_to'' = &amp;quot;now&amp;quot; and ''before'' = &amp;quot;-86400&amp;quot;.&lt;br /&gt;
*** ''language'' - return information only about campaigns that appear to be translated into this language. These names will normally be posix locale names. Typically you will want to either use a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;quot;pt_BR&amp;quot;). Note that &amp;quot;pt&amp;quot; will not match &amp;quot;pt_BR&amp;quot;.&lt;br /&gt;
*** ''name'' - return information for this campaign. If the name is specified and not the empty string then only information about campaigns with matching names (unless something changes there will be at most one such campaign) will be returned.&lt;br /&gt;
*** ''times_relative_to'' - &amp;quot;now&amp;quot; means that ''before'' and ''after'' are in seconds relative to the time when the request is processed by the campaign server. Any other value, or if it is not set, indicates that ''before'' and ''after'' are in seconds relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch].&lt;br /&gt;
* Response&lt;br /&gt;
** ''timestamp'' - what time the campaign server thought it was when this response was generated. You shouldn't count on this as a guaranty that no new campaigns will appear with previous update times. This could be used to detect significant clock skew or possibly used as an approximate time for how far you need to look back for updated campaigns.&lt;br /&gt;
** '''[campaigns]'''&lt;br /&gt;
*** '''[campaign]'''&lt;br /&gt;
**** ''author'' - author(s) of the campaign.&lt;br /&gt;
**** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
**** ''downloads'' - the number times the campaign (including previous versions) has been downloaded directly from the campaign server.&lt;br /&gt;
**** ''filename'' - filename campaign is stored in (currently the same as ''name'').&lt;br /&gt;
**** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
**** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
**** ''size'' - the size of the campaign in bytes on the campaign server.&lt;br /&gt;
**** ''timestamp'' - when this version of the campaign was uploaded.&lt;br /&gt;
**** ''title'' - campaign title. This is not a translatable string.&lt;br /&gt;
**** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
**** '''[translation]'''&lt;br /&gt;
***** ''language'' - a language that this campaign has appeared to have been at least partially translated into. The following hueristic is used when a campaign is uploaded to extract a list of languages. The list of directories in the uploaded campaign is recursively searched. If a directory named 'LC_MESSAGES' is found then the name of the object containing this '''[dir]''' (normally the parent directory, but could be the campaign name if someone did something silly) is added to the list of translations. Directories named &amp;quot;LC_MESSAGES&amp;quot; are not searched for further matches. The normal naming convention is to use Posix locale names. This will usually be a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;quot;pt_BR&amp;quot;). Since &amp;quot;en_US&amp;quot; is the base language, this language will not be listed as an available translation.&lt;br /&gt;
&lt;br /&gt;
== Downloading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to download a specified campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign]'''&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
* Response&lt;br /&gt;
** ''author'' - author(s) of the campaign.&lt;br /&gt;
** ''campaign_name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
** ''name'' - this field will always be empty. Client code would treat it as a directory name if it was not empty.&lt;br /&gt;
** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
** ''timestamp'' - the time the campaign was last uploaded to the campaign server. This is a decimal string containing the number of seconds since the unix epoch.&lt;br /&gt;
** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
** '''[file]'''&lt;br /&gt;
*** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
*** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
** '''[dir]'''&lt;br /&gt;
*** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
*** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
&lt;br /&gt;
== Uploading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to upload a new or updated version of an add on campaign to the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[upload]'''&lt;br /&gt;
*** ''author'' - author(s) of the campaign.&lt;br /&gt;
*** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
*** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
*** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't easily change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
*** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
*** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
*** '''[data]'''&lt;br /&gt;
**** '''[file]'''&lt;br /&gt;
***** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
***** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
**** '''[dir]'''&lt;br /&gt;
***** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
***** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string that indicates that the campaign upload was successful.&lt;br /&gt;
&lt;br /&gt;
== Changing the Passphrase for a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to change the passphrase for a campaign. Currently the normal client doesn't have a way to use this. However, you can use the perl script campaign_passphrase.pl to do it, if you have a copy of the source tree.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[change_passphrase]'''&lt;br /&gt;
*** ''name'' - The name of campaign.&lt;br /&gt;
*** ''passphrase'' - The old passphrase.&lt;br /&gt;
*** ''new_passphrase'' - The new passphrase.&lt;br /&gt;
* Respose&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the passphrase was changed.&lt;br /&gt;
&lt;br /&gt;
== Deleting a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to delete an existing campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[delete]'''&lt;br /&gt;
*** ''name'' - The name of the campaign to delete.&lt;br /&gt;
*** ''passphrase'' - This must match the passphrase on record for the campaign in order for the campaign to be deleted.&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the campaign was deleted.&lt;br /&gt;
&lt;br /&gt;
== Request License Information ==&lt;br /&gt;
&lt;br /&gt;
Retrieve the terms of the license used for any uploaded campaigns. You may not upload a campaign if you don't (or can't) aggree to the license. Wesnoth requires campaigns (including images and sound) to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_terms]'''&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string containing the text of the license.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios#Campaign_Server_Web_Access]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9744</id>
		<title>HelpWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9744"/>
		<updated>2006-05-29T17:47:54Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The toplevel [help] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [help] tag  ==&lt;br /&gt;
&lt;br /&gt;
The [help] tag describes the Wesnoth help system.&lt;br /&gt;
Each of the three subtags [toplevel], [section] and [topic] describe an element of the help system.&lt;br /&gt;
&lt;br /&gt;
* '''[toplevel]''' The toplevel tag denotes sections and topics that should be shown immediately when the &amp;quot;Help&amp;quot; button is clicked on (see the &amp;quot;help&amp;quot; action, [[ThemeWML]]).  The sections referenced within this tag are read recursively, including all subsections.&lt;br /&gt;
** ''sections'' a list of IDs of the sections to include recursively.&lt;br /&gt;
** ''topics'' a list of IDs of the topics to show as not being included in a section; i.e. top-level topics.&lt;br /&gt;
* '''[section]''' The section tag describes a section in the help browser.  A section contains subsections and/or topics.&lt;br /&gt;
** ''id'' is the unique ID for this section.&lt;br /&gt;
** ''title'' (translatable) is the title of the section. It is displayed in the left menu.&lt;br /&gt;
** ''sections'' is a list of IDs of the sections that should be this section's subsections.&lt;br /&gt;
** ''topics'' is a list of IDs of the topics that should be included in this section. Topics will be included in the order listed unless sorting is requested.&lt;br /&gt;
** ''generator'' provides the name of a function that will generate a list of topics and include them in this section. These topics will be included after topics listed on the ''topics'' key unless ''sort_topics'' is ''yes''.&lt;br /&gt;
** ''sort_topics'' specifies whether or not to list the topics sorted by title or in the order listed on the ''topics'' key. ''yes'' indicates fixed and generated topics should be sorted together by title. (Note: for this to work the generator must sort topics by title.) ''no'' indicates that topics should appear in the order listed with fixed topics appearing before generated topics. ''generated'' indicates that fixed topics should not be sorted and will be followed by generated topics sorted by the generator. The default is ''generated''.&lt;br /&gt;
* '''[topic]''' The topic tag describes one topic, i.e, one help page.  The keys that are meaningful in the topic tag:&lt;br /&gt;
** ''id'' is the unique ID for this topic.&lt;br /&gt;
** ''title'' (translatable) is the title of the topic. It is displayed in the left menu and as a header in the text area.&lt;br /&gt;
** ''text'' (translatable) is the contents of the topics. May contain markup described below.&lt;br /&gt;
&lt;br /&gt;
== Help System Topic Markup ==&lt;br /&gt;
&lt;br /&gt;
The markup that is allowed in the text key within a topic tag is in XML, a markup language similar to WML.  Note that this is the only time that markup language is used as a value.  To convert WML into XML, you need to make some changes:&lt;br /&gt;
&lt;br /&gt;
- change brackets ('''[''', ''']''') into angle brackets('''&amp;lt;''', '''&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
- change ''newline'' into space(''' ''')&lt;br /&gt;
&lt;br /&gt;
- all values with spaces must be in quotes. This is because spaces are actually newlines.&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the wiki (it is coded using XML), the WML for the topic markup will be described rather than&lt;br /&gt;
the XML.  However, you still need to use XML to code the topic.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for ''text'':&lt;br /&gt;
* '''[ref]''' creates a cross reference to another topic, a cross reference will not show up if the topic it refers to is not visible.&lt;br /&gt;
** ''dst'' the ID of the topic to reference.&lt;br /&gt;
** ''text'' the text to display as a link to ''dst''; i.e. when ''text'' is clicked on the page ''dst'' will be linked to.&lt;br /&gt;
** ''force'' shows the cross reference even though the referred topic is not shown.&lt;br /&gt;
* '''[jump]''' when this text is selected, the input position along the X axis is moved.  Can be used for example to create columns of things.  A jump is ignored if it would bring the input position to an invalid position.&lt;br /&gt;
** ''to'' the X coordinate of the text area to jump to.  If it can't be done on the current row, the input position is moved down one line.&lt;br /&gt;
** ''amount'' the number of pixels to jump forward&lt;br /&gt;
* '''[img]''' insert an image in the topic&lt;br /&gt;
** ''src'' the path to the image relative to the '''images/''' directory.&lt;br /&gt;
** ''align'' the position of the image with respect to the page. Values are ''here'', ''left'', ''middle'', and ''right''.&lt;br /&gt;
** ''float'' whether the image should float(have text filled in around it) or not (be seen as included in a line).&lt;br /&gt;
* '''[format]''' describes a group of text in a different format.  Can be used to describe different colors and font sizes.&lt;br /&gt;
