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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=42058</id>
		<title>AnOrcishIncursion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=AnOrcishIncursion&amp;diff=42058"/>
		<updated>2011-04-14T00:28:29Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* A Detour Through the Swamp */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;If you feel comfortable with turn-based games, especially ones featuring units moving on a hex map, then you can play the Tutorial and then dive right into &amp;quot;Medium&amp;quot; to get a feel for the elements of the game. After you have played a few scenarios and are ready to hone your skills, try reading [[AdvancedTactics]].  You should also be familiar with the basics in [[WesnothManual]] -- this is a walkthrough, not an exposition of basic game mechanics.&lt;br /&gt;
&lt;br /&gt;
Each scenario has an individual forum thread where you can provide feedback to the authors.  You can find these [http://www.wesnoth.org/forum/viewtopic.php?f=22&amp;amp;t=20249 here].&lt;br /&gt;
&lt;br /&gt;
=== Defend the Forest ===&lt;br /&gt;
* Objectives: Defeat Urugha, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and an Elvish Rider&lt;br /&gt;
&lt;br /&gt;
This is a simple 'Kill the enemy leader' scenario.  The main objective in the first couple scenarios in this campaign is to develop your shaman line recruits, so you should recruit a fairly even mix of fighters, archers, and shamans.  Normally as Rebels you would recruit many more fighters, but in this campaign you can be assured of lots of forest, so you don't need quite as many of them.  As always, plan your starting recruits so that you can get the most villages quickly (many require a quick archer to reach expediently, unfortunately).&lt;br /&gt;
&lt;br /&gt;
The battle is quickly over.  Watch for the enemy Grunts as they have the highest damage dealing potential, and some Wolf Riders may try to steal your village.  Try to milk the enemy leader for XP at the end, especially on your Shamans.  If he's slowed, he's not much of a threat, even at night.  Finish early for a nice bonus.&lt;br /&gt;
&lt;br /&gt;
=== Assassins === &lt;br /&gt;
* Objectives: Defeat Ghalrsa, the enemy leader&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
Hopefully you're entering this scenario with a good hunk of XP on your units, if not level 2s already.  Your primary goal is to get a Druid quickly in this scenario - the AI uses Orcish Assassins, which will poison you.  A Druid will make this far less painful than if you were relying solely on your Shamans.&lt;br /&gt;
&lt;br /&gt;
It is up to you where to make your stand, but try to get the enemy to fight from the river.  Even if you lose a unit or two, the return damage he will deal hitting them in the river is quite tremendous and will greatly weaken their forces.  Especially on the higher levels of difficulty, consider recruiting quite a bit more than one castleful for this scenario as the enemy will have units aplenty.  This enemy leader isn't quite so easy to milk so finish it as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
=== Wasteland === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Gnargha, the Orcish Warlord&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
This is an interesting scenario - no villages.  Check your income in the top: it's all you're going to get.  The next scenario is possible with minimum starting gold but painful, especially if you don't have leveled troops that you're willing to lose.  This is slightly offset by the gold bonus you will (hopefully) get at the end of the scenario.  This scenario is as much an exercise in gold management as anything else.  Keep in mind that some troops may level and try to stay under your income as much as possible with your upkeep.  Multiple level 1s may be better than your leveled units in some cases.  A Druid, of course, is a necessity with the lack of villages.&lt;br /&gt;
&lt;br /&gt;
Establish your units in the middle &amp;quot;island&amp;quot; of forest. With some healers behind your line you should easily absorb the wave of attackers then take out the leader.&lt;br /&gt;
&lt;br /&gt;
When you finish, you will get a small gold bonus that was laying around the orcish camp.&lt;br /&gt;
&lt;br /&gt;
=== Valley of Trolls === &lt;br /&gt;
* Objectives: Defeat the two Troll leaders&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas and another unit&lt;br /&gt;
&lt;br /&gt;
Largely regarded as the first truly difficult scenario by many beginners, this has stumped many by either waves of Troll Whelps or truly scary adult Trolls, depending on your difficulty.  What may not be obvious to you is that the troll AI has been set up to NOT USE the two mountain hexes that border their caves, but only the path through the middle.  Once you realize this it is far easier to setup a nice bottleneck for them.&lt;br /&gt;
&lt;br /&gt;
The troops from the shaman line should make good use of their slow attack. A slowed troll is much more survivable.&lt;br /&gt;
&lt;br /&gt;
Good luck!  Try to eliminate the blue troll quickly so that the teal one will be a sole target.&lt;br /&gt;
&lt;br /&gt;
[stupidjaguar] I agree with all of the above. The scenario becomes much easier if you use the Sorceress line and Elornas, because of the Trolls' vulnerabilities to arcane damage. Slow them with Shamen and Druids, then take them out with faerie fire.&lt;br /&gt;
&lt;br /&gt;
[cph] Maybe the bottleneck approach above works for the Easy skill, but I don't think it's suitable for Challenging. Instead, it's a divide-and-conquer level. Send a scout west over the river to grab villages and distract the west trolls, and throw the rest of your forces in a quick knock-out against the east trolls. Remember to recall some L2 or near-to-levelling up units with good ranged damage: you want to be able to take out trolls in 1 or two turns. It would help to level up Erlornas before you get here, as he does more ranged damage at L3.&lt;br /&gt;
&lt;br /&gt;
=== Linaera the Quick === &lt;br /&gt;
* Objectives: Defeat the enemy leaders&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, another unit, Linaera and three Mages&lt;br /&gt;
&lt;br /&gt;
This is a fun scenario lending you a very handy unit, the Silver Mage.  Be careful not to lose her and use her as a surprise attacker.  The AI does not understand that a Silver Mage can appear from any of your villages, so when she's not teleporting around the map grabbing more villages for you keep her on a village so that she's handy to aid in a strike on an unsuspecting AI unit.&lt;br /&gt;
&lt;br /&gt;
You may start off with low gold after last scenario, so start off slow, especially on higher difficulty levels.  Let them come to you instead of you rushing them.  You have plenty of time to take the rest of the map once the first wave has pummeled you.&lt;br /&gt;
&lt;br /&gt;
[comments by elvish_sovereign] If your low on gold (which you might be because of the previous scenario), try this strategy if you need some quick cash. Depending on the amount of gold you have, get one or two scouts. Recruit fighters with the rest of your gold. Place Linaera on one of the villages you start with. The orc leader will start recruiting and sending units down to attack you. Use your fighters to lure the enemy units first south and then west. When all of the enemy units are attacking your fighters, use your scout(s) to rush up north and aim to grab the village at 9,5: the village right above the enemy leader. Once your scout leaves that village teleport Linaera to the village and kill the leader. Try not to let the scout(s) die because they also can shoot the leader with their bow(s). This way I finished the scenario (on hard) on turn 6, giving me loads of gold for the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== A Detour Through the Swamp === &lt;br /&gt;
&lt;br /&gt;
* Objectives: Defeat Keremal the Lich&lt;br /&gt;
* Lose if: Erlornas or Linaera die or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera and any surviving Mages&lt;br /&gt;
&lt;br /&gt;
Pretty simple 'kill the enemy leader' scenario again.  This campaign has a lot of them.  Be careful of the undead at night - they pack a serious punch, but they're much less scary in the daytime.  Your best unit will be your Mages. The final boss is a toughy.  The only thing you really have that can hurt him is your Mages, with Linaera being by far the best as a Silver Mage (she resists the Lich attack quite a bit!).  Get in a gang around him and then try to finish him off in one turn.  If that fails, try again.  You'll probably have heavy casualties finishing him if you're new to fighting Liches, and beware using melee attacks on him (he'll heal when he hits you), even if his ranged attack is truly terrifyingly powerful. Again, slowing the Lich will help a lot.&lt;br /&gt;
