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	<updated>2026-05-12T13:59:32Z</updated>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Contrib:Ca%C3%83%C2%A7ada_Selvagem&amp;diff=6434</id>
		<title>Contrib:CaÃ§ada Selvagem</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Contrib:Ca%C3%83%C2%A7ada_Selvagem&amp;diff=6434"/>
		<updated>2006-01-21T18:13:33Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Caçada Selvagem ==&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur-chieftain.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur-chieftain-attack.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur-chieftain_198.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur-chieftain-hair2.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur-spearman-alt_176.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/elvish_centaur_179.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur_overview_001.png&lt;br /&gt;
http://exong.net/wesnoth-attach/files/centaur_overview_002.png&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Contrib:Archenemy&amp;diff=6422</id>
		<title>Contrib:Archenemy</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Contrib:Archenemy&amp;diff=6422"/>
		<updated>2006-01-21T18:12:38Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Archenemy ==&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/undead-bat.png&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Team_Color_Shifting&amp;diff=6412</id>
		<title>Team Color Shifting</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Team_Color_Shifting&amp;diff=6412"/>
		<updated>2006-01-21T18:03:50Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Richard Kettering (Jetryl)&lt;br /&gt;
&lt;br /&gt;
===How to make units which conform to the system that lets us shift team colors.===&lt;br /&gt;
&lt;br /&gt;
Any team color shifting system needs a way of indicating which areas of the graphic are to be changed in color.  Ours solves this by selecting a certain range of colors, and shifting the pixels whenever they are that source color in the unit image.  In our system, this can be done with any set of colors that you choose, on a per-unit basis.  There are other ways that this could have been done, but this one was chosen for several reasons.  For one thing, if we had used special grayscale image maps to indicate what to change, they would have basically doubled the number of images used by the game.  The notable disadvantages of our system are that the colors which get shifted away are inaccessible for use, which is a minor issue, and that we only have a binary choice of a pixel getting shifted, which is a somewhat more major limitation, albeit one which is worth working around.&lt;br /&gt;
&lt;br /&gt;
These colors are defined in the unit .cfg file.  They are defined as follows, for an example in which we shift the colors black and white:&lt;br /&gt;
  flag_rgb=0,0,0,255,255,255&lt;br /&gt;
Note that these shift ONLY the precise RGB values given - do not confuse color with hue, because every specific shade - every specific instance with a different luminosity and saturation value - must be specified separately.&lt;br /&gt;
&lt;br /&gt;
The game will shift the color set to one of the team colors; in doing so it will completely overrun the saturation of the original color (E- not sure about that).  It will change the hue to that of the team, and shift the luminosity as well.  The coloration you give is set in terms of relative luminosity - the entire patch may be bright or dark depending on which team the unit is on.&lt;br /&gt;
&lt;br /&gt;
Also note that the first color specified is special, because it is treated as the median value, and will be assigned the precise luminosity value of the team color.  Anything brighter than it will be brighter than the team color, anything darker will be darker.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==WorkFlow:==&lt;br /&gt;
There are two general ways to do things.  No matter what, you need a patch of color on the target unit which is separate from other colors, and is contiguous.  It is best if this is only on specific sections, and does not have any stray pixels lying around in other areas of the image.&lt;br /&gt;
&lt;br /&gt;
This can, on very rare occasions, be done to existing graphics with no changes in the target image; however it is almost always best to redesign the unit around use of the team color system.  In this, you often go so far as to change the costuming, and to include props showing the team color which would not have been included before.&lt;br /&gt;
&lt;br /&gt;
Possibly the easiest way to do this, to a reworked image, is to define a new layer in a capable program (photoshop, gimp, etc), overlaid on the rest of the image, in which you draw with a color that will stick out like a sore thumb.  Magenta has often been used for this because it largely has no use as a normal color for general unit graphics.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/colorswatch_200.png&lt;br /&gt;
&lt;br /&gt;
We've actually defined a WML macro to specify a set of magenta colors, as seen in the previous palette.  To use this, you simply sample the color with your graphics program's eyedropper tool, and then draw with it.  The macro is used just like the flag_rgb business - you simply insert the following in your unit .cfg file (for reference, the macro itself is defined in utils.cfg):&lt;br /&gt;
&lt;br /&gt;
  {MAGENTA_IS_THE_TEAM_COLOR}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Time-Saving Tips:==&lt;br /&gt;
If units are drawn with a small color set, as used in traditional sprite art, you can use a properly-set paint-bucket tool to replace all instances of a given color.  You'll want to set it to be non-contiguous, non-antialiased and to have a tolerance of 0 (presumably, you also want it to fill based on &amp;quot;all layers&amp;quot; - these settings are based on Photoshop, and the Gimp is likely similar).&lt;br /&gt;
&lt;br /&gt;
If someone used a &amp;quot;non-traditional&amp;quot; spriting technique (such as jetryl or wayfarer, using a paintbrush instead of a pencil tool), you're not out of luck at all.  Simply take the same paint-bucket tool with the same settings, and crank the tolerance up to about 20-30.  The paint-bucket will then affect all of those similar, subtle gradations in shade which were achieved with the paintbrush tool, replacing them all with a single color.  Use this with progressively lighter shades, and you'll fill in 90% of the target area, after which it is trivial to fill the holes left behind with a pencil tool.&lt;br /&gt;
&lt;br /&gt;
Also, if you'd like a sane representation of what the final colors will look like, you can shift this separate team-color layer in your graphics application by using a '''temporary''' hue/saturation filter on that layer (I use +40 to the hue on the magenta colors to give a red hue similar but '''not''' identical to the one which the game uses).&lt;br /&gt;
&lt;br /&gt;
Finally, to keep things intuitive, if you are using the magenta swatch, which you should, it is often easiest to simply sample the colors from a unit to which this has already been applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Screenshots==&lt;br /&gt;
This is a screenshot of what a unit looks like with his team color layer turned off - this is the graphic before the edit, essentially:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/tcpatch_off_140.png&lt;br /&gt;
&lt;br /&gt;
This is a screenshot of the team color layer itself.  Note that it is only what is changed:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/tcpatch_alone_654.png&lt;br /&gt;
&lt;br /&gt;
And this is what the combined image looks like, which will get mixed-down into a single PNG file:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/tcpatch_on_180.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Give_Your_Hero_A_Personality&amp;diff=6409</id>
		<title>Give Your Hero A Personality</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Give_Your_Hero_A_Personality&amp;diff=6409"/>
		<updated>2006-01-21T17:50:49Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Francisco Muñoz (fmunoz)&lt;br /&gt;
&lt;br /&gt;
This tutorial details techniques for modifying existing wesnoth sprites in order to generate new, more unique images.  This is especially useful when creating a &amp;quot;hero&amp;quot; character for a campaign, who behaves similarly to an existing unit type, such as the swordsman, thus needing to suggest the unit it is derived from, and yet look unique at the same time.  Several of the techniques described herein, such as color transformations, are very useful for general work.&lt;br /&gt;
&lt;br /&gt;
All instructions are given according to how one would use them in The Gimp, I'm sure that Photoshop users can easily translate them to equivalent commands.  Attached to this message is a zip archive with the gimp file described in the tutorial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''1st Image, Edgar, the mercenary sword: Swapping heads'''&lt;br /&gt;
&lt;br /&gt;
We want a variation of the swordman as our hero, thus we are going to use the easiest method, giving him a new head.  We save the image file with a new name (to avoid accidentally overwriting the original one, one good way is to change the file format to the .xcf gimp original file format, rather than saving as a png).  We open the swordsman image and change its mode to use more colours (Image-&amp;gt;Mode-&amp;gt;RGB).  We delete the original head of the image by either selecting it and deleting the pixels in the selection (R and later Ctrl+K), or by using the eraser (Shift+E, but make sure to change the size to 1 pixel).  We select the head from the head template, copy, and paste it over the body image, move (M) it to pick a place where it looks right.  Then, we can just click again to merge it with the body layer or create a new layer for it (which is a better option) by clicking in the menu option under layer or in the layer palette.  Now we have the 1st image of our new hero ready.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2nd Image, Harold of the horned helm : Layers'''&lt;br /&gt;
&lt;br /&gt;
Lets do another one, this time we select the horned helmet head, and repeat the same steps again.  If we used the multilayer approach we can reuse the body layer, after hiding the first face (click on the eye icon in the layer palette, if you don't have that palette, you can open it from the Dialogues mmenu).  Looking at the image, we notice the horn is overlapping the sword.  That doesn't look good.  This time we are going to use another layer to fix it.  We select the sword, copy, and paste it.  This time we need to put it in another layer (not absolutely necessary, but a very helpful technique).  We may need to change the ordering of the layers, to make sure that the new sword layer is placed over the head layer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''3rd Image, Victor, the Pirate Marine : Adding bits'''&lt;br /&gt;
&lt;br /&gt;
This time we want more.  We are going to use all the steps from the previous edit (and the same file too), but we are going to add minor extra bits here and there, a new sword point, a red gem in the shield, and extra shoulder padding.&lt;br /&gt;
After adding the new head and our new sword copy (to lay over the red bandanna end), we change its point a bit to make it into a kind of boarding sabre.  We create another layer, where we draw a bigger set of shoulder pads using the armour colours.  You can copy a few bits of armour into this new layer to get the colours more easily later; just paste them at one side and delete them when you are done.  Using the pencil (N) with a size of 1 pixel, we draw the new shoulder armour.  Remember that you can use the CONTROL key to pick colours fast from the samples we pasted before.  We paste a red bit over the centre of the shield too (again in another layer).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''4th Image, Rufus, the Breathdrainer: Colourize and change hue.'''&lt;br /&gt;
&lt;br /&gt;
We want an evil swordsman variation, and we have an evil looking hooded head (kudos to artist Neoriceisgood) but the armour and weapon don't look evil enough.&lt;br /&gt;
&lt;br /&gt;
We create a copy of the body, hide all the unused layers, and add the head using the same method as before.  We go to the new body layer, which we want to look like a dark metal, so we start selecting the blue bits using either the Rectangle selection (R, later we can use CONTROL to remove parts and SHIFT to add them), or the Select by Colour tool (SHIFT+O, later we can use CONTROL to remove colours and SHIFT to add them).  We can mix the two methods of selection; the end result of our &amp;quot;target&amp;quot; being selected is the same.  We remove the pixels of the sword, because we are going to change them later.&lt;br /&gt;
&lt;br /&gt;
From the menu Layer-&amp;gt;Colours-&amp;gt;Hue-Saturation, we change the saturation (to something less) and brightness (also less), until we have a darker, more sinister armour.  We deselect the pixels (SHIFT+CTRL+A), and try to select the yellowish bits of the armour.  As the pixels have a really soft colour, the former method doesn't work really well now, so we have to use Layer-&amp;gt;Colours-&amp;gt;Colourize to add more Saturation.  We change mostly the hue until we have a dark purple.  Now we repeat these things with the sword blade and the its handle to make it look like a wraith's sword (We can also easily do things by hand with the pencil tool).&lt;br /&gt;
&lt;br /&gt;
Take note of the colour settings used if you plan to edit all the other unit frames.  An easy way to do this is to use special layers that store and perform those color changes (which photoshop calls &amp;quot;adjustment layers&amp;quot;), rather than applying the changes directly to the picture data.  Another way is simply to scribble down the few settings (hue, saturation, brightness) which were changed for each part of the unit, onto a piece of paper.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''5th image, Karina, the Firemaiden: All at the same time'''&lt;br /&gt;
&lt;br /&gt;
In this last image we add a new head, edit the sword to look like it is on fire, and change the armour colour until it looks like it is made of brass.  The sword has been done using 3 layers, the original one, a flames one done using the fire colours from the Wesnoth item-firesword.png image and another copy of the original, placed above the others, with a 50% transparency (change it in the upper part of the Layer palette).  As a last touch we add the same red bit we used in the Victor shield as a gem in the breastplate.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/faces_166.png  http://exong.net/wesnoth-attach/files/human-swordman-variations_127.png&lt;br /&gt;
&lt;br /&gt;
The following is a [[http://www.wesnoth.org/forum/download.php?id=4919, zip file]] containing all the images.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Editing_Castles&amp;diff=6406</id>
		<title>Editing Castles</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Editing_Castles&amp;diff=6406"/>
		<updated>2006-01-21T17:47:28Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This tutorial is based on a gimp-python script, and as such is aimed squarely at users of The GIMP.&lt;br /&gt;
&lt;br /&gt;
It will show you how to edit the existing castle tiles while making sure they continue to line up properly in game. The same technique can be used for any tiles which work on the same principle (such as Eleazar's new canyons, or Scott's indoor walls).&lt;br /&gt;
&lt;br /&gt;
'''You will need to download both [http://www.wesnoth.org/forum/download.php?id=5197 this overlay template], and [http://www.wesnoth.org/forum/download.php?id=5196 this gimp-python script]. ''Extract the python script to your GIMP &amp;quot;plug-ins&amp;quot; directory'', and you're ready to go.'''&lt;br /&gt;
&lt;br /&gt;
== Editing the Existing Castles ==&lt;br /&gt;
&lt;br /&gt;
=== Step 1: Open ===&lt;br /&gt;
&lt;br /&gt;
Open the overlay template in The GIMP.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot1_568.jpg&lt;br /&gt;
&lt;br /&gt;
Find the castle tiles you want to modify and drag them onto your image. This should add each castle image as a separate layer. In this case I'm modifying the &amp;quot;castle-convex&amp;quot; parts of pekka's castles.&lt;br /&gt;
Press 'M' and move the layers around so that the images line up around the central white hex. The layers should snap to the guides in the overlay template, so this should be easy to get exactly right.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot2_531.jpg&lt;br /&gt;
&lt;br /&gt;
You can hide the guides (as I've done here) by pressing shift-control-T, or deselecting &amp;quot;show guides&amp;quot; in the &amp;quot;View&amp;quot; menu.&lt;br /&gt;
&lt;br /&gt;
=== Step 2: Edit ===&lt;br /&gt;
&lt;br /&gt;
Edit the castle to your heart's content. Here I'm just going to put some annoying little flags on top. Make sure you edit one corner at a time, and that you keep each corner on a separate layer. It's useful to turn &amp;quot;Snap to Guides&amp;quot; off (in the &amp;quot;View&amp;quot; menu) if you're doing any freehand drawing.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot3_178.jpg&lt;br /&gt;
&lt;br /&gt;
=== Step 3: Save ===&lt;br /&gt;
&lt;br /&gt;
Now to save the edited castle. First, make everything except for one corner invisible.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot4_494.jpg&lt;br /&gt;
&lt;br /&gt;
Then run the &amp;quot;WesCutter&amp;quot; script. If you've extracted the plugin to the right place, it should be found under &amp;quot;Wesnoth&amp;quot; in the Gimp &amp;quot;Python-Fu&amp;quot; menu. You'll be doing this again, so click the dotted line to detach the Wesnoth menu and save yourself a few clicks.&lt;br /&gt;
&lt;br /&gt;
The script lets you choose a directory to save the file in (I'm saving to my desktop), the base filename (in this case, &amp;quot;castle&amp;quot;), whether it's a concave or convex image (added to the filename) and which corner it is (in this case, NW).&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot5_193.jpg&lt;br /&gt;
&lt;br /&gt;
After clicking on &amp;quot;OK&amp;quot;, I have a shiny new image called &amp;quot;castle-convex-nw.png&amp;quot; on my desktop, just the right size to work in Wesnoth. After doing this with all 6 corners, you can put them in the &amp;quot;images/terrain&amp;quot; subdirectory of your userdata directory (see [[EditingWesnoth]]). If you've put them in the right place, your new castles will automatically replace the old ones next time you run wesnoth http://www.wesnoth.org/forum/images/smiles/icon_smile.gif.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/shot6_273.jpg&lt;br /&gt;
&lt;br /&gt;
hooray!&lt;br /&gt;
&lt;br /&gt;
== Making other Corner-Based Terrains ==&lt;br /&gt;
&lt;br /&gt;
The same technique can also be used to make other corner-based terrains (for examples of other corner-based terrains, see [http://www.wesnoth.org/forum/viewtopic.php?t=7936 Eleazar's Canyons] and [http://www.wesnoth.org/forum/viewtopic.php?t=8274 Scott's Indoor Walls]).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Create Art]]&lt;br /&gt;
* [[CastleTutorial]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Shadows_Under_Units&amp;diff=6405</id>
		<title>Creating Shadows Under Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Shadows_Under_Units&amp;diff=6405"/>
		<updated>2006-01-21T17:44:59Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Richard Kettering (Jetryl)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wesnoth's shadows have evolved through several different iterations of &amp;quot;how they are drawn&amp;quot;.  This tutorial covers both a quick history of what was done in the past to draw shadows, and what the current &amp;quot;official&amp;quot; method is.  As a general note, it should be mentioned that the shadows are part of the same image file as the unit graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History:===&lt;br /&gt;
&lt;br /&gt;
Wesnoth, at first, used a binary transparency system - a pixel was either completely opaque, or completely see-through (transparent).  This is not unlike what .gif images use, in terms of the final effect.  The first system actually assigned one color (pure black, for those who are interested) as the transparent color, and anywhere where such a pixel was found in a game image, the engine would not draw it.&lt;br /&gt;
&lt;br /&gt;
The next step was fairly obvious - wesnoth uses the PNG image format, which allows a special part of the image to be built-in to the file.  This is essentially another image which tells the computer how transparent each pixel in the image is, and it is called an Alpha Channel.  This &amp;quot;alpha channel&amp;quot; is a grayscale image, meaning that each pixel can be set to be not only either completely opaque or completely transparent, but also anywhere in-between.  At first, we converted all of our images to PNG, but used only binary transparency.  Our shadows were jet black, and obscured the ground completely.&lt;br /&gt;
&lt;br /&gt;
As code support came, we switched to our next system, in which many of our images are in at the time of this writing.  This set the shadow of a unit to be 60% opaque, allowing the ground beneath to show through, and looked rather good.&lt;br /&gt;
&lt;br /&gt;
As our terrain improved, however, this began to show its limitations.  The shadows had hard edges which were forced to lie on pixel boundaries.  This looks unnatural for some of the situations in which we use it, and as such, we moved to our current system.  This is simple, has a clear procedure which can be followed to generate it rapidly and correctly, and looks good in all situations.  In the following image, compare the dwarf done with the old method, and the elven sylph done with the new method.  It's a subtle, but potent difference, and is especially evident when the colored rings are drawn under our units to signify which team they're on:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows1_148.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The obvious complaint about the current system is that it might be hard to edit, compared with the previous system.  The solution is simple - just delete the previous shadow and recreate one from scratch.  Because of how these shadows are made, it is relatively clear which pixels had been opaque in the source layer before blurring, and if a few pixels are different in a new frame, it is often unnoticeable.  At most, the process of creating a new shadow will take a few minutes, and for animations, it has the benefit of forcing someone to draw a shadow from scratch (which should be done anyways).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Current Method:===&lt;br /&gt;
&lt;br /&gt;
The first two steps in this method are for converting old shadows to the new system.  To adapt it to creating a shadow from scratch, start with a new empty layer in your graphics program, and begin at step three.  In this tutorial, I'll be using the process I used to create shadows for Neoriceisgood's Saurian Flanker as an example:&lt;br /&gt;
&lt;br /&gt;
1]  Select all of the pixels which make up the old shadow:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows2_123.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2]  &amp;quot;Cut&amp;quot; these into another layer in your graphics program.  In photoshop, a wonderful tool for this is in the following menu: '''Layer -&amp;gt; New -&amp;gt; Layer via Cut'''.  This acts like cutting the selection from one layer and pasting it as another in the exact same position it was in before.&lt;br /&gt;
&lt;br /&gt;
3]  Take this new layer, and draw over all of it in solid black with the pencil tool.  When doing this, if you are converting an old shadow, you can use the old one as a guide for where the new shadow should fall.  Regardless of what you're creating, however, there is an unusual thing to do in this step, and that is to draw in the entire area that a shadow would fall - not merely the area that is unobscured by the unit, but also in the area that you cannot see.  This is important for a later step.&lt;br /&gt;
&lt;br /&gt;
Note that this layer should be moved below all the other layers in the file.  It's also very helpful to temporarily make the other layers mostly transparent, as this can guide you in intuiting where the shadow should fall on an imaginary ground:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows3_202.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4]  I generally duplicate this layer, when finished, and hide the duplicate &amp;quot;backup&amp;quot; layer.&lt;br /&gt;
&lt;br /&gt;
5] Apply a gaussian blur to this layer, with a width of 0.5 pixels:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows4_193.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6] Change the opacity of this layer to precisely 60%.  If your graphics editor speaks in transparency instead, then set it to 40%, which is the same thing.  Either one of these means that 40% of what is underneath will shine through the black.  '''It's very important, however, not to deviate from using solid black, and not to deviate from using 60% opacity unless you have a good reason.'''  Using these makes our unit imagery consistent.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows5_481.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This, then, is what the final result of the example images in this tutorial looks like:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows6_182.png&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Basic_Animation_Tutorial&amp;diff=6404</id>
		<title>Basic Animation Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Basic_Animation_Tutorial&amp;diff=6404"/>
		<updated>2006-01-21T17:39:53Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links take 2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Jetryl&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
&lt;br /&gt;
Animation works by fooling the mind into thinking that a series of still images are one continuously moving object.  Certain things have to happen for the illusion to work.  The basic principles are as follows, though keep in mind that these are interrelated: &lt;br /&gt;
&lt;br /&gt;
* A moving object can only travel below a certain ratio of &amp;quot;screen space travelled&amp;quot; to &amp;quot;number of frames&amp;quot;.  If an object travels too far in too few frames, it will not look like it is moving, rather, it will look like it is disappearing from one location, and suddenly appearing in another.&lt;br /&gt;