** ''bold'' whether the text should be displayed in bold('''bold''').&lt;br /&gt;
** ''italic'' whether the text should be displayed in italics(''italics'').&lt;br /&gt;
** ''color'' the color of the text.  Only a few colors are currently supported: ''white''(default), ''green'', ''red'', ''yellow'', and ''black''.&lt;br /&gt;
** ''font_size'' the height of the text in pixels. Default 9(?)&lt;br /&gt;
** ''text'' the text to be displayed using this format.&lt;br /&gt;
* '''[italic]''' a shortcut to '''[format]''' which inputs only the ''text'' key.  Uses the attribute '''italic=yes'''&lt;br /&gt;
* '''[bold]''' like [italic], but uses '''bold=yes'''&lt;br /&gt;
* '''[header]''' like [italic], but uses both the attributes '''bold=yes''' and '''font_size=13'''(?)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [help]&lt;br /&gt;
 [toplevel]&lt;br /&gt;
 sections=introduction,gameplay&lt;br /&gt;
 topics=about&lt;br /&gt;
 [/toplevel]&lt;br /&gt;
 [section]&lt;br /&gt;
 id=gameplay&lt;br /&gt;
 sections=combat&lt;br /&gt;
 topics=income_and_upkeep,time_of_day,terrain&lt;br /&gt;
 [/section]&lt;br /&gt;
 [topic]&lt;br /&gt;
 id=terrain&lt;br /&gt;
 title=Terrain&lt;br /&gt;
 text=&amp;quot;&amp;lt;ref&amp;gt;dst=income_and_upkeep text='Link to Income and Upkeep topic'&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
 [/topic]&lt;br /&gt;
 [/help]&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>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9743</id>
		<title>HelpWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9743"/>
		<updated>2006-05-29T17:47:08Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The toplevel [help] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [help] tag  ==&lt;br /&gt;
&lt;br /&gt;
The [help] tag describes the Wesnoth help system.&lt;br /&gt;
Each of the three subtags [toplevel], [section] and [topic] describe an element of the help system.&lt;br /&gt;
&lt;br /&gt;
* '''[toplevel]''' The toplevel tag denotes sections and topics that should be shown immediately when the &amp;quot;Help&amp;quot; button is clicked on (see the &amp;quot;help&amp;quot; action, [[ThemeWML]]).  The sections referenced within this tag are read recursively, including all subsections.&lt;br /&gt;
** ''sections'' a list of IDs of the sections to include recursively.&lt;br /&gt;
** ''topics'' a list of IDs of the topics to show as not being included in a section; i.e. top-level topics.&lt;br /&gt;
* '''[section]''' The section tag describes a section in the help browser.  A section contains subsections and/or topics.&lt;br /&gt;
** ''id'' is the unique ID for this section.&lt;br /&gt;
** ''title'' (translatable) is the title of the section. It is displayed in the left menu.&lt;br /&gt;
** ''sections'' is a list of IDs of the sections that should be this section's subsections.&lt;br /&gt;
** ''topics'' is a list of IDs of the topics that should be included in this section. Topics will be included in the order listed unless sorting is requested.&lt;br /&gt;
** ''generator'' provides the name of a function that will generate a list of topics and include them in this section. These topics will be included after topics listed on the ''topics'' key unless ''sort_topics'' is ''yes''.&lt;br /&gt;
** ''sort_topics'' specifies whether or not to list the topics sorted by title or in the order listed on the ''topics'' key. ''yes'' indicates fixed and generated topics should be sorted together by title. (Note: for this to work the generator must sort units by title.) ''no'' indicates that topics should appear in the order listed with fixed topics appearing before generated topics. ''generated'' indicates that fixed topics should not be sorted and will be followed by generated topics sorted by the generator. The default is ''generated''.&lt;br /&gt;
* '''[topic]''' The topic tag describes one topic, i.e, one help page.  The keys that are meaningful in the topic tag:&lt;br /&gt;
** ''id'' is the unique ID for this topic.&lt;br /&gt;
** ''title'' (translatable) is the title of the topic. It is displayed in the left menu and as a header in the text area.&lt;br /&gt;
** ''text'' (translatable) is the contents of the topics. May contain markup described below.&lt;br /&gt;
&lt;br /&gt;
== Help System Topic Markup ==&lt;br /&gt;
&lt;br /&gt;
The markup that is allowed in the text key within a topic tag is in XML, a markup language similar to WML.  Note that this is the only time that markup language is used as a value.  To convert WML into XML, you need to make some changes:&lt;br /&gt;
&lt;br /&gt;
- change brackets ('''[''', ''']''') into angle brackets('''&amp;lt;''', '''&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
- change ''newline'' into space(''' ''')&lt;br /&gt;
&lt;br /&gt;
- all values with spaces must be in quotes. This is because spaces are actually newlines.&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the wiki (it is coded using XML), the WML for the topic markup will be described rather than&lt;br /&gt;
the XML.  However, you still need to use XML to code the topic.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for ''text'':&lt;br /&gt;
* '''[ref]''' creates a cross reference to another topic, a cross reference will not show up if the topic it refers to is not visible.&lt;br /&gt;
** ''dst'' the ID of the topic to reference.&lt;br /&gt;
** ''text'' the text to display as a link to ''dst''; i.e. when ''text'' is clicked on the page ''dst'' will be linked to.&lt;br /&gt;
** ''force'' shows the cross reference even though the referred topic is not shown.&lt;br /&gt;
* '''[jump]''' when this text is selected, the input position along the X axis is moved.  Can be used for example to create columns of things.  A jump is ignored if it would bring the input position to an invalid position.&lt;br /&gt;
** ''to'' the X coordinate of the text area to jump to.  If it can't be done on the current row, the input position is moved down one line.&lt;br /&gt;
** ''amount'' the number of pixels to jump forward&lt;br /&gt;
* '''[img]''' insert an image in the topic&lt;br /&gt;
** ''src'' the path to the image relative to the '''images/''' directory.&lt;br /&gt;
** ''align'' the position of the image with respect to the page. Values are ''here'', ''left'', ''middle'', and ''right''.&lt;br /&gt;
** ''float'' whether the image should float(have text filled in around it) or not (be seen as included in a line).&lt;br /&gt;
* '''[format]''' describes a group of text in a different format.  Can be used to describe different colors and font sizes.&lt;br /&gt;
** ''bold'' whether the text should be displayed in bold('''bold''').&lt;br /&gt;
** ''italic'' whether the text should be displayed in italics(''italics'').&lt;br /&gt;
** ''color'' the color of the text.  Only a few colors are currently supported: ''white''(default), ''green'', ''red'', ''yellow'', and ''black''.&lt;br /&gt;
** ''font_size'' the height of the text in pixels. Default 9(?)&lt;br /&gt;
** ''text'' the text to be displayed using this format.&lt;br /&gt;
* '''[italic]''' a shortcut to '''[format]''' which inputs only the ''text'' key.  Uses the attribute '''italic=yes'''&lt;br /&gt;
* '''[bold]''' like [italic], but uses '''bold=yes'''&lt;br /&gt;
* '''[header]''' like [italic], but uses both the attributes '''bold=yes''' and '''font_size=13'''(?)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [help]&lt;br /&gt;
 [toplevel]&lt;br /&gt;
 sections=introduction,gameplay&lt;br /&gt;
 topics=about&lt;br /&gt;
 [/toplevel]&lt;br /&gt;
 [section]&lt;br /&gt;
 id=gameplay&lt;br /&gt;
 sections=combat&lt;br /&gt;
 topics=income_and_upkeep,time_of_day,terrain&lt;br /&gt;
 [/section]&lt;br /&gt;
 [topic]&lt;br /&gt;
 id=terrain&lt;br /&gt;
 title=Terrain&lt;br /&gt;
 text=&amp;quot;&amp;lt;ref&amp;gt;dst=income_and_upkeep text='Link to Income and Upkeep topic'&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
 [/topic]&lt;br /&gt;
 [/help]&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>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9740</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9740"/>
		<updated>2006-05-29T07:46:40Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [unit] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [unit] tag ==&lt;br /&gt;
&lt;br /&gt;
Each '''[unit]''' tag defines one unit type.&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;
! [[ability]]&lt;br /&gt;
| a list of the unit's abilities. See [[AbilitiesWML]] for a description of abilities.&lt;br /&gt;
|-&lt;br /&gt;
! [[advancefrom]]&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 ''advanceto'' 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;
! [[advanceto]]&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 [[advanceto]] 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;
! alignment&lt;br /&gt;
| how the unit's damage should be affected by its lawful bonus (See [[TimeWML]]).&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;
! 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 ''advanceto'' 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;
! 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 underscores. ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]].&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;
! movetype&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. {{DevFeature}}You can also set a portrait for an individual unit instead of the whole unit type (see [[SingleUnitWML]]).&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;
! unit_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;
! 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,&amp;lt;br&amp;gt; ** 'fighter' Melee fighter,&amp;lt;br&amp;gt; ** 'archer' Ranged fighter,&amp;lt;br&amp;gt; ** 'mixed fighter' Melee and ranged fighter, and&amp;lt;br&amp;gt; ** 'healer' Specialty 'heals' or 'cures'.&lt;br /&gt;
|-&lt;br /&gt;
! zoc&lt;br /&gt;
| {{DevFeature}} 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 ''advanceto''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
** ''id'' normal internationalization id.&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;
** ''max_times'' default 1.  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** ''require_amla'' {{DevFeature}} 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: ''require_amla=tough,tough,incr_damage'' 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; see [[FilterWML]]&lt;br /&gt;
** ''type'' the damage type of the attack.  Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).  Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''special'' the special ability of the attack.  Currently having more than 1 ability is not supported.  See [[AbilitiesWML]] for a list of possible values.&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; 'short'(default) displays &amp;quot;melee&amp;quot;, while 'long' displays &amp;quot;ranged&amp;quot;. {{DevFeature}}: 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;
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. {{DevFeature}}: 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. {{DevFeature}}: Setting it to 0 disable the attacks on defense &lt;br /&gt;
&lt;br /&gt;
** '''[animation]'''&lt;br /&gt;
:: This describes an animation for this attack. If multiple animations are present, one will be randomly chosen each time the unit attacks. See [[AnimationWML]] for possible keys.&lt;br /&gt;
&lt;br /&gt;
* '''[defend]''' See [[AnimationWML]]&lt;br /&gt;
* '''[death]''' See [[AnimationWML]]&lt;br /&gt;
* '''[teleport_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[extra_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[event]''' {{DevFeature}} Any [event] written inside the [unit] 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;
: All other keys in '''[variation]''' are the same as for '''[unit]''' itself.&lt;br /&gt;
&lt;br /&gt;
* '''[male]''', '''[female]''' They can contain all '''[unit]''' tags, to specify a variation of different gender for a unit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AnimationWML]]&lt;br /&gt;
* [[AnimationWML1.1]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9739</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9739"/>
		<updated>2006-05-29T07:35:17Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [unit] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [unit] tag ==&lt;br /&gt;
&lt;br /&gt;
Each '''[unit]''' tag defines one unit type.&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;
! [[ability]]&lt;br /&gt;
| a list of the unit's abilities. See [[AbilitiesWML]] for a description of abilities.&lt;br /&gt;
|-&lt;br /&gt;