&lt;br /&gt;
[comments by scorchgeek]&lt;br /&gt;
Erlornas and Elvish Sorceresses also do heavy damage to undead. I sacrificed all my mages in the previous scenario and at first thought I would have to go back and repeat it, but as I had 2 Sorceresses, I did fine in the end.&lt;br /&gt;
&lt;br /&gt;
[comments by Mountain_King]&lt;br /&gt;
If you decide to do a shamans-only challenge on this campaign, this scenario is loads easier. Sorceresses + Shamans make quick work of even revenants. Don't be afraid to bring Erlornas to use his faerie fire either. You should have an enchantress or two at this point, which when combined with Linaera will take out the lich very easily.&lt;br /&gt;
&lt;br /&gt;
=== Showdown === &lt;br /&gt;
* Objectives: Defeat the Orcish Sovereign&lt;br /&gt;
* Lose if: Erlornas dies or turns run out&lt;br /&gt;
* Turns: 24&lt;br /&gt;
* Starting units: Erlornas, Linaera, another unit and 4 Elvish Rangers&lt;br /&gt;
&lt;br /&gt;
Another kill the enemy leader, but with a twist: you get 4 loyal Rangers to sneak around the backside for an assassination!  If you have any rangers of your own, send them along to and use the rest of your forces as a diversion to the southwest.  If played well you can actually just destroy his army at the moment, but it's always fun to pop out of the trees and surround the bewildered AI.&lt;br /&gt;
&lt;br /&gt;
[[Category: Campaigns - Walkthroughs]]&lt;br /&gt;
[[Category:Campaigns - An Orcish Incursion]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=42028</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=42028"/>
		<updated>2011-04-12T18:03:35Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Translations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom], we have a Chinese forum here [http://www.wesnoth.cn Wesnoth.CN]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: (needs a maintainer)&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishTranslation|English (US)]] ''(this is the default)'' - maintainer: Sirp - [mailto:davidnwhiteATcomcastDOTnet]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700ATgmailDOTcom]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Benoît Timbert (Noyga) [mailto:benoitDOTtimbertATfreeDOTfr] - translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Luciano Montanaro - [mailto:mikelima@cirulla.net]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700ATgmailDOTcom]&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Zbigniew Banach - [mailto:zDOTbanachATwsisizDOTeduDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|Portuguese Continental(pt_PT)]] - maintainer: Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen.nnaATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: (needs a maintainer; contact Espreon, who is '''not''' the maintainer, for more information: [mailto:Majora700ATgmailDOTcom])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Gustav Tiger (Tigge) - [mailto:adminATtiggeDOTorg]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: Sergiy Tkach (Apromix)&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other ideas (remember, these are just ideas):&lt;br /&gt;
* Translations into Asian languages &lt;br /&gt;
** Asian languages are already supported. See [[WesnothAsianLanguages]].&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41534</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41534"/>
		<updated>2011-04-03T16:40:36Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Other (unit descriptions, ...) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador's Memoirs===&lt;br /&gt;
S13: &amp;quot;This was ill tidings for men and Elves alike.&amp;quot;&lt;br /&gt;
This was -&amp;gt; These were&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
S1: &amp;quot;In the days of the king Garard I...&amp;quot;&lt;br /&gt;
  king Garard I -&amp;gt; King Garard I&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
S05a: &amp;quot;The hole wasn’t big enough for me to go through but one you little guys you might fit.&amp;quot;&lt;br /&gt;
  one you little guys you might fit -&amp;gt; one of you little guys might fit&lt;br /&gt;
S07a: &amp;quot;That’s why we have come here, to seek yours and your brothers help in defeating the orcs.&amp;quot;&lt;br /&gt;
  yours and your brothers -&amp;gt; your and your brother's&lt;br /&gt;
S09a: &amp;quot;Pff, foolish human. What in the world gave you that idea.&amp;quot;&lt;br /&gt;
  idea. -&amp;gt; idea?&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
S5: &amp;quot;Och, its some o’ them cave-dwarves.&amp;quot;&lt;br /&gt;
  its -&amp;gt; it’s&lt;br /&gt;
&lt;br /&gt;
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''&lt;br /&gt;
&lt;br /&gt;
  That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
S3: &amp;quot;How can they dare to brake the treaty!&amp;quot; brake -&amp;gt; break&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
* somewhere in the help textdomain&lt;br /&gt;
 ''Original text:'' (..) Far to the west in the &amp;lt;del&amp;gt;the &amp;lt;/del&amp;gt;Great Ocean is a huge archipelago called (..)&lt;br /&gt;
 ''Proposed replacement:'' (..) Far to the west in the Great Ocean &amp;lt;ins&amp;gt;there &amp;lt;/ins&amp;gt;is a huge archipelago called (..)&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.&lt;br /&gt;
  mechanocal -&amp;gt; mechanical   *fixed in development version&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* The lieutenant's description says &amp;quot;Trained at swords and crossbows...&amp;quot; which is rather poor grammar. Might &amp;quot;Trained in swords and crossbows...&amp;quot; be better?&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41533</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41533"/>
		<updated>2011-04-03T16:39:41Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador's Memoirs===&lt;br /&gt;
S13: &amp;quot;This was ill tidings for men and Elves alike.&amp;quot;&lt;br /&gt;
This was -&amp;gt; These were&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
S1: &amp;quot;In the days of the king Garard I...&amp;quot;&lt;br /&gt;
  king Garard I -&amp;gt; King Garard I&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
S05a: &amp;quot;The hole wasn’t big enough for me to go through but one you little guys you might fit.&amp;quot;&lt;br /&gt;
  one you little guys you might fit -&amp;gt; one of you little guys might fit&lt;br /&gt;
S07a: &amp;quot;That’s why we have come here, to seek yours and your brothers help in defeating the orcs.&amp;quot;&lt;br /&gt;
  yours and your brothers -&amp;gt; your and your brother's&lt;br /&gt;
S09a: &amp;quot;Pff, foolish human. What in the world gave you that idea.&amp;quot;&lt;br /&gt;
  idea. -&amp;gt; idea?&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
S5: &amp;quot;Och, its some o’ them cave-dwarves.&amp;quot;&lt;br /&gt;
  its -&amp;gt; it’s&lt;br /&gt;
&lt;br /&gt;
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''&lt;br /&gt;
&lt;br /&gt;
  That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
S3: &amp;quot;How can they dare to brake the treaty!&amp;quot; brake -&amp;gt; break&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
* somewhere in the help textdomain&lt;br /&gt;
 ''Original text:'' (..) Far to the west in the &amp;lt;del&amp;gt;the &amp;lt;/del&amp;gt;Great Ocean is a huge archipelago called (..)&lt;br /&gt;
 ''Proposed replacement:'' (..) Far to the west in the Great Ocean &amp;lt;ins&amp;gt;there &amp;lt;/ins&amp;gt;is a huge archipelago called (..)&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.&lt;br /&gt;
  mechanocal -&amp;gt; mechanical   *fixed in development version&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41532</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=41532"/>
		<updated>2011-04-03T16:39:17Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Units */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list of spelling mistakes in campaigns and other translatable texts in the en_US development version of the game.&lt;br /&gt;
&lt;br /&gt;
