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	<updated>2026-05-04T23:35:25Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=19968</id>
		<title>ScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=19968"/>
		<updated>2007-12-12T19:26:07Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel tags [multiplayer], [test], [tutorial], [scenario] ==&lt;br /&gt;
&lt;br /&gt;
The top level tags '''[multiplayer]''', '''[test]''', '''[tutorial]''' and '''[scenario]''' are all formatted the same way.&lt;br /&gt;
The difference between these tags is the way that the scenarios they describe are accessed.&lt;br /&gt;
&lt;br /&gt;
The keys ''id'' and ''next_scenario'' affect how scenarios can be accessed.&lt;br /&gt;
Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.&lt;br /&gt;
Units from the first scenario will be available for recall in the second.&lt;br /&gt;
&lt;br /&gt;
Some scenarios can be played without playing other scenarios first&lt;br /&gt;
(in this case there is nothing on the recall list).&lt;br /&gt;
These scenarios are called ''initial scenario''s.&lt;br /&gt;
&lt;br /&gt;
A list of initial scenarios, and how to access them:&lt;br /&gt;
&lt;br /&gt;
* All '''[multiplayer]''' scenarios are initial scenarios listed in the multiplayer scenario selector screen (accessed by the &amp;quot;multiplayer&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
* The '''[test]''' scenario with the attribute '''id=test''' is an initial scenario. This test scenario can be accessed by running the game in test mode. (note: this is NOT the same as debug mode. It can be accessed using -t or --test) You can speed up scenario development a lot by this when used in a clever way: Move a scenario into ~campaigns (so that it will be read even without its campaign being loaded), change it to a [test] scenario, and change the ID to 'test'. Then run Wesnoth in test mode. This saves about a minute for each time you want to test changes to your scenario. However it should not be used for balancing as there will be no recallable units...&lt;br /&gt;
&lt;br /&gt;
* The '''[tutorial]''' scenario with the attribute '''id=tutorial''' is an initial scenario. The tutorial is accessed by clicking on the &amp;quot;tutorial&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
* Any '''[scenario]''' scenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]]) is an initial scenario accessed by selecting that campaign after clicking on the &amp;quot;campaign&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== The [scenario] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[scenario]''' tags:&lt;br /&gt;
&lt;br /&gt;
* ''id'' A unique identifier for this scenario.&lt;br /&gt;
&lt;br /&gt;
* ''next_scenario'' The id of the scenario to load when the current one is won. This can be changed dynamically, to build non-linear campaigns.&lt;br /&gt;
&lt;br /&gt;
* ''description'' (translatable) only for multiplayer maps. Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen.&lt;br /&gt;
&lt;br /&gt;
* ''objectives'' (obsolete) sets the objectives for all sides. Useful for giving information about a MP scenario.&lt;br /&gt;
&lt;br /&gt;
* ''name'' (translatable) is shown in several places in the level, including the intro screen. It is also the default name for saves on the level.&lt;br /&gt;
&lt;br /&gt;
* ''map_data'' inputs valid Wesnoth map data. See [[BuildingMaps]] for a description of the Wesnoth map syntax.&lt;br /&gt;
&lt;br /&gt;
* ''turns'' sets an event on turn ''turns'' causing the player to lose. Use ''-1'' to have no turn limit. See also [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''turn_at'' the turn to start on (default=1)&lt;br /&gt;
&lt;br /&gt;
* ''random_start_time'' controls random starting time of day. Possible values are yes and no or list of possible start times; starting from 1 to number of times. for example ''random_starting_time=2,3,5,6'' (default=no) {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''music'' the music file relative to ''./music/'' to play during the scenario&lt;br /&gt;
&lt;br /&gt;
* '''[music]''' specifies the music tracks to play during this scenario, see [[MusicListWML]].&lt;br /&gt;
&lt;br /&gt;
* ''theme'' the UI theme that should be used when playing this scenario. See [[Using_custom_themes_in_campaigns]]&lt;br /&gt;
&lt;br /&gt;
* ''victory_when_enemies_defeated'' when this is set to 'yes'(default), the player wins once all non-allied units with '''canrecruit=1''' (aka leaders) are killed. (Currently this only controls the win condition for when all enemies are defeated; it does not prevent the player from losing if he has no leader.) When this value is true the following keys can be used:{{DevFeature}}&lt;br /&gt;
** ''carryover_percentage'' by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
** ''carryover_add'' if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
&lt;br /&gt;
* ''disallow_recall'' when this is set to 'no'(default), the player is allowed to recall units from previous scenarios.&lt;br /&gt;
&lt;br /&gt;
* ''experience_modifier'' the percentage that required XP to level up (for all units in the scenario) is multiplied by. Default 100. Note that when used in a campaign, weird things (like units being above the required XP to level up) can happen if this value is different for different scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''[story]''' describes the intro screen. See [[IntroWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[label]''' sets a label&lt;br /&gt;