! [[advancefrom]]&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 ''advanceto'' 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;
! [[advanceto]]&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 [[advanceto]] 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;
! alignment&lt;br /&gt;
| how the unit's damage should be affected by its lawful bonus (See [[TimeWML]]).&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;
! 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 ''advanceto'' 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;
! 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 underscores. ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]].&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;
! movetype&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. {{DevFeature}}You can also set a portrait for an individual unit instead of the whole unit type (see [[SingleUnitWML]]).&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;
! unit_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;
! 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,&amp;lt;br&amp;gt; ** 'fighter' Melee fighter,&amp;lt;br&amp;gt; ** 'archer' Ranged fighter,&amp;lt;br&amp;gt; ** 'mixed fighter' Melee and ranged fighter, and&amp;lt;br&amp;gt; ** 'healer' Specialty 'heals' or 'cures'.&lt;br /&gt;
|-&lt;br /&gt;
! zoc&lt;br /&gt;
| {{DevFeature}} 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 ''advanceto''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
** ''id'' normal internationalization id.&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;
** ''max_times'' default 1.  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** ''require_amla'' {{DevFeature}} 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: ''require_amla=tough,tough,incr_damage'' 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; see [[FilterWML]]&lt;br /&gt;
** ''type'' the damage type of the attack.  Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).  Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''special'' the special ability of the attack.  Currently having more than 1 ability is not supported.  See [[AbilitiesWML]] for a list of possible values.&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; 'short'(default) displays &amp;quot;melee&amp;quot;, while 'long' displays &amp;quot;ranged&amp;quot;. {{DevFeature}}: 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;
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. {{DevFeature}}: 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. {{DevFeature}}: Setting it to 0 disable the attacks on defense &lt;br /&gt;
&lt;br /&gt;
** '''[animation]'''&lt;br /&gt;
:: This describes an animation for this attack. If multiple animations are present, one will be randomly chosen each time the unit attacks. See [[AnimationWML]] for possible keys.&lt;br /&gt;
&lt;br /&gt;
* '''[defend]''' See [[AnimationWML]]&lt;br /&gt;
* '''[death]''' See [[AnimationWML]]&lt;br /&gt;
* '''[teleport_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[extra_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[event]''' {{DevFeature}} Any [event] written inside the [unit] 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;
: All other keys in '''[variation]''' are the same as for '''[unit]''' itself.&lt;br /&gt;
&lt;br /&gt;
* '''[male]''', '''[female]''' They can contain all '''[unit]''' tags, to specify a variation of different gender for a unit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AnimationWML]]&lt;br /&gt;
* [[AnimationWML1.1]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9738</id>
		<title>UnitTypeWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=UnitTypeWML&amp;diff=9738"/>
		<updated>2006-05-29T07:34:12Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [unit] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [unit] tag ==&lt;br /&gt;
&lt;br /&gt;
Each '''[unit]''' tag defines one unit type.&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;
! [[ability]]&lt;br /&gt;
| a list of the unit's abilities. See [[AbilitiesWML]] for a description of abilities.&lt;br /&gt;
|-&lt;br /&gt;
! [[advancefrom]]&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 ''advanceto'' 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;
! [[advanceto]]&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 [[advanceto]] 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;
! alignment&lt;br /&gt;
| how the unit's damage should be affected by its lawful bonus (See [[TimeWML]]).&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;
! 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 ''advanceto'' 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;
! 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 underscores. ''type'' keys are found in [[SingleUnitWML]] and [[FilterWML]].&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;
! movetype&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. {{DevFeature}}You can also set a portrait for an individual unit instead of the whole unit type (see [[SingleUnitWML]]).&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;
! unit_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;
! 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,&amp;lt;br&amp;gt; ** 'fighter' Melee fighter, ** 'archer' Ranged fighter,&amp;lt;br&amp;gt; ** 'mixed fighter' Melee and ranged fighter, and&amp;lt;br&amp;gt; ** 'healer' Specialty 'heals' or 'cures'.&lt;br /&gt;
|-&lt;br /&gt;
! zoc&lt;br /&gt;
| {{DevFeature}} 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 ''advanceto''; however, if the player chooses this advancement, the unit will have one or more effects applied to it instead of advancing.&lt;br /&gt;
** ''id'' normal internationalization id.&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;
** ''max_times'' default 1.  The maximum times the unit can be awarded this advancement.&lt;br /&gt;
** ''require_amla'' {{DevFeature}} 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: ''require_amla=tough,tough,incr_damage'' 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; see [[FilterWML]]&lt;br /&gt;
** ''type'' the damage type of the attack.  Used in determining resistance to this attack (see '''[resistances]''', [[UnitWML]]).  Possible values are 'blade', 'pierce', 'impact', 'fire', 'cold', and 'holy'.&lt;br /&gt;
** ''special'' the special ability of the attack.  Currently having more than 1 ability is not supported.  See [[AbilitiesWML]] for a list of possible values.&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; 'short'(default) displays &amp;quot;melee&amp;quot;, while 'long' displays &amp;quot;ranged&amp;quot;. {{DevFeature}}: 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;
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. {{DevFeature}}: 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. {{DevFeature}}: Setting it to 0 disable the attacks on defense &lt;br /&gt;
&lt;br /&gt;
** '''[animation]'''&lt;br /&gt;
:: This describes an animation for this attack. If multiple animations are present, one will be randomly chosen each time the unit attacks. See [[AnimationWML]] for possible keys.&lt;br /&gt;
&lt;br /&gt;
* '''[defend]''' See [[AnimationWML]]&lt;br /&gt;
* '''[death]''' See [[AnimationWML]]&lt;br /&gt;
* '''[teleport_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[extra_anim]''' See [[AnimationWML]]&lt;br /&gt;
* '''[event]''' {{DevFeature}} Any [event] written inside the [unit] 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;
: All other keys in '''[variation]''' are the same as for '''[unit]''' itself.&lt;br /&gt;
&lt;br /&gt;
* '''[male]''', '''[female]''' They can contain all '''[unit]''' tags, to specify a variation of different gender for a unit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[AnimationWML]]&lt;br /&gt;
* [[AnimationWML1.1]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[TerrainWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9737</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9737"/>
		<updated>2006-05-29T06:40:43Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML|event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9736</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9736"/>
		<updated>2006-05-29T06:39:27Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[EventWML]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9735</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9735"/>
		<updated>2006-05-29T06:37:56Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up a ''post_advance'' [[event]] to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9734</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9734"/>
		<updated>2006-05-29T06:36:15Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. You will probably want to set up ''advanceto'' events to override the default description after promotions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9733</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9733"/>
		<updated>2006-05-29T06:24:06Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit. Currently this description is lost when the unit promotes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9732</id>
		<title>HelpWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9732"/>
		<updated>2006-05-29T06:05:33Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The toplevel [help] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [help] tag  ==&lt;br /&gt;
&lt;br /&gt;
The [help] tag describes the Wesnoth help system.&lt;br /&gt;
Each of the three subtags [toplevel], [section] and [topic] describe an element of the help system.&lt;br /&gt;
&lt;br /&gt;
* '''[toplevel]''' The toplevel tag denotes sections and topics that should be shown immediately when the &amp;quot;Help&amp;quot; button is clicked on (see the &amp;quot;help&amp;quot; action, [[ThemeWML]]).  The sections referenced within this tag are read recursively, including all subsections.&lt;br /&gt;
** ''sections'' a list of IDs of the sections to include recursively.&lt;br /&gt;
** ''topics'' a list of IDs of the topics to show as not being included in a section; i.e. top-level topics.&lt;br /&gt;
* '''[section]''' The section tag describes a section in the help browser.  A section contains subsections and/or topics.&lt;br /&gt;
** ''id'' is the unique ID for this section.&lt;br /&gt;
** ''title'' (translatable) is the title of the section. It is displayed in the left menu.&lt;br /&gt;
** ''sections'' is a list of IDs of the sections that should be this section's subsections.&lt;br /&gt;
** ''topics'' is a list of IDs of the topics that should be included in this section. Topics will be included in the order listed unless sorting is requested.&lt;br /&gt;
** ''generator'' provides the name of a function that will generate a list of topics and include them in this section. These topics will be sorted and included after topics listed on the ''topics'' key unless sorting is requested. (In which case all topics will be sorted together.)&lt;br /&gt;
** ''sort_topics'' specifies whether or not to list the topics sorted by title or in the order listed on the ''topics'' key. ''yes'' indicates sorting should be done. ''no'' indicates that topics should appear in the order listed. The default is not to sort.&lt;br /&gt;
* '''[topic]''' The topic tag describes one topic, i.e, one help page.  The keys that are meaningful in the topic tag:&lt;br /&gt;
** ''id'' is the unique ID for this topic.&lt;br /&gt;
** ''title'' (translatable) is the title of the topic. It is displayed in the left menu and as a header in the text area.&lt;br /&gt;
** ''text'' (translatable) is the contents of the topics. May contain markup described below.&lt;br /&gt;
&lt;br /&gt;
== Help System Topic Markup ==&lt;br /&gt;
&lt;br /&gt;
The markup that is allowed in the text key within a topic tag is in XML, a markup language similar to WML.  Note that this is the only time that markup language is used as a value.  To convert WML into XML, you need to make some changes:&lt;br /&gt;
&lt;br /&gt;
- change brackets ('''[''', ''']''') into angle brackets('''&amp;lt;''', '''&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
- change ''newline'' into space(''' ''')&lt;br /&gt;
&lt;br /&gt;