Note: The house style of Wesnoth uses a good many words and constructions that are archaic, poetic, or dialectal. If you speak modern English as a second language you may incorrectly read these as errors.  Please see [[NotSpellingMistakes]] for a list of things you will encounter that may look like spelling or usage errors but are not. Note that the mainline campaigns are now using correct typography, including sexed quotes and en and em dashes. These will appear as three byte sequences if you are not using a viewer that supports UTF-8.&lt;br /&gt;
&lt;br /&gt;
==Mainline Campaigns==&lt;br /&gt;
&lt;br /&gt;
===An Orcish Incursion===&lt;br /&gt;
&lt;br /&gt;
===Dead Water===&lt;br /&gt;
&lt;br /&gt;
===Delfador's Memoirs===&lt;br /&gt;
S13: &amp;quot;This was ill tidings for men and Elves alike.&amp;quot;&lt;br /&gt;
This was -&amp;gt; These were&lt;br /&gt;
&lt;br /&gt;
===Descent into Darkness===&lt;br /&gt;
&lt;br /&gt;
===Eastern Invasion===&lt;br /&gt;
S1: &amp;quot;In the days of the king Garard I...&amp;quot;&lt;br /&gt;
  king Garard I -&amp;gt; King Garard I&lt;br /&gt;
&lt;br /&gt;
===Heir to the Throne===&lt;br /&gt;
&lt;br /&gt;
===Liberty===&lt;br /&gt;
&lt;br /&gt;
===Northern Rebirth===&lt;br /&gt;
S05a: &amp;quot;The hole wasn’t big enough for me to go through but one you little guys you might fit.&amp;quot;&lt;br /&gt;
  one you little guys you might fit -&amp;gt; one of you little guys might fit&lt;br /&gt;
S07a: &amp;quot;That’s why we have come here, to seek yours and your brothers help in defeating the orcs.&amp;quot;&lt;br /&gt;
  yours and your brothers -&amp;gt; your and your brother's&lt;br /&gt;
S09a: &amp;quot;Pff, foolish human. What in the world gave you that idea.&amp;quot;&lt;br /&gt;
  idea. -&amp;gt; idea?&lt;br /&gt;
&lt;br /&gt;
===Sceptre of Fire===&lt;br /&gt;
S5: &amp;quot;Och, its some o’ them cave-dwarves.&amp;quot;&lt;br /&gt;
  its -&amp;gt; it’s&lt;br /&gt;
&lt;br /&gt;
* scenario 4 (line 157) ''That makes sense, I guess you '''would''' to plan the sceptre’s design... what in particular do you want him to do?''&lt;br /&gt;
&lt;br /&gt;
  That makes sense, I guess you would want to plan the sceptre’s design... What in particular do you want him to do?&lt;br /&gt;
&lt;br /&gt;
===Son of the Black Eye===&lt;br /&gt;
&lt;br /&gt;
===The Hammer of Thursagan===&lt;br /&gt;
&lt;br /&gt;
===The Legend of Wesmere===&lt;br /&gt;
S3: &amp;quot;How can they dare to brake the treaty!&amp;quot; brake -&amp;gt; break&lt;br /&gt;
&lt;br /&gt;
===The Rise of Wesnoth===&lt;br /&gt;
&lt;br /&gt;
===The South Guard===&lt;br /&gt;
&lt;br /&gt;
===Two Brothers===&lt;br /&gt;
&lt;br /&gt;
===Under the Burning Suns===&lt;br /&gt;
&lt;br /&gt;
==Wesnoth Game==&lt;br /&gt;
&lt;br /&gt;
===Editor===&lt;br /&gt;
&lt;br /&gt;
===Help===&lt;br /&gt;
* somewhere in the help textdomain&lt;br /&gt;
 ''Original text:'' (..) Far to the west in the &amp;lt;del&amp;gt;the &amp;lt;/del&amp;gt;Great Ocean is a huge archipelago called (..)&lt;br /&gt;
 ''Proposed replacement:'' (..) Far to the west in the Great Ocean &amp;lt;ins&amp;gt;there &amp;lt;/ins&amp;gt;is a huge archipelago called (..)&lt;br /&gt;
&lt;br /&gt;
===Tutorial===&lt;br /&gt;
&lt;br /&gt;
===Manual===&lt;br /&gt;
&lt;br /&gt;
===Manpages===&lt;br /&gt;
&lt;br /&gt;
===Units===&lt;br /&gt;
&lt;br /&gt;
The lieutenant's description says &amp;quot;Trained at swords and crossbows...&amp;quot; which is rather poor grammar. Might &amp;quot;Trained in swords and crossbows...&amp;quot; be better?&lt;br /&gt;
&lt;br /&gt;
===1.10 Announcement===&lt;br /&gt;
&lt;br /&gt;
===Other (unit descriptions, ...)===&lt;br /&gt;
&lt;br /&gt;
* Mechanical units generally have mechan'''o'''cal as their only trait. Since mechanical units don’t really have life, drain, poison and plague has no effect upon them.&lt;br /&gt;
  mechanocal -&amp;gt; mechanical   *fixed in development version&lt;br /&gt;
&lt;br /&gt;
===Multiplayer maps===&lt;br /&gt;
&lt;br /&gt;
===Translation code bugs===&lt;br /&gt;
&lt;br /&gt;
==Unofficial campaigns==&lt;br /&gt;
&lt;br /&gt;
===Invasion from the unknown===&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Mountain_King&amp;diff=40442</id>
		<title>User:Mountain King</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Mountain_King&amp;diff=40442"/>
		<updated>2011-03-04T21:00:53Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am me. You are you. Need I say more?&lt;br /&gt;
&lt;br /&gt;
I am the current maintainer of the Irish (Gaeilge or simply ga) translation of Battle for Wesnoth.&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=40439</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=40439"/>
		<updated>2011-03-04T20:53:38Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Translations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom], we have a Chinese forum here [http://www.wesnoth.cn Wesnoth.CN]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: (needs a maintainer)&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishTranslation|English (US)]] ''(this is the default)'' - maintainer: Sirp - [mailto:davidnwhiteATcomcastDOTnet]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700ATgmailDOTcom]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Benoît Timbert (Noyga) [mailto:benoitDOTtimbertATfreeDOTfr] - translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_rings@rocketmail.com]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Luciano Montanaro - [mailto:mikelima@cirulla.net]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Zbigniew Banach - [mailto:zDOTbanachATwsisizDOTeduDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|Portuguese Continental(pt_PT)]] - maintainer: Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen.nnaATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: Pedro Llorens (PeterPorty) [mailto:p_llorens@hotmail.com]&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Gustav Tiger (Tigge) - [mailto:adminATtiggeDOTorg]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: Sergiy Tkach (Apromix)&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Other ideas (remember, these are just ideas):&lt;br /&gt;
* Translations into Asian languages &lt;br /&gt;
** Asian languages are already supported. See [[WesnothAsianLanguages]].&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=39281</id>
		<title>Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=39281"/>
		<updated>2010-12-02T19:32:53Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elensefar is a coastal city-state among the realm of Wesnoth, situated along the Great River Delta. It is believed to have been founded soon after humans came to the Great Continent. Its name, Elensefar, also shows some connections to the elves, as the elvish capital of Lintanir forest is named Elensia. In addition, Delfador even once referred to it as the &amp;quot;Elense city-state&amp;quot;, further showing connections to the elves. In all likelihood, Elensefar is a mixed city, containing populations of both elves and men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main city-state is a part of the broader province of Elensefar, including the surrounding lands. Its Eastern border is the city Carcyn, a point sometimes disputed by Wesnoth. Along the north lies the Great River, while the south stretches to the Bay of Pearls. The Western end of the province is the shore of the Great Ocean. Though it often allies with Wesnoth (and is considered by many to be entirely subject to Weldyn), it is not always under complete control of the Wesnothian Crown. Indeed, on more than one occasion the diverse rulers of the city have taken pains to distance themselves from Weldyn. Two such notable occasions were in 123 YW (under the leadership of the elf Meneldur) and 501 YW (under Lord Maddock), when Elenesfar directly announced itself an independent power from Wesnoth, being somewhat at odds with that great country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One notable person to lead Elensefar was the elf Meneldur. An outcast from the Wesmere elves, he lived in the city for ten years as a sailor until it was captured by orcs in 122 YW. Setting sail once again, Meneldur found the aid of a piratical mage known as &amp;quot;Black the Red&amp;quot;. After a long voyage gaining help from Black's less-than-desirable friends, Meneldur retook the city in 123 YW, and declared it independent from Wesnoth. It wasn't until forty years had gone by, in 163 YW, that Elensefar rejoined itself to the Crown of Wesnoth.&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=39279</id>
		<title>Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=39279"/>