** ''x'', ''y'' location to set label&lt;br /&gt;
** ''text'' the label&lt;br /&gt;
&lt;br /&gt;
* '''[time]''', '''[illuminated_time]''' how a day should progress. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[time_area]''' how a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] and [illuminated_time] tags in the [scenario] tag&lt;br /&gt;
** standard location filter&lt;br /&gt;
** '''[time]''', '''[illuminated_time]''' how a day should progress in those locations. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[side]''' describes one player. See [[SideWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[event]''' describes an event that may be triggered at a certain point of the scenario. See [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''map_generation'' another way to generate a map. The map will be generated randomly&lt;br /&gt;
** &amp;quot;default&amp;quot; the default random map generator&lt;br /&gt;
&lt;br /&gt;
* '''[generator]''' if this is present, the map and scenario will be generated randomly. See [[MapGeneratorWML]]&lt;br /&gt;
&lt;br /&gt;
the following key is additionally recognized in '''[multiplayer]''' scenarios:&lt;br /&gt;
* ''allow_new_game'' {{DevFeature}} (default=yes) allow/prevent the scenario to be listed in the game creation interface. This is intended for extra scenarios in multiplayer campaigns&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=19967</id>
		<title>ScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=19967"/>
		<updated>2007-12-12T19:23:59Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel tags [multiplayer], [test], [tutorial], [scenario] ==&lt;br /&gt;
&lt;br /&gt;
The top level tags '''[multiplayer]''', '''[test]''', '''[tutorial]''' and '''[scenario]''' are all formatted the same way.&lt;br /&gt;
The difference between these tags is the way that the scenarios they describe are accessed.&lt;br /&gt;
&lt;br /&gt;
The keys ''id'' and ''next_scenario'' affect how scenarios can be accessed.&lt;br /&gt;
Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.&lt;br /&gt;
Units from the first scenario will be available for recall in the second.&lt;br /&gt;
&lt;br /&gt;
Some scenarios can be played without playing other scenarios first&lt;br /&gt;
(in this case there is nothing on the recall list).&lt;br /&gt;
These scenarios are called ''initial scenario''s.&lt;br /&gt;
&lt;br /&gt;
A list of initial scenarios, and how to access them:&lt;br /&gt;
&lt;br /&gt;
* All '''[multiplayer]''' scenarios are initial scenarios listed in the multiplayer scenario selector screen (accessed by the &amp;quot;multiplayer&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
* The '''[test]''' scenario with the attribute '''id=test''' is an initial scenario. This test scenario can be accessed by running the game in test mode. (note: this is NOT the same as debug mode. It can be accessed using -t or --test) You can speed up scenario development a lot by this when used in a clever way: Move a scenario into ~campaigns (so that it will be read even without its campaign being loaded), change it to a [test] scenario, and change the ID to 'test'. Then run Wesnoth in test mode. This saves about a minute for each time you want to test changes to your scenario. However it should not be used for balancing as there will be no recallable units...&lt;br /&gt;
&lt;br /&gt;
* The '''[tutorial]''' scenario with the attribute '''id=tutorial''' is an initial scenario. The tutorial is accessed by clicking on the &amp;quot;tutorial&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
* Any '''[scenario]''' scenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]]) is an initial scenario accessed by selecting that campaign after clicking on the &amp;quot;campaign&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== The [scenario] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[scenario]''' tags:&lt;br /&gt;
&lt;br /&gt;
* ''id'' A unique identifier for this scenario.&lt;br /&gt;
&lt;br /&gt;
* ''next_scenario'' The id of the scenario to load when the current one is won. This can be changed dynamically, to build non-linear campaigns.&lt;br /&gt;
&lt;br /&gt;
* ''description'' (translatable) only for multiplayer maps. Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen.&lt;br /&gt;
&lt;br /&gt;
* ''objectives'' sets the objectives for all sides. Useful for giving information about a MP scenario.&lt;br /&gt;
&lt;br /&gt;
* ''name'' (translatable) is shown in several places in the level, including the intro screen. It is also the default name for saves on the level.&lt;br /&gt;
&lt;br /&gt;
* ''map_data'' inputs valid Wesnoth map data. See [[BuildingMaps]] for a description of the Wesnoth map syntax.&lt;br /&gt;
&lt;br /&gt;
* ''turns'' sets an event on turn ''turns'' causing the player to lose. Use ''-1'' to have no turn limit. See also [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''turn_at'' the turn to start on (default=1)&lt;br /&gt;
&lt;br /&gt;
* ''random_start_time'' controls random starting time of day. Possible values are yes and no or list of possible start times; starting from 1 to number of times. for example ''random_starting_time=2,3,5,6'' (default=no) {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''music'' the music file relative to ''./music/'' to play during the scenario&lt;br /&gt;
&lt;br /&gt;