&lt;br /&gt;
* If the frames iterate too slowly - eg, less that 5 frames per second, the illusion of motion fails, and the whole thing looks more like a slideshow than an animation.  Many 3d videogamers demand a framerate of 30fps from their hardware, or else they find the game to be too &amp;quot;jerky&amp;quot; and frustrating to play - some, even, demand 60fps.  As a priciple, though, animation tends to fall apart somewhere between 5-10 fps.&lt;br /&gt;
&lt;br /&gt;
Wesnoth is able to get away with a lot because we can programmatically create motion, some of the time.  When a unit attacks, the code slides the attack image around.  This allows us to use single images where we would be better served by multiple images.  We can only get away with this in certain situations, however, and part of this is because the code-driven movement is both done at the maximum framerate of the running copy of wesnoth (often in the ballpark of a 3d game; some 30-60fps), and the code-driven movement is out-of-synch with the procedural animation, seemingly giving us additional frames of animation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Common mistakes: ==&lt;br /&gt;
&lt;br /&gt;
All of these mistakes are ''absolutely unacceptable'' in an official in-game image.  Some are very easy to correct, such as alignment, others, such as redrawing hidden surfaces, can make an animation much harder to do, but this is the price you ''must'' pay to make something look right.  They're the laws of the real world, and fortunately, no one can use &amp;quot;style&amp;quot; as a cop-out for not following them - if you ignore these, your animation will look ''terrible''.&lt;br /&gt;
&lt;br /&gt;
As a general principle, whenever you are tempted to use a shortcut to finish something, don't.  It will look bad, and in the long run, it won't save any time, because if we end up using the animation, someone will have to pay the time to correct it.  We will not use broken, half-hearted attempts at animations.&lt;br /&gt;
&lt;br /&gt;
===Moving only the active element===&lt;br /&gt;
An animator thinks, &amp;quot;Hey, I'm animating a man swinging a sword.  That means all I have to do is move the sword down in his hand.&amp;quot;  The animator then wonders why on earth his animation looks so poorly done.&lt;br /&gt;
&lt;br /&gt;
Even the most subtle human motions will result in adjustments of the entire body, for balance.  Human beings occupy what is known in physics as an &amp;quot;unstable&amp;quot; equilibrium point.  If you set a pen on its point, it will fall over - amusingly enough, human beings are built, balance-wise, much like a pen.  If we make any movement, we need to make an appropriate counter-movement, or we will fall on our face.  Because of the way the human body is constructed, this generally means a rotation or movement of the entire torso, which makes anything connected (which is, the entire body) move with it.&lt;br /&gt;
&lt;br /&gt;
In order to understand how something is supposed to move, you may need to look in the mirror, or look at a movie.  There are many examples of good, medieval action films - titles such as Braveheart, or Lord of the Rings come to mind.  Watch one of those movies, find a point where a character swings a sword, and watch what happens to the rest of the body.  It's not subtle at all.&lt;br /&gt;
* Wrong: http://exong.net/wesnoth-attach/files/dark_queen_577.gif&lt;br /&gt;
* Right: http://exong.net/wesnoth-attach/files/orc_grunt-westattack0_213.gif (ignore the dithering (dots))&lt;br /&gt;
&lt;br /&gt;
===Hidden surfaces must be redrawn===&lt;br /&gt;
When an object turns, in an animation, and shows a side that wasn't visble before, it ''must'' be drawn from scratch.  If a man has his back to you, and turns around, his now-visible face will look a whole heck of a lot different from the back of his head, which was visible before.  This is obvious!  However, this is an often-repeated mistake, because people are afraid of having to draw parts from scratch.  Cutting and pasting body parts, and moving them around can only be used for the tiniest motions, or motions in which there is NO rotation.  The good news is, this is a great way for people to practice drawing parts of sprites, because here, they only have to draw a part of the unit's body, rather than the whole thing.&lt;br /&gt;
&lt;br /&gt;
===Turned surfaces must be redrawn===&lt;br /&gt;
After about a 30-45 degree turn of any part of a sprite, the surface of that part has to be redrawn to account for the rotation.  If a man is facing you, and turns sideways, his appearance will change considerably - for one thing, there will only be one eye visible where there were two visible before.  Like I said above, '''DO NOT CUT AND PASTE'''.  It simply will _ not look right.&lt;br /&gt;
* Wrong: http://exong.net/wesnoth-attach/files/elvish-rider-die_272.gif&lt;br /&gt;
&lt;br /&gt;
===Misaligned Frames===&lt;br /&gt;
Each image in a series must line up correctly with the image before it.  If they don't, the image shakes around inside the animation.&lt;br /&gt;
* Wrong: http://exong.net/wesnoth-attach/files/elfherb_170.gif&lt;br /&gt;
&lt;br /&gt;
== Exaggeration techniques: ==&lt;br /&gt;
&lt;br /&gt;
Traditional animation studios discovered several techniques along the way to &amp;quot;procedurally&amp;quot; liven up a strict representation of movement - that is, techniques that are probably correct to use even if you're not &amp;quot;drawing from life&amp;quot; and witnessing them firsthand.  These were especially powerful in the first days of animation, because the drawings made were so simple, and left out a lot of the detail of the natural world - these are some of the first details to put back in.  All of these are based vaguely on movement in the real world.  If you exaggerate these too much, which you can certainly get away with, it will result in the animation looking cartoony, which is not necessarily a bad thing.  These were developed in the first days of animation - in fact, fellows like Walt Disney were likely those who pioneered them.&lt;br /&gt;
&lt;br /&gt;
* '''Wind-Up/Anticipation''' - When human beings prepare for a big move, such as swinging a baseball bat, or sword, they tend to give themselves some space to gain momentum.  When a pitcher winds up for a throw, he curls back so that the ball will spend more time in his hand, thus spending more time accelerating, and thus have a higher speed.  For wesnoth images, this is a great technique to use on big swords and clubs.  If a man is going to throw a punch, he reels back with the arm that is preparing to deliver it.  If a cobra is going to strike, it first rears back its head.  Think of what &amp;quot;Popeye the Sailor Man&amp;quot; does when he's about to clobber someone, and you'll have good example of the &amp;quot;cartoony&amp;quot; range of things.&lt;br /&gt;
&lt;br /&gt;
* '''Inertia and Air Resistance''' - Different things are affected by physics in different ways.  When a person makes a motion, certain muscles drive the motion, and the rest of the body is pulled by this force acting on it.  The most important thing is that different parts of the body will move at different speeds - this is related to my mantra of ''&amp;quot;move the whole body&amp;quot;'' - if you do it, things will look a ''lot'' more realistic.&lt;br /&gt;
&lt;br /&gt;
* '''Non-rigid Objects''' - Most objects in the real world flex in extraordinary ways when they move, ways that you would never guess, but which are clearly percieved by the &amp;quot;subconcious,&amp;quot; and thus look right when animated.  For a stunning example, if you look at a slow-motion recording of baseball being hit by a bat, the baseball gets flattened like a pancake!  This happens only for the tiniest moment, after which it oscillates back and forth (like a spring) returning to it's normal shape.  In wesnoth animation, using such a thing only for a single frame can make for a much livelier animation.&lt;br /&gt;
&lt;br /&gt;
* '''Follow Through''' - often taught to beginning boxers, a strike given with enough force to damage will often be targeted not at the surface of the opponent, but deep inside and even behind him.  This is also related to many situations in which the person performing an action doesn't care where the moving object stops - a baseball player is not concerned with where the bat stops in his swing, rather he just wants to hit the ball as hard as he can, which is why the bat will often swing a full half-circle beyond home plate.  In animating wesnoth images, this is why it looks better if really strong sword strokes go ''clean through'' the point where the opponent is standing.  As an example, this is why the Elvish Hero's attack looks stronger than that of the Elvish Fighter.&lt;br /&gt;
&lt;br /&gt;
* '''Cycling/Looping''' - In the real world, points of view do not remain fixed like they do in animations or videogames, but certain motions often get repeated, sometimes almost identically.  One of the first tricks that animators used was to make animations of people doing something like walking.  Instead of imitating the real world, wherein each step taken is subtly different from the next, as the mind carefully coordinates changing balance and the uneven conditions of the ground &amp;quot;plane&amp;quot;, the animators simply drew a single step of the person walking, and lined up the images so that the final frame lined up with the first frame.  Though one could not change the point of view on the subject, the animation could be looped indefinitely, and would look convincingly like viewing a person walking from a specific angle.  For our purposes, this can be used to link together any repeating animations (such as walking animations).&lt;br /&gt;
&lt;br /&gt;
== Some examples ==&lt;br /&gt;
&lt;br /&gt;
Taken from Zhukov's edit of the orcish grunt&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
http://exong.net/wesnoth-attach/files/orc-grunt-westbase_146.png&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
The base frame for an Orcish Grunt&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
http://exong.net/wesnoth-attach/files/orc_grunt-westattack_f1_203.png&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
Wind up - note the exaggerated pullback&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
http://exong.net/wesnoth-attach/files/orc_grunt-westattack_f3_123.png&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
Strike - note the whole body has moved, and most (but not all) of it has had to be redrawn.&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
* [[Create Art]]&lt;br /&gt;
* [[Create]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DescriptionWML&amp;diff=6319</id>
		<title>DescriptionWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DescriptionWML&amp;diff=6319"/>
		<updated>2006-01-21T16:35:54Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Description texts ==&lt;br /&gt;
&lt;br /&gt;
A description is a part of the value of a menu attribute.&lt;br /&gt;
It is used to represent a single option in the menu which consists of an image(called the ''icon'') followed by text.&lt;br /&gt;
&lt;br /&gt;
A description has the format&lt;br /&gt;
&lt;br /&gt;
* ''';''' if another description precedes it&lt;br /&gt;
&lt;br /&gt;
* '''*''' if it should be the default selection&lt;br /&gt;
&lt;br /&gt;
* '''&amp;amp;amp;''image''=''text''''' image with text description&lt;br /&gt;
&lt;br /&gt;
* '''&amp;amp;amp;''image''=''text''=''text2''''' image with two text descriptions&lt;br /&gt;
&lt;br /&gt;
Single text items are always enclosed in '''&amp;amp;quot;''', and concatenated with '''+'''. This is useful so the text can contain translateable items (the '''_''' before a text), and so it can span multiple lines.&lt;br /&gt;
&lt;br /&gt;
for example:&lt;br /&gt;
&lt;br /&gt;
 difficulty_descriptions=&amp;amp;quot;&amp;amp;amp;&amp;amp;quot; + &amp;amp;quot;elvish-fighter.png&amp;amp;quot; + &amp;amp;quot;=&amp;amp;quot; + _&amp;amp;quot;Fighter&amp;amp;quot; + &amp;amp;quot;=&amp;amp;quot; + _&amp;amp;quot;(easiest)&amp;amp;quot; +&lt;br /&gt;
 	&amp;amp;quot;;*&amp;amp;quot; + &amp;amp;quot;&amp;amp;amp;&amp;amp;quot; + &amp;amp;quot;elvish-hero.png&amp;amp;quot; + &amp;amp;quot;=&amp;amp;quot; + _&amp;amp;quot;Hero&amp;amp;quot; +&lt;br /&gt;
 	&amp;amp;quot;;&amp;amp;quot; + &amp;amp;quot;&amp;amp;amp;&amp;amp;quot; + &amp;amp;quot;elvish-champion.png&amp;amp;quot; + &amp;amp;quot;=&amp;amp;quot; + _&amp;amp;quot;Champion&amp;amp;quot; + &amp;amp;quot;=&amp;amp;quot; + _&amp;amp;quot;(hardest)&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
The utility macros (see [[UtilWML]]) '''{MENU_IMG_TXT ''icon'' ''text''}'''&lt;br /&gt;
and '''{MENU_IMG_TXT2 ''icon'' ''text'' ''text-2''}'''&lt;br /&gt;
can be used to create descriptions more easily. The above example would become:&lt;br /&gt;
&lt;br /&gt;
 difficulty_descriptions={MENU_IMG_TXT2 &amp;amp;quot;elvish-fighter.png&amp;amp;quot; _&amp;amp;quot;Fighter&amp;amp;quot; _&amp;amp;quot;(easiest)&amp;amp;quot;} +&lt;br /&gt;
 	&amp;amp;quot;;*&amp;amp;quot; + {MENU_IMG_TXT &amp;amp;quot;elvish-hero.png&amp;amp;quot; _&amp;amp;quot;Hero&amp;amp;quot;} + &amp;amp;quot;;&amp;amp;quot; +&lt;br /&gt;
 	{MENU_IMG_TXT2 &amp;amp;quot;elvish-champion.png&amp;amp;quot; _&amp;amp;quot;Champion&amp;amp;quot; _&amp;amp;quot;(hardest)&amp;amp;quot;}&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignWML]]&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Description&amp;diff=6318</id>
		<title>Description</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Description&amp;diff=6318"/>
		<updated>2006-01-21T16:35:46Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What is Battle for Wesnoth? ==&lt;br /&gt;
&lt;br /&gt;
The Battle for Wesnoth is a turn-based strategy game with a fantasy theme.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumb tright&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;div&amp;amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-halo.jpg http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-halo-175.jpg]&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumbcaption&amp;amp;quot;&amp;amp;gt;Silver Mage in action&amp;amp;lt;/div&amp;amp;gt;&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Build up a great army'', gradually turning raw recruits into hardened veterans. In later games, recall your toughest warriors and form a deadly host against whom none can stand! Choose units from a large pool of specialists, and hand-pick a force with the right strengths to fight well on different terrains against all manner of opposition. &lt;br /&gt;
&lt;br /&gt;
Fight to regain the throne of Wesnoth, of which you are the legitimate heir, or use your dread power over the Undead to dominate the land of mortals, or lead your glorious Orcish tribe to victory against the humans who dared despoil your lands … Wesnoth has many different sagas waiting to be played out. You can create your own custom units, and write your own scenarios – or even full-blown campaigns. You can also challenge your friends – or strangers – and fight ''multi-player'' epic fantasy battles.&lt;br /&gt;
&lt;br /&gt;
== Features ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumb tright&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;div&amp;amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-burningsuns.png http://www.wesnoth.org/images/sshots/wesnoth-0.8.4-burningsuns-175.jpg]&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumbcaption&amp;amp;quot;&amp;amp;gt;Under the Burning Suns&amp;amp;lt;/div&amp;amp;gt;&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Build up a formidable fighting force, starting from a single leader and a small amount of gold.&lt;br /&gt;
* Over 200 unit types in six major factions, all with distinctive abilities, weapons and spells.&lt;br /&gt;
* Experienced units gain powerful new abilities as they advance.&lt;br /&gt;
* Several multi-player options available, including internet play.&lt;br /&gt;
* Scores of different custom-designed maps, and unlimited random maps.&lt;br /&gt;
* Hundreds of campaign scenarios available for download via a simple in-game procedure.&lt;br /&gt;
* 'Fog of war' feature available for a true test of generalship.&lt;br /&gt;
* Sophisticated mark-up language lets advanced users make their own maps, factions or campaigns.&lt;br /&gt;
* Excellent language support &amp;amp;amp;ndash; 20 different languages currently available.&lt;br /&gt;
* GNU/Linux, Windows, MacOSX, BeOS, Solaris, FreeBSD, OpenBSD and NetBSD compatible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Play}}&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=6317</id>
		<title>DelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DelfadorsMemoirs&amp;diff=6317"/>
		<updated>2006-01-21T16:35:46Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This campaign follows the adventures of Delfador, beginning from him leaving home as a newly qualified journeyman mage,&lt;br /&gt;
and leading up to him helping to bring peace to Wesnoth.  It is set a couple of generations earlier than &amp;amp;quot;Heir to the&lt;br /&gt;
Throne&amp;amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Comments: email to Josh Parsons, jp30 AT st-and.ac.uk.&lt;br /&gt;
Thread is at http://www.wesnoth.org/forum/viewtopic.php?t=1293.&lt;br /&gt;
&lt;br /&gt;
== Installation notes ==&lt;br /&gt;
&lt;br /&gt;
Delfador's Memoirs is distributed as a tarball (.tar.gz), containing all sources for the campaign.&lt;br /&gt;
The tarball is built with automake.  To install, unpack it, change into the directory delfadors-memoirs-(version) and&lt;br /&gt;
run (as root) &amp;amp;quot;./configure &amp;amp;amp;&amp;amp;amp; make &amp;amp;amp;&amp;amp;amp; make install&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
If you can't install DM this way, then you may install download and install it from the campaign server (you will need&lt;br /&gt;
wesnoth 0.8.5 or a current CVS version to do this).&lt;br /&gt;
&lt;br /&gt;
== Download ==&lt;br /&gt;
&lt;br /&gt;
Version 0.1: (3 playable scenarios) requires wesnoth = 0.7.7&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/memoirs-0.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.2: (7 playable scenarios) requires wesnoth = 0.7.9&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.2.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.3: (9 playable scenarios) requires wesnoth &amp;amp;gt;= 0.7.11 (=0.7.11 for the tarball)&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.3.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.4: (10 playable scenarios) requires wesnoth &amp;amp;gt;= 0.7.11, &amp;amp;lt;= 0.8.3&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.tar.gz&lt;br /&gt;
* http://www.st-and.ac.uk/~jp30/delfadors_memoirs-0.4.zip&lt;br /&gt;
&lt;br /&gt;
Version 0.5: (10 playable scenarios) requires wesnoth &amp;amp;gt;= 0.8.4, &amp;amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.1: (10 playable scenarios) requires wesnoth &amp;amp;gt;= 0.8.4, &amp;amp;lt;= 0.8.7&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.1.tar.gz&lt;br /&gt;
&lt;br /&gt;
Version 0.5.2: (10 playable scenarios) requires wesnoth &amp;amp;gt;= 0.8.9&lt;br /&gt;
* http://weka.ucdavis.edu/~jp30/delfadors_memoirs-0.5.2.tar.gz&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DebuggingWesnoth&amp;diff=6316</id>
		<title>DebuggingWesnoth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DebuggingWesnoth&amp;diff=6316"/>
		<updated>2006-01-21T16:35:42Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A common problem is that a user of Wesnoth has Wesnoth crash on them, but no developers can reproduce the problem, and so that makes it very difficult for us to fix it.&lt;br /&gt;
&lt;br /&gt;
Fortunately, if you are using GNU/Linux or another Unix-like system, have compiled Wesnoth yourself, and you have debugging symbols in (the default when compiling), or your packager has left debugging symbols in, you can do a little debugging yourself to send to a developer. Even a non-programmer can do enough to give a developer alot of clues about where Wesnoth is crashing.&lt;br /&gt;
&lt;br /&gt;
When a program crashes, if the system is configured correctly it will leave behind a 'core' file. A 'core' file contains the contents of memory [1] at the time the program crashed. However, many systems by default have the maximum size of cores set very low, or to 0, meaning that the system won't dump cores. So, before running Wesnoth, use the following command in the same terminal you plan to run Wesnoth from to make it so that cores will be always dumped, no matter how large they are.&lt;br /&gt;
&lt;br /&gt;
'''ulimit -c unlimited'''&lt;br /&gt;
&lt;br /&gt;
Then, run Wesnoth, and do whatever you have to do to make it crash. The last line of output should be something like,&lt;br /&gt;
&lt;br /&gt;
'''Segmentation Fault (core dumped)'''&lt;br /&gt;
&lt;br /&gt;
or perhaps,&lt;br /&gt;
&lt;br /&gt;
'''Aborted (core dumped)'''&lt;br /&gt;
&lt;br /&gt;
or something similiar. The core file will then be in the current working directory, and will either be called 'core' or 'core.&amp;amp;lt;pid&amp;amp;gt;' where &amp;amp;lt;pid&amp;amp;gt; is the process ID of Wesnoth before it crashed. You can of course list all cores in the current directory using,&lt;br /&gt;
&lt;br /&gt;
'''ls core*'''&lt;br /&gt;
&lt;br /&gt;
Now that you have your core, you can open it and see where Wesnoth crashed. To open it, you run gdb giving it the path to the Wesnoth binary as its first argument, and the core file as its second. The most common usage is,&lt;br /&gt;
&lt;br /&gt;
'''gdb ./wesnoth ./core'''&lt;br /&gt;
&lt;br /&gt;
This should run gdb, and print out alot of information which is generally of no consequence (unless there is an error message). gdb should give you a prompt, at which you can type the command,&lt;br /&gt;
&lt;br /&gt;
'''bt full'''&lt;br /&gt;
&lt;br /&gt;
This should make gdb print out what is known as a 'backtrace' -- a list of all the functions Wesnoth was in when it crashed. Copy everything that gdb printed out below where you typed bt full, and send it to a developer. It's a good idea if you keep the core file around, because the developer may need you to open it again with gdb to run some more commands.&lt;br /&gt;
&lt;br /&gt;
[1] 'core' is an old-fashioned Unix term for memory.&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DanishTranslation&amp;diff=6314</id>
		<title>DanishTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DanishTranslation&amp;diff=6314"/>
		<updated>2006-01-21T16:35:33Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Danish Translation =&lt;br /&gt;
As of Aug 10 2005 the Danish translations has been brought to life again. Contact Anders K. Madsen&lt;br /&gt;
(mailto:madsen@lillesvin.net) if you want to help out. If you need to get in touch with the entire Danish translation team, try: [mailto:wesnoth-daATlillesvinDOTnet]&lt;br /&gt;
&lt;br /&gt;
= Status =&lt;br /&gt;
This is the status of the development versions of the translations. If you want to see the stats for the ones actually included in the CVS version of Wesnoth, goto: http://gettext.wesnoth.org ([http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.lang.php?lang=da stats for danish]).&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The percentage of fuzzy translations are counted as a sub-part of the translated strings, so if you calculate the total percentage it may look a bit weird at times.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;center&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;!-- // No need for this...&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 18 (37% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(42%) 665&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 17&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(57%) 908&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(18%) 156&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 7&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(81%) 684&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 20 (40% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(43%) 686&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 20&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(56%) 887&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''./wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 1&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(23%) 195&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 3&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(76%) 645&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 23 (42% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(44%) 698&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 26&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(55%) 875&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''./wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 1&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(30%) 257&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 3&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(69%) 583&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 30 (52% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(50%) 797&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(4%) 69&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(49%) 76&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''./wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(48%) 409&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(7%) 60&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(51%) 431&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 41 (57% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(53%) 834&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(2%) 45&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(46%) 739&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(58%) 489&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 13&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(41%) 351&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 46 (62% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1573&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(57%) 907&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(3%) 51&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(42%) 666&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''./wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(64%) 541&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 14&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(35%) 299&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