		<updated>2010-12-02T19:20:24Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: made the page actually have some information&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elensefar is a coastal city-state among the realm of Wesnoth, situated along the Great River Delta. It is believed to have been founded soon after humans came to the Great Continent. Its name, Elensefar, also shows some connections to the elves, as the elvish capital of Lintanir forest is named Elensia. In addition, Delfador even once referred to it as the &amp;quot;Elense city-state&amp;quot;, further showing connections to the elves. In all likelihood, Elensefar is a mixed city, containing populations of both elves and men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main city-state is a part of the broader province of Elensefar, including the surrounding lands. Though it often allies with Wesnoth (and is considered by many to be entirely subject to Weldyn), it is not always under complete control of the Wesnothian Crown. Indeed, on more than one occasion the diverse rulers of the city have taken pains to distance themselves from Weldyn. Two such notable occasions were in 123 YW (under the leadership of the elf Meneldur) and 501 YW (under Lord Maddock), when Elenesfar directly announced itself an independent power from Wesnoth, being somewhat at odds with that great country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One notable person to lead Elensefar was the elf Meneldur. An outcast from the Wesmere elves, he lived in the city for ten years as a sailor until it was captured by orcs in 122 YW. Setting sail once again, Meneldur found the aid of a piratical mage known as &amp;quot;Black the Red&amp;quot;. After a long voyage gaining help from Black's less-than-desirable friends, Meneldur retook the city in 123 YW, and declared it independent from Wesnoth. It wasn't until forty years had gone by, in 163 YW, that Elensefar rejoined itself to the Crown of Wesnoth.&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=39161</id>
		<title>Saving Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=39161"/>
		<updated>2010-11-29T20:40:02Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Saving Elensefar */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Saving Elensefar ==&lt;br /&gt;
&lt;br /&gt;
''The tale of Meneldur's great Sea Voyage''&lt;br /&gt;
&lt;br /&gt;
another campaign by turin&lt;br /&gt;
&lt;br /&gt;
Meneldur, the Elven Mariner, has docked in the city of Elensefar to discuss matters with the Admiral. Years ago he&lt;br /&gt;
removed himself from the Elven lands and assembled a motley crew of elven archers, spearman and fencers to roam the&lt;br /&gt;
seas, defending Elensefar which he has pledged his allegiance to. During the night when his ship The Explorer was in the harbor, the sound of harsh yells could be heard, and the air smelled of burning pitch. Elensefar was conquered, but Meneldur vowed to return some day and retake his adopted homeland...&lt;br /&gt;
&lt;br /&gt;
Current version as is 0.9 (released 9-29-05) downloadable from the campaign server. It will work with 1.0rc1+, and probably with several earlier versions. Note: User trewe updated version 1.3.3 of this campaign, which is on the 1.8 add-on server.&lt;br /&gt;
&lt;br /&gt;
This campaign has a semilinear plot design. On the mainmap, you control where you move, and land on islands to&lt;br /&gt;
reprovision your ship. There are ships of the enemy navy trying to attack you, and when they do you fight them in a sea battle.&lt;br /&gt;
&lt;br /&gt;
Currently there are 22 scenarios:&lt;br /&gt;
* 4 of these are are mandatory (2 at the beginning and 2 at the end)&lt;br /&gt;
* 13 are islands, all of which are optional&lt;br /&gt;
* 1 is &amp;quot;The High Seas&amp;quot;, which functions like the mainmap of most campaigns&lt;br /&gt;
* 1 is where you go to when enemy ships attack you&lt;br /&gt;
* 3 are scripting scenarios (like the &amp;quot;Elven Council&amp;quot; scenario in HttT)&lt;br /&gt;
&lt;br /&gt;
Your eventual objective is to go to an island Black the Red (someone you meet early on) has told you about, to get aid in saving Elensefar.&lt;br /&gt;
&lt;br /&gt;
The campaign is scenario-complete. Plotwise, it was finished as of version 0.7.6 (3-10-05).&lt;br /&gt;
&lt;br /&gt;
If anyone has balancing suggestions, typo fixes, or bug reports, post them in the thread (&lt;br /&gt;
http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0 ) or email me: joe AT lsimmons DOT net.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=User:Mountain_King&amp;diff=39160</id>
		<title>User:Mountain King</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=User:Mountain_King&amp;diff=39160"/>
		<updated>2010-11-29T20:20:05Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: Created page with 'I am me. You are you. Need I say more?'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am me. You are you. Need I say more?&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosAdvanced&amp;diff=39159</id>
		<title>BuildingScenariosAdvanced</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosAdvanced&amp;diff=39159"/>
		<updated>2010-11-29T20:16:12Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* GetText &amp;amp; Translations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Building scenarios: Advanced =&lt;br /&gt;
&lt;br /&gt;
== '''TODO:''' ==&lt;br /&gt;
This contained a repetition of what was already inside [[BuildingScenariosIntermediate]]&lt;br /&gt;
This should contain: &lt;br /&gt;
* (more) information about making &amp;amp; using preprocessors ([[PreprocessorRef]])&lt;br /&gt;
* information on guidelines concerning the general layout of a scenario file&lt;br /&gt;
* advanced filtering&lt;br /&gt;
* ...&lt;br /&gt;
&lt;br /&gt;
Ayone who feels like writing something, go ahead&lt;br /&gt;
&lt;br /&gt;
== Advanced Events ==&lt;br /&gt;
&lt;br /&gt;
===Internal Actions===&lt;br /&gt;
See [[InternalActionsWML]] for a complete list of all tags and values. In what follows, the basics of variable creation and manipulation are explained.&lt;br /&gt;
&lt;br /&gt;
====Variables====&lt;br /&gt;
(This can be skipped if you're familiar with the concept of variables)&lt;br /&gt;
&lt;br /&gt;
(See [[VariablesWML]] for more)&lt;br /&gt;
&lt;br /&gt;
What are variables? Variables are basically names. And with those names, we associate a certain value. You can compare this with the words, because words are associated with (several) objects, people, feelings, ... So a variable is just a way of communication: you and the computer (the Wesnoth engine really) are communicating with each other!&lt;br /&gt;
&lt;br /&gt;
The most important aspect of variables is that they can change with time. (If they don't we call them constants.) Because they change, we can use them to trigger events, or to detect something has happened. You did this already in [[BuildingScenariosIntermediate]], using the [event] tag. We only wanted to trigger the actions inside the [event] when Konrad moved onto tile 4,8. To do so we had to make use of the variables x,y and description.&lt;br /&gt;
&lt;br /&gt;
Most variables provided by the engine are associated with a certain tag and can thus only be used inside them.&lt;br /&gt;
&lt;br /&gt;
====Manipulating====&lt;br /&gt;
These three actions can be executed in one single tag: ''''[set_variable]''''&lt;br /&gt;
Say we wanted to store 'Hello World' in a variable named ''message_to_the_world''. This is how we would do this:&lt;br /&gt;
 [event]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     #The name of our variable:&lt;br /&gt;
     name=message_to_the_world&lt;br /&gt;
     #The value of message_to_the_world, notice the underscore!&lt;br /&gt;
     value= _ &amp;quot;Hello World!&amp;quot;&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
 [/event]&lt;br /&gt;
Now, if we want to change the value to something else later on, e.g. 'Goodbye World', we can use the exact same code as above. &lt;br /&gt;
If we want to add something to our message we need to use this:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     name=message_to_the_world&lt;br /&gt;
     value= _ &amp;quot;$message_to_the_world Have a nice day!&amp;quot;&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
 [/event]&lt;br /&gt;
We've been using text variables (called strings) for now. But we can also store numbers and do some basic math with them. The following example clarifies this:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     name=number_x&lt;br /&gt;
     value=10&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     name=number_x&lt;br /&gt;