* '''[music]''' specifies the music tracks to play during this scenario, see [[MusicListWML]].&lt;br /&gt;
&lt;br /&gt;
* ''theme'' the UI theme that should be used when playing this scenario. See [[Using_custom_themes_in_campaigns]]&lt;br /&gt;
&lt;br /&gt;
* ''victory_when_enemies_defeated'' when this is set to 'yes'(default), the player wins once all non-allied units with '''canrecruit=1''' (aka leaders) are killed. (Currently this only controls the win condition for when all enemies are defeated; it does not prevent the player from losing if he has no leader.) When this value is true the following keys can be used:{{DevFeature}}&lt;br /&gt;
** ''carryover_percentage'' by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
** ''carryover_add'' if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
&lt;br /&gt;
* ''disallow_recall'' when this is set to 'no'(default), the player is allowed to recall units from previous scenarios.&lt;br /&gt;
&lt;br /&gt;
* ''experience_modifier'' the percentage that required XP to level up (for all units in the scenario) is multiplied by. Default 100. Note that when used in a campaign, weird things (like units being above the required XP to level up) can happen if this value is different for different scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''[story]''' describes the intro screen. See [[IntroWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[label]''' sets a label&lt;br /&gt;
** ''x'', ''y'' location to set label&lt;br /&gt;
** ''text'' the label&lt;br /&gt;
&lt;br /&gt;
* '''[time]''', '''[illuminated_time]''' how a day should progress. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[time_area]''' how a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] and [illuminated_time] tags in the [scenario] tag&lt;br /&gt;
** standard location filter&lt;br /&gt;
** '''[time]''', '''[illuminated_time]''' how a day should progress in those locations. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[side]''' describes one player. See [[SideWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[event]''' describes an event that may be triggered at a certain point of the scenario. See [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''map_generation'' another way to generate a map. The map will be generated randomly&lt;br /&gt;
** &amp;quot;default&amp;quot; the default random map generator&lt;br /&gt;
&lt;br /&gt;
* '''[generator]''' if this is present, the map and scenario will be generated randomly. See [[MapGeneratorWML]]&lt;br /&gt;
&lt;br /&gt;
the following key is additionally recognized in '''[multiplayer]''' scenarios:&lt;br /&gt;
* ''allow_new_game'' {{DevFeature}} (default=yes) allow/prevent the scenario to be listed in the game creation interface. This is intended for extra scenarios in multiplayer campaigns&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=11344</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=11344"/>
		<updated>2006-08-25T18:43:27Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: /* Direct actions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
* '''[endlevel]''' ends the scenario.&lt;br /&gt;
** ''result'' before the scenario is over, all events with ''name=result'' are triggered.  The message ''result_message'' with the heading ''result_heading'' (see [[LanguageWML]]) are displayed.  If ''result=victory'', the player progresses to the next level; if ''result=defeat'', the game returns to the main menu.  These last two are rarely used: ''result=continue'' behaves identically to ''result=victory'' except the player's gold is not reduced to 80%, and it does not bring up a &amp;quot;Victory&amp;quot; message or the gold changing message (since it doesn't change); ''result=continue_no_save'' works similarly, except the player is not asked whether to save the game, and is taken directly to the next scenario without any messages.  Unless ''result=defeat'', the following keys can also be used:&lt;br /&gt;
** ''bonus'' whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes.&lt;br /&gt;
** ''next_scenario'' (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''[unit]''' places a unit on the map.  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* '''[recall]''' recalls a unit.  The unit is recalled free of charge, and is placed near the leader.&lt;br /&gt;
** ''standard unit filter'' the first matching unit will be recalled.  If no units match this tag is ignored.&lt;br /&gt;
** ''x,y'' the unit is placed here instead of next to the leader.&lt;br /&gt;
** ''show'' if not &amp;quot;no&amp;quot;, display the unit being recalled.&lt;br /&gt;
* '''[teleport]''' teleports a unit on map.&lt;br /&gt;
** '''[filter]''' (standard unit filter) all units matching the filter will be teleported.&lt;br /&gt;
** ''x,y'' the position to teleport to.&lt;br /&gt;
* '''[terrain_mask]''' changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
* '''[terrain]''' changes the terrain on the map.&lt;br /&gt;
** ''letter'' the character of the terrain to use.  See [[TerrainLettersWML]] to see what letter a type of terrain uses.&lt;br /&gt;
** standard location filter- the area to change the terrain of.&lt;br /&gt;
* '''[gold]''' give one side gold.&lt;br /&gt;
** ''amount'' the amount of gold to give.&lt;br /&gt;
** ''side'' (default=1) the number of the side to give the gold to.&lt;br /&gt;
* '''[unstore_unit]''' creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [store_unit], [while] and [clear_variable] in [[InternalActionsWML]].&lt;br /&gt;