- all values with spaces must be in quotes. This is because spaces are actually newlines.&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the wiki (it is coded using XML), the WML for the topic markup will be described rather than&lt;br /&gt;
the XML.  However, you still need to use XML to code the topic.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for ''text'':&lt;br /&gt;
* '''[ref]''' creates a cross reference to another topic, a cross reference will not show up if the topic it refers to is not visible.&lt;br /&gt;
** ''dst'' the ID of the topic to reference.&lt;br /&gt;
** ''text'' the text to display as a link to ''dst''; i.e. when ''text'' is clicked on the page ''dst'' will be linked to.&lt;br /&gt;
** ''force'' shows the cross reference even though the referred topic is not shown.&lt;br /&gt;
* '''[jump]''' when this text is selected, the input position along the X axis is moved.  Can be used for example to create columns of things.  A jump is ignored if it would bring the input position to an invalid position.&lt;br /&gt;
** ''to'' the X coordinate of the text area to jump to.  If it can't be done on the current row, the input position is moved down one line.&lt;br /&gt;
** ''amount'' the number of pixels to jump forward&lt;br /&gt;
* '''[img]''' insert an image in the topic&lt;br /&gt;
** ''src'' the path to the image relative to the '''images/''' directory.&lt;br /&gt;
** ''align'' the position of the image with respect to the page. Values are ''here'', ''left'', ''middle'', and ''right''.&lt;br /&gt;
** ''float'' whether the image should float(have text filled in around it) or not (be seen as included in a line).&lt;br /&gt;
* '''[format]''' describes a group of text in a different format.  Can be used to describe different colors and font sizes.&lt;br /&gt;
** ''bold'' whether the text should be displayed in bold('''bold''').&lt;br /&gt;
** ''italic'' whether the text should be displayed in italics(''italics'').&lt;br /&gt;
** ''color'' the color of the text.  Only a few colors are currently supported: ''white''(default), ''green'', ''red'', ''yellow'', and ''black''.&lt;br /&gt;
** ''font_size'' the height of the text in pixels. Default 9(?)&lt;br /&gt;
** ''text'' the text to be displayed using this format.&lt;br /&gt;
* '''[italic]''' a shortcut to '''[format]''' which inputs only the ''text'' key.  Uses the attribute '''italic=yes'''&lt;br /&gt;
* '''[bold]''' like [italic], but uses '''bold=yes'''&lt;br /&gt;
* '''[header]''' like [italic], but uses both the attributes '''bold=yes''' and '''font_size=13'''(?)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [help]&lt;br /&gt;
 [toplevel]&lt;br /&gt;
 sections=introduction,gameplay&lt;br /&gt;
 topics=about&lt;br /&gt;
 [/toplevel]&lt;br /&gt;
 [section]&lt;br /&gt;
 id=gameplay&lt;br /&gt;
 sections=combat&lt;br /&gt;
 topics=income_and_upkeep,time_of_day,terrain&lt;br /&gt;
 [/section]&lt;br /&gt;
 [topic]&lt;br /&gt;
 id=terrain&lt;br /&gt;
 title=Terrain&lt;br /&gt;
 text=&amp;quot;&amp;lt;ref&amp;gt;dst=income_and_upkeep text='Link to Income and Upkeep topic'&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
 [/topic]&lt;br /&gt;
 [/help]&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>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9731</id>
		<title>HelpWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=HelpWML&amp;diff=9731"/>
		<updated>2006-05-29T06:01:16Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The toplevel [help] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The toplevel [help] tag  ==&lt;br /&gt;
&lt;br /&gt;
The [help] tag describes the Wesnoth help system.&lt;br /&gt;
Each of the three subtags [toplevel], [section] and [topic] describe an element of the help system.&lt;br /&gt;
&lt;br /&gt;
* '''[toplevel]''' The toplevel tag denotes sections and topics that should be shown immediately when the &amp;quot;Help&amp;quot; button is clicked on (see the &amp;quot;help&amp;quot; action, [[ThemeWML]]).  The sections referenced within this tag are read recursively, including all subsections.&lt;br /&gt;
** ''sections'' a list of IDs of the sections to include recursively.&lt;br /&gt;
** ''topics'' a list of IDs of the topics to show as not being included in a section; i.e. top-level topics.&lt;br /&gt;
* '''[section]''' The section tag describes a section in the help browser.  A section contains subsections and/or topics.&lt;br /&gt;
** ''id'' is the unique ID for this section.&lt;br /&gt;
** ''title'' (translatable) is the title of the section. It is displayed in the left menu.&lt;br /&gt;
** ''sections'' is a list of IDs of the sections that should be this section's subsections.&lt;br /&gt;
** ''topics'' is a list of IDs of the topics that should be included in this section. Topics will be included in the order listed unless sorting is requested.&lt;br /&gt;
** ''generator'' provides the name of a function that will generate a list of topics and include them in this section. These topics will be sorted and included after topics listed on the ''topics'' key unless sorting is requested. (In which case all topics will be sorted together.)&lt;br /&gt;
** ''sort_topics'' specifies whether or not to list the topics sorted by title or in the order listed on the ''topics'' key. ''yes'' indicates sorting should be done. ''no'' indicates that topics should appear in the order listed.&lt;br /&gt;
* '''[topic]''' The topic tag describes one topic, i.e, one help page.  The keys that are meaningful in the topic tag:&lt;br /&gt;
** ''id'' is the unique ID for this topic.&lt;br /&gt;
** ''title'' (translatable) is the title of the topic. It is displayed in the left menu and as a header in the text area.&lt;br /&gt;
** ''text'' (translatable) is the contents of the topics. May contain markup described below.&lt;br /&gt;
&lt;br /&gt;
== Help System Topic Markup ==&lt;br /&gt;
&lt;br /&gt;
The markup that is allowed in the text key within a topic tag is in XML, a markup language similar to WML.  Note that this is the only time that markup language is used as a value.  To convert WML into XML, you need to make some changes:&lt;br /&gt;
&lt;br /&gt;
- change brackets ('''[''', ''']''') into angle brackets('''&amp;lt;''', '''&amp;gt;''')&lt;br /&gt;
&lt;br /&gt;
- change ''newline'' into space(''' ''')&lt;br /&gt;
&lt;br /&gt;
- all values with spaces must be in quotes. This is because spaces are actually newlines.&lt;br /&gt;
&lt;br /&gt;
Due to limitations of the wiki (it is coded using XML), the WML for the topic markup will be described rather than&lt;br /&gt;
the XML.  However, you still need to use XML to code the topic.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for ''text'':&lt;br /&gt;
* '''[ref]''' creates a cross reference to another topic, a cross reference will not show up if the topic it refers to is not visible.&lt;br /&gt;
** ''dst'' the ID of the topic to reference.&lt;br /&gt;
** ''text'' the text to display as a link to ''dst''; i.e. when ''text'' is clicked on the page ''dst'' will be linked to.&lt;br /&gt;
** ''force'' shows the cross reference even though the referred topic is not shown.&lt;br /&gt;
* '''[jump]''' when this text is selected, the input position along the X axis is moved.  Can be used for example to create columns of things.  A jump is ignored if it would bring the input position to an invalid position.&lt;br /&gt;
** ''to'' the X coordinate of the text area to jump to.  If it can't be done on the current row, the input position is moved down one line.&lt;br /&gt;
** ''amount'' the number of pixels to jump forward&lt;br /&gt;
* '''[img]''' insert an image in the topic&lt;br /&gt;
** ''src'' the path to the image relative to the '''images/''' directory.&lt;br /&gt;
** ''align'' the position of the image with respect to the page. Values are ''here'', ''left'', ''middle'', and ''right''.&lt;br /&gt;
** ''float'' whether the image should float(have text filled in around it) or not (be seen as included in a line).&lt;br /&gt;
* '''[format]''' describes a group of text in a different format.  Can be used to describe different colors and font sizes.&lt;br /&gt;
** ''bold'' whether the text should be displayed in bold('''bold''').&lt;br /&gt;
** ''italic'' whether the text should be displayed in italics(''italics'').&lt;br /&gt;
** ''color'' the color of the text.  Only a few colors are currently supported: ''white''(default), ''green'', ''red'', ''yellow'', and ''black''.&lt;br /&gt;
** ''font_size'' the height of the text in pixels. Default 9(?)&lt;br /&gt;
** ''text'' the text to be displayed using this format.&lt;br /&gt;
* '''[italic]''' a shortcut to '''[format]''' which inputs only the ''text'' key.  Uses the attribute '''italic=yes'''&lt;br /&gt;
* '''[bold]''' like [italic], but uses '''bold=yes'''&lt;br /&gt;
* '''[header]''' like [italic], but uses both the attributes '''bold=yes''' and '''font_size=13'''(?)&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
 [help]&lt;br /&gt;
 [toplevel]&lt;br /&gt;
 sections=introduction,gameplay&lt;br /&gt;
 topics=about&lt;br /&gt;
 [/toplevel]&lt;br /&gt;
 [section]&lt;br /&gt;
 id=gameplay&lt;br /&gt;
 sections=combat&lt;br /&gt;
 topics=income_and_upkeep,time_of_day,terrain&lt;br /&gt;
 [/section]&lt;br /&gt;
 [topic]&lt;br /&gt;
 id=terrain&lt;br /&gt;
 title=Terrain&lt;br /&gt;
 text=&amp;quot;&amp;lt;ref&amp;gt;dst=income_and_upkeep text='Link to Income and Upkeep topic'&amp;lt;/ref&amp;gt;&amp;quot;&lt;br /&gt;
 [/topic]&lt;br /&gt;
 [/help]&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>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9722</id>
		<title>SingleUnitWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SingleUnitWML&amp;diff=9722"/>
		<updated>2006-05-28T04:39:02Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* how to describe a single unit */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== how to describe a single unit ==&lt;br /&gt;
&lt;br /&gt;
This tag, '''[unit]''', describes a single unit on the map, for example Konrad.&lt;br /&gt;
It is different from the [unit] in [units], which describes a class of units.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
* ''type'' the ID of the unit's unit type. See [[UnitWML]].&lt;br /&gt;
&lt;br /&gt;
* ''side'' the side that the unit is on.&lt;br /&gt;
&lt;br /&gt;
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.&lt;br /&gt;
&lt;br /&gt;
* ''x'', ''y'' the location of the unit. If a location isn't provided and the side the unit will belong to has a recall list, the unit will be created on the recall list.&lt;br /&gt;
&lt;br /&gt;
* ''description'' used in standard unit filter ([[FilterWML]]). Note that this field is not filled in with names created at random when recruiting units. Nor is it affected by a player renaming a unit. So when designing maps you don't have to worry about naming conflicts.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the name of the unit that is shown to the user. Default ''description''.&lt;br /&gt;
&lt;br /&gt;
* ''generate_description'' if set to &amp;quot;yes&amp;quot;, will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).&lt;br /&gt;
&lt;br /&gt;
* ''traits_description'' the description of the unit's traits which is displayed. However if it is not specified explicitly, the unit's actual traits' names will be used instead, so it is normally not necessary to set this.&lt;br /&gt;
&lt;br /&gt;
* ''random_traits'' {{DevFeature}} choose the traits randomly, just like a recruited unit. '''Don't use this in a MP Scenario as this will cause an Out of Sync (OOS) error'''.&lt;br /&gt;
&lt;br /&gt;
* ''canrecruit'' a special key for leaders.&lt;br /&gt;
** '0' default. Unit cannot recruit.&lt;br /&gt;
** '1' unit can recruit.&lt;br /&gt;
: Normally when a team controls no units with '''canrecruit=1''', that team loses. However, even if your team has lost you continue to play with whatever units you still have until the scenario is over. Usually scenarios end when only one team is left with a leader that can recruit, but special victory conditions can be set up in campaigns. Normally you want to set the leader of a side with '''canrecruit=1'''. If you don't want the leader to recruit, it is usually better to just not give him any unit types to recruit, than to make a special victory condition.&lt;br /&gt;
&lt;br /&gt;
* ''upkeep'' the amount of upkeep the unit costs.&lt;br /&gt;