     add=-9&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     name=number_x&lt;br /&gt;
     multiply=200&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
   [set_variable]&lt;br /&gt;
     name=number_x&lt;br /&gt;
     multiply=0.5&lt;br /&gt;
   [/set_variable]&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
  .&lt;br /&gt;
 [/event]&lt;br /&gt;
In the above, we set a variable named ''number_x'' to the value of 10. We subtract 9 (=1), multiply with 200 (=200) and divide by two (or multiply with 0.5) resulting in 100.&lt;br /&gt;
&lt;br /&gt;
====Using Variables====&lt;br /&gt;
Now that we know how to create and manipulate variables, we'll learn how to use them.&lt;br /&gt;
First of all, you need to know what variables you always have at your disposal! In an event tag, these variables are &lt;br /&gt;
* '''side_number''': the number of the current player's side (may be empty during start or prestart events)&lt;br /&gt;
* '''turn_number''': the number of the current turn (may be empty during start or prestart events)&lt;br /&gt;
* '''x1''': this is the x-coordinate of the location where the most recent event was triggered&lt;br /&gt;
* '''y1''': this is the y-coordinate of the location where the most recent event was triggered&lt;br /&gt;
* '''x2''': this is the x-coordinate of the location that assisted in triggering the most recent event&lt;br /&gt;
* '''y2''': this is the y-coordinate of the location that assisted in triggering the most recent event&lt;br /&gt;
* '''unit''': inside an event, this is the unit at $x1,$y1&lt;br /&gt;
* '''second_unit''': inside an event, this is the unit at $x2,$y2&lt;br /&gt;
* '''this_unit''': inside a standard unit filter, this is the unit currently being considered for a possible match.&lt;br /&gt;
&lt;br /&gt;
Some of these are only containers for other variables. The ''unit'' variable is an example. You can acces those 'sub'-variables by using dots:&lt;br /&gt;
 unit.hitpoints&lt;br /&gt;
 unit.side&lt;br /&gt;
 ...&lt;br /&gt;
&lt;br /&gt;
We will use $unit in an example to show you how you can use all this:&lt;br /&gt;
 [scenario]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
   [event]&lt;br /&gt;
     #A unit moves onto a tile:&lt;br /&gt;
     name=moveto&lt;br /&gt;
     [filter]&lt;br /&gt;
       x,y=25,26&lt;br /&gt;
     [/filter]&lt;br /&gt;
     &lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
       name=unit.hitpoints&lt;br /&gt;
       add=-5&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     [set_variable]&lt;br /&gt;
       name=unit.status.poisoned&lt;br /&gt;
       value=yes&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
 &lt;br /&gt;
     #After we have changed the values, we need to apply them.&lt;br /&gt;
     #We do this by using the unstore_unit tag like this:&lt;br /&gt;
     [unstore_unit]&lt;br /&gt;
       variable=$unit&lt;br /&gt;
       find_vacant=no&lt;br /&gt;
     [/unstore_unit]&lt;br /&gt;
   [/event]&lt;br /&gt;
   #We're finished!&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
There's one tag you don't know yet, and that's the '''[unstore_unit]''' tag. To explain this tag I'll explain it's counterparts; '''[store_unit]'''. [store_unit] stores a unit, or several units, in a variables you choose. You can then manipulate those variables as described above. However, you will need to apply these changes, and this is done by using the [unstore_unit] tag. For more see [http://www.wesnoth.org/wiki/InternalActionsWML#.5Bevent.5D InternalActions].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- ====Conditionals: [if] and [while]====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Direct Actions===&lt;br /&gt;
===Interface Actions===&lt;br /&gt;
//--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== [[GetText]] &amp;amp; Translations ==&lt;br /&gt;
[http://www.wesnoth.org/forum/viewtopic.php?t=11445 As Viliam pointed out] (reordered his words):&lt;br /&gt;
&lt;br /&gt;
 Translating programs has two steps. The first step is making [...] scenarios that are&lt;br /&gt;
 &amp;lt;b&amp;gt;possible&amp;lt;/b&amp;gt; to translate; &amp;lt;b&amp;gt;preferably easy&amp;lt;/b&amp;gt; to translate. [...] The second &lt;br /&gt;
 step is the translating of the texts... leave this to  translators.&lt;br /&gt;
&lt;br /&gt;
So, as a campaign/scenario developer you have to make sure your campaign will be easy to translate. You can achieve this very easily by preceding all text the user might see on the screen with an underscore. This indicates it is a translatable string. [[GetText]] will then be able to look up a translation, based on your localization settings.&lt;br /&gt;
To make it ever more clear, here's an example:&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 [message]&lt;br /&gt;
   speaker=Konrad&lt;br /&gt;
   message= &amp;lt;b&amp;gt;_&amp;lt;/b&amp;gt; &amp;quot;I am mighty Konrad! I fought many dummies and now I will fight you!&amp;quot;&lt;br /&gt;
 [/message]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
&lt;br /&gt;
The message key contains the words that will be displayed when Konrad speaks. So this is a translatable string. So it is preceded with an underscore.&lt;br /&gt;
&lt;br /&gt;
Viliam also said:&lt;br /&gt;
&lt;br /&gt;
 The most important rule of all is: &amp;lt;b&amp;gt;Do not split sentences.&amp;lt;/b&amp;gt;&lt;br /&gt;
 In some languages placing a word in a sentence requires more than mere string concatenation.&lt;br /&gt;
 Some languages use [http://en.wikipedia.org/wiki/Declension declension].&lt;br /&gt;
&lt;br /&gt;
== Quick Tag Index ==&lt;br /&gt;
'''[[ScenarioWML]]''' the top level tags [scenario], [multiplayer], [test], and [tutorial]&lt;br /&gt;
:* [[EventWML]] how to describe an event&lt;br /&gt;
:** [[FilterWML]]&lt;br /&gt;
:** [[DirectActionsWML]], [[InterfaceActionsWML]], [[InternalActionsWML]]&lt;br /&gt;
:* [[SideWML]] how to describe a side&lt;br /&gt;
:** [[SingleUnitWML]]&lt;br /&gt;
:** [[BuildingScenariosShroudData]]&lt;br /&gt;
:* [[MapGeneratorWML]] the random map generator&lt;br /&gt;
:* [[TimeWML]] how to describe a day&lt;br /&gt;
:* [[IntroWML]] how to describe the intro screen &lt;br /&gt;
:* [[UtilWML]] a set of preprocessors you can use&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ScenarioWML]], [[SyntaxWML]] &amp;amp; [[ReferenceWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=39158</id>
		<title>BuildingScenariosIntermediate</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=39158"/>
		<updated>2010-11-29T20:14:39Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Advanced Sides */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Building scenarios: Intermediate =&lt;br /&gt;
In this tutorial we will dig somewhat deeper into the secrets of WML and scenario building: events, explaining the use of some special attributes, setting up somewhat more advanced sides, ...&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
You can trigger certain actions that occur during a scenario using the events mechanism. Let us look at an example of a simple event. Suppose you wanted Konrad to say &amp;quot;it's getting cold&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;
      id=Konrad&lt;br /&gt;
      x=4&lt;br /&gt;
      y=8&lt;br /&gt;
     [/filter]&lt;br /&gt;
     [message]&lt;br /&gt;
       speaker=Konrad&lt;br /&gt;
       message= _ &amp;quot;It's getting cold&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
First you have the name of the event.&lt;br /&gt;
Here, we have 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 this to be fired every single time some unit moves somewhere! So, we use the '''[filter]''' tag to filter out what kind of moveto event we want.&lt;br /&gt;
How filters are used is 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, even if it was a moveto event. 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''' inside the main tag (usually [scenario]).&lt;br /&gt;
&lt;br /&gt;
The attribute '''disallow_recall=yes''' prevents the player 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 to make that side have fog of war/shroud. (Fog of war prevents seeing all enemy movement, shroud prevents seeing all of the map.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Sides ==&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;
     id=Galga&lt;br /&gt;
     side=2&lt;br /&gt;
     canrecruit=yes&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;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