** ''variable'' the name of the variable.&lt;br /&gt;
** ''find_vacant'' whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed.&lt;br /&gt;
** ''text'' {{DevFeature}} (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
** ''red'', ''green'', ''blue'' {{DevFeature}} (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead.&lt;br /&gt;
* '''[allow_recruit]''' allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
** ''type'' the types of units that the side can now recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that is being allowed to recruit the units.&lt;br /&gt;
* '''[disallow_recruit]''' prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
** ''type'' the types of units that the side can no longer recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that may no longer recruit the units.&lt;br /&gt;
* '''[set_recruit]''' sets the units a side can recruit.&lt;br /&gt;
** ''recruit'' the types of units that the side can now recruit.&lt;br /&gt;
** ''side'' (default=1) the number of the side that is having its recruitment set.&lt;br /&gt;
* '''[modify_side]''' modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
** ''side'' (default=1) the number of the side that is to be changed.&lt;br /&gt;
** ''income'' the income given at the begining of each turn.&lt;br /&gt;
** ''team_name'' the team in which the side plays the scenario.&lt;br /&gt;
** ''gold'' the amount of gold the side owns.&lt;br /&gt;
* '''[modify_turns]''' {{DevFeature}} modifies the turn limit in the middle of a scenario.&lt;br /&gt;
** ''value'' the new turn limit.&lt;br /&gt;
** ''add'' if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''[capture_village]''' changes the ownership of a village.&lt;br /&gt;
** ''side'' the side that takes control of the village. If not given, the village will become neutral.&lt;br /&gt;
** ''x, y'' the location of the village.&lt;br /&gt;
* '''[kill]''' Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
** ''animate'' if 'yes', displays the unit dying (fading away).&lt;br /&gt;
** ''fire_event'' if 'yes', triggers any appropriate 'die' events (See [[EventWML]]).&lt;br /&gt;
* '''[unstone]''' Unstones all units that match the filter.&lt;br /&gt;
** '''[filter]''' (standard unit filter) all units matching the filter will be unstoned.  If no unit matches the filter, then nothing happens (probably).  If absent, all units on the map are unstoned.&lt;br /&gt;
* '''[object]''' gives some unit an object and removes all items on the tile the unit is on.&lt;br /&gt;
** ''id'' when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per level. In a campaign objects with the same id can be assigned once per level.&lt;br /&gt;
** '''[effect]''' one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
** ''duration'' if 'level', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
** '''[filter]''' (standard unit filter) the first unit found that matches the filter will be given the object.  If no unit matches the filter, then a message is displayed and the object is not removed.&lt;br /&gt;
** '''[then]''' a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[removeitem]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
** ''silent'' whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;.&lt;br /&gt;
** ''image'' the displayed image of the object.&lt;br /&gt;
** ''name'' (translatable) displayed as a caption of the image.&lt;br /&gt;
** ''description'' (translatable) displayed as a message of the image.&lt;br /&gt;
** ''cannot_use_message'' (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
** Currently the object action is only supposed to be called by moveto events. If you try to call it from other events you may have problems.&lt;br /&gt;
** If you do not supply a filter, the object action will be applied to a unit at the location of the moveto event. Currently this isn't recommended as it is not clear that this will continue working this way. Instead it is better to explicitly include a location filter.&lt;br /&gt;
** The object action does not act on units in the recall list. There is a feature request in to allow this, but it is not clear whether or not it will be accepted.&lt;br /&gt;
* '''[remove_shroud]''' removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
** ''side'' (default=1) the side for which to remove shroud.&lt;br /&gt;
** standard location filter- the range of tiles for which shroud should be removed.&lt;br /&gt;
* '''[place_shroud]''' places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
** ''side'' (default=1) the side for which to place shroud.&lt;br /&gt;
** standard location filter- the range of tiles on which shroud should be placed.&lt;br /&gt;
* '''[allow_undo]''' allows the player to undo the event that this tag is inside.  Has an effect only inside moveto events.  If the move is undone, only the position of the unit will be restored; any altered variables or changes to the game will remain changed after the move is undone.  Therefore, it is advised that you do not use '''[allow_undo]''' before or after usage of other actions from [[DirectActionsWML]].  If you modify a variable(i.e. [[InternalActionsWML]]), set it back before using '''[allow_undo]'''.  However, you can check a conditional, and only allow undo if you do not use the actions.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=11225</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=11225"/>