** &amp;quot;free&amp;quot; default for scenario-generated units. Unit does not cost upkeep&lt;br /&gt;
** &amp;quot;loyal&amp;quot; unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])&lt;br /&gt;
** &amp;quot;full&amp;quot; unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units&lt;br /&gt;
&lt;br /&gt;
* ''overlays'' a list of images that are overlayed on the unit.&lt;br /&gt;
&lt;br /&gt;
* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course.&lt;br /&gt;
&lt;br /&gt;
* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''experience'' the XP of the unit. Default is 0.&lt;br /&gt;
&lt;br /&gt;
* ''moves'' number of move points the unit has left. Default is the movement for ''type''.&lt;br /&gt;
&lt;br /&gt;
* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing.&lt;br /&gt;
&lt;br /&gt;
* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''ai_special'' causes the unit to act differently.&lt;br /&gt;
** &amp;quot;guardian&amp;quot; the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).&lt;br /&gt;
&lt;br /&gt;
* ''facing'' which way the unit is facing (this only affects how the unit is displayed).&lt;br /&gt;
** &amp;quot;normal&amp;quot; (default) unit is facing to the right.&lt;br /&gt;
** &amp;quot;reverse&amp;quot; unit is facing to the left.&lt;br /&gt;
** &amp;quot;sw&amp;quot;  {{DevFeature}} unit is facing to the left (substitute of &amp;quot;reverse&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
* ''profile'' {{DevFeature}} sets a default portrait image for this unit. If the unit type already has a portrait set, this is used instead for this unit.&lt;br /&gt;
** &amp;quot;unit_image&amp;quot; if given instead of a filename, uses the unit's base image as the portrait (in the same manner that unit types without portraits do by default).&lt;br /&gt;
&lt;br /&gt;
* ''fade_in'' {{DevFeature}} fades the unit in, like when it's recruited/recalled.&lt;br /&gt;
&lt;br /&gt;
* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.&lt;br /&gt;
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].&lt;br /&gt;
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes&amp;gt;1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'  {{DevFeature}} slow now halves damage instead of removing one strike&lt;br /&gt;
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.&lt;br /&gt;
** ''ambush'' if 'on', the unit cannot be seen by opponents.&lt;br /&gt;
&lt;br /&gt;
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[modifications]''' changes that have been made to the unit.&lt;br /&gt;
** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]].&lt;br /&gt;
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''unit_description'' {{DevFeature}} overrides the unit type description for this unit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=4984</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=4984"/>
		<updated>2005-11-27T05:35:17Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Developers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - general QA and bug fixing, subediting&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer balancing&lt;br /&gt;
* Benjamin Drieu - scenario designer&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, original units, scenario designer&lt;br /&gt;
* Guillaume Melquiond (silene) - &lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager&lt;br /&gt;
* James Spencer (Shade) - scenario designer&lt;br /&gt;
* Jan Zvánovec (jaz) - &lt;br /&gt;
* John B. Messerly - &lt;br /&gt;
* [mailto:forcemaster_AT_gmx.net Jon Daniel] (forcemstr) - &lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) -&lt;br /&gt;
* Joseph Simmons (Turin) - scenario designer, graphics&lt;br /&gt;
* J.R. Blain (Cowboy) -&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* Kristoffer Erlandsson (erl) - help system&lt;br /&gt;
* Maksim Orlovich (SadEagle) -&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork coordinator, several graphics&lt;br /&gt;
* Richard S. (Noy) - multiplayer balancing&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - internationalization manager&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
* Zas -&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
* Aleksi - music coordinator&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* antwerp - sprites&lt;br /&gt;
* Christophe Anjard - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprites&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Gareth Miller (Gafgarion) - sprites&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* James Woo (Pickslide) - portraits&lt;br /&gt;
* Jason Lutes - portraits&lt;br /&gt;
* Jimmy Olsson (Azlan) - icons&lt;br /&gt;
* Johanna Manninen (lohari) - tiles&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - sprites&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprites&lt;br /&gt;
* Jonatan Alamà (tin) - logo&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* J.W. Bjerk (Eleazar) - tiles&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits&lt;br /&gt;
* Neorice - sprites&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Pekka Aikio - tiles&lt;br /&gt;
* Peter Geinitz (Shadow) - sprites&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles&lt;br /&gt;
* Slainte - sprites&lt;br /&gt;
* Stephen Stone - [graphics]&lt;br /&gt;
* Svetac - [graphics]&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* Guillaume Massart (Piou2fois) - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Lim Choon Kiat - 林俊杰 - chinese translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Maarten Albrecht - dutch translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* Nobuhito Okada - japanese translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* Srecko Toroman (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* Viliam Bur - slovak translation&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Mike Quinones (Doc Paterson) - multiplayer maps&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Bruno&amp;diff=4983</id>
		<title>User:Bruno</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Bruno&amp;diff=4983"/>
		<updated>2005-11-27T05:33:28Z</updated>

		<summary type="html">&lt;p&gt;Bruno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[http://wolff.to/bruno/ Bruno Wolff III]&lt;br /&gt;
&lt;br /&gt;
* I have claimed responsibility for [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] campaign.&lt;br /&gt;
* I have developed a web based [http://wolff.to/campaigns/list.html campaign download interface].&lt;br /&gt;
* I have been adding some features to the campaign server.&lt;br /&gt;
* I update documentation in the wiki as I see something that needs work.&lt;br /&gt;
* I am slowly learning the mainline code and c++ and have started doing some bug fixes and minor feature additions to the core program.&lt;br /&gt;
&lt;br /&gt;
You can reach me via email at [mailto:bruno@wolff.to bruno@wolff.to].&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=4828</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=4828"/>
		<updated>2005-11-19T20:09:22Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Changing the passphrase for a campaign */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Server WML =&lt;br /&gt;
&lt;br /&gt;
This page describes the WML commands exchanged between campaign download clients and a campaign server. Note that this WML is not used in the game engine. Note that this page describes functions of the 1.1 campaign server, because that is what is used by the official campaign server.&lt;br /&gt;
&lt;br /&gt;
== Listing Available Campaigns ==&lt;br /&gt;
&lt;br /&gt;
This request is used to retrieve a list of campaigns available on the server and some overview information about them.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign_list]'''&lt;br /&gt;
*** ''after'' - only select campaigns last updated after the indicated time. ''after'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated after Mon Oct 10 21:42:41 2005 GMT, you could not specify a value for ''times_relative_to'' (to use the default of relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]) and specify ''after'' = &amp;quot;1128980561&amp;quot;.&lt;br /&gt;
*** ''before'' - only select campaigns last updated before the indicated time. ''before'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated over a day ago, you could specify ''times_relative_to'' = &amp;quot;now&amp;quot; and ''before'' = &amp;quot;-86400&amp;quot;.&lt;br /&gt;
*** ''language'' - return information only about campaigns that appear to be translated into this language. These names will normally be posix locale names. Typically you will want to either use a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;quot;pt_BR&amp;quot;). Note that &amp;quot;pt&amp;quot; will not match &amp;quot;pt_BR&amp;quot;.&lt;br /&gt;
*** ''name'' - return information for this campaign. If the name is specified and not the empty string then only information about campaigns with matching names (unless something changes there will be at most one such campaign) will be returned.&lt;br /&gt;
*** ''times_relative_to'' - &amp;quot;now&amp;quot; means that ''before'' and ''after'' are in seconds relative to the time when the request is processed by the campaign server. Any other value, or if it is not set, indicates that ''before'' and ''after'' are in seconds relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch].&lt;br /&gt;
* Response&lt;br /&gt;
** ''timestamp'' - what time the campaign server thought it was when this response was generated. You shouldn't count on this as a guaranty that no new campaigns will appear with previous update times. This could be used to detect significant clock skew or possibly used as an approximate time for how far you need to look back for updated campaigns.&lt;br /&gt;
** '''[campaigns]'''&lt;br /&gt;
*** '''[campaign]'''&lt;br /&gt;
**** ''author'' - author(s) of the campaign.&lt;br /&gt;
**** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
**** ''downloads'' - the number times the campaign (including previous versions) has been downloaded directly from the campaign server.&lt;br /&gt;
**** ''filename'' - filename campaign is stored in (currently the same as ''name'').&lt;br /&gt;
**** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
**** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
**** ''size'' - the size of the campaign in bytes on the campaign server.&lt;br /&gt;
**** ''timestamp'' - when this version of the campaign was uploaded.&lt;br /&gt;
**** ''title'' - campaign title. This is not a translatable string.&lt;br /&gt;
**** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
**** '''[translation]'''&lt;br /&gt;
***** ''language'' - a language that this campaign has appeared to have been at least partially translated into. The following hueristic is used when a campaign is uploaded to extract a list of languages. The list of directories in the uploaded campaign is recursively searched. If a directory named 'LC_MESSAGES' is found then the name of the object containing this '''[dir]''' (normally the parent directory, but could be the campaign name if someone did something silly) is added to the list of translations. Directories named &amp;quot;LC_MESSAGES&amp;quot; are not searched for further matches. The normal naming convention is to use Posix locale names. This will usually be a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;quot;pt_BR&amp;quot;). Since &amp;quot;en_US&amp;quot; is the base language, this language will not be listed as an available translation.&lt;br /&gt;
&lt;br /&gt;
== Downloading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to download a specified campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign]'''&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
* Response&lt;br /&gt;
** ''author'' - author(s) of the campaign.&lt;br /&gt;
** ''campaign_name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
** ''name'' - this field will always be empty. Client code would treat it as a directory name if it was not empty.&lt;br /&gt;
** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
** ''timestamp'' - the time the campaign was last uploaded to the campaign server. This is a decimal string containing the number of seconds since the unix epoch.&lt;br /&gt;
** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
** '''[file]'''&lt;br /&gt;
*** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
*** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
** '''[dir]'''&lt;br /&gt;
*** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
*** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
&lt;br /&gt;
