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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scott</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Scott"/>
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	<updated>2026-05-12T06:11:52Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Liberty_story&amp;diff=59350</id>
		<title>Liberty story</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Liberty_story&amp;diff=59350"/>
		<updated>2018-04-01T02:19:20Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Glory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The border province of Annuvin was too remote and unimportant for King Garard II to defend. The inhabitants had to defend themselves from the rampaging orcs and saurians. They adapted well to this forced autonomy and were a hardy and self-sufficient people.&lt;br /&gt;
&lt;br /&gt;
After Asheviere betrayed Garard and seized power, she sent Wesnoth's armies throughout the provinces to intimidate the local rulers and demand allegiance. These demands were unpalatable to the inhabitants of Annuvin, to say the least.&lt;br /&gt;
&lt;br /&gt;
=== The Raid ===&lt;br /&gt;
Baldras and Harper fight and defeat a group of goblin marauders threatening the town of Dallben (with no help from the Crown's forces).&lt;br /&gt;
&lt;br /&gt;
=== Civil Disobedience ===&lt;br /&gt;
A Wesnoth army captain, Tarwen, comes to take Baldras, as Dallben's magistrate, to Elensefar to swear fealty to Asheviere. A battle breaks out between the citizens of Dallben and Tarwen's men. Afterwards Baldras and Harper decide to warn their allies in the town of Delwyn. &lt;br /&gt;
&lt;br /&gt;
=== A Strategy of Hope ===&lt;br /&gt;
Baldras and Harper tell Relana, the magistrate of Delwyn, about the attack on Dallben. Fearing a harsh reprisal when word reaches the queen, they decide to consult Lord Maddock of Elensefar. They can't do that without some kind of evidence that there is something darker afoot than mere corruption and incompentence.&lt;br /&gt;
&lt;br /&gt;
Their council is interrupted by a band of orcs and their saurian mercenaries. After defeating the orcs, Baldras notices the fallen enemies carried Wesnoth army weapons and newly minted Kingdom coins. Could Asheviere be sending orcs against her own people? Relana stays behind to defend Annuvin while Baldras and Harper go to see Lord Maddock with a greatly increased urgency.&lt;br /&gt;
&lt;br /&gt;
=== Unlawful Orders ===&lt;br /&gt;
Lord Maddock tells Baldras that village elders are forced to swear loyalty to the queen under pain of death. Maddock views Asheviere as a vile traitor and will not swear loyalty. His large army keeps the queen's loyalists at bay while his desire not to start a civil war preserves his half of the impasse. &lt;br /&gt;
&lt;br /&gt;
That impasse is broken when the queen's general, Kestrel, discovers that Lord Maddock is sheltering Baldras and his band of &amp;quot;outlaws.&amp;quot; When night falls on the battlefield a hideous change comes over Kestrel's men: the flesh runs from their bones and the defenders of Elensefar must battle skeletons and dark sorcerors. When Kestrel is finally defeated he reveals that the terrible curse fell upon his men for their role in betraying King Garard.&lt;br /&gt;
&lt;br /&gt;
Lord Maddock cannot spare any troops to assist Baldras and Harper, so he sends them southeast to Carcyn to meet someone who might be able to help.&lt;br /&gt;
&lt;br /&gt;
=== Hide and Seek ===&lt;br /&gt;
Baldras and Harper arrive at Carcyn under the cover of night. A young thief named Link tells them they must get through the city unseen and find his brother Hans. Hans will guide them through the Grey Woods to his master, who will be able to help them.&lt;br /&gt;
&lt;br /&gt;
=== The Grey Woods ===&lt;br /&gt;
The allies Lord Maddock sent Baldras to turn out to be... dark sorcerers. Not necromancers, they say, but definitely outcasts from the crown's magic ministry and definitely acquainted with the darker side of magic. Baldras agrees to help Helicrom and his students to defeat some newly arrived liches in return for Helicrom's assistance in defending Annuvin against the Wesnoth army. With the undead have been cleared out of the forest, Helicrom promises to help Baldras in his struggle.&lt;br /&gt;
&lt;br /&gt;
=== The Hunters ===&lt;br /&gt;
As Baldras and company leave the forest they pass many small villages where Asheviere's brutal hand has been felt. Their numbers swell with disaffected citizens. Baldras grows despondent as he realizes that he is potentially up against all the armies of Wesnoth. A rider from Elensefar approaches the party with news that Relana has won a small skirmish defending Annuvin. This is has provoked the queen's wrath and a large column of troops moves to exact revenge. Baldras decides the only course of action is to harass, delay and ambush the queen's army as they travel. &lt;br /&gt;
&lt;br /&gt;