		<updated>2006-08-17T17:02:17Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: /* There's too much luck in this game! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&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.&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads 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 always 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 point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the 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;
&lt;br /&gt;
We are not completely certain, but an x86 running at 333MHz with 128MB RAM should be adequate.  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 animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&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]], which is also distributed as a PDF file.  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 gains 100 experience it gains 3 hitpoints. It does not heal when this happens. 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 advanced units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
If the unit in question is the Necrophage, this is not a bug.  The Necrophage eats the corpses of the dead, allowing it to periodically completely heal.  Leveling into itself is how this is carried out.&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 you 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.&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 [[MainlineScenarios]].  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;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&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 through the web interface at http://campaigns.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 129.241.104.165).&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign 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 multiplayer 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;
You have to open port 14999 to play multiplayer games over the internet.  For added security, you can restrict access to the server's IP address (currently 84.207.24.9 for the official server).&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 irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&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...here is one way http://www.wesnoth.org/wiki/CompilingWesnoth/CrossCompiling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
I'm on a MAC, and my friends are on XP. I would like to play together with them. Is this currently possible? &lt;br /&gt;
&lt;br /&gt;
YES! All you need is to have the same version number.&lt;br /&gt;
&lt;br /&gt;
For a list of Mac-XP-compatible games (including BfW) see: http://www.insidemacgames.com/forum/index.php?showtopic=21818&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===I selected an asian translation and am not able to see the letters correctly. What happened?===&lt;br /&gt;
&lt;br /&gt;
Since the size of the necessary fonts is too large, you'll need to download them separately (if you don't already have them). After that, simply copy the font to the '''fonts/''' directory in your wesnoth installation.&lt;br /&gt;
* Chinese font: [ftp://cle.linux.org.tw/pub/fonts/ttf/unicode/Arphic/gkai00mp.ttf gkai00mp.ttf]&lt;br /&gt;
* Japanese font: [http://cvs.sourceforge.jp/cgi-bin/viewcvs.cgi/sqs-xml/sqs-font/sazanami-gothic.ttf sazanami-gothic.ttf]&lt;br /&gt;
&lt;br /&gt;
If you have futher questions have a look at [[WesnothAsianLanguages|this]] page.&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 [http://www.wesnoth.org/forum BFW forum].  There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting.&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=9556</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=9556"/>
		<updated>2006-05-15T18:39:08Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
&lt;br /&gt;
* ''description'' the sides non translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the sides translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''persistent'' whether the side exists in any other scenarios. If '1'(yes), then ''save_id''(see below) becomes active for this side. Default '0'(no); when '''controller=human''', this is always '1'.&lt;br /&gt;
&lt;br /&gt;
* ''save_id'' default ''description'' if available, 'Unknown' otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side's recall list (including the side's leader), recruitment list, and starting gold from scenario to scenario. Also used for the side's displayed name in the victory gold-calculation dialog.&lt;br /&gt;
&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&lt;br /&gt;
* ''controller'' how moves for this side should be inputted.&lt;br /&gt;
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting.&lt;br /&gt;
** 'human' a player controls this side's moves.&lt;br /&gt;
** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* ''allow_player'' if equal to 'no', then the game creation will not allow this player to be modified. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''.&lt;br /&gt;
&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&lt;br /&gt;
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2.  &lt;br /&gt;
** The default list of numbers and corresponding colors can be found in data/team_colors.cfg.  &lt;br /&gt;
&lt;br /&gt;
* ''flag'' a custom flag animation to use instead of the default one to mark captured villages.&lt;br /&gt;