== Uploading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to upload a new or updated version of an add on campaign to the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[upload]'''&lt;br /&gt;
*** ''author'' - author(s) of the campaign.&lt;br /&gt;
*** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
*** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
*** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
*** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
*** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
*** '''[data]'''&lt;br /&gt;
**** '''[file]'''&lt;br /&gt;
***** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
***** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
**** '''[dir]'''&lt;br /&gt;
***** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
***** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string that indicates that the campaign upload was successful.&lt;br /&gt;
&lt;br /&gt;
== Changing the Passphrase for a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to change the passphrase for a campaign. Currently the normal client doesn't have a way to use this. However, you can use the perl script campaign_passphrase.pl to do it, if you have a copy of the source tree.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[change_passphrase]'''&lt;br /&gt;
*** ''name'' - The name of campaign.&lt;br /&gt;
*** ''passphrase'' - The old passphrase.&lt;br /&gt;
*** ''new_passphrase'' - The new passphrase.&lt;br /&gt;
* Respose&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the passphrase was changed.&lt;br /&gt;
&lt;br /&gt;
== Deleting a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to delete an existing campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[delete]'''&lt;br /&gt;
*** ''name'' - The name of the campaign to delete.&lt;br /&gt;
*** ''passphrase'' - This must match the passphrase on record for the campaign in order for the campaign to be deleted.&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the campaign was deleted.&lt;br /&gt;
&lt;br /&gt;
== Request License Information ==&lt;br /&gt;
&lt;br /&gt;
Retrieve the terms of the license used for any uploaded campaigns. You may not upload a campaign if you don't (or can't) aggree to the license. Wesnoth requires campaigns (including images and sound) to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_terms]'''&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string containing the text of the license.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios#Campaign_Server_Web_Access]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=4827</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=4827"/>
		<updated>2005-11-19T20:08:33Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Campaign Server WML */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Campaign Server WML =&lt;br /&gt;
&lt;br /&gt;
This page describes the WML commands exchanged between campaign download clients and a campaign server. Note that this WML is not used in the game engine. Note that this page describes functions of the 1.1 campaign server, because that is what is used by the official campaign server.&lt;br /&gt;
&lt;br /&gt;
== Listing Available Campaigns ==&lt;br /&gt;
&lt;br /&gt;
This request is used to retrieve a list of campaigns available on the server and some overview information about them.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign_list]'''&lt;br /&gt;
*** ''after'' - only select campaigns last updated after the indicated time. ''after'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated after Mon Oct 10 21:42:41 2005 GMT, you could not specify a value for ''times_relative_to'' (to use the default of relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]) and specify ''after'' = &amp;quot;1128980561&amp;quot;.&lt;br /&gt;
*** ''before'' - only select campaigns last updated before the indicated time. ''before'' is in seconds relative to either the time when the command is processed or the [http://wikipedia.org/wiki/Unix_epoch Unix epoch]. As an example, to select campaigns last updated over a day ago, you could specify ''times_relative_to'' = &amp;quot;now&amp;quot; and ''before'' = &amp;quot;-86400&amp;quot;.&lt;br /&gt;
*** ''language'' - return information only about campaigns that appear to be translated into this language. These names will normally be posix locale names. Typically you will want to either use a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;quot;pt_BR&amp;quot;). Note that &amp;quot;pt&amp;quot; will not match &amp;quot;pt_BR&amp;quot;.&lt;br /&gt;
*** ''name'' - return information for this campaign. If the name is specified and not the empty string then only information about campaigns with matching names (unless something changes there will be at most one such campaign) will be returned.&lt;br /&gt;
*** ''times_relative_to'' - &amp;quot;now&amp;quot; means that ''before'' and ''after'' are in seconds relative to the time when the request is processed by the campaign server. Any other value, or if it is not set, indicates that ''before'' and ''after'' are in seconds relative to the [http://wikipedia.org/wiki/Unix_epoch Unix epoch].&lt;br /&gt;
* Response&lt;br /&gt;
** ''timestamp'' - what time the campaign server thought it was when this response was generated. You shouldn't count on this as a guaranty that no new campaigns will appear with previous update times. This could be used to detect significant clock skew or possibly used as an approximate time for how far you need to look back for updated campaigns.&lt;br /&gt;
** '''[campaigns]'''&lt;br /&gt;
*** '''[campaign]'''&lt;br /&gt;
**** ''author'' - author(s) of the campaign.&lt;br /&gt;
**** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
**** ''downloads'' - the number times the campaign (including previous versions) has been downloaded directly from the campaign server.&lt;br /&gt;
**** ''filename'' - filename campaign is stored in (currently the same as ''name'').&lt;br /&gt;
**** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
**** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
**** ''size'' - the size of the campaign in bytes on the campaign server.&lt;br /&gt;
**** ''timestamp'' - when this version of the campaign was uploaded.&lt;br /&gt;
**** ''title'' - campaign title. This is not a translatable string.&lt;br /&gt;
**** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
**** '''[translation]'''&lt;br /&gt;
***** ''language'' - a language that this campaign has appeared to have been at least partially translated into. The following hueristic is used when a campaign is uploaded to extract a list of languages. The list of directories in the uploaded campaign is recursively searched. If a directory named 'LC_MESSAGES' is found then the name of the object containing this '''[dir]''' (normally the parent directory, but could be the campaign name if someone did something silly) is added to the list of translations. Directories named &amp;quot;LC_MESSAGES&amp;quot; are not searched for further matches. The normal naming convention is to use Posix locale names. This will usually be a two letter language code (e.g. &amp;quot;de&amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;quot;pt_BR&amp;quot;). Since &amp;quot;en_US&amp;quot; is the base language, this language will not be listed as an available translation.&lt;br /&gt;
&lt;br /&gt;
== Downloading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to download a specified campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_campaign]'''&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
* Response&lt;br /&gt;
** ''author'' - author(s) of the campaign.&lt;br /&gt;
** ''campaign_name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
** ''name'' - this field will always be empty. Client code would treat it as a directory name if it was not empty.&lt;br /&gt;
** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
** ''timestamp'' - the time the campaign was last uploaded to the campaign server. This is a decimal string containing the number of seconds since the unix epoch.&lt;br /&gt;
** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
** '''[file]'''&lt;br /&gt;
*** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
*** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
** '''[dir]'''&lt;br /&gt;
*** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
*** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
&lt;br /&gt;
== Uploading a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to upload a new or updated version of an add on campaign to the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[upload]'''&lt;br /&gt;
*** ''author'' - author(s) of the campaign.&lt;br /&gt;
*** ''description'' - description of the campaign. For pre 1.0 campaigns this should also describe the playability.&lt;br /&gt;
*** ''icon'' - path to an image in the standard image directory for Wesnoth. This path must use forward slashes (/). It cannot refer to custom images included with the campaign. This image is displayed as an icon by the campaign client built into Wesnoth.&lt;br /&gt;
*** ''name'' - the name of the campaign. Note this is not the title and shouldn't have spaces in it.&lt;br /&gt;
*** ''passphrase'' - this is used to control updates to campaigns on the server. For existing campaigns, if the passphrase doesn't match the update will be rejected. You can't change the passphrase yourself. If you lose or need to change the passphrase you need to contact the server administrator.&lt;br /&gt;
*** ''title'' - the title of the campaign. This is not a translatable string.&lt;br /&gt;
*** ''version'' - version of the campaign. The recommended format is x.y.z where x, y and z are decimal strings. x should be 0 for campaigns that are not yet complete.&lt;br /&gt;
*** '''[data]'''&lt;br /&gt;
**** '''[file]'''&lt;br /&gt;
***** ''name'' - the name of the file. This does not include any path information.&lt;br /&gt;
***** ''contents'' - the content of the file (binary data). This data should have no zero bytes. A byte with the code of 1 is an escape byte. The next byte will be data, but its value should be reduced by 1. Normally only byte codes of 0 and 1 are escaped.&lt;br /&gt;
**** '''[dir]'''&lt;br /&gt;
***** ''name'' - the name of the directory. This does not include any path information.&lt;br /&gt;
***** This tag may contain '''[file]''' or '''[dir]''' subtags (the latter are recursive).&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string that indicates that the campaign upload was successful.&lt;br /&gt;
&lt;br /&gt;
== Changing the passphrase for a campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to change the passphrase for a campaign. Currently the normal client doesn't have a way to use this. However, you can use the perl script campaign_passphrase.pl to do it, if you have a copy of the source tree.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[change_pasphrase]'''&lt;br /&gt;
*** ''name'' - The name of campaign.&lt;br /&gt;
*** ''passphrase'' - The old passphrase.&lt;br /&gt;
*** ''new_passphrase'' - The new passphrase.&lt;br /&gt;
* Respose&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the passphrase was changed.&lt;br /&gt;
&lt;br /&gt;
== Deleting a Campaign ==&lt;br /&gt;
&lt;br /&gt;
This command is used to delete an existing campaign from the campaign server.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[delete]'''&lt;br /&gt;
*** ''name'' - The name of the campaign to delete.&lt;br /&gt;
*** ''passphrase'' - This must match the passphrase on record for the campaign in order for the campaign to be deleted.&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - Translatable string that says that the campaign was deleted.&lt;br /&gt;
&lt;br /&gt;
== Request License Information ==&lt;br /&gt;
&lt;br /&gt;
Retrieve the terms of the license used for any uploaded campaigns. You may not upload a campaign if you don't (or can't) aggree to the license. Wesnoth requires campaigns (including images and sound) to be licensed under the GPL.&lt;br /&gt;