One of these ambushes escalates into a pitched battle against the marching troops and a nearby outpost. After defeating them both Baldras decides that the next step is to sack Halstead before the queen's army builds up an invincible strength.&lt;br /&gt;
&lt;br /&gt;
=== Glory ===&lt;br /&gt;
The Stronghold of Halstead is the most formidable fortress ever conceived. The fortress was raised from the earth by the magic of hundreds of magi over the course of a dozen years. Its sheer walls rise hundreds of feet above the surrounding plains. This is what Baldras has to destroy in order to make his land safe from Asheviere's purges.&lt;br /&gt;
&lt;br /&gt;
Baldras' allies joined in the assault. Both Helicrom's outcast magicians and Lord Maddock's troops combined to allow Baldras' outlaws access to the catacombs. After undermining the four towers of the fortress, the Stronghold began to shake. When it collapsed, Baldras and his group fled into the countryside. The forces of Elensefar routed the remaining defenders and then used Baldras' guerrilla tactics to weaken and terrorize Asheviere's main army as it marched to the ruins of Halstead.&lt;br /&gt;
&lt;br /&gt;
When Baldras and Harper finally returned home they found Dallben and Delwyn gutted and burned. They also found a note from Relana: &amp;quot;Baldras, You would have been proud. We gave 'em hell. But in the end, it wasn't enough. If you wish to find us, head southwest. When you reach the land's end, just keep going. See you in the Three Sisters, old friend. - Relana&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Story Material]]&lt;br /&gt;
[[Category:Campaigns - Liberty]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=13240</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=13240"/>
		<updated>2006-12-31T20:44:59Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */ hello guys!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.2_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.2 branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.2 branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.2 online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.tar.gz?download Current stable version] (1.2, 71.4 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* 1.2 not available yet&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Previous stable version, not compatible with 1.2] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2.dmg?download Current stable version] (1.2, Universal, 73.0 MB)&lt;br /&gt;
* [http://downloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.2_lite.dmg?download Current stable version - lite] (1.2, Universal, no art or music, 43.9MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2-windows.exe?download Current stable release ] (1.2, 58.5 MB)&lt;br /&gt;
* [http://www.strategyinformer.com/pc/battleforwesnoth/full-game/10141.html Current stable release Mirror @ Strategy Informer ] (1.2, 58.5 MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* 1.2 not available yet&lt;br /&gt;
* /usr/ports/games/wesnoth (Previous stable version, not compatible with 1.2, 1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://os4depot.net/index.php?function=showfile&amp;amp;file=game/strategy/wesnoth.lha Current stable release ] (1.2, 80 MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
'''Special note for 1.1.8-1.1.14'''&lt;br /&gt;
&lt;br /&gt;
These versions were the &amp;quot;stable beta&amp;quot; or &amp;quot;release candidates&amp;quot; for version 1.2.  Now that 1.2 is out, there is not much value in playing these older versions, but they remain available for the time being.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, however because it is so early in the 1.3 development cycle, there aren't any unstable releases out yet.  This is expected to change rather soon.&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Version 1.3.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.2.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.14.tar.gz?download Current Version] (1.1.14, 71.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.13.tar.gz?download Previous Version] (1.1.13, 70.5 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.14-windows.exe?download Current Version] (1.1.14, 58.3 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.13-windows.exe?download Previous Version] (1.1.13, 58.0 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.14.dmg?download Current Version] (1.1.14, Universal, 72.5MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.14_lite.dmg?download Current Version - lite] (1.1.14, Universal, no art or music, 43.4MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.13.dmg?download Previous Version] (1.1.13, Universal, 71.9MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.13a_lite.dmg?download Previous Version - lite] (1.1.13, Universal, no art or music, 42.8MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth.lha Current Version] (1.1.11, 83MB)&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth-newlib-exe.lha Current Version (Newlib)] (1.1.11, 6MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.14.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11601</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11601"/>