//--&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;5&amp;amp;quot; style=&amp;amp;quot;background-color: #ddd&amp;amp;quot;&amp;amp;gt;Revision 49 (64% done)&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fil&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;I alt&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Oversat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Fuzzy&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Mangler&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;1572&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(57%) 906&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(3%) 53&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(42%) 666&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;./wesnoth-httt/da.po&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;840&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(71%) 602&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(1%) 13&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(28%) 238&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;'''./wesnoth-lib/da.po'''&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(100%) 129&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td align=&amp;amp;quot;right&amp;amp;quot;&amp;amp;gt;(0%) 0&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;/center&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Overblik =&lt;br /&gt;
Vi er startet helt forfra med oversættelsen, da kvaliteten af de tidligere oversættelser ikke var acceptabel. (Noget lignede mistænkelig meget maskinoversættelse...)&lt;br /&gt;
&lt;br /&gt;
Oversættelserne ligger i et subversion repository på http://svn.lillesvin.net/wesnoth_da - der kan du hente de nyeste versioner af filerne. Du kan også surfe rundt mellem filerne i et mere brugervenligt (og avanceret) miljø på http://lillesvin.net/viewcvs/wesnoth_da&lt;br /&gt;
&lt;br /&gt;
== Faste termer ==&lt;br /&gt;
Har du forslag til rettelser, så kør dem omkring oversætterholdet ([mailto:wesnoth-daATlillesvinDOTnet]). Alle forslag (og forbedringer) er meget velkomne.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;center&amp;amp;gt;&lt;br /&gt;
=== Generelt ===&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td align=&amp;amp;quot;center&amp;amp;quot;&amp;amp;gt;'''Original'''&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td align=&amp;amp;quot;center&amp;amp;quot;&amp;amp;gt;'''Oversættelse'''&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Battle for Wesnoth&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Kampen om Wesnoth&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Abilities&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Evner&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Units&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Enheder&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Experience&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Erfaring&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Hitpoints / HP&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Hitpoints / HP&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Experience points / XP&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Erfaringspoint / XP&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Advance(ment)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Forfremme(lse)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Zone-of-Control&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Kontrolzone&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Traits&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Karaktertræk&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;objectives&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;mål&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;time of day&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;tid på dagen/døgnet&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Village&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Landsby&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;castle&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;borg&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;keep (på en borg)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;tårn&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;blade (skadestype)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;klinge&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;pierce (skadestype)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;stik&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;impact (skadestype)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;slag&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;upkeep&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;vedligeholdelse&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;alignment&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;sindelag&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;lawful&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;hæderlig&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;neutral&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;neutral&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;chaotic&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;lyssky&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;br /&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Racer og professioner ===&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;th&amp;amp;gt;Original&amp;amp;lt;/th&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;th&amp;amp;gt;Oversættelse&amp;amp;lt;/th&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Saurian&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Øgle&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Undead&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Udød&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Elvish&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Elver&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Merman&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Havmand&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Orc(s)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Ork(er)&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;th colspan=&amp;amp;quot;2&amp;amp;quot;&amp;amp;gt;Professioner&amp;amp;lt;/th&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Skirmisher&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;Stifinder&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/center&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== BEMÆRK ====&lt;br /&gt;
Når man oversætter mange af racerne til dansk, så kan det være praktisk at sammensætte racenavnet med enhedens profession, så f.eks. ''Elvish Fighter'' bliver til ''Elverkriger''. Dette gælder selvfølgelig ikke for racer som f.eks. Undeads/Udøde, hvor ''Undead Fighter'' ville blive noget i stil med ''Udød kriger''.&lt;br /&gt;
&lt;br /&gt;
== Svært-oversættelige termer ==&lt;br /&gt;
Du er meget velkommen til at foreslå oversættelser til især termerne listet her!&lt;br /&gt;
&amp;amp;lt;dl&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;dt&amp;amp;gt;ancient&amp;amp;lt;/dt&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;dd&amp;amp;gt;som i &amp;amp;quot;Ancient Guard&amp;amp;quot;. Kan nogle gange oversættes til noget i stil med ''gammeldags'' eller ''traditionel'', ellers er det måske muligt at slippe afsted med ''... af de Gamle Tider'', hvis pladsen tillader det.&amp;amp;lt;/dd&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/dl&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
= Oversættere / Translators =&lt;br /&gt;
== Aktive / Active ==&lt;br /&gt;
* Anders K. Madsen (madsen) - mailto:madsen@lillesvin.net&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - [mailto:ulvenATdibidutDOTdk]&lt;br /&gt;
* Bjarke Sørensen (basher) - [mailto:bsATwasdDOTdk]&lt;br /&gt;
&lt;br /&gt;
== Inaktive / Inactive ==&lt;br /&gt;
* Mark Michelsen (skovbaer) - [mailto:skovbaerATfemgramskovbaerteDOTdk]&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - [mailto:freakenATfreakenDOTdk]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CzechTranslationANewOrderCampaign&amp;diff=6313</id>
		<title>CzechTranslationANewOrderCampaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CzechTranslationANewOrderCampaign&amp;diff=6313"/>
		<updated>2006-01-21T16:35:26Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translators ==&lt;br /&gt;
* [[User:Tapik]]&lt;br /&gt;
== ChangeLog ==&lt;br /&gt;
* The campaign translation is still under heavy translation.&lt;br /&gt;
&lt;br /&gt;
== Remarks in Czech ==&lt;br /&gt;
* Skřeti a Trolové mají ořezaný slovník, takže neskloňují. Navíc hodně komolí: &amp;amp;quot;Já zabýt to. To být úžasný písňa o já.&amp;amp;quot;&lt;br /&gt;
* Akladians jsou Akladijci. Je snaha je překládat tak, aby byla patrná podoba mezi Akladijci a Áríjci, neb se chovají úplně stejně. Navíc vznikli jako kříženci skřetů a lidí, takže musí být jejich řeč také nechutná. Jedinou výjimku je zatím Reme Carremnoe. Jeho věrnost je neakladijská, tak proto.&lt;br /&gt;
* Underling překládám jako porobenec. Lepší překlad neznám. Kdyby někdo věděl, jak Němci nazývali podrobené slovanské národy (hlavně Poláky a Rusy), asi by to bylo ono.&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=6310</id>
		<title>Creating Unit Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Unit_Art&amp;diff=6310"/>
		<updated>2006-01-21T16:34:57Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Here's the information needed to start doing units art for Wesnoth. Please update the wiki with links to examples and other tips and tricks realted to unit art. This page started from [http://www.wesnoth.org/forum/viewtopic.php?p=104809#104809 this forum thread]. &lt;br /&gt;
&lt;br /&gt;
=== Basic unit image specifications ===&lt;br /&gt;
*Final format is PNG, 72 x 72 pixels &lt;br /&gt;
*the units should be contained in the hex (the white in the attached template) &lt;br /&gt;
*Normal Units (humans and elves) are about 40px tall &lt;br /&gt;
*Small Units (dwarves and goblins) are a bit over 30px tall &lt;br /&gt;
*Tall Units (drakes and great trolls) are a bit under 50px tall &lt;br /&gt;
*Light comes from a specific direction (for shadings and highlights) &lt;br /&gt;
*Unit must look in the lower right direction &lt;br /&gt;
*Units are centered horizontally &lt;br /&gt;
*Units feets are positioned around 55 pixel from the top, lower for taller units &lt;br /&gt;
*Shadows at 60 opacity, black color. &lt;br /&gt;
*Outlines should be used, made with a darker, but similar colour to what they're surrounding, this makes the unit feel bigger then the amount of pixels you'd use for the same with a black outline. &lt;br /&gt;
*Use consistent names for your files, beginning with the unit name, so that they are kept together when browsing the files.&lt;br /&gt;
&lt;br /&gt;
=== Unit animation specifications ===&lt;br /&gt;
*You can have as many frames for animations as you like. It depends on what you want to get accross &lt;br /&gt;
*Images and animations must be done for: &lt;br /&gt;
*normal image (1 frame) &lt;br /&gt;
*attack for each type (at least one frame - 2 is good) &lt;br /&gt;
*directional attacks (spear and ranged) &lt;br /&gt;
*defense &lt;br /&gt;
*death frame &lt;br /&gt;
*magical attacks should have 'special effects' &lt;br /&gt;
&lt;br /&gt;
You can also have multiple defense animations (like the thief.) &lt;br /&gt;
Defense can be split into ranged and melee animations.&lt;br /&gt;
&lt;br /&gt;
It is important that the unit moves its feet when doing a melee attack. During the attack the unit will move from its own hex to the hex it is attacking. If you don't have feet movement in your animation, the unit will be &amp;amp;quot;sliding&amp;amp;quot; toward it's target, which looks bad.&lt;br /&gt;
&lt;br /&gt;
=== Additional Notes and examples ===&lt;br /&gt;
&lt;br /&gt;
*Test early with different backgrounds. Go to your game terrain files, pick, say, 3 terrains, preferably with different colours, and have a look what they look like against the background, because that way if you have used alpha channels, it may look better in game than as the average standard sprite. &lt;br /&gt;
&lt;br /&gt;
*Test your unit early in the game. Replacing an existing unit graphic with yours is the fastest way (be sure to make a copy of the originals so you don't lose them.) &lt;br /&gt;
&lt;br /&gt;
*If you are animating a horse, you should base it on this [http://www.wesnoth.org/forum/viewtopic.php?t=7592&amp;amp;amp;sid=eb882602a04b48cf8fcce9ca77fbeae0 example of an horse animation]&lt;br /&gt;
&lt;br /&gt;
*The thief is a very good example of what can be done. It has basically all possible animations. It doesn't use the multidirectional ranged images, though, since it's not a ranged unit.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingUnits]]&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Create Art and Music]]&lt;br /&gt;
* [[Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Creating_Shadows_Under_Units&amp;diff=6309</id>
		<title>Creating Shadows Under Units</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Creating_Shadows_Under_Units&amp;diff=6309"/>
		<updated>2006-01-21T16:34:51Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;by Richard Kettering (Jetryl)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Wesnoth's shadows have evolved through several different iterations of &amp;amp;quot;how they are drawn&amp;amp;quot;.  This tutorial covers both a quick history of what was done in the past to draw shadows, and what the current &amp;amp;quot;official&amp;amp;quot; method is.  As a general note, it should be mentioned that the shadows are part of the same image file as the unit graphics.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===History:===&lt;br /&gt;
&lt;br /&gt;
Wesnoth, at first, used a binary transparency system - a pixel was either completely opaque, or completely see-through (transparent).  This is not unlike what .gif images use, in terms of the final effect.  The first system actually assigned one color (pure black, for those who are interested) as the transparent color, and anywhere where such a pixel was found in a game image, the engine would not draw it.&lt;br /&gt;
&lt;br /&gt;
The next step was fairly obvious - wesnoth uses the PNG image format, which allows a special part of the image to be built-in to the file.  This is essentially another image which tells the computer how transparent each pixel in the image is, and it is called an Alpha Channel.  This &amp;amp;quot;alpha channel&amp;amp;quot; is a grayscale image, meaning that each pixel can be set to be not only either completely opaque or completely transparent, but also anywhere in-between.  At first, we converted all of our images to PNG, but used only binary transparency.  Our shadows were jet black, and obscured the ground completely.&lt;br /&gt;
&lt;br /&gt;
As code support came, we switched to our next system, in which many of our images are in at the time of this writing.  This set the shadow of a unit to be 60% opaque, allowing the ground beneath to show through, and looked rather good.&lt;br /&gt;
&lt;br /&gt;
As our terrain improved, however, this began to show its limitations.  The shadows had hard edges which were forced to lie on pixel boundaries.  This looks unnatural for some of the situations in which we use it, and as such, we moved to our current system.  This is simple, has a clear procedure which can be followed to generate it rapidly and correctly, and looks good in all situations.  In the following image, compare the dwarf done with the old method, and the elven sylph done with the new method.  It's a subtle, but potent difference, and is especially evident when the colored rings are drawn under our units to signify which team they're on:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows1_148.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The obvious complaint about the current system is that it might be hard to edit, compared with the previous system.  The solution is simple - just delete the previous shadow and recreate one from scratch.  Because of how these shadows are made, it is relatively clear which pixels had been opaque in the source layer before blurring, and if a few pixels are different in a new frame, it is often unnoticeable.  At most, the process of creating a new shadow will take a few minutes, and for animations, it has the benefit of forcing someone to draw a shadow from scratch (which should be done anyways).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Current Method:===&lt;br /&gt;
&lt;br /&gt;
The first two steps in this method are for converting old shadows to the new system.  To adapt it to creating a shadow from scratch, start with a new empty layer in your graphics program, and begin at step three.  In this tutorial, I'll be using the process I used to create shadows for Neoriceisgood's Saurian Flanker as an example:&lt;br /&gt;
&lt;br /&gt;
1]  Select all of the pixels which make up the old shadow:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows2_123.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2]  &amp;amp;quot;Cut&amp;amp;quot; these into another layer in your graphics program.  In photoshop, a wonderful tool for this is in the following menu: '''Layer -&amp;amp;gt; New -&amp;amp;gt; Layer via Cut'''.  This acts like cutting the selection from one layer and pasting it as another in the exact same position it was in before.&lt;br /&gt;
&lt;br /&gt;
3]  Take this new layer, and draw over all of it in solid black with the pencil tool.  When doing this, if you are converting an old shadow, you can use the old one as a guide for where the new shadow should fall.  Regardless of what you're creating, however, there is an unusual thing to do in this step, and that is to draw in the entire area that a shadow would fall - not merely the area that is unobscured by the unit, but also in the area that you cannot see.  This is important for a later step.&lt;br /&gt;
&lt;br /&gt;
Note that this layer should be moved below all the other layers in the file.  It's also very helpful to temporarily make the other layers mostly transparent, as this can guide you in intuiting where the shadow should fall on an imaginary ground:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows3_202.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4]  I generally duplicate this layer, when finished, and hide the duplicate &amp;amp;quot;backup&amp;amp;quot; layer.&lt;br /&gt;
&lt;br /&gt;
5] Apply a gaussian blur to this layer, with a width of 0.5 pixels:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows4_193.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6] Change the opacity of this layer to precisely 60%.  If your graphics editor speaks in transparency instead, then set it to 40%, which is the same thing.  Either one of these means that 40% of what is underneath will shine through the black.  '''It's very important, however, not to deviate from using solid black, and not to deviate from using 60% opacity unless you have a good reason.'''  Using these makes our unit imagery consistent.&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows5_481.png&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This, then, is what the final result of the example images in this tutorial looks like:&lt;br /&gt;
&lt;br /&gt;
http://exong.net/wesnoth-attach/files/unitshadows6_182.png&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[Art Tutorials]]&lt;br /&gt;
&lt;br /&gt;
[[Category: Art Tutorials]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DebuggingCampaigns&amp;diff=6315</id>
		<title>DebuggingCampaigns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DebuggingCampaigns&amp;diff=6315"/>
		<updated>2006-01-21T16:34:42Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;quot;Debugging&amp;amp;quot; means to fix by removing errors. Here are some ideas to help you when you are building a campaign and need to fix it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Things to check when your scenario doesn't load ==&lt;br /&gt;
&lt;br /&gt;
*Do the id tags match exactly? Does the id in the caller script have the same case (lowercase/uppercase) as the scenario's id? &lt;br /&gt;
&lt;br /&gt;
*Is the &amp;amp;quot;.cfg&amp;amp;quot; extension appended to the script filename? &lt;br /&gt;
&lt;br /&gt;
*Is the script in the right location (usually campaigns/YOUR_MODULE/scenarios) &lt;br /&gt;
&lt;br /&gt;
*Is it really a scenario load problem? Maybe the main CFG file isn't being loaded correctly. &lt;br /&gt;
&lt;br /&gt;
*Are all the linking tags spelled correctly?(&amp;amp;quot;first_scenario=???&amp;amp;quot;, &amp;amp;quot;next_scenario=???&amp;amp;quot;, &amp;amp;quot;id=???&amp;amp;quot;) &lt;br /&gt;
&lt;br /&gt;
*If you're using the template, did you remember to change the script in the utils directory to load your module? Otherwise you might get a recursion error that may prevent your scenarios from loading (remember, scenarios are loaded last)&lt;br /&gt;
&lt;br /&gt;
*Is a downloaded module breaking you version of the game? &lt;br /&gt;
&lt;br /&gt;
*Do you have read permissions on your scripts?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== See Also: ==&lt;br /&gt;
&lt;br /&gt;
*[[BuildingCampaigns]]&lt;br /&gt;
*[[BuildingCampaignsDirectoryStructure]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=6308</id>
		<title>Create Art</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create_Art&amp;diff=6308"/>
		<updated>2006-01-21T16:34:26Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Getting Started ==&lt;br /&gt;
&lt;br /&gt;
=== General Information ===&lt;br /&gt;
&lt;br /&gt;
Graphic artists usually meet on the [http://www.wesnoth.org/forum/viewforum.php?f=9 artwork development forum]. This is a great place to discuss new and current Wesnoth art and graphics, and to see what other people are contributing.&lt;br /&gt;
&lt;br /&gt;
Unit and terrain art is stored in the portable network graphics (PNG) format.  Each frame of a unit animation, and each variation of a terrain is stored as a separate .png file in the &amp;amp;quot;images&amp;amp;quot; subdirectory of wesnoth, and generally these files will be 72 x 72 pixels (the size of Wesnoth's basic hexagonal tile) with an alpha channel (a part of the file that indicates how transparent each pixel is).  When creating your own images, you can test them without overwriting any game data by putting them in your userdata directory (see [[EditingWesnoth]] for details on Wesnoth's directory structure).  The game also supports JPEG images, though these are better suited for story art.&lt;br /&gt;
&lt;br /&gt;
To edit these graphics, you'll need some program capable of creating PNGs - some of the programs in the following list are free, open-source software, and will do the job nicely: [[Art Programs]]&lt;br /&gt;
&lt;br /&gt;
If you need some inspiration, we have a [[GraphicLibrary|Graphics Library]] which collects art posted on the forum. You can use this for ideas, and as a scrap heap for different parts of unit images (a technique described [[Give Your Hero A Personality|here]]).  One of the best examples of the library's content came from the project artist &amp;amp;quot;Neoriceisgood,&amp;amp;quot; which can be seen in the following [http://www.wesnoth.org/forum/viewtopic.php?t=4466 forum thread].&lt;br /&gt;
&lt;br /&gt;
=== Roadmap ===&lt;br /&gt;
A list of what's being done and what needs doing:&lt;br /&gt;
* '''[[Tiles Status]]''' - a roadmap/plan of sorts for future work on terrain tiles&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=9162&amp;amp;amp;sid=21cf168d2b077d06bb0017c059b4add6 A list] of current work that needs to be done with sprites.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Art Tutorials ==&lt;br /&gt;
&lt;br /&gt;
These are a work-in-progress, and describe both how to make art fit into wesnoth's style, as well as giving some considerable tips on drawing in general.  Especially useful is the [[External Tutorials]] page which lists some very good art tutorials available on the web.&lt;br /&gt;
&lt;br /&gt;
=== Terrain Graphics ===&lt;br /&gt;
&lt;br /&gt;
The following is information specific to drawing terrain for Wesnoth.  Read Frame's &amp;amp;quot;Tiles Tutorial&amp;amp;quot; for a good overview of how terrain graphics work.&lt;br /&gt;
&lt;br /&gt;
* [[Tiles Tutorial]] - Frame's tutorial describing the process of making terrain tiles in wesnoth, and how they interact with adjacent tiles.&lt;br /&gt;
* [[How To Make Seamless Tiles]] - Eleazar's tutorial on making your terrain tiles seamless. The tutorial is aimed at Photoshop users, but the technique is similar with The GIMP.&lt;br /&gt;
* [[CastleTutorial|Castle Tutorial]] - A description of how Wesnoth's castle tiles work (needs updating, but useful nonetheless)&lt;br /&gt;
* [[MultiHexTutorial|Multi-Hex Tiling Tutorial]] - A description of how multi-hex tiles work.&lt;br /&gt;
* [[Editing Castles]] - Instructions for how to make/edit castles (and other corner-based terrains) using yobbo's GIMP script.&lt;br /&gt;
&lt;br /&gt;
These describe the system used to specify how terrains behave in game:&lt;br /&gt;
* [[TerrainLettersWML]] - A list of the letters used to represent terrain types.&lt;br /&gt;
* [[TerrainGraphicsWML]] - If you really need to get technical, start here.&lt;br /&gt;
* [http://www.anathas.org/ayin/wesnoth/doc/terrain_graphics_wml Ayin's Terrain Graphics document] - If you really, ''really'' need to get technical, this describes the terrain graphics WML system in depth.&lt;br /&gt;
&lt;br /&gt;
=== Sprite Art ===&lt;br /&gt;
The following are different tutorials about sprite work compiled by various wesnoth sprite artists.  These will give you the most specific-to-wesnoth information about making sprites, and are well worth a read.&lt;br /&gt;
 &lt;br /&gt;
* [[Creating Unit Art]] - a list of specifications you will need to match.&lt;br /&gt;
* [[Give Your Hero A Personality]] - tricks for editing existing images, including some clip art.&lt;br /&gt;
* [[Basic Animation Tutorial]] - or &amp;amp;quot;How to Animate Sprites for Dummies,&amp;amp;quot; covering the basic theory, and all of the mistakes to avoid.&lt;br /&gt;
* [[Team Color Shifting]] - how to use our new team color system (only for wesnoth 1.1 or greater).&lt;br /&gt;
* [[Creating Shadows Under Units]] - how we create the shadows for the units in-game&lt;br /&gt;
* [[Making Bow Animations]] - the current standard for how we want bow animations to work&lt;br /&gt;
&lt;br /&gt;
=== External Tutorials ===&lt;br /&gt;
The following page contains dozens of links to tutorials covering all manner of artwork, including sprite art.  These were not made by wesnoth artists, but should prove very useful for general instruction.&lt;br /&gt;