** Example animation that has three frames and loops every 750ms: ''flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250''&lt;br /&gt;
&lt;br /&gt;
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.&lt;br /&gt;
&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start.&lt;br /&gt;
&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* ''name'', ''id'', ''leader'' not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[village]''' describes a village the side begins in control of.&lt;br /&gt;
** ''x'', ''y'' the location of the village.&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the ''side'' attribute under '''[unit]''' will be ignored, as the side will come from the ''side'' attribute of '''[side]'''.&lt;br /&gt;
&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the '''[side]''' tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=9555</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=9555"/>
		<updated>2006-05-15T18:38:38Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
&lt;br /&gt;
* ''description'' the sides non translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''user_description'' the sides translateable name.&lt;br /&gt;
&lt;br /&gt;
* ''persistent'' whether the side exists in any other scenarios.&lt;br /&gt;
If '1'(yes), then ''save_id''(see below) becomes active for this side.&lt;br /&gt;
Default '0'(no); when '''controller=human''', this is always '1'.&lt;br /&gt;
&lt;br /&gt;
* ''save_id'' default ''description'' if available, 'Unknown' otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side's recall list (including the side's leader), recruitment list, and starting gold from scenario to scenario. Also used for the side's displayed name in the victory gold-calculation dialog.&lt;br /&gt;
&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&lt;br /&gt;
* ''controller'' how moves for this side should be inputted.&lt;br /&gt;
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting.&lt;br /&gt;
** 'human' a player controls this side's moves.&lt;br /&gt;
** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* ''allow_player'' if equal to 'no', then the game creation will not allow this player to be modified. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''.&lt;br /&gt;
&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&lt;br /&gt;
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2.  &lt;br /&gt;
** The default list of numbers and corresponding colors can be found in data/team_colors.cfg.  &lt;br /&gt;
&lt;br /&gt;
* ''flag'' a custom flag animation to use instead of the default one to mark captured villages.&lt;br /&gt;
** Example animation that has three frames and loops every 750ms: ''flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250''&lt;br /&gt;
&lt;br /&gt;
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.&lt;br /&gt;
&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start.&lt;br /&gt;
&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* ''name'', ''id'', ''leader'' not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[village]''' describes a village the side begins in control of.&lt;br /&gt;
** ''x'', ''y'' the location of the village.&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the ''side'' attribute under '''[unit]''' will be ignored, as the side will come from the ''side'' attribute of '''[side]'''.&lt;br /&gt;
&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the '''[side]''' tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=5398</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=5398"/>
		<updated>2005-12-17T15:52:45Z</updated>

		<summary type="html">&lt;p&gt;Dacyn: /* Forum Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
*SotBE    - &amp;quot;Son of the Black Eye&amp;quot; (campaign name)&lt;br /&gt;
*TDH      - &amp;quot;The Dark Hordes&amp;quot; (campaign name)&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
*SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
*SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Forum Language ==&lt;br /&gt;
&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
*CVS     - Old term for up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Movement points&lt;br /&gt;
*MP      - Multiplayer&lt;br /&gt;
*MoL     - Mage of Light&lt;br /&gt;
*OAB     - Options are Bad; In reference to gameplay, not user interface options.  mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert&lt;br /&gt;
*OT      - Off Topic: can refer to either the forum (http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
*RIPLIB  - Reduction In Power when Leveling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
*RTFM    - Read The Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SVN     - Term for up-to-date Wesnoth [[WesnothSVN]]&lt;br /&gt;
*TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*WC      - Walking Corpses&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFAICT  - As Far As I Can Tell(A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFAIK   - As Far As I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*NYSPOS  - No, you stupid piece of **** (An impolite refutation hidden in an acronym)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* http://www.wesnoth.org/forum/viewtopic.php?t=1786 for links to general-acronym search engines.&lt;/div&gt;</summary>
		<author><name>Dacyn</name></author>
		
	</entry>
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