		<updated>2006-09-04T14:28:51Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
'''Special note for 1.1.8-1.1.9'''&lt;br /&gt;
&lt;br /&gt;
These versions are &amp;quot;stable beta&amp;quot; or &amp;quot;release candidate&amp;quot; versions.  They exist so we can iron out bugs, but they will be very close to the final stable 1.2 release.  They are generally balanced, stable, and bug-free, but we need your help to catch any remaining problems (which may or may not exist).  Do not be afraid to download or play one of these later versions.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, but because it is so late in the development cycle it's currently not 100% true (whereas it was very true for earlier releases).&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Version 1.1.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11600</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11600"/>
		<updated>2006-09-04T14:28:11Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
'''Special note for 1.1.8-1.1.9'''&lt;br /&gt;
&lt;br /&gt;
These versions are &amp;quot;stable beta&amp;quot; or &amp;quot;release candidate&amp;quot; versions.  They exist so we can iron out bugs, but they will be very close to the final stable 1.2 release.  They are generally balanced, stable, and bug-free, but we need your help to catch any remaining problems (which may or may not exist).  Do not be afraid to download or play one of these later versions.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, but because it is so late in the development cycle it's not 100% true (whereas it was very true for earlier releases).&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Version 1.1.x is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11599</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11599"/>
		<updated>2006-09-04T14:27:30Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
'''Special note for 1.1.8+'''&lt;br /&gt;
&lt;br /&gt;
These versions are &amp;quot;stable beta&amp;quot; or &amp;quot;release candidate&amp;quot; versions.  They exist so we can iron out bugs, but they will be very close to the final stable 1.2 release.  They are generally balanced, stable, and bug-free, but we need your help to catch any remaining problems (which may or may not exist).  Do not be afraid to download or play one of these later versions.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, but because it is so late in the development cycle it's not 100% true (whereas it was very true for earlier releases).&lt;br /&gt;
&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&amp;lt;BR&amp;gt;&lt;br /&gt;
Version 1.1.9 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11598</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11598"/>
		<updated>2006-09-04T14:26:54Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
'''Special note for 1.1.8+'''&lt;br /&gt;
&lt;br /&gt;
These versions are &amp;quot;stable beta&amp;quot; or &amp;quot;release candidate&amp;quot; versions.  They exist so we can iron out bugs, but they will be very close to the final stable 1.2 release.  They are generally balanced, stable, and bug-free, but we need your help to catch any remaining problems (which may or may not exist).  Do not be afraid to download or play one of these later versions.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, but because it is so late in the development cycle it's not 100% true (whereas it was very true for earlier releases).&lt;br /&gt;
&lt;br /&gt;
Version 1.1.9 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11597</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11597"/>
		<updated>2006-09-04T14:26:29Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
''Special note for 1.1.8+''&lt;br /&gt;
These versions are &amp;quot;stable beta&amp;quot; or &amp;quot;release candidate&amp;quot; versions.  They exist so we can iron out bugs, but they will be very close to the final stable 1.2 release.  They are generally balanced, stable, and bug-free, but we need your help to catch any remaining problems (which may or may not exist).  Do not be afraid to download or play one of these later versions.  The next paragraph is our &amp;quot;stock&amp;quot; paragraph about the development version, but because it is so late in the development cycle it's not 100% true (whereas it was very true for earlier releases).&lt;br /&gt;
&lt;br /&gt;
Version 1.1.9 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11513</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=11513"/>