As you can see from the above listing, the '''[side]''' tag can get a little complex. &lt;br /&gt;
The '''#ifdef''' is relatively simple to understand. 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 wouldn't 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! Using 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;
 .&lt;br /&gt;
 .&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;
       story= _ &amp;quot;... but one of the Orcs survived long enough to send the news to the queen...&amp;quot; &lt;br /&gt;
       image=misc/story6.png&lt;br /&gt;
     [/part]&lt;br /&gt;
     .&lt;br /&gt;
     .&lt;br /&gt;
     . &lt;br /&gt;
   [/story]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 . &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
The story tag contains the story told before the player starts the scenario. You can ommit this, then you will skip the introductionary screens. A story tag exists out of parts (inside [part] tags). Each part can contain several keys describing what content it has got. See [[IntroWML]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=39157</id>
		<title>BuildingScenariosIntermediate</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosIntermediate&amp;diff=39157"/>
		<updated>2010-11-29T20:13:54Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* Events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Building scenarios: Intermediate =&lt;br /&gt;
In this tutorial we will dig somewhat deeper into the secrets of WML and scenario building: events, explaining the use of some special attributes, setting up somewhat more advanced sides, ...&lt;br /&gt;
&lt;br /&gt;
== Events ==&lt;br /&gt;
You can trigger certain actions that occur during a scenario using the events mechanism. Let us look at an example of a simple event. Suppose you wanted Konrad to say &amp;quot;it's getting cold&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;
      id=Konrad&lt;br /&gt;
      x=4&lt;br /&gt;
      y=8&lt;br /&gt;
     [/filter]&lt;br /&gt;
     [message]&lt;br /&gt;
       speaker=Konrad&lt;br /&gt;
       message= _ &amp;quot;It's getting cold&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
  [/event]&lt;br /&gt;
&lt;br /&gt;
First you have the name of the event.&lt;br /&gt;
Here, we have 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 this to be fired every single time some unit moves somewhere! So, we use the '''[filter]''' tag to filter out what kind of moveto event we want.&lt;br /&gt;
How filters are used is 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, even if it was a moveto event. 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''' inside the main tag (usually [scenario]).&lt;br /&gt;
&lt;br /&gt;
The attribute '''disallow_recall=yes''' prevents the player 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 to make that side have fog of war/shroud. (Fog of war prevents seeing all enemy movement, shroud prevents seeing all of the map.) &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Advanced Sides ==&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=yes&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;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
As you can see from the above listing, the '''[side]''' tag can get a little complex. &lt;br /&gt;
The '''#ifdef''' is relatively simple to understand. 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 wouldn't 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! Using 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;
 .&lt;br /&gt;
 .&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;
       story= _ &amp;quot;... but one of the Orcs survived long enough to send the news to the queen...&amp;quot; &lt;br /&gt;
       image=misc/story6.png&lt;br /&gt;
     [/part]&lt;br /&gt;
     .&lt;br /&gt;
     .&lt;br /&gt;
     . &lt;br /&gt;
   [/story]&lt;br /&gt;
 .&lt;br /&gt;
 .&lt;br /&gt;
 . &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
The story tag contains the story told before the player starts the scenario. You can ommit this, then you will skip the introductionary screens. A story tag exists out of parts (inside [part] tags). Each part can contain several keys describing what content it has got. See [[IntroWML]] for more information.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=39156</id>
		<title>BuildingScenariosSimple</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingScenariosSimple&amp;diff=39156"/>
		<updated>2010-11-29T20:12:35Z</updated>

		<summary type="html">&lt;p&gt;Mountain King: /* First part */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{BuildingScenariosNav}}&lt;br /&gt;
&lt;br /&gt;
= Learning things step by step =&lt;br /&gt;
&lt;br /&gt;
Here we will show you a very simple scenario file and explain each line of it.&lt;br /&gt;
The file is not fully functional, but it will show the basics needed to describe what a scenario is all about.&lt;br /&gt;
&lt;br /&gt;
'''Before reading this, it might prove useful to read something about the syntax of the Wesnoth Markup Language: [[SyntaxWML]]'''&lt;br /&gt;
&lt;br /&gt;
== First part ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
[scenario]&lt;br /&gt;
&lt;br /&gt;
  id=01_test-1&lt;br /&gt;
  next_scenario=02_test-more&lt;br /&gt;
 &lt;br /&gt;
  name=A Simple Test Scenario&lt;br /&gt;
  map_data=&amp;quot;{~add-ons/Test_Campaign/maps/testmap}&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;quot;Defeat Enemy Leader&amp;quot;&lt;br /&gt;
        condition=win&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Death of Konrad&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
      [objective]&lt;br /&gt;
        description= _ &amp;quot;Turns run out&amp;quot;&lt;br /&gt;
        condition=lose&lt;br /&gt;
      [/objective]&lt;br /&gt;
    [/objectives]&lt;br /&gt;
  [/event]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''continued below''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↓ ↓ ↓&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt; &lt;br /&gt;
Every scenario must be enclosed in a tag; the &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag is used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario:&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (short for ''identifier'') is the computer's name for your scenario and is not displayed during the game. However, it will be used to display game statistics (they will be graphed at http://stats.wesnoth.org in numerical order, so it's also a good idea to give the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt;'s a number). This name is also referenced in other tags and files, ''e.g.,'' inside a &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt; attribute (see [[BuildingCampaignsTheCampaignFile]]) or inside a &amp;lt;code&amp;gt;[scenario]&amp;lt;/code&amp;gt; tag using the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute (see below).&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute is the &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; (see above) of the scenario that is played after this one is won. Units from this scenario will be available for recall (unless you modify the recall list, but that's stuff for later). If your scenario is not part of a campaign, or if this is the last scenario you should either skip this line or put &amp;lt;code&amp;gt;next_scenario=null&amp;lt;/code&amp;gt; inside the file. This will tell the game to display the ''End'' screen when this scenario is won.&lt;br /&gt;
&lt;br /&gt;
* The value of the &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute is shown on the introduction screen before each scenario is played (this may contain a picture of a map or anything else you fancy. See [[BuildingScenariosIntermediate]] for an explanation on how to do that). It's also used to generate the default names of saved files for the level.&lt;br /&gt;
&lt;br /&gt;
* The next attribute, &amp;lt;code&amp;gt;map_data&amp;lt;/code&amp;gt; is a little tricky.  Normally, the map data (the text that is used to generate a map) goes directly inside of the quotation marks.  However, it is often useful to keep that map data in a separate file, and then include that file (still inside the quotation marks) using a [[PreprocessorRef|preprocesser]] command.  The code &amp;lt;code&amp;gt;{@campaigns/Test_Campaign/maps/testmap}&amp;lt;/code&amp;gt; does just that, telling the wesnoth engine to look in the file &amp;lt;code&amp;gt;campaigns/Test_Campaign/maps/testmap&amp;lt;/code&amp;gt; for the map data.  The &amp;lt;code&amp;gt;@&amp;lt;/code&amp;gt; symbol tells wesnoth to search for the map file in both the ''userdata'' directory and the ''gamedata'' directory (see [[EditingWesnoth]] and [[PreprocessorRef]] for more information).  You can create and edit map files using wesnoth's built-in [[Editor2|map editor]] (see [[BuildingMaps]] for more information).&lt;br /&gt;