&lt;br /&gt;
* Request&lt;br /&gt;
** '''[request_terms]'''&lt;br /&gt;
* Response&lt;br /&gt;
** '''[message]'''&lt;br /&gt;
*** ''message'' - translatable string containing the text of the license.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios#Campaign_Server_Web_Access]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReferenceWML&amp;diff=4826</id>
		<title>ReferenceWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReferenceWML&amp;diff=4826"/>
		<updated>2005-11-19T19:56:57Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The Wesnoth Markup Language ==&lt;br /&gt;
&lt;br /&gt;
The Wesnoth Markup Language (WML) is used to code almost everything in Wesnoth,&lt;br /&gt;
including scenarios, units, savefiles, and the user interface layout.&lt;br /&gt;
&lt;br /&gt;
This page is a collection of pointers to different common WML structures.  See [[AlphabeticalWML]] for a quick listing of&lt;br /&gt;
all WML tags.  The more&lt;br /&gt;
comprehensive [[BuildingScenariosIndex]] lists tags and keys.&lt;br /&gt;
&lt;br /&gt;
See [[BuildingScenarios]], [[BuildingCampaigns]], [[BuildingUnits]]and [[CreatingNewUnits]]&lt;br /&gt;
for a tutorial style overview.&lt;br /&gt;
&lt;br /&gt;
== How WML works ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]] the WML preprocessor syntax&lt;br /&gt;
** [[UtilWML]] utility macros defined in utils.cfg&lt;br /&gt;
* [[SyntaxWML]] the language syntax.&lt;br /&gt;
** [[VariablesWML]] how to use WML variables&lt;br /&gt;
&lt;br /&gt;
== WML toplevel tags ==&lt;br /&gt;
&lt;br /&gt;
* [[GameConfigWML]] the top level [game_config] tag&lt;br /&gt;
* [[UnitsWML]] the top level [units] tag&lt;br /&gt;
** [[UnitWML]] how to describe a unit type&lt;br /&gt;
** [[AnimationWML]] how to animate units&lt;br /&gt;
* [[CampaignWML]] the top level [campaign] tag&lt;br /&gt;
* [[ScenarioWML]] the top level tags [scenario], [multiplayer], [test], and [tutorial]&lt;br /&gt;
** [[EventWML]] how to describe an event&lt;br /&gt;
** [[SideWML]] how to describe a side&lt;br /&gt;
** [[MapGeneratorWML]] the random map generator&lt;br /&gt;
** [[TimeWML]] how to describe a day&lt;br /&gt;
** [[IntroWML]] how to describe the intro screen&lt;br /&gt;
* [[SavefileWML]] a description of the format of savegames&lt;br /&gt;
** [[ReplayWML]] a description of the format of player actions such as moving a unit.&lt;br /&gt;
** [[StatisticalScenarioWML]] used to generate statistics of a savegame&lt;br /&gt;
* [[PblWML]] a description of the format of server-uploadable campaigns&lt;br /&gt;
* [[EraWML]] the top level [era] tag&lt;br /&gt;
* [[TerrainWML]] the top level [terrain] tag&lt;br /&gt;
* [[TerrainGraphicsWML]], the top level [terrain_graphics] tag&lt;br /&gt;
* [[ThemeWML]] the top level [theme] tag&lt;br /&gt;
* [[LanguageWML]] the top level [language] tag&lt;br /&gt;
* [[HelpWML]] the top level [help] tag&lt;br /&gt;
* [[BinaryPathWML]] the top level [binary_path] tag&lt;br /&gt;
* [[FontsWML]] the top level [fonts] tag&lt;br /&gt;
&lt;br /&gt;
== Other WML tags ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]] how to describe an event&lt;br /&gt;
** [[FilterWML]] the construct to filter on units, locations, and weapons&lt;br /&gt;
** [[DirectActionsWML]] actions that directly affect gameplay: for example creating a unit&lt;br /&gt;
** [[InternalActionsWML]] actions that WML uses internally: for example storing a variable&lt;br /&gt;
** [[InterfaceActionsWML]] actions that do not affect gameplay: for example displaying a message&lt;br /&gt;
* [[SingleUnitWML]] how to describe a unit&lt;br /&gt;
* [[AiWML]] how to describe parameters for AI&lt;br /&gt;
* [[EffectWML]] the construct to modify a unit&lt;br /&gt;
* [[AbilitiesWML]] a list of the different abilities a unit or weapon can have&lt;br /&gt;
* [[DescriptionWML]] the structure of WML coded menus like the difficulty chooser of campaigns&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWMLSyntax]] how this wiki and the pages it links to should be formatted&lt;br /&gt;
* [[ConventionsWML]] how to make your WML more readable&lt;br /&gt;
* [[UsefulWMLFragments]] Various pieces of WML for various purposes. If you have some WML you're proud of that you think others can use, add it here.&lt;br /&gt;
* [[CommandMode]] commands are not strictly speaking part of WML, these could be a little hard to find so there's a link here.&lt;br /&gt;
* [[CampaignServerWML]] is used when managing contributed campaigns on the campaign server.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMaps]] the text-based format for Wesnoth maps&lt;br /&gt;
* [[TerrainLettersWML]] a list of all terrains&lt;br /&gt;
* [[MultiHexTutorial]] a description of the multi-hex tiling system&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4816</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4816"/>
		<updated>2005-11-19T12:08:51Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [command] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [command] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[command]''' tag is used to specify an action in a replay.&lt;br /&gt;
&lt;br /&gt;
The following tags are recognized:&lt;br /&gt;
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.&lt;br /&gt;
* '''[move]''' the player moved a unit.&lt;br /&gt;
** '''[source]''' the location the unit moved to.&lt;br /&gt;
** '''[destination]''' the location the unit moved from.&lt;br /&gt;
* '''[recruit]''' the player recruited a unit.&lt;br /&gt;
** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)&lt;br /&gt;
** ''x'' and ''y'' the castle tile the unit is recruited on.&lt;br /&gt;
* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.&lt;br /&gt;
* '''[attack]''' the player attacked.&lt;br /&gt;
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.&lt;br /&gt;
** '''[source]''' the location of the attacking unit.&lt;br /&gt;
** '''[destination]''' the location of the defending unit.&lt;br /&gt;
* '''[end_turn]''' the player ended his turn.&lt;br /&gt;
* '''[choose]''' the player was given an option by the scenario.&lt;br /&gt;
** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.&lt;br /&gt;
* '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested '''[random]''' tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value.&lt;br /&gt;
** ''value'' list of generated random values. In 1.1.x only a single value can be used.&lt;br /&gt;
** '''[results]''' used for '''[attack]''' commands. Describes the results of the battle.&lt;br /&gt;
*** ''chance'' the percent chance that the attack had to hit.&lt;br /&gt;
*** ''damage'' the amount of damage that the attack would do if it hits.&lt;br /&gt;
*** ''dies'' whether the defender dies from the hit.&lt;br /&gt;
*** ''hits'' whether the attack hits.&lt;br /&gt;
** '''[random]''' additional lists of generated random values. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated. In 1.1.x, '''[random]''' tags at this level are not used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4698</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4698"/>
		<updated>2005-11-13T08:26:16Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [command] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [command] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[command]''' tag is used to specify an action in a replay.&lt;br /&gt;
&lt;br /&gt;
The following tags are recognized:&lt;br /&gt;
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.&lt;br /&gt;
* '''[move]''' the player moved a unit.&lt;br /&gt;
** '''[source]''' the location the unit moved to.&lt;br /&gt;
** '''[destination]''' the location the unit moved from.&lt;br /&gt;
* '''[recruit]''' the player recruited a unit.&lt;br /&gt;
** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)&lt;br /&gt;
** ''x'' and ''y'' the castle tile the unit is recruited on.&lt;br /&gt;
* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.&lt;br /&gt;
* '''[attack]''' the player attacked.&lt;br /&gt;
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.&lt;br /&gt;
** '''[source]''' the location of the attacking unit.&lt;br /&gt;
** '''[destination]''' the location of the defending unit.&lt;br /&gt;
* '''[end_turn]''' the player ended his turn.&lt;br /&gt;
* '''[choose]''' the player was given an option by the scenario.&lt;br /&gt;
** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.&lt;br /&gt;
* '''[break]''' is used to break up deep nesting of generated random numbers. The '''[break]''' tag is not used in 1.1.x.&lt;br /&gt;
* '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested '''[random]''' tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value.&lt;br /&gt;
** ''value'' list of generated random values. In 1.1.x only a single value can be used.&lt;br /&gt;
** '''[results]''' used for '''[attack]''' commands. Describes the results of the battle.&lt;br /&gt;
*** ''chance'' the percent chance that the attack had to hit.&lt;br /&gt;
*** ''damage'' the amount of damage that the attack would do if it hits.&lt;br /&gt;
*** ''dies'' whether the defender dies from the hit.&lt;br /&gt;
*** ''hits'' whether the attack hits.&lt;br /&gt;
** '''[random]''' additional lists of generated random values. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated. In 1.1.x, '''[random]''' tags at this level are not used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4697</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4697"/>
		<updated>2005-11-13T08:24:59Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* The [command] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [command] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[command]''' tag is used to specify an action in a replay.&lt;br /&gt;
&lt;br /&gt;
The following tags are recognized:&lt;br /&gt;
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.&lt;br /&gt;
* '''[move]''' the player moved a unit.&lt;br /&gt;
** '''[source]''' the location the unit moved to.&lt;br /&gt;
** '''[destination]''' the location the unit moved from.&lt;br /&gt;
* '''[recruit]''' the player recruited a unit.&lt;br /&gt;
** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)&lt;br /&gt;
** ''x'' and ''y'' the castle tile the unit is recruited on.&lt;br /&gt;
* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.&lt;br /&gt;
* '''[attack]''' the player attacked.&lt;br /&gt;
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.&lt;br /&gt;
** '''[source]''' the location of the attacking unit.&lt;br /&gt;
** '''[destination]''' the location of the defending unit.&lt;br /&gt;
* '''[end_turn]''' the player ended his turn.&lt;br /&gt;
* '''[choose]''' the player was given an option by the scenario.&lt;br /&gt;
** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.&lt;br /&gt;
* '''[break]''' is used to break up deep nesting of generated random numbers. The '''[break]''' tag is not used in 1.1.x.&lt;br /&gt;
* '''[random]''' if the action required a random number, this describes the random number that was generated. In 1.0.x, nested [random] tags are used and only one is allowed at this level. In 1.1.x, a '''[random]''' tag is used at this level for each value.&lt;br /&gt;
** ''value'' list of generated random values. In 1.1.x only a single value can be used.&lt;br /&gt;
** '''[results]''' used for [attack] commands. Describes the results of the battle.&lt;br /&gt;
*** ''chance'' the percent chance that the attack had to hit.&lt;br /&gt;
*** ''damage'' the amount of damage that the attack would do if it hits.&lt;br /&gt;
*** ''dies'' whether the defender dies from the hit.&lt;br /&gt;
*** ''hits'' whether the attack hits.&lt;br /&gt;
** '''[random]''' additional lists of generated random values. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated. In 1.1.x, '''[random]''' tags at this level are not used.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4696</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4696"/>
		<updated>2005-11-12T22:25:28Z</updated>

		<summary type="html">&lt;p&gt;Bruno: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities ==&lt;br /&gt;
* 'heals' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
* 'cures' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
* 'regenerates' the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
* 'illuminates' all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