		<updated>2006-09-02T18:20:22Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Mac OS X */  moved the Japanese note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.9 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz?download Current Version] (1.1.9, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Previous Version] (1.1.8, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9-windows.exe?download Current Version] (1.1.9, 59.1 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Previous Version] (1.1.8, 58.7 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9.dmg?download Current Version] (1.1.9, Universal, 73.2MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.9_lite.dmg?download Current version - lite] (1.1.9, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Previous Version] (1.1.8, Universal, 69MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Previous version - lite] (1.1.8, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Older Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Previous Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.9.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=11387</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Credits&amp;diff=11387"/>
		<updated>2006-08-28T17:46:40Z</updated>

		<summary type="html">&lt;p&gt;Scott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;float:right&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
__TOC__&lt;br /&gt;
|}&lt;br /&gt;
In July 2003, '''David White''' released the first version of Wesnoth. Since then, many people have joined the project, contributing in very different ways.&lt;br /&gt;
&lt;br /&gt;
== Developers ==&lt;br /&gt;
====Coders, (minor and major)====&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - autotools&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - QA, bug fixing, subediting, game mechanics&lt;br /&gt;
* Benoît Timbert (Noyga) - coder&lt;br /&gt;
* Bram Ridder (Morloth) - editor improvements&lt;br /&gt;
* [[User:bruno|Bruno Wolff III]] - Campaign web interface, [[MainlineScenarios#The_Dark_Hordes|The Dark Hordes]] maintainer, bug fixing, minor coder&lt;br /&gt;
* Cédric Duval - coder, internationalization manager&lt;br /&gt;
* David Philippi (Torangan) - internationalization manager, wescamp&lt;br /&gt;
* [mailto:davidnwhite_AT_verizon.net David White] (Sirp) - founder, lead developer, scenario designer&lt;br /&gt;
* Dominic Bolin (Xan) - programmer&lt;br /&gt;
* Guillaume Melquiond (silene) - coding, bug fixes&lt;br /&gt;
* Jérémy Rosen (Boucman) - coder&lt;br /&gt;
* Jörg Hinrichs (Yogi Bear/YogiHH) - coder&lt;br /&gt;
* Jon Daniel (forcemstr) - coder, bug fixes&lt;br /&gt;
* [mailto:mcnabb_AT_gravity.psu.edu J.W.C. McNabb] (Darth Fool) - coder, graphics&lt;br /&gt;
* Justin Zaun (jzaun) - coder, scenario designer&lt;br /&gt;
* [mailto:erl_AT_erl.se Kristoffer Erlandsson] (erl) - help system, editor&lt;br /&gt;
* Nicolas Weeger (ryo) - Python API&lt;br /&gt;
* [mailto:patrick_x99(AT).hotmail.com Patrick Parker] ([[User:Sapient|Sapient]]) - misc. gui changes, orphaned-idea adopter&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - several parts of the code, notably terrain graphics code&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - gettext support, tinygui&lt;br /&gt;
&lt;br /&gt;
====Miscellaneous====&lt;br /&gt;
* Benjamin Drieu (benj) - campaign writer (wrote &amp;quot;Son of the Black Eye&amp;quot;)&lt;br /&gt;
* [mailto:dragonking_AT_o2.pl Bartek Waresiak] (Dragonking) - multiplayer balancing&lt;br /&gt;
* Crossbow/Miyo - administrator, release manager&lt;br /&gt;
* Francisco Muñoz (fmunoz) - artwork manager, many images, scenario designer (also listed below)&lt;br /&gt;
* Hogne Håskjold (frame) - terrain designer (also listed below)&lt;br /&gt;
* [mailto:isaac_AT_sindominio.net Isaac Clerencia] - administrator, release manager&lt;br /&gt;
* James Spencer (Shade) - campaign writer (wrote &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Joseph Simmons (Turin) - campaign writer, some graphics (wrote &amp;quot;The Eastern Invasion,&amp;quot; and others)&lt;br /&gt;
* Mark Michelsen (skovbaer) - internationalization manager&lt;br /&gt;
* Mike Quiñones (Doc Paterson) - multiplayer balancing, multiplayer maps&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - internationalization manager, campaign maintainer (Two Brothers)&lt;br /&gt;
* Richard Kettering (Jetryl) - artwork manager, many images (also listed below)&lt;br /&gt;
* Richard S. (Noy) - multiplayer balancing&lt;br /&gt;
* Soliton - multiplayer balancing&lt;br /&gt;
* Susanna Björverud (sanna) - internationalization manager&lt;br /&gt;
&lt;br /&gt;
====Unclassified====&lt;br /&gt;
* Jan Zvánovec (jaz)&lt;br /&gt;
* John B. Messerly (jbm)&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin)&lt;br /&gt;
* J.R. Blain (Cowboy)&lt;br /&gt;
* Maksim Orlovich (SadEagle)&lt;br /&gt;
* Zas&lt;br /&gt;
&lt;br /&gt;
== Artists ==&lt;br /&gt;
==== Major Contributors ====&lt;br /&gt;
* Francisco Muñoz (fmunoz) - Founding Artist and former lead artist, worked consistently on all aspects till around v0.7-0.9.&lt;br /&gt;