&lt;br /&gt;
* Finally, the last attribute in the top set of keys is &amp;lt;code&amp;gt;turns&amp;lt;/code&amp;gt;. This is the number of turns a player is given to finish the scenario (it can be changed during the game, but again, that is stuff for later). If the player fails to finish the scenario in the given time, he has lost (''i.e.,'' the ''defeat'' event is triggered. See [[EventWML]] for more.)&lt;br /&gt;
&lt;br /&gt;
The next section is a group of macros which will be processed by Wesnoth's [[PreprocessorRef|preprocesser]]. Macros are essentially [[WML]] shortcuts. They allow you to define certain pieces of code which can be re-used whenever they are needed. Wesnoth provides you with a whole series of standard, pre-written macros to make life easier, but you yourself can write them too (again, stuff for later). &lt;br /&gt;
Let's get back to this example! The macros listed above describe how a day in this scenario will progress. The list of macros above is the normal day used throughout Wesnoth. If you want the entire scenario to take place at night, remove all the macros except for &amp;lt;code&amp;gt;{SECOND_WATCH}&amp;lt;/code&amp;gt;. Doing this might, for example, be useful if you've set Konrad to fight the Undead and also want the Undead to have the upper hand throughout the scenario. Remember, though, by setting this to a single time of day rather than the normal diurnal progression shown above, your scenario will effectively take place during one day (or night) rather than across many days as most scenarios do.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;music&amp;lt;/code&amp;gt; attribute takes for its value the name of a music file (see [[MusicListWML]] for more). This file must be in the &amp;lt;code&amp;gt;music/&amp;lt;/code&amp;gt; directory and &amp;lt;b&amp;gt;must&amp;lt;/b&amp;gt; be in [http://en.wikipedia.org/wiki/Ogg Ogg] format.&lt;br /&gt;
&lt;br /&gt;
A tag you'll get to know very well when making scenarios is &amp;lt;code&amp;gt;[event]...[/event]&amp;lt;/code&amp;gt;. &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt; tags are used to describe what should be done when various sorts of ''events'' take place. The specific type of event is stated in the &amp;lt;code&amp;gt;event&amp;lt;/code&amp;gt;'s &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt; attribute. In this case we're describing the so-called &amp;lt;code&amp;gt;prestart&amp;lt;/code&amp;gt; event. This event occurs just ''after'' all the introduction screens for the scenario have been shown but just ''before'' the map itself is displayed. This prestart event is used to set the scenario's objectives, i.e. the contents of the ''Scenario Objectives Dialog'' that will appear once the scenario begins. The purpose of the Scenario Objectives Dialog is to inform the player what must be accomplished to win the scenario and what circumstances bring about defeat. These winning and losing circumstances are defined using the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag (N.B. that &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; is plural). Further, each circumstance is defined in its own &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; (N.B. the singular here) tag with winning circumstances setting &amp;lt;code&amp;gt;condition&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;win&amp;lt;/code&amp;gt;, and with losing circumstances setting it to &amp;lt;code&amp;gt;lose&amp;lt;/code&amp;gt;. In the example above, &amp;lt;code&amp;gt;objectives&amp;lt;/code&amp;gt; states victory to be &amp;quot;Defeat Enemy Leader&amp;quot;. For defeat, however, &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; gives the player ''two'' possibilities: either &amp;quot;Death of Konrad&amp;quot; or &amp;quot;Turns run out&amp;quot; (any number of either winning or losing &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags may be given). Accordingly, the Scenario Objectives Dialog will look vaguely like:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table border=1&amp;gt;&amp;lt;tr&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
'''&amp;lt;font size=e&amp;gt;A Simple Test Scenario&amp;lt;/font&amp;gt;'''&lt;br /&gt;
&amp;lt;br&amp;gt;'''Victory:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=green&amp;gt;Defeat Enemy Leader&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;'''Defeat:'''&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;font color=red&amp;gt;Death of Konrad&lt;br /&gt;
&amp;lt;br&amp;gt;Turns run out&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;[ OK ]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Note that the &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; tag doesn't define the circumstances of victory or defeat to the game engine. It merely tells the player what they are.  Special victory or defeat conditions will have to be coded into the scenario using various [event]s.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt; attribute in &amp;lt;code&amp;gt;[objectives]&amp;lt;/code&amp;gt; indicates that the conditions defined here by the &amp;lt;code&amp;gt;[objective]&amp;lt;/code&amp;gt; tags are for the faction or alliance ''side 1'' alone (see below). In a single-player game, side 1 would usually indicate the player's faction or alliance). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
== Second part ==&lt;br /&gt;
So far so good! The last necessary part describes what the players (both human and&lt;br /&gt;
computer) start with, what they can do, and what they can't do. Each of the players is described in a &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag with the word ''side'' referring to a player's faction, band, or horde.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &amp;lt;font size=5&amp;gt;↑ ↑ ↑&amp;lt;/font&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;''continued from above''&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;nowiki&amp;gt;&lt;br /&gt;
  [side]&lt;br /&gt;
    side=1&lt;br /&gt;
    controller=human&lt;br /&gt;
    team_name=2&lt;br /&gt;
    user_team_name= _ &amp;quot;Konrad's forces&amp;quot;&lt;br /&gt;
&lt;br /&gt;
    type=Commander&lt;br /&gt;
    id=Konrad&lt;br /&gt;
    canrecruit=yes&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;
[/scenario]&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Above you can see a sample &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; for the human player, Konrad. The first group of attributes in the &amp;lt;code&amp;gt;[side]&amp;lt;/code&amp;gt; tag pertains to the side generally:&lt;br /&gt;
* &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;: the leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). It's a number from 1 to 9.&lt;br /&gt;
* &amp;lt;code&amp;gt;controller&amp;lt;/code&amp;gt; takes either of two possible values: &amp;lt;code&amp;gt;human&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; (''i.e.,'' ''artificial intelligence'', meaning your computer). If you don't specify this attribute, &amp;lt;code&amp;gt;ai&amp;lt;/code&amp;gt; is the default.&lt;br /&gt;
* &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; describes which team the side is on. It defaults to the same number as &amp;lt;code&amp;gt;side&amp;lt;/code&amp;gt;, but setting it to &amp;lt;code&amp;gt;2&amp;lt;/code&amp;gt; allies this side with side 2 (if you haven't changed the &amp;lt;code&amp;gt;team_name&amp;lt;/code&amp;gt; of side 2).&lt;br /&gt;
* &amp;lt;code&amp;gt;user_team_name&amp;lt;/code&amp;gt; is the name displayed when you view the side stats (by pressing &amp;lt;tt&amp;gt;alt+s&amp;lt;/tt&amp;gt; during gameplay). The underscore (&amp;quot;_&amp;quot;) facilitates translation using [[GetText|Gettext]].&lt;br /&gt;
&lt;br /&gt;
The next group of attributes describe the leader of this side:&lt;br /&gt;
* &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;: This attribute can be set to &amp;lt;code&amp;gt;yes&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt; (the boolean equivalents &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;true&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;false&amp;lt;/code&amp;gt; also work). If this is set to &amp;lt;code&amp;gt;no&amp;lt;/code&amp;gt;, the leader won't be able to recruit (not much of a leader then, is he?). Any side without a &amp;lt;code&amp;gt;canrecruit=yes&amp;lt;/code&amp;gt; attribute statement automatically loses, so be sure to include this attribute.&lt;br /&gt;