* 'teleport' the unit can move between any two allied villages for one move point&lt;br /&gt;
* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
* 'steadfast' the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
* 'ambush' the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
* 'nightstalk' the unit becomes invisible during night.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
* 'charge' when attacking, both this weapon and defender get double damage.&lt;br /&gt;
* 'poison' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'slow' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'stones' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'magical' this weapon always has a 70% chance of hitting.&lt;br /&gt;
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* 'backstab' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. In 1.1.x the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
* 'firststrike' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
* 'berserk' forces the combat to continue until either the attacker or the defender is killed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4695</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4695"/>
		<updated>2005-11-12T22:21:18Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Normal abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities ==&lt;br /&gt;
* ''heals'' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''heal_amount''. If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
* ''cures'' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of ''cure_amount''. If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
* ''regenerates'' the unit will heal itself 8 hp per turn. If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
* ''leadership'' the unit will increase the damage of all neighbouring units by +25% per level difference. (If the neighbouring unit is of a higher level, this effect is negated.)&lt;br /&gt;
* ''illuminates'' all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]]). Typically, this will be one step brighter.&lt;br /&gt;
* ''teleport'' the unit can move between any two allied villages for one move point&lt;br /&gt;
* ''skirmisher'' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
* ''steadfast'' the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
* ''ambush'' the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of control, although if an enemy moves next to one, it becomes visible again.&lt;br /&gt;
* ''nightstalk'' the unit becomes invisible during night.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
* ''charge'' when attacking, both this weapon and defender get double damage.&lt;br /&gt;
* ''poison'' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''slow'' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''stones'' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''magical'' this weapon always has a 70% chance of hitting.&lt;br /&gt;
* ''marksman'' when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
* ''drain'' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
* ''plague'' The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* ''backstab'' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. In 1.1.x the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
* ''firststrike'' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
* ''berserk'' forces the combat to continue until either the attacker or the defender is killed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4694</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4694"/>
		<updated>2005-11-12T22:18:20Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities ==&lt;br /&gt;
* 'heals' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of&lt;br /&gt;
''heal_amount''.&lt;br /&gt;
If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
* 'cures' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of&lt;br /&gt;
''cure_amount''.&lt;br /&gt;
If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
* 'regenerates' the unit will heal itself 8 hp per turn.&lt;br /&gt;
If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference.&lt;br /&gt;
(if the neighbouring unit is of a higher level, this effect is negated).&lt;br /&gt;
* 'illuminates' all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]])&lt;br /&gt;
* 'teleport' the unit can move between any two allied villages for one move point&lt;br /&gt;
* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
* 'steadfast' the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
* 'ambush' the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of&lt;br /&gt;
control, although if an enemy moves&lt;br /&gt;
next to one, it becomes visible again.&lt;br /&gt;
* 'nightstalk' the unit becomes invisible during night.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
* ''charge'' when attacking, both this weapon and defender get double damage.&lt;br /&gt;
* ''poison'' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''slow'' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''stones'' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* ''magical'' this weapon always has a 70% chance of hitting.&lt;br /&gt;
* ''marksman'' when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
* ''drain'' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
* ''plague'' The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* ''backstab'' doubles damage whenever there is a unit on the opposite side (location) of the defending unit that distracts it. In 1.0.x the distracting unit must be on the same side (player) as the attacker. In 1.1.x the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
* ''firststrike'' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
* ''berserk'' forces the combat to continue until either the attacker or the defender is killed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4693</id>
		<title>AbilitiesWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AbilitiesWML&amp;diff=4693"/>
		<updated>2005-11-12T22:15:08Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* Attack specials */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Abilities and their effects ==&lt;br /&gt;
&lt;br /&gt;
There are two types of abilities: ones that apply to units (called ''abilities'') and weapon-based (called&lt;br /&gt;
''specials'').  A unit may have multiple abilities,&lt;br /&gt;
but each attack can only have at most one special.&lt;br /&gt;
&lt;br /&gt;
== Normal abilities ==&lt;br /&gt;
* 'heals' unit will heal ''healer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of&lt;br /&gt;
''heal_amount''.&lt;br /&gt;
If a neighbour is poisoned, it will prevent the poison's effect instead of healing.&lt;br /&gt;
* 'cures' unit will heal ''curer_heals_per_turn'' (see [[GameConfigWML]]) hp to all neighbours, up to a total of&lt;br /&gt;
''cure_amount''.&lt;br /&gt;
If a neighbour is poisoned, it will cure the poison instead of healing.&lt;br /&gt;
* 'regenerates' the unit will heal itself 8 hp per turn.&lt;br /&gt;
If it is poisoned, it will remove the poison instead of healing.&lt;br /&gt;
* 'leadership' the unit will increase the damage of all neighbouring units by +25% per level difference.&lt;br /&gt;
(if the neighbouring unit is of a higher level, this effect is negated).&lt;br /&gt;
* 'illuminates' all neighbouring hex will be &amp;quot;illuminated&amp;quot;, in other words have a different time of day (See [[TimeWML]])&lt;br /&gt;
* 'teleport' the unit can move between any two allied villages for one move point&lt;br /&gt;
* 'skirmisher' the unit ignores zone of control when moving, but still cannot move directly through an enemy unit&lt;br /&gt;
* 'steadfast' the unit takes half normal damage when it did not initiate the attack.&lt;br /&gt;
* 'ambush' the unit becomes invisible on forest.  Invisible units cannot be seen by enemies and do not possess zone of&lt;br /&gt;
control, although if an enemy moves&lt;br /&gt;
next to one, it becomes visible again.&lt;br /&gt;
* 'nightstalk' the unit becomes invisible during night.&lt;br /&gt;
&lt;br /&gt;
== Attack specials ==&lt;br /&gt;
* 'charge' when attacking, both this weapon and defender get double damage.&lt;br /&gt;
* 'poison' when this weapon hits, the defender becomes poisoned (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'slow' when this weapon hits, the defender becomes slowed (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'stones' when this weapon hits, the defender turns to stone (see [status], [[SingleUnitWML]]).&lt;br /&gt;
* 'magical' this weapon always has a 70% chance of hitting.&lt;br /&gt;
* 'marksman' when attacking, this weapon has a minimum of 60% chance of hitting.&lt;br /&gt;
* 'drain' The controller of this weapon gains health equal to half the damage done (rounded down) whenever this attack hits.&lt;br /&gt;
* 'plague' The controller of this weapon is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* 'backstab' Whenever there is a unit on the opposite side (position) of the defending unit that distracts it then this weapon does double damage. In 1.0.x the distracting unit must be on the same side as the attacker. In 1.1.x the distracting unit must be an enemy of the defending unit and not incapacitated (e.g. turned to stone).&lt;br /&gt;
* 'firststrike' when this weapon is used to defend, the battle proceeds as if it were the attacker (i.e. it attacks first).&lt;br /&gt;
* 'berserk' Forces the combat to continue until either the attacker or the defender is killed.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UnitWML]]&lt;br /&gt;
* [[SingleUnitWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4691</id>
		<title>ReplayWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ReplayWML&amp;diff=4691"/>
		<updated>2005-11-12T21:48:38Z</updated>

		<summary type="html">&lt;p&gt;Bruno: /* the [command] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== The [command] tag ==&lt;br /&gt;
&lt;br /&gt;
The '''[command]''' tag is used to specify an action in a replay.&lt;br /&gt;
&lt;br /&gt;
The following tags are recognized:&lt;br /&gt;
* '''[start]''' is used to initialize the replay so that generated random numbers can be saved.&lt;br /&gt;
* '''[move]''' the player moved a unit.&lt;br /&gt;
** '''[source]''' the location the unit moved to.&lt;br /&gt;
** '''[destination]''' the location the unit moved from.&lt;br /&gt;
* '''[recruit]''' the player recruited a unit.&lt;br /&gt;
** ''value'' the index number of the recruited unit. (Index numbers start at 0 and include all recruitable units in alphabetical order.)&lt;br /&gt;
** ''x'' and ''y'' the castle tile the unit is recruited on.&lt;br /&gt;
* '''[recall]''' the player recalled a unit. Same keys as [recruit], except that the index is in order of level, followed by required XP to advance.&lt;br /&gt;
* '''[attack]''' the player attacked.&lt;br /&gt;
** ''weapon'' the index number of the weapon. Weapons are indexed by the unit designer.&lt;br /&gt;
** '''[source]''' the location of the attacking unit.&lt;br /&gt;
** '''[destination]''' the location of the defending unit.&lt;br /&gt;
* '''[end_turn]''' the player ended his turn.&lt;br /&gt;
* '''[choose]''' the player was given an option by the scenario.&lt;br /&gt;
** ''value'' the index number of the option chosen. Index numbers are given by the scenario designer.&lt;br /&gt;
* '''[break]''' is used to break up deep nesting of generated random numbers.&lt;br /&gt;
* '''[random]''' if the action required a random number, this describes the random number that was generated.&lt;br /&gt;
** ''value'' list of generated random values.&lt;br /&gt;
** '''[results]''' used for [attack] commands. Describes the results of the battle.&lt;br /&gt;
*** ''chance'' the percent chance that the attack had to hit.&lt;br /&gt;
*** ''damage'' the amount of damage that the attack would do if it hits.&lt;br /&gt;
*** ''dies'' whether the defender dies from the hit.&lt;br /&gt;
*** ''hits'' whether the attack hits.&lt;br /&gt;
** '''[random]''' additional lists of generated random values. '''[random]''' has the same format as the first '''[random]''' and describes the other numbers that were generated.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[SavefileWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>Bruno</name></author>
		
	</entry>
</feed>