* Richard Kettering (Jetryl) - Current art director/slave, major focus on sprites, portraits, buildings, and icons&lt;br /&gt;
* Hogne Håskjold (frame/freim) - Current director of terrain art, made much of the current terrains (esp. mountains)&lt;br /&gt;
* J.W. Bjerk [http://www.wesnoth.org/wiki/User:Eleazar (Eleazar)] - terrain (esp Chasm, Cave, Water), sprite animations, many general graphics tasks&lt;br /&gt;
* James Woo (Pickslide) - portraits (major focus on orcs and campaigns)&lt;br /&gt;
* Jason Lutes - portraits (major focus on humans, some campaign portraits)&lt;br /&gt;
* ?? (Neoriceisgood) - sprite creator and animator (major focus on drakes, dwarves, saurians)&lt;br /&gt;
* Peter Geinitz (Shadow/Wayfarer) - sprite creator and animator&lt;br /&gt;
&lt;br /&gt;
==== Moderate Contributors ====&lt;br /&gt;
* Alex Jarocha-Ernst (Jormungandr) - portraits&lt;br /&gt;
* Eli Dupree (Elvish Pillager) - sprites and animations&lt;br /&gt;
* Pekka Aikio (pekka) - tiles, esp. castles, and attack icons&lt;br /&gt;
* Michael Gil de Muro (grp21) - portraits (for the campaign &amp;quot;The Rise of Wesnoth&amp;quot;)&lt;br /&gt;
* Robert Bolin (Zebulon) - tiles, sprite editing and animations&lt;br /&gt;
* Christophe Anjard (Christophe33) - made many of the old (c. v0.6) terrains, and some sprites for the dwarves&lt;br /&gt;
* Johann de Venecia (Johann) - drew the new campaign story art for HttT&lt;br /&gt;
&lt;br /&gt;
==== Minor Contributors ====&lt;br /&gt;
* Gerald Clears (Smok'em Jags) - sprite animator&lt;br /&gt;
* Jesse Holland (Kestenvarn) - map illustrator, designed the current map for HttT&lt;br /&gt;
* Mark Goodenough (Ranger M) - Sprite animator&lt;br /&gt;
* ?? (Zhukov) - Sprite animator&lt;br /&gt;
* Mikko Kraft (Deserter) - Sprite animator&lt;br /&gt;
* Michael Mielewczik (Mille) - Sprite animator&lt;br /&gt;
* Stephen Stone (Disto) - Sprite animator&lt;br /&gt;
* Andrew James Patterson (Kamahawk) - sprites&lt;br /&gt;
* Diego Brea (Cobretti) - sprite creator/animator&lt;br /&gt;
* ?? (antwerpz) - sprite creator/animator for old saurian units&lt;br /&gt;
* Moritz Göbelbecker (mog) - improved encampment&lt;br /&gt;
* Gareth Miller (Gafgarion) - made some early sprites/tiles&lt;br /&gt;
* James Barton (Sangel) - sprites&lt;br /&gt;
* John Muccigrosso (Eponymous Archon) - made some early sprites, such as the human bowmen&lt;br /&gt;
* ?? (Slainte) - made sprites for c. v0.6 mages, also made many of the old attack icons&lt;br /&gt;
* ?? (Svetac) - made many of the old attack icons&lt;br /&gt;
* Johanna Manninen (lohari) - edited tiles, ported freeciv tiles used in very early versions of wesnoth&lt;br /&gt;
* Tristan Millner (tatmf) - made portrait of dwarven fighter&lt;br /&gt;
&lt;br /&gt;
==== Very Minor Contributors ====&lt;br /&gt;
* Gideon Chia (Deonjo) - new &amp;quot;units&amp;quot; icon for general status bar&lt;br /&gt;
* John-Robert Funck (XJaPaN) - sprite animator&lt;br /&gt;
* Jonatan Alamà (tin) - made red logo used until before v1.0&lt;br /&gt;
* Jimmy Olsson (Azlan) - made old icons for windows version&lt;br /&gt;
* Randall Walls (slightcrazed) - sprite animator&lt;br /&gt;
* Jason Frailey (Valdroni) - made scorpion portrait&lt;br /&gt;
* Nicholas Kerpan (Thrawn) - made human theif portrait&lt;br /&gt;
* ?? (Highhole) - revised storm trident&lt;br /&gt;
* Irwin Ismail (Swordy) - original projectile/attack icon for chakram&lt;br /&gt;
* Evan Crook (Flametrooper) - Sprite animator (TC conversion)&lt;br /&gt;
&lt;br /&gt;
== Musicians ==&lt;br /&gt;
* Aleksi Aubry-Carlson (Aleksi) - music coordinator/composer&lt;br /&gt;
* Joseph Toscano (zhaymusic.com) - music&lt;br /&gt;
* Pau Congost - music&lt;br /&gt;
* Fredrik Lindroth - music&lt;br /&gt;
* Timothy Pinkham (TimothyP)&lt;br /&gt;
&lt;br /&gt;
== Translators ==&lt;br /&gt;
* adson - hungarian translation&lt;br /&gt;
* İhsan Akın - turkish translation&lt;br /&gt;
* Agata Chmiel - polish translation&lt;br /&gt;
* Aleksej Korgenkov (Grimpanto) - esperanto translation&lt;br /&gt;
* Alessio D'Ascanio (otaku) - italian translation&lt;br /&gt;
* Alexander Alexiou (Santi) - greek translation&lt;br /&gt;
* Alexander Kjäll (capitol) - swedish translation&lt;br /&gt;
* Alexandr Menovchicov - russian translation&lt;br /&gt;
* Alexey Remizov - russian translation&lt;br /&gt;
* Alexey Zakharchenko - russian translation&lt;br /&gt;
* Alfredo Beaumont (ziberpunk) - basque translation&lt;br /&gt;
* Ambra Viviani Loos - brazilian portuguese translation&lt;br /&gt;
* Americo Iacovizzi (DarkAmex) - italian translation&lt;br /&gt;
* Anders K. Madsen (madsen) - danish translation&lt;br /&gt;
* András Salamon ([[User:Ott|ott]]) - afrikaans, english and hungarian translation&lt;br /&gt;
* Andre Schmidt (schmidta) - german translation&lt;br /&gt;
* Anežka Bubeníčková (Bubu) - czech translation&lt;br /&gt;
* Ankka - finnish translation&lt;br /&gt;
* Anton Tsigularov (Atilla) - bulgarian translation&lt;br /&gt;