&lt;br /&gt;
* [[External Tutorials]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
* [[GraphicLibrary]] - Lot's of usercontributed graphics (most should be GPL'ed)&lt;br /&gt;
* [[Project]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=6306</id>
		<title>ConventionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ConventionsWML&amp;diff=6306"/>
		<updated>2006-01-21T16:34:23Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The purpose of this page is to list conventions of WML --&lt;br /&gt;
that is, things that make WML more readable and flexible.&lt;br /&gt;
Note that this page is not official;&lt;br /&gt;
in fact most mainline campaigns do not follow this.&lt;br /&gt;
&lt;br /&gt;
== Macros ==&lt;br /&gt;
&lt;br /&gt;
Using macros is useful for decreasing the size of a file,&lt;br /&gt;
and for making it clear&lt;br /&gt;
that you are doing the same thing several times.&lt;br /&gt;
A good rule for when to use macros&lt;br /&gt;
is to use them whenever information is being repeated.&lt;br /&gt;
For information on how to create and use macros, see [[PreprocessorRef]].&lt;br /&gt;
&lt;br /&gt;
Also, if you are writing a campaign,&lt;br /&gt;
you should use campaign macros.&lt;br /&gt;
These are macros in the main .cfg file of your campaign;&lt;br /&gt;
i.e. the one with the [campaign] tag.&lt;br /&gt;
They can be used in any scenario of your campaign.&lt;br /&gt;
One useful campaign macro is a &amp;amp;quot;deaths&amp;amp;quot; macro, which describes events&lt;br /&gt;
that should occur in all scenarios of your campaign;&lt;br /&gt;
for example an event causing you to lose when your hero dies.&lt;br /&gt;
Refer to this macro in each of your scenarios.&lt;br /&gt;
&lt;br /&gt;
Put campaign macros after the #ifdef of your campaign;&lt;br /&gt;
that way they will not conflict with other campaign's macros.&lt;br /&gt;
&lt;br /&gt;
== Indentation ==&lt;br /&gt;
&lt;br /&gt;
In indentation, every subtag is indented 1 level outward of its parent tag.&lt;br /&gt;
Toplevel tags are not indented;&lt;br /&gt;
neither are the direct subtags of macros and files.&lt;br /&gt;
For example, in unit files [unit] is not indented,&lt;br /&gt;
and every macro should have at least 1 unindented tag or attribute.&lt;br /&gt;
A macro references should be indented&lt;br /&gt;
as though it were the contents of the macro it refers to.&lt;br /&gt;
Some macros require the use of another macro later;&lt;br /&gt;
in this case the macro should be considered as a tag,&lt;br /&gt;
with its counterpart as the closing tag.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
  [event]&lt;br /&gt;
 #define START_STORE_UNIT&lt;br /&gt;
 [store_unit]&lt;br /&gt;
  [unit]&lt;br /&gt;
 #enddef&lt;br /&gt;
 #define END_STORE_UNIT&lt;br /&gt;
  [/unit]&lt;br /&gt;
 variable=temp&lt;br /&gt;
 [/store_unit]&lt;br /&gt;
 #enddef&lt;br /&gt;
   {START_STORE_UNIT}&lt;br /&gt;
   type=Elvish Fighter&lt;br /&gt;
    [not]&lt;br /&gt;
    x,y=$x1,$y1&lt;br /&gt;
    [/not]&lt;br /&gt;
   {END_STORE_UNIT}&lt;br /&gt;
  [/event]&lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Although spaces can substitute for tabs (as done in this wiki),&lt;br /&gt;
it is generally not advisable to use a series of spaces&lt;br /&gt;
to substitute for a single tab - one is enough.&lt;br /&gt;
&lt;br /&gt;
Some writers don't indent subtags of [if]&lt;br /&gt;
because of the way these tags are used recursively;&lt;br /&gt;
indenting these tags fully could cause line wraps&lt;br /&gt;
to make the code incomprehensible.&lt;br /&gt;
&lt;br /&gt;
There are two ways to indent keys:&lt;br /&gt;
normal indentation, and savefile indentation.&lt;br /&gt;
In normal indentation, a key is indented&lt;br /&gt;
on the same level as the tag containing it,&lt;br /&gt;
and in savefile indentation a key is indented&lt;br /&gt;
1 level outward of that.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
Normal indentation:&lt;br /&gt;
 [scenario]&lt;br /&gt;
 turns=16&lt;br /&gt;
  [side]&lt;br /&gt;
  side=1&lt;br /&gt;
  [/side]&lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Savefile indenatation:&lt;br /&gt;
 [scenario]&lt;br /&gt;
  turns=16&lt;br /&gt;
  [side]&lt;br /&gt;
   side=1&lt;br /&gt;
  [/side]&lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
It doesn't matter what indentation format you use,&lt;br /&gt;
but if a file is not indented&lt;br /&gt;
then it is harder to tell what is going on;&lt;br /&gt;
for example it is difficult to catch errors in tag matchups.&lt;br /&gt;
&lt;br /&gt;
== Naming files ==&lt;br /&gt;
&lt;br /&gt;
First of all, don't put spaces in filenames;&lt;br /&gt;
this causes errors on some systems.&lt;br /&gt;
Use underscores('''_''') instead.&lt;br /&gt;
&lt;br /&gt;
If the IDs of your scenarios are different from their names,&lt;br /&gt;
name the files after the IDs, not the names.&lt;br /&gt;
That way it is easier to tell which scenario is next.&lt;br /&gt;
&lt;br /&gt;
If files are named in a numerical order,&lt;br /&gt;
put 0 at the beginning of single-digit numbers.&lt;br /&gt;
This makes the alphabetical sorting also a numerical sorting.&lt;br /&gt;
For example if you have 20 different maps, you can name them&lt;br /&gt;
'MAP_01', 'MAP_02'...., 'MAP_20'.&lt;br /&gt;
&lt;br /&gt;
== WML variables ==&lt;br /&gt;
&lt;br /&gt;
(For information about what WML variables are, see [[VariablesWML]].)&lt;br /&gt;
These shouldn't be used except when necessary.&lt;br /&gt;
[have_unit] tags can often be used instead.&lt;br /&gt;
Also, make sure that your scenarios&lt;br /&gt;
clear meaningless variables using [clear_variable].&lt;br /&gt;
&lt;br /&gt;
For variable values, use 'yes' and 'no' for boolean values&lt;br /&gt;
rather than 1 and 0.&lt;br /&gt;
It's clearer to people who don't know programming.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Create&amp;diff=6307</id>
		<title>Create</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Create&amp;diff=6307"/>
		<updated>2006-01-21T16:34:22Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Interested in creating your own scenarios and campaigns?  One of Wesnoth's best features is its extensibility.  Players can create new maps, units, races, scenarios, art, music, and even entire campaigns.  Access to the &amp;amp;quot;guts&amp;amp;quot; of the game is both simple and difficult; if you have an ASCII text editor you have everything you need to build your own world.  However, learning the Wesnoth Markup Language (WML) takes some effort.  This section will guide you through the process of creating and distributing your own content.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that '''we need a lot of help creating artwork for the core of the game.'''  The current projects we are working on are [http://www.wesnoth.org/forum/viewtopic.php?t=9162 listed here].  We'll happily help you out, if you take a swing at them.&lt;br /&gt;
&lt;br /&gt;
== Read this first! ==&lt;br /&gt;
Before you modify or add anything, it is important to understand how the game stores and organizes its data.  This article will explain the game's directory structure and introduce the ''userdata'' directory.&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
&lt;br /&gt;
== What can I create, and how? ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumb tright&amp;amp;quot;&amp;amp;gt;&amp;amp;lt;div&amp;amp;gt;&lt;br /&gt;
[http://www.wesnoth.org/images/sshots/wesnoth_editor-1.jpg http://www.wesnoth.org/images/sshots/wesnoth_editor-1-175.jpg]&lt;br /&gt;
&amp;amp;lt;div class=&amp;amp;quot;thumbcaption&amp;amp;quot;&amp;amp;gt;Battle for Wesnoth Map editor&amp;amp;lt;/div&amp;amp;gt;&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/div&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
* [[BuildingMaps|Maps]] - the layout of terrain tiles&lt;br /&gt;
* [[BuildingScenarios|Scenarios]] - a scenario makes things happen on a map, making it playable&lt;br /&gt;
* [[BuildingCampaigns|Campaigns]] - how to put it all together into a campaign&lt;br /&gt;
* [[BuildingMultiplayer|Multiplayer Maps and Scenarios]] - a specialized look at maps and scenarios&lt;br /&gt;
* [[BuildingUnits|Units]]&lt;br /&gt;
* [[BuildingFactions|Multiplayer factions and eras]]&lt;br /&gt;
* [[Create Art|Art]] - complete with ''tutorials!''&lt;br /&gt;
* [[Create Music|Music]]&lt;br /&gt;
* [[Distributing content]] - all about the campaign server&lt;br /&gt;
* [[WesnothTranslations|Translations]] - work on translating Wesnoth&lt;br /&gt;
&lt;br /&gt;
== What have others done? ==&lt;br /&gt;
Quick descriptions of the campaigns and scenarios that have been published on the campaign server.&lt;br /&gt;
* [[UserScenarios|User contributed campaigns]]&lt;br /&gt;
This there are a multitude multiplayer maps and discussion of the campaigns on the [http://www.wesnoth.org/forum Wesnoth forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=15 Multiplayer development forum]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewforum.php?f=8 Scenario and campaign development forum]&lt;br /&gt;
* [[Complete Faction List (unfinished)|Complete Faction List]]&lt;br /&gt;
&lt;br /&gt;
== The world of Wesnoth ==&lt;br /&gt;
Many campaigns do not take place in Wesnoth, but many do.  There is definitely a certain flavor to campaigns that are intended to take place somewhere in the world of Wesnoth.  Stake out a time period or a map locale and tell a story.&lt;br /&gt;
* [[WesnothHistory|The history of Wesnoth]]&lt;br /&gt;
* [[WesnothGeography|The geography of Wesnoth]]&lt;br /&gt;
* [[RaceDescriptions|The races of creatures in Wesnoth]]&lt;br /&gt;
* [[Custom_RaceDescriptions|User made races for Wesnoth]]&lt;br /&gt;
* [[WesnothPoetry|Wesnothian poetry]]&lt;br /&gt;
&lt;br /&gt;
== Miscellaneous ==&lt;br /&gt;
* [[ExternalUtilities| External Utilities]] - some extra tools for easier creating stuff&lt;br /&gt;
* [[ReferenceWML|WML Reference]] - a quicklink&lt;br /&gt;
* [[FAQ#Scenario_and_Campaigns|FAQ]] - if you have a question, post it&lt;br /&gt;
* Campaign server [http://wolff.to/campaigns/list.html web interface] - An alternate way to download user campaigns&lt;br /&gt;
* [[Status_of_User_Scenarios| Status of User Scenarios]] - Lists which usercampaigns are working and which ones are broken&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CommandMode&amp;diff=6300</id>
		<title>CommandMode</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CommandMode&amp;diff=6300"/>
		<updated>2006-01-21T16:33:42Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Command Mode ==&lt;br /&gt;
&lt;br /&gt;
You can access command mode by typing ' ''':''' ' in a single player or multiplayer scenario.&lt;br /&gt;
More accurately, you need to type shift - semicolon( ''';''' ). However this isn't possible on all keyboards; if your keyboard doesn't have ':' above ';' you can change the hotkey in the Preferences, or you could edit '''game.cfg''' by hand.'&lt;br /&gt;
&lt;br /&gt;
Several vi-like commands are available in command mode. They are defined in ''playturn.cpp'' in the ''turn_info::do_command()'' function:&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:q or :q!&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:quit the scenario (without prompting)&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:w&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:save the game (without prompting)&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:wq&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:save the game and quit the scenario (without prompting)&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:refresh&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:redraw the screen&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:droid&amp;amp;lt;/nowiki&amp;amp;gt; ''side''&lt;br /&gt;
:toggle player on side between human and AI players. If a human controls the side, the player himself has to issue this command.&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:kick&amp;amp;lt;/nowiki&amp;amp;gt; ''username''&lt;br /&gt;
:kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:ban&amp;amp;lt;/nowiki&amp;amp;gt; ''username''&lt;br /&gt;
:kick and ban a user in multiplayer, and the IP address used by that username&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:control&amp;amp;lt;/nowiki&amp;amp;gt; ''side'' ''username''&lt;br /&gt;
:change the controller for ''side'' (write here number of the side) to ''username'' (write here nick of player or observer)&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:clear&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:clear chat messages&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:debug&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:switch debug mode on (does not work in multiplayer).  Debug mode is turned off by quitting the game.&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:theme&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:bring up theme selection menu&lt;br /&gt;
&lt;br /&gt;
===Extra Debugging Commands===&lt;br /&gt;
[[DebugMode]] enables additional commands in command mode:&lt;br /&gt;
&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:n&amp;amp;lt;/nowiki&amp;amp;gt;&lt;br /&gt;
:skip to next scenario by triggering a win event&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:gold&amp;amp;lt;/nowiki&amp;amp;gt; ''amount''&lt;br /&gt;
:add ''amount'' gold to the current player's side&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:create&amp;amp;lt;/nowiki&amp;amp;gt; ''unit_type''&lt;br /&gt;
:create a unit of type specified at last selected hex&lt;br /&gt;
;&amp;amp;lt;nowiki&amp;amp;gt;:unit&amp;amp;lt;/nowiki&amp;amp;gt; ''attribute=value''&lt;br /&gt;
:when a unit is selected, this will set the unit's ''attribute'' to ''value''.   See [[SingleUnitWML]] for possible values.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DebugMode]]&lt;br /&gt;
* [[DeveloperResources]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CodingStandards&amp;diff=6299</id>
		<title>CodingStandards</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CodingStandards&amp;diff=6299"/>
		<updated>2006-01-21T16:33:37Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wesnoth uses modern/advanced C++ that is portable to Visual C++ 6 and GNU G++ 3.0+&lt;br /&gt;
&lt;br /&gt;
== End Non-Public Members of Classes with an Underscore ==&lt;br /&gt;
&lt;br /&gt;
All non-public data members of classes should have their names terminated with an underscore, to show that they are a&lt;br /&gt;
class member. This makes for more readable code, once one is familiar with the convention.&lt;br /&gt;
&lt;br /&gt;
== Use References when a value may not be NULL ==&lt;br /&gt;
&lt;br /&gt;
If a value passed to a function can never be NULL, use a reference instead of a pointer. I.e.&lt;br /&gt;
&lt;br /&gt;
  void myfunction(Object&amp;amp;amp; obj);&lt;br /&gt;
&lt;br /&gt;
rather than&lt;br /&gt;
&lt;br /&gt;
  void myfunction(Object* obj);&lt;br /&gt;
&lt;br /&gt;
This more clearly shows the user of the function that obj may never be NULL, without them having to consult&lt;br /&gt;
documentation or the implementation of the function.&lt;br /&gt;
&lt;br /&gt;
== Use Const ==&lt;br /&gt;
&lt;br /&gt;
The 'const' feature of C++ allows interfaces to more clearly specify how they treat objects. Always use const when you&lt;br /&gt;
are not going to modify an object.&lt;br /&gt;
&lt;br /&gt;
I.e.&lt;br /&gt;
&lt;br /&gt;
  void myfunction(const Object&amp;amp;amp; obj);&lt;br /&gt;
&lt;br /&gt;
demonstrates to the caller of myfunction() that obj will not be modified. If myfunction may modify obj, then use&lt;br /&gt;
&lt;br /&gt;
  void myfunction(Object&amp;amp;amp; obj);&lt;br /&gt;
&lt;br /&gt;
likewise, if a variable is not changed after initialization, make it const.&lt;br /&gt;
&lt;br /&gt;
== Write Exception-Safe Code ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth code should be exception-safe, even if you do not use exceptions directly. That is, you should be able to assume that an exception is thrown almost anywhere from within the code, with well-defined results (i.e. no resource leaks).&lt;br /&gt;
&lt;br /&gt;
Code that uses a pattern like,&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
  SDL_Surface* image = IMG_Load(&amp;amp;quot;image.bmp&amp;amp;quot;);&lt;br /&gt;
  ...some code, which uses 'image'...&lt;br /&gt;
  SDL_FreeSurface(image);&lt;br /&gt;
  }&lt;br /&gt;
&lt;br /&gt;
is bad, because the code may throw an exception, and 'image' will never be freed. Instead, use wrapper objects which free the object in their destructor.&lt;br /&gt;
&lt;br /&gt;
For SDL_Surface objects, use the &amp;amp;lt;tt&amp;amp;gt;surface&amp;amp;lt;/tt&amp;amp;gt; class. So you could rewrite the above code,&lt;br /&gt;
&lt;br /&gt;
  {&lt;br /&gt;
  surface image(IMG_Load(&amp;amp;quot;image.bmp&amp;amp;quot;));&lt;br /&gt;
  ...some code, which uses 'image'...&lt;br /&gt;
  } ''the image is automatically freed here when 'image' is destroyed&lt;br /&gt;
&lt;br /&gt;
Instead of allocating memory directly using new[] or malloc(), use language-provided containers, such as vector.&lt;br /&gt;
&lt;br /&gt;
== Respect for loop scoping of different platforms ==&lt;br /&gt;
&lt;br /&gt;
In the code,&lt;br /&gt;
&lt;br /&gt;
  for(int i = 0; i != 100; ++i) {...}&lt;br /&gt;
&lt;br /&gt;
the variable 'i' is scoped within the for loop according to ISO/ANSI C++ and GNU G++. However it is scoped within the&lt;br /&gt;
surrounding scope according to Visual C++ 6.&lt;br /&gt;
&lt;br /&gt;
This means that the code,&lt;br /&gt;
&lt;br /&gt;
  for(int i = 0; i != 100; ++i) {}&lt;br /&gt;
  for(int i = 0; i != 100; ++i) {}&lt;br /&gt;
&lt;br /&gt;
is illegal on VC++6, because i is defined twice, although it is legal according to the standard, and GNU G++.&lt;br /&gt;
&lt;br /&gt;
On VC++6, the legal way to write it would be,&lt;br /&gt;
&lt;br /&gt;
  for(int i = 0; i != 100; ++i) {}&lt;br /&gt;
  for(i = 0; i != 100; ++i) {}&lt;br /&gt;
&lt;br /&gt;
But this is illegal according to the standard, because 'i' is not defined in the second loop. The correct way to write&lt;br /&gt;
this code to conform to the standard and work on all platforms is to simply abandon declaring variables in the&lt;br /&gt;
initialization statement of a for loop when the variable must be reused in the same scope,&lt;br /&gt;
&lt;br /&gt;
  int i;&lt;br /&gt;
  for(i = 0; i != 100; ++i) {}&lt;br /&gt;
  for(i = 0; i != 100; ++i) {}&lt;br /&gt;
&lt;br /&gt;
== Use the function templates minimum and maximum ==&lt;br /&gt;
&lt;br /&gt;
Standard C++ offers the function templates min and max to find the minimum and maximum of two values on which operator&lt;br /&gt;
&amp;amp;lt;&lt;br /&gt;
is defined. Unfortunately, many hoops must be leapt through to get this working on VC++. So, we do not use standard&lt;br /&gt;
min&lt;br /&gt;
and max. Instead, we use minimum and maximum, defined in utils.hpp.&lt;br /&gt;
&lt;br /&gt;
Usage is fairly natural:&lt;br /&gt;
&lt;br /&gt;
  int i = minimum(x,y);&lt;br /&gt;
&lt;br /&gt;
Note that in the above example, if x is an unsigned integer, and y is a signed integer, VC++ will have problems. You&lt;br /&gt;
must explicitly specify the version of minimum being called in such cases:&lt;br /&gt;
&lt;br /&gt;
  int i = minimum&amp;amp;lt;int&amp;amp;gt;(x,y);&lt;br /&gt;
&lt;br /&gt;
== Do not use wstring ==&lt;br /&gt;
&lt;br /&gt;
The standard C++ wstring class, defined as a basic_string&amp;amp;lt; wchar_t &amp;amp;gt;, does not exist in some platforms supported&lt;br /&gt;
by&lt;br /&gt;
Wesnoth. Use wide_string, defined in language.hpp, instead. wide_string is actually defined as a vector&amp;amp;lt; wchar_t &amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Use util::array instead of C-style Arrays ==&lt;br /&gt;
&lt;br /&gt;
C-style arrays are very efficient, but their interface is ugly. Use util::array defined in array.hpp. It is a wrapper&lt;br /&gt;
for an array which has a C++ container-style interface. If you need to, extend it to make it fit your needs.&lt;br /&gt;
&lt;br /&gt;
== Do not use sprintf ==&lt;br /&gt;
&lt;br /&gt;
Sprintf does not check whether or not it is writing passed the end of the space allocated. This is a security problem if someone other than the person running the game can cause sprintf to write very long strings. In Wesnoth this untrusted data could come potentially from other players in a multiplayer game or from downloaded campaigns. Instead you should use snprintf with the second argument being sizeof of the buffer that will hold the result.&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=6298</id>
		<title>ChineseTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ChineseTranslation&amp;diff=6298"/>
		<updated>2006-01-21T16:33:32Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== ''' Wesnoth的中文翻译工作正在进行当中。''' ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
如你喜欢这个游戏，并且愿意为翻译工作尽一份力，请联系firen.china@gmail.com&lt;br /&gt;
&lt;br /&gt;
对于如何开展翻译工作有疑问的也可以发邮件和我联系。&lt;br /&gt;
&lt;br /&gt;
====目前参与翻译的人员有：====&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;amp;gt;Firen&lt;br /&gt;
Luyang Han&lt;br /&gt;
Solkarnar&lt;br /&gt;
&amp;amp;lt;/pre&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
====翻译进度: ====&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;pre&amp;amp;gt;游戏主模块文件                 ：翻译中 (50%)&lt;br /&gt;
游戏编辑器文件                 ：未开始翻译&lt;br /&gt;
主模块和编辑器共享文件          ：翻译已完成 （By Luyang Han)&lt;br /&gt;
战役文件                      ：翻译中（Solkarnar）&lt;br /&gt;
&amp;amp;lt;/pre&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
====名词确认：====&lt;br /&gt;
以下是一些已经被确认的名词翻译方式，请翻译者注意。同时，如果你遇到新的名词觉得有必要在翻译中进行统一，请发邮件到 firen.china@gmail.com 进行讨论&lt;br /&gt;
&amp;amp;lt;pre&amp;amp;gt;&lt;br /&gt;
Battle for Wesnoth : 韦诺之战&lt;br /&gt;
Recruiting and Recalling : 征兵和召回&lt;br /&gt;
Keep : 要塞&lt;br /&gt;
Orcish Grunt : 咕哝兽&lt;br /&gt;
Terrain Modifiers : 地形影响&lt;br /&gt;
Leader : 领袖&lt;br /&gt;
Traits : 特质&lt;br /&gt;
Ability : 技能&lt;br /&gt;
Skirmisher : 刺客&lt;br /&gt;
&lt;br /&gt;
人名（黑眼之子）&lt;br /&gt;
Albert : 阿尔伯特&lt;br /&gt;
Ar Dant : 亚单&lt;br /&gt;
Blemaker : 别马克&lt;br /&gt;
Etheliel : 伊特立尔&lt;br /&gt;
Filiel : 飞立尔&lt;br /&gt;
Gork : 古洛&lt;br /&gt;
Grüü : 库鲁&lt;br /&gt;
Howgarth III:豪伽施&lt;br /&gt;
Inarix : 依娜丽丝&lt;br /&gt;
Jetto : 杰图&lt;br /&gt;
Kapou'e ：卡破尔&lt;br /&gt;
Karun : 卡伦&lt;br /&gt;
Kult : 苦熬&lt;br /&gt;
Kwili : 魁里&lt;br /&gt;
Lanbec'h : 兰贝契&lt;br /&gt;
Lucile : 路西尔&lt;br /&gt;
Ma-rana ：玛·拉纳&lt;br /&gt;
Mkel : 科尔&lt;br /&gt;
Na-Mana ：纳·马那&lt;br /&gt;
Oumph : 欧汉&lt;br /&gt;
Pe : 披&lt;br /&gt;
Pirk : 辟克&lt;br /&gt;
Plonk : 普隆克&lt;br /&gt;
Plouf : 普劳夫&lt;br /&gt;
Raceme : 瑞斯密&lt;br /&gt;
Rugh : 如克&lt;br /&gt;
Rahul I:拉乎尔&lt;br /&gt;
Shan Taum : 善同&lt;br /&gt;
Slowhand : 史洛汉德 （暂用，不知意译或音译比较妥当）&lt;br /&gt;
Toughkon : 陶亢&lt;br /&gt;
Vraurk : 福莱克&lt;br /&gt;
&lt;br /&gt;
地名（黑眼之子）&lt;br /&gt;
Barag Gór : 八拉·格&lt;br /&gt;
Bork river : 伯克河&lt;br /&gt;
Desert of Death : 死亡沙漠&lt;br /&gt;
Haag Mountains : 海格山区&lt;br /&gt;
Mourned Hills : 哀悼山峦&lt;br /&gt;
Prestim : 普莱斯亭&lt;br /&gt;
Silent Forest : 幽静森林&lt;br /&gt;
Tirigaz : 提里加斯&lt;br /&gt;
&lt;br /&gt;
其他&lt;br /&gt;
Council : 元老会&lt;br /&gt;
Shaman : 萨满祭司（据魔兽世界所译）&lt;br /&gt;
Saurian : 蜥蜴人&lt;br /&gt;
Troll : 巨魔（据魔兽世界所译）&lt;br /&gt;
&amp;amp;lt;/pre&amp;amp;gt;&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CatalanTranslation&amp;diff=6296</id>
		<title>CatalanTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CatalanTranslation&amp;diff=6296"/>
		<updated>2006-01-21T16:33:29Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Aquesta és la pàgina del wiki dedicada a la traducció del Wesnoth al català.&lt;br /&gt;
&lt;br /&gt;
== Estat de la traducció ==&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:80%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Element&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Traducció&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Revisió&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Estat&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;text-align:left&amp;amp;quot;&amp;amp;gt;Campanyes&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hereu al tron&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;focks, tin, paurullan, ettin&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pendent revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Les Hordes Obscures&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;paurullan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fill d'Ull Negre&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;brrr&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;La Invasió de l'Est&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Linuv&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pendent revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;El Despertar de Wesnoth&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Azazelo, paurullan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pendent revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;text-align:left&amp;amp;quot;&amp;amp;gt;Interfície&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Wesnoth&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;focks, ettin&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pendent revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Lib&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;ettin&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Editor&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;ettin&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;text-align:left&amp;amp;quot;&amp;amp;gt;Altres&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;MANUAL.catalan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Mark Recasens&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pendent revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pàgina &amp;amp;lt;code&amp;amp;gt;man&amp;amp;lt;/code&amp;amp;gt;&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th colspan=&amp;amp;quot;4&amp;amp;quot; style=&amp;amp;quot;text-align:left&amp;amp;quot;&amp;amp;gt;Campanyes addicionals - [[WesCamp]]&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Les memòries de Delfador&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Azazelo&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;En curs&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Terra lliure&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;kilder&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet/Revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Disturbis a terres elfes&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;kilder&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Fet/Revisió&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;&amp;amp;lt;em&amp;amp;gt;A New Order&amp;amp;lt;/em&amp;amp;gt;&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;kilder&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;En curs&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;&amp;amp;lt;em&amp;amp;gt;Orcish Incursion&amp;amp;lt;/em&amp;amp;gt;&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;-&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;En curs&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Equip ==&lt;br /&gt;