* &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; describes what type of unit the leader will be. The possible  values are listed in [http://units.wesnoth.org the Wesnoth unit tables].&lt;br /&gt;
* &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; is the name and identifier of the leader.&lt;br /&gt;
&lt;br /&gt;
In a campaign, all of these &amp;quot;leader-describing&amp;quot; attributes are ignored for human players (except &amp;lt;code&amp;gt;canrecruit&amp;lt;/code&amp;gt;), since the leader from the previous scenario is carried over into the current one.  The exception to this is, of course, the first scenario, because there is no leader from previous scenarios.  However, the &amp;lt;code&amp;gt;type&amp;lt;/code&amp;gt; attribute is still necessary to prevent the scenario from crashing, so be sure to include it.&lt;br /&gt;
&lt;br /&gt;
The last attribute, &amp;lt;code&amp;gt;recruit&amp;lt;/code&amp;gt;, is a comma-separated list of [http://units.wesnoth.org unit types].  These types will become the side's recruitment list.  This too is only necessary in a human player's first scenario, because the recruit list is carried over from one scenario to the next.&lt;br /&gt;
&lt;br /&gt;
Finally, two macros are called. The first, &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; takes three positive numbers. These indicate the amount of money the player will start with on the &amp;lt;var&amp;gt;easy&amp;lt;/var&amp;gt;, &amp;lt;var&amp;gt;normal&amp;lt;/var&amp;gt;, and &amp;lt;var&amp;gt;hard&amp;lt;/var&amp;gt; difficulty levels, respectively. For a human-controlled side (&amp;lt;code&amp;gt;controller=human&amp;lt;/code&amp;gt;), this specifies only the &amp;lt;i&amp;gt;minimum&amp;lt;/i&amp;gt; amount of gold.  The actual amount the player starts with can be larger if the player has retained gold from previous scenarios. The second macro, &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt;, is analogous to &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; but for the base income. The defaults values for &amp;lt;code&amp;gt;GOLD&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;INCOME&amp;lt;/code&amp;gt; are 100 gold and 2 base income, respectively.&lt;br /&gt;
&lt;br /&gt;
== Making it all work ==&lt;br /&gt;
To make this scenario playable, we need to make a campaign for it (see [[BuildingCampaignsTheCampaignFile]]).&lt;br /&gt;
This should '''not''' be stored in the main directory &amp;lt;tt&amp;gt;data/campaigns&amp;lt;/tt&amp;gt; but rather inside &amp;lt;tt&amp;gt;userdata/data/campaigns&amp;lt;/tt&amp;gt;. This prevents the breaking of mainline campaigns or, even worse, the entire game (see [[BuildingCampaignsDirectoryStructure]]).&lt;br /&gt;
Please note that all files (''i.e.'', the campaign file and the scenario files for each level) must be saved with the file extension &amp;lt;tt&amp;gt;.cfg&amp;lt;/tt&amp;gt; (''e.g.'', &amp;lt;tt&amp;gt;testcampaign.cfg&amp;lt;/tt&amp;gt;).&lt;br /&gt;
The following is a short, example campaign file:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   name= _ &amp;quot;Test Campaign&amp;quot;&lt;br /&gt;
   first_scenario=test-1&lt;br /&gt;
   define=CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= _ &amp;quot;&amp;amp;elvish-fighter.png=Easy;*&amp;amp;elvish-hero.png=Medium;&amp;amp;elvish-champion.png=Hard&amp;quot;&lt;br /&gt;
   icon=elvish-fighter.png&lt;br /&gt;
 [/campaign]&lt;br /&gt;
 #ifdef CAMPAIGN_TEST_CAMPAIGN&lt;br /&gt;
 {~campaigns/test_campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[campaign]&amp;lt;/code&amp;gt; tag describes the campaign. The first attribute, &amp;lt;code&amp;gt;name&amp;lt;/code&amp;gt;, is displayed in the campaign selector box during gameplay. The second, &amp;lt;code&amp;gt;first_scenario&amp;lt;/code&amp;gt;, is set to the ID number of the first scenario of the campaign. Subsequent scenarios are referenced by the &amp;lt;code&amp;gt;next_scenario&amp;lt;/code&amp;gt; attribute of their immediately preceding scenarios (see above in the first part of this tutorial). Since the first scenario, obviously, doesn't have a predecessor, it is referenced here in the &amp;lt;code&amp;gt;campaign&amp;lt;/code&amp;gt; tag. To allow wesnoth to actually find the first scenario we need to include the scenarios directory of our campaign. The last statement of the campaign file does that. The inclusion is best guarded by a preprocessor symbol ([[PreprocessorRef]]) that is unique to this campaign so all the scenarios get only included when this campaign is actually selected by the player. The preprocessor symbol for a campaign is given by the &amp;lt;code&amp;gt;define&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
The attribute &amp;lt;code&amp;gt;difficulties=EASY,NORMAL,HARD&amp;lt;/code&amp;gt; tells Wesnoth to use the value &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt; if the first difficulty choice is chosen during gameplay, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt; if the second is chosen, and &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; if the third is chosen.&lt;br /&gt;
The expression &amp;lt;code&amp;gt;#ifdef&amp;lt;/code&amp;gt; can be used later to test the value of this attribute (see [[PreprocessorRef]]).&lt;br /&gt;
It is recommended that you do not use any names other than &amp;lt;code&amp;gt;EASY&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;NORMAL&amp;lt;/code&amp;gt;, or &amp;lt;code&amp;gt;HARD&amp;lt;/code&amp;gt; for your macros because doing so will cause some standard macros, such as &amp;lt;code&amp;gt;{GOLD}&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;{INCOME}&amp;lt;/code&amp;gt;, to not work properly.&lt;br /&gt;
&lt;br /&gt;
Two optional attributes are &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt;.&lt;br /&gt;
As its value, &amp;lt;code&amp;gt;icon&amp;lt;/code&amp;gt; holds the filename of an image to represent this campaign which will be displayed in the campaign list during gameplay.&lt;br /&gt;
The &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt; attribute must have in its value the same number of (quote-enclosed) list items as  &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt; has in its (not quote-enclosed) list items. This list length for both attributes is most commonly three. Also note that the list for &amp;lt;code&amp;gt;difficulty_desciptions&amp;lt;/code&amp;gt; is not only quote-enclosed, but its items are separated by semicolons rather than commas. Unsurprising, in our example during gameplay &amp;lt;tt&amp;gt;elvish-fighter.png&amp;lt;/tt&amp;gt; would display associated with the &amp;lt;i&amp;gt;easy&amp;lt;/i&amp;gt; level, &amp;lt;tt&amp;gt;elvish-hero.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;normal&amp;lt;/i&amp;gt;, and &amp;lt;tt&amp;gt;elvish-champion.png&amp;lt;/tt&amp;gt; with &amp;lt;i&amp;gt;hard&amp;lt;/i&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Each list item in &amp;lt;code&amp;gt;difficulty_description&amp;lt;/code&amp;gt; begins with an ampersand (&amp;quot;&amp;amp;&amp;quot;). This is followed by the filename of the image, then an equal sign (&amp;quot;=&amp;quot;), and finally the text to display (&amp;lt;i&amp;gt;i.e.&amp;lt;/i&amp;gt;, &amp;quot;Easy&amp;quot;. Take note that text displayed for the easy level is not &amp;quot;EASY&amp;quot;: the text used is that in &amp;lt;code&amp;gt;difficulty_descriptions&amp;lt;/code&amp;gt;, not &amp;lt;code&amp;gt;difficulties&amp;lt;/code&amp;gt;. Similary, the normal level's text is &amp;quot;Medium&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
Optionally you may place an asterisk (&amp;quot;*&amp;quot;) before one of list items of &amp;lt;code&amp;gt;difficulty_desciptions&amp;lt;/code&amp;gt; which will cause that corresponding difficulty level to be selected as the default during gameplay. In the example above, the normal level (along with its elvish hero) is selected as the default.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[BuildingMaps]] &amp;amp; [[WesnothMapEditor]]&lt;br /&gt;
* [[ScenarioWML]] &amp;amp; [[SyntaxWML]]&lt;br /&gt;
* [[BuildingScenarios]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Mountain King</name></author>
		
	</entry>
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