* Arkadiusz Danilecki (szopen) - polish translation&lt;br /&gt;
* Arnaud Garoux (La vie en wose) - french translation&lt;br /&gt;
* Arne Deprez - dutch translation&lt;br /&gt;
* Artur R. Czechowski - polish translation&lt;br /&gt;
* Åse Petersson (tintin) - swedish translation&lt;br /&gt;
* Aurélien Brevers (Breversa) - french translation&lt;br /&gt;
* Azamat Hackimov - russian translation&lt;br /&gt;
* Bartek Waresiak (Dragonking) - polish translation&lt;br /&gt;
* Beer (Eddi) - hungarian translation&lt;br /&gt;
* Benoit Astruc - french translation&lt;br /&gt;
* Benoît Timbert (Noyga) - french translation&lt;br /&gt;
* Bjarke Sørensen (basher) - danish translation&lt;br /&gt;
* BlueStar - japanese translation&lt;br /&gt;
* Boris Stumm (quijote_) - german translation&lt;br /&gt;
* BOrsuk - polish translation&lt;br /&gt;
* Cédric Duval - french translation&lt;br /&gt;
* Carles Company (brrr) - catalan translation&lt;br /&gt;
* Celso Goya - brazilian portuguese translation&lt;br /&gt;
* Christoph Berg (chrber) - german translation&lt;br /&gt;
* [mailto:cbterra_AT_gmail.com Claudio Terra] - brazilian portuguese translation&lt;br /&gt;
* Claus Aranha - brazilian portuguese translation&lt;br /&gt;
* crys0000 - italian translation&lt;br /&gt;
* Dan Rosàs Garcia (focks) - catalan translation&lt;br /&gt;
* Daniel López (Azazelo) - catalan translation&lt;br /&gt;
* DaringTremayne - french translation&lt;br /&gt;
* David Martínez Moreno - spanish translation&lt;br /&gt;
* David Nečas (Yeti) - czech translation&lt;br /&gt;
* dentro - hungarian translation&lt;br /&gt;
* Enes Akın (yekialem) - turkish translation&lt;br /&gt;
* Erik J. Mesoy (Circon) - norwegian translation&lt;br /&gt;
* Eugenio Favalli (ElvenProgrammer) - italian translation&lt;br /&gt;
* Federico Tomassetti - italian translation&lt;br /&gt;
* Flamma - spanish translation&lt;br /&gt;
* Foppe Benedictus - dutch translation&lt;br /&gt;
* Franciso Muñoz (fmunoz) - spanish translation&lt;br /&gt;
* François Orieux - french translation&lt;br /&gt;
* Gabriel Rodríguez (Chewie) - spanish translation&lt;br /&gt;
* Gaute Jao (Bombadil) - norwegian translation&lt;br /&gt;
* Georgi Dimitrov (oblak)- bulgarian translation&lt;br /&gt;
* Gerfried Fuchs (Alfie) - german translation&lt;br /&gt;
* Gilluin - hungarian translation&lt;br /&gt;
* Guillaume Duwelz-Rebert - french translation&lt;br /&gt;
* [mailto:massart.guillaume_AT_wanadoo.fr Guillaume Massart (Piou2fois)] - french translation&lt;br /&gt;
* Guillaume Melquiond (silene) - french translation&lt;br /&gt;
* Hallvard Norheim Bø (Lysander) - norwegian translation&lt;br /&gt;
* Håvard Korsvoll - norwegian translation&lt;br /&gt;
* Huang huan (unicon) - chinese translation&lt;br /&gt;
* Hugo Gerlach (Entrimo) - swedish translation&lt;br /&gt;
* Ilya Kaznacheev - russian translation&lt;br /&gt;
* Ilya Kotov - russian translation&lt;br /&gt;
* Ivan Kovacs - slovak translation&lt;br /&gt;
* isazi - italian translation&lt;br /&gt;
* Iván Herrero (navitux) - spanish translator&lt;br /&gt;
* Jaka Kranjc (lynx) - slovenian translation&lt;br /&gt;
* Jan Greve (Jan) - german translation&lt;br /&gt;
* Jan-Heiner Laberenz (jan-heiner) - german translation&lt;br /&gt;
* Jean Privat (Tout) - french translation&lt;br /&gt;
* Jean-Luc Richard (Le Gnome) - french translation&lt;br /&gt;
* Jehan Hysseo (Jey) - french translation&lt;br /&gt;
* Jérémy Rosen (Boucman) - french translation&lt;br /&gt;
* Jesper Fuglsang Wolff (ulven) - danish translation&lt;br /&gt;
* Joan Queralt - catalan translation&lt;br /&gt;
* Joeri Melis - dutch translation&lt;br /&gt;
* Jonatan Alamà (tin) - catalan translation&lt;br /&gt;
* [mailto:jorda_AT_ettin.org Jordà Polo] (ettin) - catalan translation coordinator&lt;br /&gt;
* Jose Gordillo (kilder) - spanish and catalan translation&lt;br /&gt;
* Jose Manuel Gomez (joseg) - spanish translation&lt;br /&gt;
* Joset Anthony Zamora (sophie^) - filipino translation&lt;br /&gt;
* Julien Moncel - french translation&lt;br /&gt;
* Julien Tailleur - french translation&lt;br /&gt;
* Julen Landa (genars) - basque translation&lt;br /&gt;
* Jussi Rautio (jgrr) - finnish translation&lt;br /&gt;
* Kai Ensenbach (Pingu) - german translation&lt;br /&gt;
* Kékkői László (BlackEvil) - hungarian translation&lt;br /&gt;
* Karol Nowak (grzywacz) - polish translation&lt;br /&gt;
* Katerina Sykioti - greek translation&lt;br /&gt;
* Kertész Csaba - hungarian translation&lt;br /&gt;
* Khiraly - hungarian translation&lt;br /&gt;
* Kim Woong (Kazya) - korean translation&lt;br /&gt;
* kko - finnish translation&lt;br /&gt;
* Konstantinos Karasavvas - greek translation&lt;br /&gt;
* Kosif -  turkish translation&lt;br /&gt;
* Kovács Dániel - hungarian translation&lt;br /&gt;
* krix - hungarian translation&lt;br /&gt;
* Lala - dutch translation&lt;br /&gt;
* Leo Danielson (Lugo Moll) - swedish translation&lt;br /&gt;
* Luciano Montanaro (Luciano) - italian translation&lt;br /&gt;
* Lukáš Faltýnek - czech translation&lt;br /&gt;