* Carles Company (brrr)&lt;br /&gt;
* Dan Rosàs Garcia (focks)&lt;br /&gt;
* Daniel López (Azazelo)&lt;br /&gt;
* Jonatan Alamà (tin)&lt;br /&gt;
* Jordà Polo (ettin) - [mailto:jordaAettinPUNTorg] [coordinador]&lt;br /&gt;
* Jose Gordillo (kilder)&lt;br /&gt;
* Pau Rul·lan Ferragut&lt;br /&gt;
* Equip traducció Linuv&lt;br /&gt;
&lt;br /&gt;
== Enllaços ==&lt;br /&gt;
* [http://ettin.org/vault/wesnoth/ca/unitats.html Noms de les unitats]&lt;br /&gt;
* Al fòrum: [http://www.wesnoth.org/forum/viewtopic.php?t=1115 Wesnoth en català]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/ Estadístiques de les traduccions]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.lang.php?lang=ca Estadístiques de la traducció al català]&lt;br /&gt;
&lt;br /&gt;
== Recursos ==&lt;br /&gt;
* [http://www.softcatala.org/projectes/eines/guiaestil/guiaestil.htm Guia d'estil de Softcatalà]&lt;br /&gt;
* [http://dcvb.iecat.net/ Diccionari català-valencià-balear]&lt;br /&gt;
* [http://www.grec.net/home/cel/dicc.htm Gran Diccionari de la Llengua]&lt;br /&gt;
&lt;br /&gt;
== On trobar-nos ==&lt;br /&gt;
* Llista de correu: [http://ettin.org/mailman/listinfo/wesnoth-ca_ettin.org wesnoth-ca] ([http://ettin.org/pipermail/wesnoth-ca_ettin.org/ arxius])&lt;br /&gt;
* IRC: Canals #wesnoth i #wesnoth-ca a irc.freenode.net&lt;br /&gt;
* Correu: jorda AT ettin DOT org&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CastleTutorial&amp;diff=6295</id>
		<title>CastleTutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CastleTutorial&amp;diff=6295"/>
		<updated>2006-01-21T16:33:21Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Building tileable castles - A tutorial ==&lt;br /&gt;
&lt;br /&gt;
== Introduction To Castles ==&lt;br /&gt;
&lt;br /&gt;
===Overview===&lt;br /&gt;
&lt;br /&gt;
Wesnoth terrain graphics system allows the WML designer to create various&lt;br /&gt;
terrain graphics &amp;amp;quot;models&amp;amp;quot;: rules that allow to determine how the different&lt;br /&gt;
terrain tiles will be displayed by the game. Those allow the terrain designer&lt;br /&gt;
to specify renderings that go beyond the simple &amp;amp;quot;one terrain type = one image&amp;amp;quot;&lt;br /&gt;
representation.&lt;br /&gt;
&lt;br /&gt;
One of those terrain models is the Castle (it will be called like that,&lt;br /&gt;
&amp;amp;quot;Castle&amp;amp;quot;, all along this document, although this model can be used for many&lt;br /&gt;
other terrain types, like, for example, caves.) Castles are created from two&lt;br /&gt;
type of elements: a castle floor, and a castle wall. Castle floors are normal,&lt;br /&gt;
basic tiles that are placed on each corresponding tile. As those really have&lt;br /&gt;
nothing special, they will not be detailed in this document. What we will&lt;br /&gt;
detail is how to build castle _walls_.&lt;br /&gt;
&lt;br /&gt;
===The Simple Castle Model===&lt;br /&gt;
&lt;br /&gt;
The Simple Castle Model is used to build castle walls, without keeps. Castle&lt;br /&gt;
walls are special transitions, that are drawn between Castle tiles, and&lt;br /&gt;
Non-Castle tiles. For example, imagine some castle tiles are disposed as shown&lt;br /&gt;
in figure (1); castle walls will then be drawn as shown in figure (2)&lt;br /&gt;
&lt;br /&gt;
''(figure 1)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure1.png&lt;br /&gt;
&lt;br /&gt;
''(figure 2)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure2.png&lt;br /&gt;
&lt;br /&gt;
Castle Walls are composed of 12 different images (as show in figure 3), that&lt;br /&gt;
tile together. Those are positioned at the corners of the castle border, as&lt;br /&gt;
shown in figure 4.&lt;br /&gt;
&amp;amp;quot;convex&amp;amp;quot; images are positioned at convex borders, &amp;amp;quot;concave&amp;amp;quot; images are&lt;br /&gt;
positioned at concave borders (as it hopefully might be expected.) When we talk&lt;br /&gt;
about &amp;amp;quot;concave&amp;amp;quot;, or &amp;amp;quot;convex&amp;amp;quot; borders, we always take the castle's interior&lt;br /&gt;
point of view.&lt;br /&gt;
&lt;br /&gt;
''(figure 3)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure3.png&lt;br /&gt;
&lt;br /&gt;
''(figure 4)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure4.png&lt;br /&gt;
&lt;br /&gt;
===The Keep Model===&lt;br /&gt;
&lt;br /&gt;
The Keep Model is created to build the special transitions that are used to&lt;br /&gt;
build a wall around the Keep of a Castle. Keeps are assumed to be always&lt;br /&gt;
composed of one tile (isolated from any other keep tile.)&lt;br /&gt;
Keeps are a little more complex than castles walls: they are built from 24&lt;br /&gt;
different images (see figure 5,) thus setting to 36 the number of images&lt;br /&gt;
required for a complete castle.&lt;br /&gt;
&lt;br /&gt;
''(figure 5)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure5.png&lt;br /&gt;
&lt;br /&gt;
There are 4 kinds of keep images: those representing keeps corners that are&lt;br /&gt;
outside of a castle, those representing keep corners that are inside of a&lt;br /&gt;
castle, and thos representing keep corners which are in the border; the last&lt;br /&gt;
one being divided in 2 categories, depending on the castle-keep tiles going&lt;br /&gt;
clockwise, or counter-clockwise (see figures 5 and 6.) Interior keep tiles are&lt;br /&gt;
supposed to tile with other interior keep tiles, and with corresponding&lt;br /&gt;
transition tiles; same for exterior keep tiles. Figure 6 illustrates the&lt;br /&gt;
different types of transitions for keep tiles.&lt;br /&gt;
&lt;br /&gt;
''(figure 6)''&lt;br /&gt;
&lt;br /&gt;
== The Wall ==&lt;br /&gt;
&lt;br /&gt;
===Tile drawing problematics===&lt;br /&gt;
&lt;br /&gt;
To draw tileable castles, one should start with drawing the wall. Some tileable&lt;br /&gt;
castles may only consist on a wall, without a keep (Think here that what we&lt;br /&gt;
call &amp;amp;quot;Castles&amp;amp;quot; in this document may apply to a lot of other terrains, built&lt;br /&gt;
with the same rules. Also think that some castle may have keeps that are normal&lt;br /&gt;
tiles.)&lt;br /&gt;
The 12 tiles that compose a wall are made from 2 groups of tiles, as stated&lt;br /&gt;
above: convex wall tiles, and concave wall tiles. Tiles for each one of those 2&lt;br /&gt;
groups are drawn together, then automatically cut out using a specialized&lt;br /&gt;
software. That way, only 2 graphics are necessary to generate those 2 tiles.&lt;br /&gt;
&lt;br /&gt;
The main problem, as that should be inferred from reading the tile model&lt;br /&gt;
description, is making convex graphics tiling with concave graphics: as concave&lt;br /&gt;
graphics are drawn together, there is no problem making them tile together;&lt;br /&gt;
same with convex graphics. See figure 7 for an illustration of this problem: ||A and&lt;br /&gt;
B are drawn together, so they tile perfectly. However, we must make sure A will&lt;br /&gt;
correctly tile with C!||&lt;br /&gt;
&lt;br /&gt;
''(figure 7)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure7.png&lt;br /&gt;
&lt;br /&gt;
Geometry, and a good methodology, may be used to make those tile correctly.&lt;br /&gt;
This is possible, but, trust me, this is tedious. And hard to maintain. And&lt;br /&gt;
even harder to explain. And, the more complex the graphics are, the harder it&lt;br /&gt;
is. That is why ia helper tool was developed, to help in the process.&lt;br /&gt;
The helper tool we are talking about is called the Castle Exploder. We will&lt;br /&gt;
describe how to used it to build a complete castle.&lt;br /&gt;
&lt;br /&gt;
===Preparing the work environment===&lt;br /&gt;
&lt;br /&gt;
Before using the Exploder, you must prepare a work environment. The Exploder,&lt;br /&gt;
must be provided with files named according to a correct pattern in order to be&lt;br /&gt;
able to work.&lt;br /&gt;
Exploder files are named according to the type of image they represent. The&lt;br /&gt;
&amp;amp;quot;type&amp;amp;quot; of the image corresponds to the position of the different tiles that&lt;br /&gt;
compose the image. For example, the exploder recognizes any image that is&lt;br /&gt;
called foobar-convex.png as containing the 6 convex castle walls, disposed&lt;br /&gt;
around an hex.&lt;br /&gt;
&lt;br /&gt;
There currently are 7 different image types; all of which are used to build a&lt;br /&gt;
complete castle with keep. Those are named:&lt;br /&gt;
&lt;br /&gt;
* convex&lt;br /&gt;
* concave&lt;br /&gt;
* exploded-convex&lt;br /&gt;
* exploded-concave&lt;br /&gt;
* keep (not yet available)&lt;br /&gt;
* keep-walls (not yet available)&lt;br /&gt;
* keep-flower (not yet available)&lt;br /&gt;
&lt;br /&gt;
''(figure 8)''&lt;br /&gt;
&lt;br /&gt;
Forget about the last 3 ones for now; the 4 first ones are used to build&lt;br /&gt;
castles.&lt;br /&gt;
&lt;br /&gt;
Download the castle project here:&lt;br /&gt;
&lt;br /&gt;
http://www.anathas.org/ayin/wesnoth/castle-tutorial/files/castle_project.zip&lt;br /&gt;
&lt;br /&gt;
To prepare your work environment, unpack the castle_project.zip file in a&lt;br /&gt;
directory of your choice.&lt;br /&gt;
&lt;br /&gt;
===Drawing The Convex Wall===&lt;br /&gt;
&lt;br /&gt;
Open, using your favourite bitmap editor the file &amp;amp;quot;castle-convex.png&amp;amp;quot; (if your&lt;br /&gt;
favourite bitmap editor cannot open png files, I can't help you.) You will see&lt;br /&gt;
the following:&lt;br /&gt;
&lt;br /&gt;
''(figure 10)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure10.png&lt;br /&gt;
&lt;br /&gt;
Do not be afraid with all those coloured polygons! Those just are guides, that&lt;br /&gt;
will help you to position your image. If your bitmap editor handles layers, I&lt;br /&gt;
suggest you make the actual drawing on another layer, keeping this one to&lt;br /&gt;
provide guidelines. If it does not, you should just delete all this coloured&lt;br /&gt;
stuff.&lt;br /&gt;
The different hexes, corresponding to the position of the actual terrain hexes&lt;br /&gt;
in the game, are represented with a value change. The 6 different corners, that&lt;br /&gt;
will be cut into tileable pictures, are represented with a hue change.&lt;br /&gt;
&lt;br /&gt;
This image is supposed to represent a convex castle tile: that is, a single&lt;br /&gt;
castle hex, followed by non-castle hexes all around. Draw the corresponding&lt;br /&gt;
graphics on it. You do not have to bother about them tiling together: they&lt;br /&gt;
will, as they were drawn together.&lt;br /&gt;
&lt;br /&gt;
Some guidelines on drawing the wall: when drawing a wall, the TOP of the wall&lt;br /&gt;
(not the bottom) should be around the hex border (TODO: confirm this: this is&lt;br /&gt;
good for the positioning of units, but not so for villages near castles)&lt;br /&gt;
Ideally, a wall should not be higher than 1/4 of a tile (that is: 18 pixels).&lt;br /&gt;
Try to make the castle appear to be viewed under the same angle as other&lt;br /&gt;
castles, and villages.&lt;br /&gt;
&lt;br /&gt;
Let's draw the wall (figure 11).&lt;br /&gt;
&lt;br /&gt;
''(figure 11)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure11.png&lt;br /&gt;
&lt;br /&gt;
===Exploding The Wall=== http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/castle-exploder.png&lt;br /&gt;
&lt;br /&gt;
Now, we must draw the concave version of the wall. To make sure it will&lt;br /&gt;
correctly tile with the convex version, we will not directly draw it in the&lt;br /&gt;
castle_concave.png image: we will draw it in an exploded version of the&lt;br /&gt;
castle_convex.png image. That is where the Exploder Tool comes into play.&lt;br /&gt;
&lt;br /&gt;
Just open a terminal window, and type the following command:&lt;br /&gt;
&lt;br /&gt;
 exploder castle-convex.png castle-exploded-convex.png&lt;br /&gt;
&lt;br /&gt;
The exploder will open the first file, extract from it the tiles it&lt;br /&gt;
recognizes, then put those on the second file, if there is a place to put&lt;br /&gt;
them (For example, exploding castle_concave.png to castle_convex.png is a&lt;br /&gt;
no-op, as those two pictures do not have any tile in common.)&lt;br /&gt;
&lt;br /&gt;
''After the program finishing merging the tiles'', the castle-exploded-convex.png&lt;br /&gt;
file will then look like figure 12&lt;br /&gt;
&lt;br /&gt;
''(figure 12)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure12.png&lt;br /&gt;
&lt;br /&gt;
===Drawing The Concave Wall===&lt;br /&gt;
&lt;br /&gt;
Draw the castle graphics on the 6 concave tiles, so that they tile correctly&lt;br /&gt;
with the convex tiles. It is useless to modify the concave tiles; if you have&lt;br /&gt;
inadvertently done so, you may explode back the castle_convex.png file on the&lt;br /&gt;
file you are working on. Do not worry: your work will not be lost; as the&lt;br /&gt;
exploder tool does only overwrite the portions of the image it actually&lt;br /&gt;
replaces.&lt;br /&gt;
&lt;br /&gt;
''After you have drawn the missing castle corners'', the castle-exploded-convex.png&lt;br /&gt;
file should look like figure 13&lt;br /&gt;
&lt;br /&gt;
''(figure 13)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure13.png&lt;br /&gt;
&lt;br /&gt;
===Imploding Back the Concave Wall===&lt;br /&gt;
&lt;br /&gt;
The concave tiles you drew should, magically, tile together. However, you may&lt;br /&gt;
want to ensure they actually do, and, if they don't, to correct them so they&lt;br /&gt;
do. Just implode back the castle_exploded-convex.png file into the&lt;br /&gt;
castle_concave.png file, using the command&lt;br /&gt;
&lt;br /&gt;
 exploder castle-exploded-convex.png castle-concave.png&lt;br /&gt;
&lt;br /&gt;
It should look like as in figure 14.&lt;br /&gt;
&lt;br /&gt;
''(figure 14)'' http://www.anathas.org/ayin/wesnoth/castle-tutorial/images/figure14.png&lt;br /&gt;
&lt;br /&gt;
===Further manipulations===&lt;br /&gt;
&lt;br /&gt;
===Cutting The Tiles For Use In The Game===&lt;br /&gt;
&lt;br /&gt;
Once you have up-to-date castle_convex.png and castle_concave.png files, you&lt;br /&gt;
must cut them, so they are usable by Wesnoth. To do this, create a directory&lt;br /&gt;
where you want the cut tiles to be output (or you may just use the &amp;amp;quot;output&amp;amp;quot;&lt;br /&gt;
directory which already was created), and use the commands:&lt;br /&gt;
&lt;br /&gt;
 cutter castle-concave.png output&lt;br /&gt;
 cutter castle-convex.png output&lt;br /&gt;
&lt;br /&gt;
== Keeps ==&lt;br /&gt;
&lt;br /&gt;
As it was said above, keeps are a little bit more complicated than castles.&lt;br /&gt;
Keep always being composed of one isolated tile, keep tiles always are convex,&lt;br /&gt;
however, they may have several different relationships with nerby castle tiles:&lt;br /&gt;
they may be inside of a castle, outside from a castle, or in a border.&lt;br /&gt;
&lt;br /&gt;
===The keep views===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Drawing interior and exterior keeps===&lt;br /&gt;
&lt;br /&gt;
Keeps inside of a castle, and keeps outside of a castle, may be strictly&lt;br /&gt;
identical. However, for your graphics to be more &amp;amp;quot;realistic,&amp;amp;quot; you may decide they&lt;br /&gt;
are different. For example, keep tiles located outside of a castle may have no&lt;br /&gt;
doors, less windows, they even may have a stronger wall, etc. Interior keep and&lt;br /&gt;
Exterior keep tiles do not need to tile together, as there always will be an&lt;br /&gt;
intermediate Border tile to make transition. They may be made separately;&lt;br /&gt;
however, keep in mind that you will have to make each transition between those.&lt;br /&gt;
If they are too different, transitions may be clunky.&lt;br /&gt;
&lt;br /&gt;
===Making keep transitions===&lt;br /&gt;
&lt;br /&gt;
===Flower Power===&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=6293</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=6293"/>
		<updated>2006-01-21T16:33:07Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== the [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Dacyn and/or Invisible Philosopher -- please be careful&lt;br /&gt;
you don't reduce the signal-to-noise ratio on the WML pages&lt;br /&gt;
when editing!  Eg. knowing that a tag is translatable is _important_&lt;br /&gt;
for the 29 translations we have in progress. -- ott&lt;br /&gt;
&lt;br /&gt;
--&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tag describes a campaign, and is used for the &amp;amp;quot;Campaign&amp;amp;quot; menu&lt;br /&gt;
in the title screen.&lt;br /&gt;
&lt;br /&gt;
The '''[campaign]''' tag has the following attibutes:&lt;br /&gt;
* ''icon'' the image displayed in the campaign selection menu&lt;br /&gt;
* ''name'' (translatable) name displayed in the campaign selection menu&lt;br /&gt;
* ''image'' the image shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* ''description'' (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* ''define''='''''CAMPAIGN_SYMBOL''''' when this campaign is started, the preprocessor symbol '''''CAMPAIGN_SYMBOL''''' will be defined. See '''#ifdef''' in [[PreprocessorRef]] for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags '''[campaign]''' and '''[binary_path]''' (see [[BinaryPathWML]]) should go outside of '''#ifdef ''CAMPAIGN_SYMBOL'''''.&lt;br /&gt;
* ''difficulties'' a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [[UtilWML]]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros.&lt;br /&gt;
* ''difficulty_descriptions'' the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list.&lt;br /&gt;
* ''first_scenario'' the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]&lt;br /&gt;
* ''rank'' a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 10 to 50; if you specify this, it should not be less than 51.&lt;br /&gt;
&lt;br /&gt;
The following keys of '''[campaign]''' are obsolete and have no effect:&lt;br /&gt;
* ''id'' the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignUnrest&amp;diff=6292</id>
		<title>CampaignUnrest</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignUnrest&amp;diff=6292"/>
		<updated>2006-01-21T16:33:04Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Unrest in Elfland ==&lt;br /&gt;
This is a list of the people currently translating Unrest in Elfland into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;kilder&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Ivanovic&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;[[HungarianTranslation|Műhelyben]]&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;tephlon&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Unrest&amp;amp;amp;order=trans Translation stats for Unrest in Elfland]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignTwoBrothers&amp;diff=6291</id>
		<title>CampaignTwoBrothers</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignTwoBrothers&amp;diff=6291"/>
		<updated>2006-01-21T16:32:56Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Two Brothers ==&lt;br /&gt;
This is a list of the people currently translating Two Brothers into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Ivanovic&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;[[HungarianTranslation|Műhelyben]]&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Sanna, Lugo Moll&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Two_Brothers&amp;amp;amp;order=trans Translation stats for Two Brothers]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=6289</id>
		<title>CampaignServerWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignServerWML&amp;diff=6289"/>
		<updated>2006-01-21T16:32:44Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&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;amp;quot;1128980561&amp;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;amp;quot;now&amp;amp;quot; and ''before'' = &amp;amp;quot;-86400&amp;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;amp;quot;de&amp;amp;quot;) or a two letter language code followed by a two character region code (e.g. &amp;amp;quot;pt_BR&amp;amp;quot;). Note that &amp;amp;quot;pt&amp;amp;quot; will not match &amp;amp;quot;pt_BR&amp;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;amp;quot;now&amp;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;amp;quot;LC_MESSAGES&amp;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;amp;quot;de&amp;amp;quot;) or a two letter language code followed by a two letter region code (e.g. &amp;amp;quot;pt_BR&amp;amp;quot;). Since &amp;amp;quot;en_US&amp;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>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=6290</id>
		<title>CampaignSouthGuard</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSouthGuard&amp;diff=6290"/>
		<updated>2006-01-21T16:32:42Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of The South Guard  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating The South Guard into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;gdou&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;complete&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;grzywacz&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-The_South_Guard&amp;amp;amp;order=trans Translation stats for The South Guard]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=6288</id>
		<title>CampaignSeptreOfFire</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSeptreOfFire&amp;diff=6288"/>
		<updated>2006-01-21T16:32:36Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Sceptre of Fire ==&lt;br /&gt;
This is a list of the people currently translating Sceptre of Fire into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Ivanovic&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Sanna&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Sceptre_of_Fire&amp;amp;amp;order=trans Translation stats for Sceptre of Fire]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignSavingElensefar&amp;diff=6287</id>
		<title>CampaignSavingElensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignSavingElensefar&amp;diff=6287"/>
		<updated>2006-01-21T16:32:23Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Saving Elensefar  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Saving Elensefar into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Schattenstephan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;capitol&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Saving_Elensefar&amp;amp;amp;order=trans Translation stats for Saving Elensefar]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignOrcishIncursion&amp;diff=6286</id>
		<title>CampaignOrcishIncursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignOrcishIncursion&amp;diff=6286"/>
		<updated>2006-01-21T16:32:18Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Orcish Incursion  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Orcish Incursion into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Torangan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;capitol&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pınar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Orcish_Incursion&amp;amp;amp;order=trans Translation stats for Orcish Incursion]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNewThreat&amp;diff=6284</id>
		<title>CampaignNewThreat</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNewThreat&amp;diff=6284"/>
		<updated>2006-01-21T16:32:09Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of A New Threat  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Mage Republic into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Tux2B&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Tux2B&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Nikita(ILikeProgramming)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Unassigned&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;stalled&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Pınar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Dark_Elves&amp;amp;amp;order=trans Translation stats for A New Threat]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignMysteryCampaign&amp;diff=6283</id>
		<title>CampaignMysteryCampaign</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignMysteryCampaign&amp;diff=6283"/>
		<updated>2006-01-21T16:31:57Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Mystery Campaign  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Mystery Campaign into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Torangan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;tephlon&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Mystery_Campaign&amp;amp;amp;order=trans Translation stats for Mystery Campaign]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignMageRepublic&amp;diff=6282</id>
		<title>CampaignMageRepublic</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignMageRepublic&amp;diff=6282"/>
		<updated>2006-01-21T16:31:53Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Mage Republic  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Mage Republic into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Allefant&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Nikita(ILikeProgramming)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Sanna&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Mage_Republic&amp;amp;amp;order=trans Translation stats for Mage Republic]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignLiberty&amp;diff=6281</id>
		<title>CampaignLiberty</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignLiberty&amp;diff=6281"/>
		<updated>2006-01-21T16:31:51Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Liberty  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Liberty into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;kilder&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Maarten&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;correction&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bertram&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Torangan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Americo Iacovizzi (Dark Amex)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;capitol&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Liberty&amp;amp;amp;order=trans Translation stats for Liberty]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignLegendOfWesmere&amp;diff=6280</id>