* Ľubo Fajth - esperanto translation&lt;br /&gt;
* Maarten Albrecht - dutch and esperanto translation&lt;br /&gt;
* Mark Michelsen (skovbaer) - danish translation&lt;br /&gt;
* Mark Polo (mpolo) - latin translation&lt;br /&gt;
* Mark Recasens - catalan translation&lt;br /&gt;
* Marko Vasic - serbian translation&lt;br /&gt;
* Mart Tõnso - estonian translation&lt;br /&gt;
* Martin Dzbor - slovak translation&lt;br /&gt;
* Martin Šín - czech translation&lt;br /&gt;
* Matej Repinc - slovenian translation&lt;br /&gt;
* Mathias Bundgaard Svensson (freaken) - danish translation&lt;br /&gt;
* Matias Parmala - finnish translation&lt;br /&gt;
* methinks - polish translation&lt;br /&gt;
* Michał Jedynak (Artanis) - polish translation&lt;br /&gt;
* Michał Ligowski (misiorysio) - polish translation&lt;br /&gt;
* Michel Loos - brazilian portuguese translation&lt;br /&gt;
* Mikel Olasagasti (Hey_neken) - basque translation&lt;br /&gt;
* Mikko Kraft (deserter) - finnish translation&lt;br /&gt;
* Mintaka - czech translation&lt;br /&gt;
* Naoki Iimura (amatubu) いいむらなおき - japanese translation&lt;br /&gt;
* Nico Oliver - afrikaans translation&lt;br /&gt;
* Nicolas Boudin (Blurgk) - french translation&lt;br /&gt;
* [mailto:Crazy-Ivanovic_AT_gmx.net Nils Kneuper] (Ivanovic) - german translation&lt;br /&gt;
* [mailto:okyada_AT_gmail.com Nobuhito Okada] 岡田信人 - japanese translation&lt;br /&gt;
* [mailto:tapik_AT_buchtovi.cz Oto Buchta] ([[User:Tapik|tapik]]) - czech translation&lt;br /&gt;
* Pau Rul·lan Ferragut - catalan translation&lt;br /&gt;
* Paweł Stradomski - polish translation&lt;br /&gt;
* Paweł Tomak - polish translation&lt;br /&gt;
* paxed - finnish translation&lt;br /&gt;
* Petr Kopač (Ferda) - czech translation&lt;br /&gt;
* Petr Kovár (Juans) - czech translation&lt;br /&gt;
* [mailto:philippe.plantier_AT_naema.org Philippe Plantier] ([[User:Ayin|Ayin]]) - french translation&lt;br /&gt;
* Pieter Vermeylen (Onne) - dutch translation&lt;br /&gt;
* P&amp;amp;#305;nar Yanarda&amp;amp;#287; (moonquelle) - turkish translation&lt;br /&gt;
* Q - japanese translation&lt;br /&gt;
* Rastislav Šarišský (Asto) - esperanto translation&lt;br /&gt;
* Renato Cunha - brazilian portuguese translation&lt;br /&gt;
* Ricardo Sodré Andrade - brazilian portuguese translation&lt;br /&gt;
* Roberto Garcia (Motxales) - catalan translation&lt;br /&gt;
* Roel Thijs (Roel) - dutch translation&lt;br /&gt;
* Roger Koot - dutch translation&lt;br /&gt;
* RokStar - italian translation&lt;br /&gt;
* Roman Tuchin (Sankt) - russian translation&lt;br /&gt;
* Rudolf Orság - czech translation&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - german translation&lt;br /&gt;
* Sébastien Raynaud (Galactic turkey) - french translation&lt;br /&gt;
* Sérgio de Miranda Costa -  brazilian portuguese translation&lt;br /&gt;
* Selim Farsakoğlu -  turkish translation&lt;br /&gt;
* Sofronius - czech translation&lt;br /&gt;
* Spiros, Giorgis - greek translation&lt;br /&gt;
* Srecko Toroman (FreeCraft) - serbian translation&lt;br /&gt;
* Stefan Bergström (tephlon) - swedish translation&lt;br /&gt;
* Stephan Grochtmann (Schattenstephan) - german translation&lt;br /&gt;
* [mailto:susanna.bjorverud_AT_telia.com Susanna Björverud] (sanna) - swedish translation&lt;br /&gt;
* Susanne Mesoy (Rarlgland) - norwegian translation&lt;br /&gt;
* Széll Tamás (TomJoad) - hungarian translation&lt;br /&gt;
* Takanobu Hirai - japanese translation&lt;br /&gt;
* Tiago Souza (Salvador) - brazilian portuguese translation&lt;br /&gt;
* Tobe Deprez - dutch translation&lt;br /&gt;
* Vít Komárek - czech translation&lt;br /&gt;
* Vít Krčál - czech translation&lt;br /&gt;
* [http://www.viliam.bur.sk/ Viliam Búr] - slovak translation&lt;br /&gt;
* Vladimír Slávik - czech translation&lt;br /&gt;
* vonHalenbach - german translation&lt;br /&gt;
* William Dupré&lt;br /&gt;
* wint3r - swedish translation&lt;br /&gt;
* [mailto:ydirson_AT_altern.org Yann Dirson] - french translation&lt;br /&gt;
* Yuji Matsumoto - japanese translation&lt;br /&gt;
* Zas - french translation&lt;br /&gt;
&lt;br /&gt;
== Other Contributions ==&lt;br /&gt;
* ?? (lwa) - Mac OS X packager&lt;br /&gt;
* Ben Anderman (crimson_penguin) - unit list&lt;br /&gt;
* Dacyn - scenario designer&lt;br /&gt;
* Cyril Bouthors (CyrilB) - debian packager, patron&lt;br /&gt;
* Darryl Dixon - packager&lt;br /&gt;
* edge - packager&lt;br /&gt;
* Francesco Gigli (Jaramir) - wiki, wesnoth.slack.it&lt;br /&gt;
* Frédéric Wagner&lt;br /&gt;
* Jay Hopping - packager&lt;br /&gt;
* Jeff Breidenbach (Jab) - Bilinear interpolation&lt;br /&gt;
* Joshua Northey (Becephalus) - multiplayer maps&lt;br /&gt;
* Marcin Konicki (ahwayakchih) - BeOS packager&lt;br /&gt;
* Marcus Phillips (Sithrandel) - Mac OS X packager (for v1.0 and before)&lt;br /&gt;
* Mark Michelsen (skovbaer) - slackware packager&lt;br /&gt;
* Peter Groen (pg) - multiplayer maps&lt;br /&gt;
* Ruben Philipp Wickenhäuser (The Very Uhu) - multiplayer maps&lt;br /&gt;