		<title>CampaignLegendOfWesmere</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignLegendOfWesmere&amp;diff=6280"/>
		<updated>2006-01-21T16:31:43Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Legend of Wesmere  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Legend of Wesmere into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Tux2b&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Tux2B&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;pause&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Torangan&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;santi&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Sanna, capitol, tephlon&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Legend_of_Wesmere&amp;amp;amp;order=trans Translation stats for Legend of Wesmere]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignEliador&amp;diff=6278</id>
		<title>CampaignEliador</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignEliador&amp;diff=6278"/>
		<updated>2006-01-21T16:31:40Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Invasion of Eliador  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Invasion of Eliador into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;capitol&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Eliador&amp;amp;amp;order=trans Translation stats for Invasion of Eliador]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignFlightFreedom&amp;diff=6279</id>
		<title>CampaignFlightFreedom</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignFlightFreedom&amp;diff=6279"/>
		<updated>2006-01-21T16:31:38Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Flight to Freedom  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Flight to Freedom into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;The Very Uhu &amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;luciano&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;capitol&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Flight_Freedom&amp;amp;amp;order=trans Translation stats for Flight to Freedom]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns&amp;diff=6276</id>
		<title>CampaignBurningSuns</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignBurningSuns&amp;diff=6276"/>
		<updated>2006-01-21T16:31:17Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Translation of Under the Burning Suns ==&lt;br /&gt;
This is a list of the people currently translating Under the Burning Suns into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;breversa&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Allefant&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;luciano&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Unassigned&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;stalled&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Status Descriptions ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Under_the_Burning_Suns&amp;amp;amp;order=trans Translation stats for Under the Burning Suns]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=6285</id>
		<title>CampaignNorthernRebirth</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignNorthernRebirth&amp;diff=6285"/>
		<updated>2006-01-21T16:31:16Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translation of Northern Rebirth  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Northern Rebirth into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Belchion&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Unassigned&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;stalled&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Northern_Rebirth&amp;amp;amp;order=trans Translation stats for Northern Rebirth]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignANewOrder:RussianTranslation&amp;diff=6275</id>
		<title>CampaignANewOrder:RussianTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignANewOrder:RussianTranslation&amp;diff=6275"/>
		<updated>2006-01-21T16:30:57Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;lt;table style=&amp;amp;quot;width: 100%; border: 0; padding: 1em&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;&lt;br /&gt;
This page is created to coordinate work on the russian translation of the campaign [[CampaignANewOrder|&amp;amp;quot;A New Order&amp;amp;quot;]].&lt;br /&gt;
&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;&lt;br /&gt;
Страница создана для координации работы над русским переводом кампании [[CampaignANewOrder|&amp;amp;quot;A New Order&amp;amp;quot;]].&lt;br /&gt;
&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Имена собственные ==&lt;br /&gt;
&lt;br /&gt;
=== Нации и расы ===&lt;br /&gt;
&lt;br /&gt;
; Akladians (нация) : акладианы, акладиан, акладианам, акладиан, акладианами, акладианах. [+] переведено ([[Talk:CampaignANewOrder:RussianTranslation|см. также дискуссию]])&lt;br /&gt;
; Akladian (отдельный представитель) : акладиан, акладиана, акладиану, акладиана, акладианом, акладиане. [+] переведено&lt;br /&gt;
; Wesnothians (нация) : веснотцы, веснотцев, веснотцам, веснотцев, веснотцами, веснотцах. [+] переведено&lt;br /&gt;
; Wesnothian (отдельный представитель) : веснотец, веснотца, веснотцу, веснотца, веснотцем, веснотце. [+] переведено&lt;br /&gt;
; Aragwaithi (нация) : арагвейты, арагвейтов, арагвейтам, арагвейтов, арагвейтами, арагвейтах. [?] подстрочник&lt;br /&gt;
; Aragwaith (отдельный представитель) : арагвейт, арагвейта, арагвейту, арагвейта, арагвейтом, арагвейте. [?] подстрочник&lt;br /&gt;
; Saorduc Saurians : Ящеры Заурдака/Заурдакские ящеры [?] обдумать&lt;br /&gt;
&lt;br /&gt;
=== Имена персонажей ===&lt;br /&gt;
&lt;br /&gt;
; Heinric the Redbeard : Хейнрик Рыжебородый [+] переведено&lt;br /&gt;
; Gawen Hagarthen : Гэвен Хагартен [+] переведено&lt;br /&gt;
; Haldric : Хальдрик [+] переведено&lt;br /&gt;
; Gaumhaldric : Гемхальдрик [+] переведено&lt;br /&gt;
; Lady Lorin : Леди Лорин, леди Лорин [+] переведено ([[Talk:CampaignANewOrder:RussianTranslation|см. дискуссию]])&lt;br /&gt;
; Reme Carrenemoe : Реме Карренемо [+] переведено&lt;br /&gt;
; Raul O Gaeltin : Рауль О'Гэлтин [+] переведено&lt;br /&gt;
; Uri van Roe : Ури ван Роэ [+] переведено&lt;br /&gt;
; Bor Cryne : Бор Крайн [+] переведено&lt;br /&gt;
; Graeme O Borrain : Грэм О'Боррейн [+] переведено&lt;br /&gt;
; O-Barnon : О'Барнон [+] переведено&lt;br /&gt;
; Hoyre O Barnon : Ойре О'Барнон [+] переведено&lt;br /&gt;
; Uruk Maluf : Урук Малуф [+] переведено&lt;br /&gt;
; Arlgor Maunarr : Арлгор Маунарр [+] переведено&lt;br /&gt;
; Ruvio : Рувио [+] переведено&lt;br /&gt;
; Karen : Карен [+] переведено&lt;br /&gt;
; Rob Roe : Роб Ро [+] переведено&lt;br /&gt;
; Andrey Yaranov : Андрей Яранов [+] переведено&lt;br /&gt;
; Reumario : Ромарио [+] переведено&lt;br /&gt;
; Oyre Mathauri : Ойре Матаури [+] переведено&lt;br /&gt;
; Erart : Эрарт [+] переведено&lt;br /&gt;
; Raole Mathauri : Рауль Матаури [+] переведено&lt;br /&gt;
; Yarl Urluf : Ярл Урлуф [+] переведено&lt;br /&gt;
; Gwidle Turlin : Гвидл Турлин [+] переведено&lt;br /&gt;
; Huon Ryedric : Хуон Райдрик [?] выяснить произношение&lt;br /&gt;
; Mithrandil : Митрандил [+] переведено&lt;br /&gt;
; Elorain : Элорайн [+] переведено&lt;br /&gt;
; Baruk Gar : Барук Гар [+] переведено&lt;br /&gt;
; Grekulak : Грекулак [+] переведено&lt;br /&gt;
; Hans the Ripper : Ганс Потрошитель [+] переведено&lt;br /&gt;
; Leif Thrall : Лейф Тралл [+] переведено&lt;br /&gt;
; Rouke Rebarnon : Рук Ребарнон [*] вычитывается&lt;br /&gt;
; Burass : Бурасс [+] переведено&lt;br /&gt;
; Ussuh : Уссух [+] переведено&lt;br /&gt;
; Rassum : Рассум [+] переведено&lt;br /&gt;
; Bussur : Буссур [+] переведено&lt;br /&gt;
; Mal-Ravanal : Мал-Раванал [+] переведено&lt;br /&gt;
; Deorien : Деориен [+] переведено&lt;br /&gt;
&lt;br /&gt;
=== Географические названия ===&lt;br /&gt;
&lt;br /&gt;
; Vakladia : Вакладия [+] переведено&lt;br /&gt;
; Outlaw Place : Логово разбойников/Лагерь разбойников [*] выбрать вариант&lt;br /&gt;
; Vattin : Ваттин [+] переведено&lt;br /&gt;
; Gaeltin Hyer : Гэлтин Хаер [+] переведено&lt;br /&gt;
; Saoren Duc : Заурин Дак [*] вычитывается&lt;br /&gt;
; Freetown : Фритаун [+] переведено&lt;br /&gt;
; Raumair : Ромейр [+] переведено&lt;br /&gt;
; Forest of Raedwood : Редвудский лес [+] переведено&lt;br /&gt;
; Bontom : Бонтом [+] переведено&lt;br /&gt;
; Haeltin : Хэлтин [+] переведено&lt;br /&gt;
; Ruen : Руэн [+] переведено&lt;br /&gt;
&lt;br /&gt;
== Соединения ==&lt;br /&gt;
&lt;br /&gt;
=== Общие соединения ===&lt;br /&gt;
&lt;br /&gt;
; Akladian Clanmember : Член клана Акладиан&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Homeguard : Ополченец Акладиан&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Shieldguard : Щитоносец Акладиан&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Protector : Защитник клана Акладиан&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Chieftain : Глава клана Акладиан&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Fastfoot : Адьютант Акладиан ''(Следует из смысла описания соединения. Возможно лучше заменить на &amp;amp;quot;Гвардеец&amp;amp;quot; или &amp;amp;quot;Личная гвардия&amp;amp;quot;. По смыслу ближе всего &amp;amp;quot;вестовой&amp;amp;quot; или &amp;amp;quot;денщик&amp;amp;quot;, но как-то несолидно для элитного соединения третьего уровня :) )''&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Wiseman : Знахарь Акладиан&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Leader : Командир Акладиан ''(возможно всё-таки &amp;amp;quot;лидер&amp;amp;quot;, но пока логичней кажется &amp;amp;quot;командир&amp;amp;quot;)''&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Sturmknight : Штурмовик Акладиан ''(кажется кривоватым, но альтернативы пока в голову не приходят)''&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Raider : Охотник за добычей Акладиан (жутко криво, но &amp;amp;quot;рейдер&amp;amp;quot; очень не хочется)&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Henchman : Шестёрка (потому что так и есть :) )&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Princess : Принцесса Акладиан&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [+] отсутствует в оригинале&lt;br /&gt;
&lt;br /&gt;
=== Уникальные персонажи ===&lt;br /&gt;
&lt;br /&gt;
; Young Hagarthen : Юный Хагартен&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Hagarthen : Хагартен&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [+] переведено&lt;br /&gt;
; Lord Hagarthen : Лорд Хагартен&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [-] не переведено&lt;br /&gt;
; Akladian Lady : Акладианская леди/Леди Акладиан/Дама Акладиан&lt;br /&gt;
:* название: [?] подстрочник&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Akladian Queen : Королева Акладиан&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Ruvio : Рувио&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; Ruvious Daughter : Дочь Рувио&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
; City Militia : Городской стражник ''(Уникальный или нет, не знаю. Ещё не доиграл :) )''&lt;br /&gt;
:* название: [+] переведено&lt;br /&gt;
:* описание: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
== Сценарии ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== A New Order ===&lt;br /&gt;
&lt;br /&gt;
Новый порядок&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* описание: [+] переведено&lt;br /&gt;
&lt;br /&gt;
=== Breaking the Circle ===&lt;br /&gt;
&lt;br /&gt;
Прорыв кольца&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [+] переведено&lt;br /&gt;
* диалоги: [+] переведены&lt;br /&gt;
&lt;br /&gt;
=== Fighting for pass ===&lt;br /&gt;
&lt;br /&gt;
Проход с боем&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [*] вычитывается&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Conversation ===&lt;br /&gt;
&lt;br /&gt;
Переговоры&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [*] вычитывается&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Battle of Barnon ===&lt;br /&gt;
&lt;br /&gt;
Битва при Барноне&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [*] вычитывается&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Unexpected guests ===&lt;br /&gt;
&lt;br /&gt;
Незваные гости&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [+] переведено&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== The swamp things ===&lt;br /&gt;
&lt;br /&gt;
Болотные создания/Болотные жители/Болотные твари&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Separation ===&lt;br /&gt;
&lt;br /&gt;
Расставание&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [*] вычитывается&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Ally from the past ===&lt;br /&gt;
&lt;br /&gt;
Союзник из прошлого/Забытый союзник&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [+] переведено&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Outlow Base ===&lt;br /&gt;
&lt;br /&gt;
Логово разбойников&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [+] переведено&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Hired swords ===&lt;br /&gt;
&lt;br /&gt;
Наёмные мечи/Наёмное оружие/Купленные мечи/Оплаченное оружие/Клинки по найму/Оружие по найму (зависит от перевода финала вступления)&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [-] частично - подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Siege of Haeltin ===&lt;br /&gt;
&lt;br /&gt;
Осада Хэлтина&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Council in Freetown ===&lt;br /&gt;
&lt;br /&gt;
Совет во Фритауне/Фритаунский совет&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
=== Leaving Raedwood ===&lt;br /&gt;
&lt;br /&gt;
Покидая Редвуд/Уход из Редвуда/Выход из Редвуда&lt;br /&gt;
&lt;br /&gt;
* название: [?] подумаю&lt;br /&gt;
* вступление: [+] переведено&lt;br /&gt;
* диалоги: [*] вычитываются&lt;br /&gt;
&lt;br /&gt;
=== Scouting ===&lt;br /&gt;
&lt;br /&gt;
Разведка&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление:&lt;br /&gt;
** из Фритауна [?] подстрочник&lt;br /&gt;
** из Руэна [?] подстрочник&lt;br /&gt;
** из Хэлтина [?] подстрочник&lt;br /&gt;
** из Барнона [?] подстрочник; уточнить финал&lt;br /&gt;
** из Заурдака [-] не переведено&lt;br /&gt;
* диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Avenging Ruen ===&lt;br /&gt;
&lt;br /&gt;
Месть за Руэн&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== She-wolf of Haeltin ===&lt;br /&gt;
&lt;br /&gt;
Хэлтинская Волчица&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [?] подстрочник&lt;br /&gt;
&lt;br /&gt;
=== Bontom ===&lt;br /&gt;
&lt;br /&gt;
Бонтом&lt;br /&gt;
&lt;br /&gt;
* название: [+] переведено&lt;br /&gt;
* вступление: [*] вычитывается&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
=== Saorduc Swamps ===&lt;br /&gt;
&lt;br /&gt;
Заурдакские болота&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
=== Back in Freetown ===&lt;br /&gt;
&lt;br /&gt;
Возвращение во Фритаун&lt;br /&gt;
&lt;br /&gt;
* название: [*] вычитывается&lt;br /&gt;
* вступление: [?] подстрочник&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
=== The Preparations ===&lt;br /&gt;
&lt;br /&gt;
Приготовления&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [-] не переведено&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
=== Repelling the Orcs ===&lt;br /&gt;
&lt;br /&gt;
Отпор оркам&lt;br /&gt;
&lt;br /&gt;
* название: [?] подстрочник&lt;br /&gt;
* вступление: [-] не переведено&lt;br /&gt;
* диалоги: [-] не переведены&lt;br /&gt;
&lt;br /&gt;
== Замечания о переводе ==&lt;br /&gt;
&lt;br /&gt;
# &amp;amp;quot;My lord&amp;amp;quot; в обращениях - &amp;amp;quot;Милорд&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Спорные переводы ==&lt;br /&gt;
&lt;br /&gt;
Обсуждение вариантов &amp;amp;amp;mdash; на [[Talk:CampaignANewOrder:RussianTranslation#.D0.A2.D1.80.D1.83.D0.B4.D0.BD.D0.BE.D1.81.D1.82.D0.B8_.D0.BF.D0.B5.D1.80.D0.B5.D0.B2.D0.BE.D0.B4.D0.B0_:.3E|странице дискуссии]]&lt;br /&gt;
&lt;br /&gt;
; Underlings : Дикари&lt;br /&gt;
; recoinessance : рекогносцировка&lt;br /&gt;
; ... You know, da bosses. : ... Ну, к боссам. Понимаешь?&lt;br /&gt;
; sietches : шатры&lt;br /&gt;
; Мy lady : Моя госпожа/Миледи ???&lt;br /&gt;
&lt;br /&gt;
== Вероятные ошибки в движке кампании ==&lt;br /&gt;
&lt;br /&gt;
# Был креш во время призыва капитана в начале Leaving Raedwood. Разобраться.&lt;br /&gt;
# В допросе пропускаются реплики потрошителя.&lt;br /&gt;
#* Пофиксил. Отправить баг-репорт.&lt;br /&gt;
&lt;br /&gt;
== Ссылки по теме ==&lt;br /&gt;
&lt;br /&gt;
* [[CampaignANewOrder|Страница кампании &amp;amp;quot;A New Order&amp;amp;quot;]]&lt;br /&gt;
* [http://www.wesnoth.org/forum/viewtopic.php?t=6486 Обсуждение кампании в форуме]&lt;br /&gt;
* [[RussianTranslation|Страница команды русского перевода &amp;amp;quot;Битвы за Веснот&amp;amp;quot;]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-A_New_Order&amp;amp;amp;order=trans Статистика переводов кампании &amp;amp;quot;A New Order&amp;amp;quot;]&lt;br /&gt;
* [https://developer.berlios.de/projects/wescamp-i18n Проект перевода кампаний &amp;amp;quot;Битвы за Веснот&amp;amp;quot; на berlios.de]&lt;br /&gt;
&lt;br /&gt;
== Переводчики ==&lt;br /&gt;
&lt;br /&gt;
[[User:Alxrem|Alexey Remizov]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignDelfadorsMemoirs&amp;diff=6277</id>
		<title>CampaignDelfadorsMemoirs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignDelfadorsMemoirs&amp;diff=6277"/>
		<updated>2006-01-21T16:30:32Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  New maintainer  ==&lt;br /&gt;
Josh Parsons hasn't active for a long time, so I've been nominated (by myself) to be a new maintainer of the campaign. Currently I'm working on internationalized version, so, translators, you are welcome now. In few days a i18n version will be on the server.&lt;br /&gt;
&lt;br /&gt;
Oto '[[User:Tapik|tapik]]' Buchta&lt;br /&gt;
&lt;br /&gt;
==  Translation of Delfador's Memoirs  ==&lt;br /&gt;
&lt;br /&gt;
This is a list of the people currently translating Delfador's Memoirs into different languages:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;table border=&amp;amp;quot;1&amp;amp;quot; style=&amp;amp;quot;width:65%&amp;amp;quot;&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Language&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Translator&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;th&amp;amp;gt;Status&amp;amp;lt;/th&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Afrikaans (af)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Brazilian Portuguese (pt_BR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;British English (en_GB)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Bulgarian (bg)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Catalan (ca)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Azazelo&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Chinese (zh_CN)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Czech (cs)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;[[User:Tapik|tapik]]&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;completed&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Danish (da)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Dutch (nl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Estonian (et)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Finnish (fi)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;French (fr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;German (de)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;schmidta&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;correction&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Greek (el_GR)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Hungarian (hu)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;[[HungarianTranslation|Műhelyben]]&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Italian (it)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;RokStar&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Japanese (ja)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Latin (la)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Norwegian (no)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Polish (pl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Russian (ru)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Nikita(I[[LikeProgramming]])&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Serbian (sr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovak (sk)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Slovenian (sl)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Spanish (es)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Swedish (sv)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Sanna&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;work in progress&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;Turkish (tr)&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;?&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;td&amp;amp;gt;unknown&amp;amp;lt;/td&amp;amp;gt;&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
==  Status Descriptions  ==&lt;br /&gt;
* '''unknown'''&lt;br /&gt;
&lt;br /&gt;
It is not known if someone is actually translating this campaign.&lt;br /&gt;
* '''work in progress'''&lt;br /&gt;
&lt;br /&gt;
Someone is working on it, but it is not done, yet.&lt;br /&gt;
* '''correction'''&lt;br /&gt;
&lt;br /&gt;
Translation is already completed, but it is being corrected at the moment.&lt;br /&gt;
* '''completed'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and updated when there are changes.&lt;br /&gt;
* '''completed (not active)'''&lt;br /&gt;
&lt;br /&gt;
It is already completed and but not updated when there are changes.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[WesCamp]]&lt;br /&gt;
* [http://pulsar.unizar.es/~isaac/wesnoth-gettext/westats/index.php?package=wesnoth-Delfardors_Memoirs&amp;amp;amp;order=trans Translation stats for Delfaldors Memoirs]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingUnits&amp;diff=6269</id>
		<title>BuildingUnits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingUnits&amp;diff=6269"/>
		<updated>2006-01-21T16:30:12Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Making new units is fairly easy.  Unit configuration files are plain text files that you can edit with any editor such as Notepad, TextEdit, gedit, pico, vi, emacs, etc.  You will need to become familiar with [[UnitWML|WML]] in order to make a new unit.  This page contains a more in-depth discussion of Unit WML syntax and will walk you through the creation of a new unit and discuss how you can use it in-game.&lt;br /&gt;
&lt;br /&gt;
== Recommended procedure ==&lt;br /&gt;
The easiest way to make a new unit is to copy and paste an existing unit, then modify it.  Navigate to the game's data/units directory and copy any unit.  When you are editing the unit, attention to detail is key.  If you forget to modify each key (for example, the unique id key), problems will result.&lt;br /&gt;
&lt;br /&gt;
== Using your new unit ==&lt;br /&gt;
Any unit in the game's ./data/units directory or ''userdata''/data/units will be recognized by the game.  However, just because you made a new unit does NOT mean you can use it in game yet.  Each scenario and multiplayer era has a specific recruit list.  If your unit is not on the list, you can't use it.  This means you need to modify the ''recruit='' key in the appropriate configuration file.  [[BuildingMultiplayer]] describes different ways you do this for multiplayer.  To add a unit to a campaign, read about scenarios, sides, and recruit lists in [[BuildingScenarios]].&lt;br /&gt;
&lt;br /&gt;
== Distributing your unit ==&lt;br /&gt;
If you made a single unit, post it on the [http://www.wesnoth.org/forum forum].  If you made a whole group of units, you can make them into a multiplayer faction or you can upload a unit pack.&lt;br /&gt;
&lt;br /&gt;
If you want to make a faction, follow the instructions in the [[BuildingFactions]] article.  You should create a new era and add your units as one of the factions.  You will not be able to add your units to any era that ships with the game.&lt;br /&gt;
&lt;br /&gt;
If you want to make a unit pack, the procedure is easier.  Unit packs are distributed for campaign writers who want to use your units in their campaigns/eras.  They download your unit pack and copy/paste the units and images into their campaign/era.&lt;br /&gt;
* Navigate to the ''userdata''/data/campaigns directory.  Everything from now on will occur relative to here.  The era we'll use as an example will be called MyUnitPack&lt;br /&gt;
* Create a text file called MyUnitPack.cfg.  Add the following lines:&lt;br /&gt;
 #		#define USE_MYUNITS		#&amp;amp;lt;- replace MYUNITS with something descriptive&lt;br /&gt;
 #		#enddef&lt;br /&gt;
 #		#ifdef USE_MYUNITS		#&amp;amp;lt;- replace MYUNITS with something descriptive&lt;br /&gt;
 #		{@campaigns/MyUnitPack/}&lt;br /&gt;
 #		#endif&lt;br /&gt;
:* These lines are commented out (with the #).  That way when the unit pack ships it won't affect the game.  If someone wants the game to be able to see these units, he can uncomment those lines and it will work.  However, this usually causes problems in multiplayer (you will be using units no one else has), but it can be fun for campaigns.&lt;br /&gt;
:* NOTE: the commenting/uncommenting trick will only work if the units branch off of an existing unit.  Custom L1 units will NOT show up in game automatically without editing another configuration file somewhere (scenario config file or multiplayer.cfg)&lt;br /&gt;
* Create another text file called MyUnitPack.pbl. (See [[PblWML]] for more details about *.pbl files.) Add the following lines to it:&lt;br /&gt;
 author=&amp;amp;quot;''your name''&amp;amp;quot;&lt;br /&gt;
 icon=&amp;amp;quot;''any image file in the game's ./images directory''&amp;amp;quot;&lt;br /&gt;
 version=&amp;amp;quot;1.0&amp;amp;quot;&lt;br /&gt;
 title=&amp;amp;quot;My Awesome Unit Pack&amp;amp;quot;&lt;br /&gt;
 description=&amp;amp;quot;New race of lizard men.&amp;amp;quot;&lt;br /&gt;
* Create a folder called MyUnitPack.  Navigate to it.&lt;br /&gt;
* Create two subdirectories: units and images.  Place your unit cfg files and artwork into those subdirectories&lt;br /&gt;
* Create a text file called MyUnitPack.cfg (or another name of your choosing).  Add the following lines:&lt;br /&gt;
 [binary_path]&lt;br /&gt;
 path=data/campaigns/MyUnitPack&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
 [+units]&lt;br /&gt;
 {@campaigns/MyUnitPack/units}&lt;br /&gt;
 [/units]&lt;br /&gt;
* You should be ready to distribute your unit pack on the campaign server now&lt;br /&gt;
* PLEASE change the names to something unique before you publish&lt;br /&gt;
&lt;br /&gt;
== Unit WML discussion ==&lt;br /&gt;
Units are enclosed in '''[unit]''' tags.&lt;br /&gt;
The first attribute of a unit is the ''id'' key, which is a unique identifier for the unit. As value of the ''type'' attribute for these units, the ''id'' key is used. (See [[BuildingScenarios]]).&lt;br /&gt;
It also has a ''name'' key, which is the (translatable) name of the unit, and is displayed on the Status Table when a unit of this type is selected.&lt;br /&gt;
&lt;br /&gt;
The ''race'' and ''gender'' keys indicate what kind of names and traits units of this type should have.&lt;br /&gt;
Races are specified by the '''[race]''' tag, and the common set is found in '''data/game.cfg'''.&lt;br /&gt;
Values for ''gender'' are ''male'' and ''female'' (Default is ''male'').&lt;br /&gt;
&lt;br /&gt;
The next attributes are ''image'', ''image_defensive'', and ''profile''.&lt;br /&gt;
These are the images of the unit when it is resting, defending, and talking, respectively.&lt;br /&gt;
The default for the keys ''image_defensive'' and ''profile'' is the value for ''image''.&lt;br /&gt;
&lt;br /&gt;
Next is the ''ability'' key.&lt;br /&gt;
This is a list of strings which are listed as the abilities of the unit.&lt;br /&gt;
The following strings give the unit an ability:&lt;br /&gt;
&lt;br /&gt;
* illuminates: Units surrounding this unit recieve 25% lawful bonus.&lt;br /&gt;
* leadership: Units surrounding this unit recieve a 25% times the level difference between them and the highest level adjacent leader on the same side, bonus to damage. Only units that are higher level than the unit involved in combat provide a bonus.&lt;br /&gt;
* heals: Units surrounding this unit regenerate 4 HP per turn.&lt;br /&gt;
* cures: Units surrounding this unit regenerate as if they were on a villages.&lt;br /&gt;
* regenerates: The unit regenerates each turn as if it were on a village.&lt;br /&gt;
* teleport: Whenever it is on a village, the unit can use 1 move point to move to any allied village.&lt;br /&gt;
* skirmisher: The unit is unaffected by ZoC.&lt;br /&gt;
* ambush: The unit becomes invisible on forest.&lt;br /&gt;
* nightstalk: The unit becomes invisible during night.&lt;br /&gt;
&lt;br /&gt;
The ''hitpoints'' and ''movement'' keys input numbers.&lt;br /&gt;
''hitpoints'' is the amount of HP the unit has, and ''movement'' is the number of move points it receives each turn.&lt;br /&gt;
&lt;br /&gt;
The ''movement_type'' key is a shortcut to information found in game.cfg.&lt;br /&gt;
After (or replacing) the ''movement_type'' key, tags can be used to modify the unit's movement.&lt;br /&gt;
&lt;br /&gt;
The '''[movement costs]''' tag has keys equal to the name of the various terrains, and values equal to the number of move points it takes to move onto a tile of that terrain type.&lt;br /&gt;
&lt;br /&gt;
Terrains:&lt;br /&gt;
&lt;br /&gt;
* village&lt;br /&gt;
* castle&lt;br /&gt;
* grassland&lt;br /&gt;
* forest&lt;br /&gt;
* tundra&lt;br /&gt;
* hills&lt;br /&gt;
* mountains&lt;br /&gt;
* cave&lt;br /&gt;
* cavewall&lt;br /&gt;
* sand&lt;br /&gt;
* swamp water&lt;br /&gt;
* shallow water&lt;br /&gt;
* deep water&lt;br /&gt;
&lt;br /&gt;
The '''[defense]''' tag also has keys equal to the name of the various terrains, and values equal to the percent chance the unit has of being hit while on a tile of that terrain type.&lt;br /&gt;
&lt;br /&gt;
The '''[resistance]''' tag has keys equal to attack types, and values equal to the percent damage that the unit takes from attacks of that type. The attack types are:&lt;br /&gt;
&lt;br /&gt;
* blade&lt;br /&gt;
* pierce&lt;br /&gt;
* impact&lt;br /&gt;
* fire&lt;br /&gt;
* cold&lt;br /&gt;
* holy&lt;br /&gt;
&lt;br /&gt;
The next keys are ''experience'' and ''advanceto''.&lt;br /&gt;
''experience'' is the amount of experience the unit needs to advance to the unit with the id specified as value of the ''advanceto'' key.&lt;br /&gt;
If ''advanceto'' has multiple entries, the player will choose which unit to advance to.&lt;br /&gt;
If ''advanceto=null'', then the unit cannot advance.&lt;br /&gt;
&lt;br /&gt;
The next keys are ''cost'' and ''level''.&lt;br /&gt;
''cost'' is how much gold the unit costs to recruit, and ''level'' is the upkeep cost of the unit.&lt;br /&gt;
''level'' is also the amount of XP another unit gets for fighting this one, and the multiplier for the amount of XP the other unit gets for killing this one (multiplied with the ''kill_experience'' value set in '''game.cfg''').&lt;br /&gt;
&lt;br /&gt;
The next keys are ''alignment'' and ''usage''.&lt;br /&gt;
''alignment'' tells how the unit's damage should be affected by the current time of day (lawful: &amp;amp;lt;better during day&amp;amp;gt;, chaotic: &amp;amp;lt;better during night&amp;amp;gt;, neutral: unaffected by time of day changes).&lt;br /&gt;
''usage'' is the AI's interpretation of this unit.&lt;br /&gt;
Values are 'fighter', 'scout', 'archer', 'mixed fighter', and 'null' (Default is null).&lt;br /&gt;
&lt;br /&gt;
The last keys are ''unit_description'' and ''get_hit_sound''.&lt;br /&gt;
''unit_description'' is the (translatable) text that is displayed in the unit description box.&lt;br /&gt;
''get_hit_sound'' is a .wav file in '''sounds/ ''' that is played when the unit is hit.&lt;br /&gt;
&lt;br /&gt;
The '''[death]''' tag is used to specify an animation of the unit dying, and consists of a set of '''[frame]''' tags, which are similar to all animation '''[frame]''' tags (see description of how these are used below), but is used outside an '''[attack]''' tag.&lt;br /&gt;
&lt;br /&gt;
Next are the '''[attack]''' tags.&lt;br /&gt;
The ''name'' key is the displayed name of the attack. (Is this not now divided up into ''id'' and ''name'' ??)&lt;br /&gt;
The ''name'' key also affects the ''has_weapon'' filter&lt;br /&gt;
(See [[BuildingScenariosIntermediate]]).&lt;br /&gt;
&lt;br /&gt;
Next are the ''type'' and ''range'' keys.&lt;br /&gt;
''type'' is an attack type.&lt;br /&gt;
''range'' is either '''short''' or '''long'''.&lt;br /&gt;
'range=short' means melee, 'range=long' means ranged.&lt;br /&gt;
&lt;br /&gt;
The ''special'' key is similar to the ''ability'' key.&lt;br /&gt;
The values are:&lt;br /&gt;
&lt;br /&gt;
* backstab: Whenever there is a unit allied with this unit &amp;amp;quot;behind&amp;amp;quot; the unit that this attack attacks, then this attack does +100% damage.&lt;br /&gt;
* charge: Whenever the unit attacks with this attack, both it and the unit it attacks do +100% damage.&lt;br /&gt;
* drain: The unit gains health (?)% of the time whenever this attack hits.&lt;br /&gt;
* first-strike: This attack always strikes first, even if defending&lt;br /&gt;
* magical: This attack is guaranteed a 70% chance of hitting.&lt;br /&gt;
* marksman: This attack is guaranteed a 60% chance of hitting.&lt;br /&gt;
* plague: The unit is copied onto the tile that any unit this attack killed was on.&lt;br /&gt;
* poison: All units this attack hits become poisoned.&lt;br /&gt;
* slows: All units this attack hits become slowed for 1 turn.&lt;br /&gt;
* steadfast: Unit takes half damage when defending.&lt;br /&gt;
* stone: Units this attack hits turn into stone (the stoned unit is lost)&lt;br /&gt;
* berserk: Combat continues until either the attacked or the defender is killed.&lt;br /&gt;
&lt;br /&gt;
The last keys are ''damage'' and ''number''.&lt;br /&gt;
''damage'' is the amount of damage the attack does;&lt;br /&gt;
''number'' is the number of times it can try to hit with each attack.&lt;br /&gt;
&lt;br /&gt;
Next are the animation tags (Note: these are inside the '''[attack]''' tags) (Has the set of keys not been extended?).&lt;br /&gt;
The '''[frame]''' tag contains the keys ''begin'', ''end'', and ''image''.&lt;br /&gt;
''begin'' and ''end'' specify in what period of time the frame should exist.&lt;br /&gt;
These times are in milliseconds. 0 is when the attack hits.&lt;br /&gt;
The ''image'' key is the unit image to switch to during this time.&lt;br /&gt;
&lt;br /&gt;
The '''[missile_frame]''' tag is like the '''[frame]''' tag,&lt;br /&gt;
but ''image'' represents the image of the projectile.&lt;br /&gt;
Also ''image_diagonal'' is the image when the attack is not north-south aligned.&lt;br /&gt;
&lt;br /&gt;
The '''[sound]''' tag takes the keys ''time'' (the time to play the sound) and ''sound'' (the sound to play).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[EditingWesnoth]]&lt;br /&gt;
* [[Creating Unit Art]]&lt;br /&gt;
* [[CampaignServerWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
* [[Team_Color_Shifting]]&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSamples&amp;diff=6267</id>
		<title>BuildingScenariosSamples</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSamples&amp;diff=6267"/>
		<updated>2006-01-21T16:29:51Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains basic examples of WML.&lt;br /&gt;
For more examples, you can look at the data of Wesnoth using a text editor.&lt;br /&gt;
&lt;br /&gt;
to flash the screen red for a moment, we might go,&lt;br /&gt;
&lt;br /&gt;
  [colour_adjust]&lt;br /&gt;
  red=200&lt;br /&gt;
  [/colour_adjust]&lt;br /&gt;
  [delay]&lt;br /&gt;
  time=20&lt;br /&gt;
  [/delay]&lt;br /&gt;
  [colour_adjust]&lt;br /&gt;
  red=0&lt;br /&gt;
  [/colour_adjust]&lt;br /&gt;
&lt;br /&gt;
A unit remarking what a tough fight it was when they kill an Ogre:&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
  name=die&lt;br /&gt;
    [filter]&lt;br /&gt;
    type=Ogre&lt;br /&gt;
    [/filter]&lt;br /&gt;
    [message]&lt;br /&gt;
    id=tough_fight_ogre&lt;br /&gt;
    speaker=second_unit&lt;br /&gt;
    message= _ &amp;amp;quot;Whew! That was a tough fight!&amp;amp;quot;&lt;br /&gt;
    [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
Konrad remarks that he is scared at the start of a scenario: (Note the difference between the speaker= and the&lt;br /&gt;
description= attributes in the two examples).&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
  name=start&lt;br /&gt;
    [message]&lt;br /&gt;
    id=konrad_scared&lt;br /&gt;
    description=Konrad&lt;br /&gt;
    message= _ &amp;amp;quot;I feel uneasy about this place&amp;amp;quot;&lt;br /&gt;
    [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
A selection of which way they should go at the end of a scenario:&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
  name=victory&lt;br /&gt;
    [message]&lt;br /&gt;
    id=which_way&lt;br /&gt;
    speaker=narrator&lt;br /&gt;
    message= _ &amp;amp;quot;Which way do you wish to go?&amp;amp;quot;&lt;br /&gt;
      [option]&lt;br /&gt;
      id=go_north&lt;br /&gt;
      message= _ &amp;amp;quot;North&amp;amp;quot;&lt;br /&gt;
        [command]&lt;br /&gt;
          [endlevel]&lt;br /&gt;
          result=victory&lt;br /&gt;
          next_scenario=&amp;amp;quot;Northern Advance&amp;amp;quot;&lt;br /&gt;
          [/endlevel]&lt;br /&gt;
        [/command]&lt;br /&gt;
      [/option]&lt;br /&gt;
      [option]&lt;br /&gt;
      id=go_south&lt;br /&gt;
      message= _ &amp;amp;quot;South&amp;amp;quot;&lt;br /&gt;
        [command]&lt;br /&gt;
          [endlevel]&lt;br /&gt;
          result=victory&lt;br /&gt;
          next_scenario=&amp;amp;quot;Southern Citadel&amp;amp;quot;&lt;br /&gt;
          [/endlevel]&lt;br /&gt;
        [/command]&lt;br /&gt;
      [/option]&lt;br /&gt;
    [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
Suppose you want to make it so that if a certain character, we will call him Fred the Peasant, survives in a certain&lt;br /&gt;
scenario, he will leave,&lt;br /&gt;
but return in a later scenario. We can do this in the first scenario:&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
    name=victory&lt;br /&gt;
    [if]&lt;br /&gt;
      [have_unit]&lt;br /&gt;
      description=Fred&lt;br /&gt;
      [/have_unit]&lt;br /&gt;
      [then]&lt;br /&gt;
        [message]&lt;br /&gt;
        description=Fred&lt;br /&gt;
        message= _ &amp;amp;quot;I must go now, friends, but will return later!&amp;amp;quot;&lt;br /&gt;
        [/message]&lt;br /&gt;
        [kill]&lt;br /&gt;
        description=Fred&lt;br /&gt;
        [/kill]&lt;br /&gt;
        [set_variable]&lt;br /&gt;
        name=fred_is_alive&lt;br /&gt;
        value=yes&lt;br /&gt;
        [/set_variable]&lt;br /&gt;
      [/then]&lt;br /&gt;
     [/if]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
This makes it so that if Fred is alive, he says something, then is removed from the game, and the variable&lt;br /&gt;
'fred_is_alive' is set to yes.&lt;br /&gt;
&lt;br /&gt;
In a later scenario, we can use the following code:&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
    name=turn 7&lt;br /&gt;
    [if]&lt;br /&gt;
      [variable]&lt;br /&gt;
      name=fred_is_alive&lt;br /&gt;
      equals=yes&lt;br /&gt;
      [/variable]&lt;br /&gt;
      [then]&lt;br /&gt;
        [unit]&lt;br /&gt;
        type=Peasant&lt;br /&gt;
        description=Fred&lt;br /&gt;
        side=1&lt;br /&gt;
        x=8&lt;br /&gt;
        y=1&lt;br /&gt;
        [/unit]&lt;br /&gt;
        [message]&lt;br /&gt;
        description=Fred&lt;br /&gt;
        message= _ &amp;amp;quot;I have returned to aid you friends!&amp;amp;quot;&lt;br /&gt;
        [/message]&lt;br /&gt;
      [/then]&lt;br /&gt;
      [else]&lt;br /&gt;
        [message]&lt;br /&gt;
        description=Konrad&lt;br /&gt;
        message= _ &amp;amp;quot;I wish Fred were still alive. He would know what to do!&amp;amp;quot;&lt;br /&gt;
        [/message]&lt;br /&gt;
      [/else]&lt;br /&gt;
    [/if]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
If the variable 'fred_is_alive' equals 'yes' then this will create a unit, Fred, a Peasant, at (8,1), and he will give a&lt;br /&gt;
greeting message. Otherwise, Konrad will lament Fred being dead.&lt;br /&gt;
&lt;br /&gt;
Suppose the player has just come across some undead, you might like to find if the player has a unit that would truly&lt;br /&gt;
hate the undead, and if so, and get it to say something:&lt;br /&gt;
&lt;br /&gt;
  [role]&lt;br /&gt;
  role=undead_hater&lt;br /&gt;
  type=Mage of Light,Paladin,White Mage&lt;br /&gt;
  [/role]&lt;br /&gt;
  [message]&lt;br /&gt;
  role=undead_hater&lt;br /&gt;
  message= _ &amp;amp;quot;The foul hordes of the undead approach, this battle will surely be tough!&amp;amp;quot;&lt;br /&gt;
  [/message]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [teleport]&lt;br /&gt;
    [filter]&lt;br /&gt;
       name=Garcimore&lt;br /&gt;
    [/filter]&lt;br /&gt;
    x=10&lt;br /&gt;
    y=20&lt;br /&gt;
  [/teleport]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
* [[UsefulWMLFragments]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=6268</id>
		<title>BuildingScenariosSimple</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=6268"/>
		<updated>2006-01-21T16:29:50Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I will show you a very simple scenario file,&lt;br /&gt;
then explain each line of it.&lt;br /&gt;
This file is not fully functional, but it shows you&lt;br /&gt;
the basics needed to describe what this scenario is all about.&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
 id=test-1&lt;br /&gt;
 next_scenario=test-2&lt;br /&gt;
 &lt;br /&gt;
 name=A Simple Test Scenario&lt;br /&gt;
 map_data=&amp;amp;quot;{campaigns/Test_Campaign/testmap}{~campaigns/Test_Campaign/testmap}&amp;amp;quot;&lt;br /&gt;
 turns=20&lt;br /&gt;
 &lt;br /&gt;
 {DAWN}&lt;br /&gt;
 {MORNING}&lt;br /&gt;
 {AFTERNOON}&lt;br /&gt;
 {DUSK}&lt;br /&gt;
 {FIRST_WATCH}&lt;br /&gt;
 {SECOND_WATCH}&lt;br /&gt;
 &lt;br /&gt;
 music=wesnoth-1.ogg&lt;br /&gt;
 &lt;br /&gt;
 [event]&lt;br /&gt;
 name=prestart&lt;br /&gt;
  [objectives]&lt;br /&gt;
  side=1&lt;br /&gt;
   [objective]&lt;br /&gt;
    description= _ &amp;amp;quot;Defeat Enemy Leader&amp;amp;quot;&lt;br /&gt;
    condition=win&lt;br /&gt;
   [/objective]&lt;br /&gt;
   [objective]&lt;br /&gt;
    description= _ &amp;amp;quot;Death of Konrad&amp;amp;quot;&lt;br /&gt;
    condition=lose&lt;br /&gt;
   [/objective]&lt;br /&gt;
  [/objectives]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
First, every scenario must be enclosed in a tag;&lt;br /&gt;
the '''[scenario]''' tag is used for campaign scenarios.&lt;br /&gt;
The first set of keys in the scenario tag&lt;br /&gt;
describe the very basics of this scenario.&lt;br /&gt;
The ''id'' is the computer's name for your scenario,&lt;br /&gt;
and is not displayed during the game.&lt;br /&gt;
It is neccesary to put this name somewhere else,&lt;br /&gt;
such as a campaign tag, as well, in order to actually play the scenario.&lt;br /&gt;
Where you put the ID for the scenario&lt;br /&gt;
indicates how you would play this scenario in-game.&lt;br /&gt;
For example, if your scenario is for a campaign,&lt;br /&gt;
you need to list it as the scenario following another scenario in the campaign.&lt;br /&gt;
&lt;br /&gt;
The ''next_scenario'' key lists the scenario&lt;br /&gt;
that is played after this one is won,&lt;br /&gt;
with units from this scenario available for recall.&lt;br /&gt;
The value of this key should be the same&lt;br /&gt;
as the value of the '''id''' key in the scenario following it.&lt;br /&gt;
If your scenario is not part of a campaign,&lt;br /&gt;
putting '''next_scenario=null''' or skipping this line&lt;br /&gt;
will cause the &amp;amp;quot;End&amp;amp;quot; screen to be displayed when you win.&lt;br /&gt;
&lt;br /&gt;
The ''name'' key is shown on the introduction screen(which usually contains the&lt;br /&gt;
map graphic) before each scenario is played.&lt;br /&gt;
It is also the default name for saves on the level.&lt;br /&gt;
The next key, ''map_data'', is a link to the map file.&lt;br /&gt;
Since we may not know exactly where this campaign will be installed we write&lt;br /&gt;
two possible locations of the map data.&lt;br /&gt;
The quotes are necessary because Wesnoth map data takes up multiple lines,&lt;br /&gt;
so quotes are used instead to determine where the data begins and ends.&lt;br /&gt;
The map file must be a valid Wesnoth map file; see [[BuildingMaps]].&lt;br /&gt;
Finally, the last key in the top set of keys is ''turns''.&lt;br /&gt;
This sets an event on the specified turn causing the player to lose.&lt;br /&gt;
&lt;br /&gt;
The next section is a set of IDs. This section tells the game how a day should&lt;br /&gt;
progress. This listing above is the normal day used throughout Wesnoth. If you&lt;br /&gt;
want the entire scenario to take place at night, remove all the IDs except for&lt;br /&gt;
'''{SECOND_WATCH}'''. This can be useful if you have Konrad&lt;br /&gt;
fighting against the Undead and wanted the Undead to have the upper hand the&lt;br /&gt;
whole time. Remember though, by setting this to a single ID and not the normal&lt;br /&gt;
day listed above, your scenario will effectively be taking place during one day&lt;br /&gt;
or night, not many days as the majority currently are.&lt;br /&gt;
&lt;br /&gt;
The ''music'' key is a filename pointing to the music which plays.&lt;br /&gt;
This music file must be in the ''music/'' directory and must be in .ogg format.&lt;br /&gt;
&lt;br /&gt;
The next part sets the objectives for the scenario. This is done inside an '''[event]''' tag, and to have the objectives set before the scenario starts, we must specify '''name=prestart'''. Inside the [event] tag, we have an '''[objectives]''' (plural) tag, which contains any number of '''[objective]''' (singular) tags.&lt;br /&gt;
For each tag, if ''condition'' is &amp;amp;quot;win&amp;amp;quot;, the text of ''description'' will be displayed in green after &amp;amp;quot;Victory&amp;amp;quot; in the Scenario Objectives. If ''condition'' is &amp;amp;quot;lose&amp;amp;quot;, the text of ''description'' will be displayed in red after &amp;amp;quot;Defeat&amp;amp;quot; in the Scenario Objectives.&lt;br /&gt;
&lt;br /&gt;
The ' _ ' facilitates translation using Gettext (see [[GetText]]).&lt;br /&gt;
&lt;br /&gt;
Note that ''ANY'' Victory or Defeat objective can be met to win or lose the scenario,&lt;br /&gt;
but a single Victory objective may have multiple parts.&lt;br /&gt;
&lt;br /&gt;
So far so good. The last necessary part of a scenario describes what the players (Human and&lt;br /&gt;
Computer) start with and can do. Each of the players is described through&lt;br /&gt;
the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 &lt;br /&gt;
 [side]&lt;br /&gt;
 side=1&lt;br /&gt;
 controller=human&lt;br /&gt;
 team_name=2&lt;br /&gt;
 &lt;br /&gt;
 type=Commander&lt;br /&gt;
 description=Konrad&lt;br /&gt;
 canrecruit=1&lt;br /&gt;
 &lt;br /&gt;
 recruit=Elvish Fighter,Elvish Archer,Horseman,Mage,Elvish Shaman&lt;br /&gt;
 &lt;br /&gt;
 {GOLD 100 50 0}&lt;br /&gt;
 {INCOME 10 5 0}&lt;br /&gt;
 [/side]&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
From the above example above you can see&lt;br /&gt;
a sample '''[side]''' for the human player, Konrad.&lt;br /&gt;
The first key, ''side'',&lt;br /&gt;
is the location where this player starts on the map,&lt;br /&gt;
and is also the ID for this side.&lt;br /&gt;
It is a number from 1 to 9.&lt;br /&gt;
The next key that describes this player is ''controller''.&lt;br /&gt;
The possible values are 'human'&lt;br /&gt;
and 'ai', with 'ai' as the default.&lt;br /&gt;
After this, the ''team_name'' key describes which team the side is on.&lt;br /&gt;
In this example Konrad is on team &amp;amp;quot;2&amp;amp;quot;, which by default contains side 2.&lt;br /&gt;
However, if you change the team_name of side 2,&lt;br /&gt;
Konrad will no longer be allied with it.&lt;br /&gt;
&lt;br /&gt;
The next set of keys describe the player's leader.&lt;br /&gt;
First we have ''canrecruit''.&lt;br /&gt;
This key can be '0' or '1', which is &amp;amp;quot;no&amp;amp;quot; or &amp;amp;quot;yes&amp;amp;quot; respectively.&lt;br /&gt;
If you say no, then the player's leader will not be able to recruit.&lt;br /&gt;
And if he can't recruit, he's not really a leader, is he?&lt;br /&gt;
Any team without a canrecruit=1 unit automatically loses, so be sure to use this key.&lt;br /&gt;
The next key, ''type'', is the type of unit the leader will be.&lt;br /&gt;
The possible  values are listed at [[UnitTables]].&lt;br /&gt;
The ''description'' is the name and description of the leader.&lt;br /&gt;
All of these keys are ignored for the human player on all campaign scenarios except the first,&lt;br /&gt;
since the leader from the previous scenario is used instead.&lt;br /&gt;
However, the ''type'' key is still neccesary to prevent the scenario from crashing.&lt;br /&gt;
&lt;br /&gt;
Next we have the '''recruit''' key which is a comma-separated&lt;br /&gt;
list of units. The possible values are listed in [[UnitTables]].&lt;br /&gt;
&lt;br /&gt;
The last two things are IDs.&lt;br /&gt;
'''{GOLD}''' inputs any 3 positive numbers.&lt;br /&gt;
These indicate the amount of money the player will start with.&lt;br /&gt;
The first value indicates the value on the EASY difficulty level;&lt;br /&gt;
second NORMAL, third HARD.&lt;br /&gt;
When this is inside the ''controller=human'' in a campaign file&lt;br /&gt;
then the actual gold the player gets will be the maximum of this value,&lt;br /&gt;
and the amount of gold the player retained from the previous scenario.&lt;br /&gt;
The '''INCOME''' id is similar, but indicates the base income instead of the base gold.&lt;br /&gt;
The defaults for each of these values are 100 gold and 2 base income.&lt;br /&gt;
&lt;br /&gt;
Now, to make this scenario playable, we need to make a campaign for it.&lt;br /&gt;
This should usually be stored in its own file in '''data/campaigns/'''.&lt;br /&gt;
Note: All files, the campaign file and the scenario file, one for each scenario level, must be saved with the ending&lt;br /&gt;
.cfg (for example: testcampaign.cfg, level1.cfg).&lt;br /&gt;
 [campaign]&lt;br /&gt;
 name= _ &amp;amp;quot;Test Campaign&amp;amp;quot;&lt;br /&gt;
 first_scenario=test-1&lt;br /&gt;
 difficulties=EASY,NORMAL,HARD&lt;br /&gt;
 &lt;br /&gt;
 difficulty_descriptions= _ &amp;amp;quot;&amp;amp;amp;elvish-fighter.png=Easy;*&amp;amp;amp;elvish-hero.png=Medium;&amp;amp;amp;elvish-champion.png=Hard&amp;amp;quot;&lt;br /&gt;
 icon=elvish-fighter.png&lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Campaigns are enclosed in the '''[campaign]''' tag. The first key is ''name'', which is&lt;br /&gt;
displayed on the campaign selector box. The second key is ''first_scenario'', which is&lt;br /&gt;
the ID of the first scenario of the campaign (Other scenarios are indicated using&lt;br /&gt;
''next_scenario'').&lt;br /&gt;
&lt;br /&gt;
The attribute '''difficulties=EASY,NORMAL,HARD'''&lt;br /&gt;
tells the computer to give the macro '''EASY''' a value&lt;br /&gt;
if the first difficulty choice is chosen,&lt;br /&gt;
'''NORMAL''' if the second is chosen, and '''HARD''' if the third is chosen.&lt;br /&gt;
The expression '''#ifdef''' can be used later to test these macros.&lt;br /&gt;
It is recommended that you do not use any names other than&lt;br /&gt;
'''EASY''', '''NORMAL''', and '''HARD''' for your macros,&lt;br /&gt;
because if you do then the macros '''{GOLD}''' and '''{INCOME}''' will not work properly.&lt;br /&gt;
&lt;br /&gt;
Two optional keys in '''[campaign]''' are ''difficulty_descriptions'' and ''icon''.&lt;br /&gt;
''icon'' has value equal to an image.&lt;br /&gt;
''difficulty_descriptions'' must have the same number of inputs as  '''difficulties''', most commonly three, separated by&lt;br /&gt;
semicolons.&lt;br /&gt;
These inputs then map on to the difficulties, so that if you have set difficulties to&lt;br /&gt;
&amp;amp;quot;difficulties=EASY,NORMAL,HARD&amp;amp;quot;,&lt;br /&gt;
the first input will specify the display&lt;br /&gt;
on easy, the second on normal and the third (and last) on hard.&lt;br /&gt;
Each difficulty display is an '''&amp;amp;amp;''' sign, then the image to display,&lt;br /&gt;
then an equals sign, then the text to display.&lt;br /&gt;
Place an '''*''' sign before the display which you wish to be default difficulty, and it will be selected when the player&lt;br /&gt;
has chosen the campaign.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingMaps]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=6265</id>
		<title>BuildingScenariosIntermediate</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=6265"/>
		<updated>2006-01-21T16:29:44Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;amp;lt;table width=100% border=0&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenarios]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosWML]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosSimple]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosIntermediate]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosAdvanced]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&amp;amp;lt;tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosComments]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosSamples]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;[[BuildingScenariosFAQ]]&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;td&amp;amp;gt;&amp;amp;lt;/td&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/tr&amp;amp;gt;&lt;br /&gt;
&amp;amp;lt;/table&amp;amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;amp;lt;&amp;amp;lt;&amp;amp;lt;&amp;amp;lt;&amp;amp;lt;&amp;amp;lt;&amp;amp;lt; [[BuildingScenariosIntermediate]]&lt;br /&gt;
&lt;br /&gt;
You can trigger certain actions that occur during a scenario using the events mechanism. Let us look at an example&lt;br /&gt;
of&lt;br /&gt;
a simple event. Suppose you wanted Konrad to say &amp;amp;quot;it's getting cold&amp;amp;quot; when he moves to the location (4,8):&lt;br /&gt;
&lt;br /&gt;
  [event]&lt;br /&gt;
  name=moveto&lt;br /&gt;
   [filter]&lt;br /&gt;
   description=Konrad&lt;br /&gt;
   x=4&lt;br /&gt;
   y=8&lt;br /&gt;
   [/filter]&lt;br /&gt;
   [message]&lt;br /&gt;
   description=Konrad&lt;br /&gt;
   message= _ &amp;amp;quot;It's getting cold&amp;amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
Firstly you have the name of the event.&lt;br /&gt;
This is a 'moveto' event, meaning it is fired every time a unit moves somewhere.&lt;br /&gt;
For a list of the different possible event names, see [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
Of course, we don't want it to be fired everytime any unit moves anywhere,&lt;br /&gt;
so we use the '''[filter]''' tag to filter out the kind of moveto event we want.&lt;br /&gt;
Events can be filtered on many different parameters.&lt;br /&gt;
Filters are described in [[FilterWML]].&lt;br /&gt;
&lt;br /&gt;
''Special attributes''&lt;br /&gt;
&lt;br /&gt;
Note that generally, a set of actions is triggered only once.&lt;br /&gt;
You can make a set of actions be triggered every time the event occurs&lt;br /&gt;
by adding the attribute '''first_time_only=no''' in the event.&lt;br /&gt;
&lt;br /&gt;
Also, whenever an event is triggered, the player cannot undo the move,&lt;br /&gt;
even if it was a moveto event.&lt;br /&gt;
We could make a scenario where moves cannot be undone by adding the event&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 name=moveto&lt;br /&gt;
 first_time_only=no&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
which would not do anything, but would prevent the player from undoing moves.&lt;br /&gt;
&lt;br /&gt;
The event&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 name=enemies defeated&lt;br /&gt;
  [endlevel]&lt;br /&gt;
  result=victory&lt;br /&gt;
  bonus=yes&lt;br /&gt;
  [/endlevel]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
is an implied trigger and appears automatically at the end of each scenario.&lt;br /&gt;
To prevent this event, add the attribute '''victory_when_enemies_defeated=no'''&lt;br /&gt;
inside the main tag (usually [scenario]).&lt;br /&gt;
&lt;br /&gt;
The attribute '''disallow_recall=yes''' prevents the player&lt;br /&gt;
from recalling units in this scenario.&lt;br /&gt;
&lt;br /&gt;
The attributes '''fog=yes''' and '''shroud=yes''' can be put in a '''[side]''' tag&lt;br /&gt;
to make that side have fog of war/shroud.&lt;br /&gt;
(Fog of war prevents seeing all enemy movement,&lt;br /&gt;
shroud prevents seeing all of the map.)&lt;br /&gt;
==== ====&lt;br /&gt;
&amp;amp;gt;&amp;amp;gt;&amp;amp;gt;&amp;amp;gt;&amp;amp;gt;&amp;amp;gt;&amp;amp;gt; 1.4&lt;br /&gt;
&lt;br /&gt;
Ok, so as you have seen in [[BuildingScenariosSimple]], you can setup what the human player and AI player start with, and some simple options for controlling how the AI works. From the '''[side]''' tag listed below you can see we are going to learn some more interesting things that can be controlled from there. I'm not going to explain all the keys, just the new ones.&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 &lt;br /&gt;
 [side]&lt;br /&gt;
 type=Lich&lt;br /&gt;
 description=Galga&lt;br /&gt;
 side=2&lt;br /&gt;
 canrecruit=1&lt;br /&gt;
 &lt;br /&gt;
 #ifdef EASY&lt;br /&gt;
  recruit=Skeleton,Revenant,Blood Bat,Ghost,Bone Shooter&lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=300&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 #ifdef NORMAL&lt;br /&gt;
  recruit=Skeleton,Revenant,Chocobone,Blood Bat,Wraith,Bone Shooter,Dark Adept &lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=500&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 #ifdef HARD&lt;br /&gt;
  recruit=Skeleton,Revenant,Chocobone,Wraith,Bone Shooter,Dark Adept&lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=700&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 aggression=1.0&lt;br /&gt;
 village_value=0.0&lt;br /&gt;
 leader_value=50.0&lt;br /&gt;
 enemy=1&lt;br /&gt;
 [/side]&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
As you can see from the above listing, the '''[side]''' tag can get a little complex. The '''#ifdef''' is relitivly simple to explain. If the user is playing EASY then everything between '''#ifdef EASY''' and '''#endif''' is set and the others are ignored. If the user is playing NORMAL then everything between '''#ifdef NORMAL''' and '''#endif''' is set and the others are ignored. Finally if the user is playing HARD then everything between '''#ifdef HARD''' and '''#endif''' is set and the others are ignored. This allows a scenario to be configured differently for each level of gameplay the user may choose. There are also two new keys listed, '''village_value''' and '''leader_value'''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Lets get into some more interesting stuff. The map files hold the ground tiles. This is the very bottom layer of things. The units walking around during a game are on the very top layer. This is all well and good, but wouldnt it be nice to be able to place some unique items on the map? What if you wanted to place a building, or a potion, or anything somewhere in your scenario? Well you can with the '''[item]''' tag.&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 &lt;br /&gt;
 [item]&lt;br /&gt;
 x=31&lt;br /&gt;
 y=43&lt;br /&gt;
 image=item-holywater.png &lt;br /&gt;
 [/item]&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
The '''[item]''' tag is actually very simple to use, as you can see from above. There are three keys, the first two are '''x''' and '''y'''. They are the location on the map. The third key is '''image'''. This it the image file to place in that location. This image must be located in the images directory. Ok, that was simple wasn't it?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now you have enough information to make some interesting looking scenarios with tuned AI players. This is a big step. Next we are going to learn how to make your newly created scenario fit nicely into a campaign. This involves making the intro shown before the scenario is played a bit more descriptive. This is all done from within the '''[story]''' tag.&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 &lt;br /&gt;
 [story]&lt;br /&gt;
 [part]&lt;br /&gt;
 id=intro_13&lt;br /&gt;
 story=&amp;amp;quot;... but one of the Orcs survived long enough to send the news to the queen...&amp;amp;quot; &lt;br /&gt;
 image=misc/story6.png&lt;br /&gt;
 [/part]&lt;br /&gt;
 [/story]&lt;br /&gt;
 &lt;br /&gt;
 [scenario]&lt;br /&gt;
&lt;br /&gt;
FIXME: finish [story]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosBalancing&amp;diff=6262</id>
		<title>BuildingScenariosBalancing</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosBalancing&amp;diff=6262"/>
		<updated>2006-01-21T16:29:16Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm writing this wiki article to talk about some things that came up as I was balancing a couple of the scenarios in the&lt;br /&gt;
South Guard Campaign. I'm going to&lt;br /&gt;
respond to something that PDF wrote but that I think is a pretty common idea. I don't mean to single him out:&lt;br /&gt;
&lt;br /&gt;
PDF wrote:&lt;br /&gt;
   &amp;amp;quot;Adding a difficulty level does not necessarily requires much balancing;&lt;br /&gt;
   you can, for example, just add or remove gold.&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
I'm going to argue that that is fundamentally a flawed way to balance campaigns, and should only be used in conjunction&lt;br /&gt;
with other balancing methods.&lt;br /&gt;
&lt;br /&gt;
1. '''Wesnoth scenarios as tactical problems'''&lt;br /&gt;
&lt;br /&gt;
Each scenario in Wesnoth presents a tactical problem. The problem is generally phrased something like this: &amp;amp;quot;Kill the&lt;br /&gt;
enemy leader in so much time&lt;br /&gt;
while keeping your leader alive.&amp;amp;quot; The most common variation is this: &amp;amp;quot;Move your leader to this hex in so much time while&lt;br /&gt;
keeping him alive.&amp;amp;quot; Of course,&lt;br /&gt;
there are subtleties to these tactical problems. Because of the gold bonus you want to finish is less that the stated&lt;br /&gt;
time. Because you can recall experienced&lt;br /&gt;
and leveled units you want to have units that have gained experience not die. There may be other units that you must&lt;br /&gt;
keep alive. There may be certain&lt;br /&gt;
units you must kill. At its core, however, each scenario is a relatively simple tactical problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2. '''Factors that influence the difficulty of a tactical problem in Wesnoth'''&lt;br /&gt;
&lt;br /&gt;
I am going to briefly list the factors (that I perceive) which affect the difficulty of a tactical problem in Wesnoth.&lt;br /&gt;
This list is probably not exhaustive, so if&lt;br /&gt;
there's something I've missed, post it and I'll add it to the list. They in no particular order:&lt;br /&gt;
&lt;br /&gt;
a) Terrain&lt;br /&gt;
b) Player's starting gold&lt;br /&gt;
c) AI's starting gold&lt;br /&gt;
d) Player's recriutment list&lt;br /&gt;
e) AI's recriutment list&lt;br /&gt;
f) Player's recall list&lt;br /&gt;
g) Time limitations&lt;br /&gt;
h) Size of player's keep&lt;br /&gt;
i) Size of AI's keep&lt;br /&gt;
j) AI Parameters (more on this in a minute)&lt;br /&gt;
k) Distribution of villages&lt;br /&gt;
l) Unexpected reinforcements&lt;br /&gt;
m) Time of day&lt;br /&gt;
&lt;br /&gt;
Note that the AI's starting gold is one factor among many.&lt;br /&gt;
&lt;br /&gt;
3. '''Varying the difficulty of a tactical problem presented to the player in a scenario'''&lt;br /&gt;
&lt;br /&gt;
Considering the above factors, it is easy (if time consuming for the designer) to present tactical problems of differing&lt;br /&gt;
difficulty in a single scenario. For&lt;br /&gt;
most of the above factors, I'll give and example and explain in a sentence how if affects the tactical problem:&lt;br /&gt;
&lt;br /&gt;
''a)'' If the map is predominantly a terrain that favors either the player's forces or the ai's forces, it will have a&lt;br /&gt;
huge effect on the difficulty of the battle. For example, a player whose units are broadly loyalists will have a&lt;br /&gt;
disasterous time trying to root Elves out of woods. The terrain is, however, generally fixed by the nature of the&lt;br /&gt;
scenario (i.e. the designer can't really make a whole new map for each difficulty level). I would submit, however, that&lt;br /&gt;
80% of the actual&lt;br /&gt;
fighting in a typical scenario occurs in less than 10% of the hexes. It is possible to change only one or two hexes and&lt;br /&gt;
have a dramatic effect on the outcome of the battle if you can identify those &amp;amp;quot;chokepoint&amp;amp;quot; hexes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can either be done my having three different maps (which I suspect is more work) or by using the WML tag [terrain].&lt;br /&gt;
For example, the code:&lt;br /&gt;
&lt;br /&gt;
   #ifdef EASY&lt;br /&gt;
      [terrain]&lt;br /&gt;
      x=4&lt;br /&gt;
      y=5&lt;br /&gt;
      letter=n&lt;br /&gt;
      [/terrain]&lt;br /&gt;
   #endif&lt;br /&gt;
&lt;br /&gt;
will turn the hex at (4,5) into an encampment.&lt;br /&gt;
&lt;br /&gt;
''b)'' If the player has a lot of gold he can make more tactical mistakes because he can recruit more troops to replace&lt;br /&gt;
the ones he's lost. Additionally, quantity has a quality all of its own, so if the player's starting gold is much higher&lt;br /&gt;
that the AI's starting gold he can employ a swarm of cheap units. Note that this does not simplify the tactical problem,&lt;br /&gt;
it only allows more mistakes to be made.&lt;br /&gt;
&lt;br /&gt;
''c)'' If the AI's starting gold is much higher than the players, the player will be unable to make any tactical&lt;br /&gt;
mistakes and still win the scenario. I'll talk more&lt;br /&gt;
about this in a moment.&lt;br /&gt;
&lt;br /&gt;
''d)'' If the player can only recruit units that will be effective against the enemy's forces, then the tactical problem&lt;br /&gt;
is simplified. If I can only recruit heavy&lt;br /&gt;
infantry to face a force of skeleton archers, then I have a less difficult tactical decision to make than if I can&lt;br /&gt;
recruit heavy infantry and spearmen. Especially&lt;br /&gt;
if I don't know the game well.&lt;br /&gt;
&lt;br /&gt;
''e)'' Restricting the enemy to a certain class of units (i.e. melee-only, ranged-only, impact-attacks-only) can&lt;br /&gt;
simplify the tactical problem immensely. Consider an enemy who can only recruit thieves and thugs facing a predominantly&lt;br /&gt;
loyalist force, who can recruit Bowmen and Spearmen.  Bowmen are very good against thugs and thieves because they have a&lt;br /&gt;
strong ranged attack. If the enemy can also recruit poachers and footpads, the tactical problem becomes more difficult&lt;br /&gt;
because the player must balance the effectiveness of the Bowmen against the thieves and thugs with their (relative) weakness&lt;br /&gt;
against footpads and poachers.&lt;br /&gt;
&lt;br /&gt;
''g)'' The turn limit controls to what extent the player is allowed to waste turns not directly accomplishing his&lt;br /&gt;
mission.  In the most difficult case scenario, a player must move his leader across the map and only enough turns are&lt;br /&gt;
allotted such that if he ever moves in any other direction, time will run out. Elongating the turn limit allows an&lt;br /&gt;
inexperienced player to turn-costing make mistakes and still be victorious.&lt;br /&gt;
&lt;br /&gt;
''h&amp;amp;amp;i)'' The size of a player's keep determines at what rate he can recruit troops.  The size of the enemy's keep&lt;br /&gt;
determines at what rate he can recruit troops. Divide one by the other and you get a relative-recruitment-rate (assuming&lt;br /&gt;
both have lots of gold).  If the relative recruitment rate favors the player, the tactical problem should be easier&lt;br /&gt;
because he can replenish losses more easily than the AI player.  If the AI player's keep is larger, then any losses by&lt;br /&gt;
the human player will be that much more difficult to replace.&lt;br /&gt;
&lt;br /&gt;
''j)'' The AI parameters are perhaps the best way to alter a tactical problem. [[AiWML]] is a particularly important read&lt;br /&gt;
for a scenario designer. I'd draw attention to aggression and [target] in particular. attack_depth is also very nice.&lt;br /&gt;
These parameters are especially important for building scenarios with tactical problems that are fundamentally different&lt;br /&gt;
from the basic kill-his-leader ones.&lt;br /&gt;
&lt;br /&gt;
''k)'' Using the [terrain] WML tag you can easily alter the distribution of villages in a scenario. Move the&lt;br /&gt;
distribution towards the player, and things get easier. Move it towards the enemy, and they get harder.&lt;br /&gt;
&lt;br /&gt;
''l)'' Enemy reinforcements complicate the tactical problem. They are a surprise that you have to figure out how to deal&lt;br /&gt;
with after you've deployed your troops. (Which should be possible so the player doesn't just re-play the scenario with&lt;br /&gt;
knowledge of the reinforcements.)&lt;br /&gt;
&lt;br /&gt;
''m)'' Time of day is an interesting factor. While you are normally not free to change the cycle, changing when the&lt;br /&gt;
cycle starts can be a significant influence, timing when (by ToD) the battle begins. On a large or open battlefield, the&lt;br /&gt;
player has more control over that, depending on their skill.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
* [[ReferenceWML]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosAdvanced&amp;diff=6261</id>
		<title>BuildingScenariosAdvanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosAdvanced&amp;diff=6261"/>
		<updated>2006-01-21T16:29:09Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ok, so as you have seen in [[BuildingScenariosSimple]], you can setup what the human player and AI player start with. From&lt;br /&gt;
the '''[side]''' tag listed below you can see we are going to learn some more interesting things about AI that can be&lt;br /&gt;
controlled from there. I'm not going to explain all the keys, just the new ones.&lt;br /&gt;
&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 &lt;br /&gt;
 [side]&lt;br /&gt;
 side=2&lt;br /&gt;
 enemy=1&lt;br /&gt;
 &lt;br /&gt;
 canrecruit=1&lt;br /&gt;
 &lt;br /&gt;
 type=Lich&lt;br /&gt;
 description=Galga&lt;br /&gt;
 &lt;br /&gt;
 #ifdef EASY&lt;br /&gt;
  recruit=Skeleton,Revenant,Blood Bat,Ghost,Bone Shooter&lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=300&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 #ifdef NORMAL&lt;br /&gt;
  recruit=Skeleton,Revenant,Chocobone,Blood Bat,Wraith,Bone Shooter,Dark Adept&lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=500&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 #ifdef HARD&lt;br /&gt;
  recruit=Skeleton,Revenant,Chocobone,Wraith,Bone Shooter,Dark Adept&lt;br /&gt;
  recruitment_pattern=fighter,fighter,archer,scout&lt;br /&gt;
  gold=700&lt;br /&gt;
 #endif&lt;br /&gt;
 &lt;br /&gt;
 aggression=1.0&lt;br /&gt;
 village_value=0.0&lt;br /&gt;
 leader_value=50.0&lt;br /&gt;
 [/side]&lt;br /&gt;
&lt;br /&gt;
As you can see from the above listing, the '''[side]''' tag can get a little complex. The ''#ifdef'' is relatively simple&lt;br /&gt;
to explain. If the user is playing EASY then everything between '''#ifdef EASY''' and '''#endif''' is set and the others&lt;br /&gt;
are ignored. If the user is playing NORMAL then everything between '''#ifdef NORMAL''' and '''#endif''' is set and the&lt;br /&gt;
others are ignored. Finally if the user is playing HARD then everything between '''#ifdef HARD''' and '''#endif''' is set&lt;br /&gt;
and the others are ignored. This allows a scenario to be configured differently for each level of gameplay the user&lt;br /&gt;
may choose. There are also four new keys listed, '''recruitment_pattern''', '''aggression''', '''village_value''' and '''leader_value'''.&lt;br /&gt;
&lt;br /&gt;
If a scenario is meant to be translated, it must have ids&lt;br /&gt;
(Editor's Note: For 0.8.3 and later, scenarios no longer need IDs.).&lt;br /&gt;
IDs are used to represent text in the scenario.&lt;br /&gt;
A translation maps the ID of each text in the scenario to a translation text.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 [message]&lt;br /&gt;
 message= _ &amp;amp;quot;Where are we? Which way now? I am tired of this darkness!&amp;amp;quot;&lt;br /&gt;
 description=Konrad&lt;br /&gt;
 id=hasty_1&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
This is the first message in the scenario &amp;amp;quot;Hasty Alliance&amp;amp;quot;.  To translate this message into French, we put the key&lt;br /&gt;
&lt;br /&gt;
 hasty_1=&amp;amp;quot;Où sommes-nous ? Quel chemin devons-nous emprunter maintenant ? Je suis fatigué de cette obscurité !&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
in the French translation file and when Wesnoth is played in French this message will be displayed rather than the&lt;br /&gt;
original one. The key&lt;br /&gt;
== id == should be added to any tag with text that is meant to be translated (remember, the [scenario] tag already has an&lt;br /&gt;
id, do not add&lt;br /&gt;
another one).&lt;br /&gt;
&lt;br /&gt;
Now you have enough information to make some interesting looking scenarios with tuned AI players.&lt;br /&gt;
This is a big step.&lt;br /&gt;
Next we are going to learn how to make your newly created scenario fit nicely into a campaign.&lt;br /&gt;
This involves making a descriptive intro shown before the scenario is played.&lt;br /&gt;
See [[IntroWML]] for a description of the intro screen.&lt;br /&gt;
&lt;br /&gt;
See [[ReferenceWML]] for a more complete description of what WML can do.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingScenarios]]&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=6259</id>
		<title>BuildingMaps</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingMaps&amp;diff=6259"/>
		<updated>2006-01-21T16:28:55Z</updated>

		<summary type="html">&lt;p&gt;GrabberBot: automated change of forum links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is all you need to know about maps:&lt;br /&gt;
&lt;br /&gt;
# A map is just a bunch of letters arranged in a rectangle (the rectangle is known as the &amp;amp;quot;map data&amp;amp;quot;)&lt;br /&gt;
# There are two ways to save this rectangle in a file&lt;br /&gt;
&lt;br /&gt;
Seriously now, here are the details.&lt;br /&gt;
&lt;br /&gt;
== Wesnoth map data format ==&lt;br /&gt;
&lt;br /&gt;
Map data is used to represent maps in Wesnoth.  The encoding for maps has a specific format:&lt;br /&gt;
&lt;br /&gt;
* A map data file consists of any number of lines, each with the same number of characters.&lt;br /&gt;
* Each character must be either a letter specified in a ''letter'' key specifying a terrain (see [[TerrainLettersWML]]), or a digit.&lt;br /&gt;
* When the file is interpreted, each letter will be replaced by the terrain it refers to.&lt;br /&gt;
* Each nonzero digit ''n'' where ''n'' = 1, 2, 3, ... will be replaced by keep, with the leader of side ''n'' placed on the keep.&lt;br /&gt;
&lt;br /&gt;
Since text file tiles are squares while game tiles are hexes, some tiles must be shifted.&lt;br /&gt;
Tiles in even-numbered columns are shifted down 1/2 of a tile.&lt;br /&gt;
For example, to have a road of connected dirt ('r') tiles, the map data would look like this:&lt;br /&gt;
&lt;br /&gt;
 gggrr&lt;br /&gt;
 grrgg&lt;br /&gt;
 rgggg&lt;br /&gt;
&lt;br /&gt;
== Creating a map ==&lt;br /&gt;
&lt;br /&gt;
This is not the Matrix.  You do not need to look at encoded maps.  The source code and most binary distributions come with the official graphical map editor.  Using the map editor tends to be straightforward, judging from the feedback received from novice mapmakers.  However, if you do encounter problems locating or using the editor, please ask for help on the [http://www.wesnoth.org/forum forum].&lt;br /&gt;
&lt;br /&gt;
After the map is created, you may find it easier to make small tweaks by editing the textual map data directly.&lt;br /&gt;
&lt;br /&gt;
Making good, balanced, interesting maps is another task altogether, and if someone wants to take a stab at sharing insight about this art, please do so.&lt;br /&gt;
&lt;br /&gt;
== Using map data ==&lt;br /&gt;
&lt;br /&gt;
Map data is used in two ways.&lt;br /&gt;
# It is used as an input to the key ''map_data'' (see [[ScenarioWML]]).&lt;br /&gt;
# Files consisting entirely of map data can be read and edited easily by the [[WesnothMapEditor]].&lt;br /&gt;
#* Files in the folder '''''userdata''/editor/maps/''' which consist entirely of map data can be played in multiplayer as user maps.&lt;br /&gt;
&lt;br /&gt;
==== The map_data key ====&lt;br /&gt;
&lt;br /&gt;
The first way is to use the map_data key.  A campaign scenario starts with the '''[scenario]''' tag.  A multiplayer map scenario starts with the '''[multiplayer]''' tag.  Each tag takes the key ''map_data''.  The value of the ''map_data'' key is the map data enclosed in quotes.  Here is an example:&lt;br /&gt;
 map_data=&amp;amp;quot;rRfRffffffffffffffcgggfffffffhmmhmhmffff&lt;br /&gt;
 ffRfRffffffffffvfccfgffffmmhffmhXXmmmhff&lt;br /&gt;
 ffffRRfnngvgffffscfffmfmhmmmmmfmmfmXmhff&lt;br /&gt;
 gffffn1RgvgggfffscffffmmmfXmmmhXmmmXmhff&lt;br /&gt;
 gfffnvggRRgfvnffcfffffhmXmmXXXXfXXmmhfff&lt;br /&gt;
 gffffggggfR2nffccvggfffhmhXfgCgCfmmXmhff&lt;br /&gt;
 fffffvfgfnnRR\ccffggffffmmXgfC3CgXmfmhff&lt;br /&gt;
 ffffffvffcc|cfrrccfffffmmmXXfgggfXmhhfff&lt;br /&gt;
 fffffcfccfcrffgvrrccffffhhmmXXggXmmfmffr&lt;br /&gt;
 fffccfcffrrggggffrffcfffffmmmhffmfmmfrfr&lt;br /&gt;
 fccffffrfffffhffrfffccffffffmmfrfmmrrfrf&lt;br /&gt;
 ccffvffrffffvhhhrhhhffcfffffffffrrrhhfff&lt;br /&gt;
 fffffffrffffffhhrrhffccffrfffffrrfhfffff&lt;br /&gt;
 frfffffrrrffffffhrffffwrrfrfrfrfffffffff&lt;br /&gt;
 rfrrfrffffrrfffffrfffr/wfhffrrfffffgggvf&lt;br /&gt;
 fvffrffffffrffffffrrrfwwhhfvffrrfffggggf&amp;amp;quot;&lt;br /&gt;
&lt;br /&gt;
==== Standalone map file ====&lt;br /&gt;
&lt;br /&gt;
The second way to store a map is in a text file that consists '''only''' of the map data.  The advantage of this method is that it's simple.  If you drop one of the map files in '''''userdata''/editor/maps/''', the game will find it automatically in multiplayer.  On the other hand, this method also works with more complex scenarios.  If there is a scenario file somewhere (campaign or multiplayer) that has a line similar to the following:&lt;br /&gt;
 map_data=&amp;amp;quot;{@editor/''map_filename''}&amp;amp;quot;&lt;br /&gt;
then all of the map data in the file is inserted between the quote marks.&lt;br /&gt;
&lt;br /&gt;
== Discussion: Scenario File vs Standalone ==&lt;br /&gt;
&lt;br /&gt;
Campaign writers can't write campaigns without scenarios, so campaigns will always use the ''map_data'' key, either with the raw data in quotes or a preprocessor symbol {} pointing to the standalone file.&lt;br /&gt;
&lt;br /&gt;
Multiplayer mapmakers, however, '''have a choice'''.  If you want to place an object or unit on the map, you must create a scenario file starting with the '''[multiplayer]''' tag and containing the ''map_data'' key therein.  You lose the simplicity of the standalone map file, but you gain tremendous power.  Not only can you add units and objects, you can set allies, experience modifiers, add a map description, and add custom events (among other things).  The question, &amp;amp;quot;How do I place an object on the map with the map editor&amp;amp;quot; is such a common question that I am sorry this information is buried so deeply here.  But, now that you know you can seek out an example of a multiplayer map scenario file to use as an example.  The game comes with many maps of each type.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[Create]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Create}}&lt;/div&gt;</summary>
		<author><name>GrabberBot</name></author>
		
	</entry>
</feed>