* Tom Chance (telex4) - multiplayer maps, scenario balancing&lt;br /&gt;
* Sam Phillips (dark172) - creation of campains and multiplayer maps&lt;br /&gt;
&lt;br /&gt;
{{Home}}&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11386</id>
		<title>WikiHaiku</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11386"/>
		<updated>2006-08-28T16:51:18Z</updated>

		<summary type="html">&lt;p&gt;Scott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wiki haiku==&lt;br /&gt;
Everyone sees it &amp;lt;br&amp;gt;&lt;br /&gt;
Collaborative effort &amp;lt;br&amp;gt;&lt;br /&gt;
Post on the wiki &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alternate version==&lt;br /&gt;
Everyone sees it &amp;lt;br&amp;gt; &lt;br /&gt;
Collaborative effort &amp;lt;br&amp;gt;&lt;br /&gt;
Post on my wiki &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alternate version literary commentary==&lt;br /&gt;
There has been some debate as to the true motive behind the recently unearthed alternate version of the only known piece of wiki haiku in existence. Some say that the author actually came up with the alternate version and intended the later version to be the true version. If this is true, it changes the spirit behind the work significantly, transforming it from an upbeat, candy-cane pump-up anthem for wikiness to a deeply personal glimpse into the author's sense of electronic loneliness. The switch from the impersonal article to the possessive pronoun could have also been a translation error, which has been known to occur when translators attempt to render the text in the vernacular from the original ASCII. Some say both versions were composed simultaneously or that the later version is actually the work of another author. Both possibilities pose tremendous difficulties to the infant field of wikihaikuitry. The implications of simultaneous composition are that the author in fact intended to generate controversy by publishing two versions -- sullying what is otherwise a beautiful work. The second challenges a long-held maxium: there has to this point only been one author of wiki haiku. For there to be more than one practitioner of wikihaikuitry without any of his or her work being published is a perplexing and disturbing possibility. Further scholarship is surely needed before the mystery of the alternate version is finally sorted out.&lt;br /&gt;
&lt;br /&gt;
Farewell, &amp;lt;br&amp;gt;&lt;br /&gt;
Scott&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11385</id>
		<title>WikiHaiku</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11385"/>
		<updated>2006-08-28T16:50:54Z</updated>

		<summary type="html">&lt;p&gt;Scott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wiki haiku==&lt;br /&gt;
Everyone sees it &amp;lt;br&amp;gt;&lt;br /&gt;
Collaborative effort &amp;lt;br&amp;gt;&lt;br /&gt;
Post on the wiki &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alternate version==&lt;br /&gt;
Everyone sees it &amp;lt;br&amp;gt; &lt;br /&gt;
Collaborative effort &amp;lt;br&amp;gt;&lt;br /&gt;
Post on my wiki &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Alternate version literary commentary==&lt;br /&gt;
There has been some debate as to the true motive behind the recently unearthed alternate version of the only known piece of wiki haiku in existence. Some say that the author actually came up with the alternate version and intended the later version to be the true version. If this is true, it changes the spirit behind the work significantly, transforming it from an upbeat, candy-cane pump-up anthem for wikiness to a deeply personal glimpse into the author's sense of electronic loneliness. The switch from the impersonal article to the possessive pronoun could have also been a translation error, which has been known to occur when translators attempt to render the text in the vernacular from the original ASCII. Some say both versions were composed simultaneously or that the later version is actually the work of another author. Both possibilities pose tremendous difficulties to the infant field of wikihaikuitry. The implications of simultaneous composition are that the author in fact intended to generate controversy by publishing two versions -- sullying what is otherwise a beautiful work. The second challenges a long-held maxium: there has to this point only been one author of wiki haiku. For there to be more than one practitioner of wikihaikuitry without any of his or her work being published is a perplexing and disturbing possibility. Further scholarship is surely needed before the mystery of the alternate version is finally sorted out.&lt;br /&gt;
&lt;br /&gt;
Farewell,&lt;br /&gt;
Scott&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11384</id>
		<title>WikiHaiku</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WikiHaiku&amp;diff=11384"/>
		<updated>2006-08-28T16:50:31Z</updated>

		<summary type="html">&lt;p&gt;Scott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Wiki haiku==&lt;br /&gt;
Everyone sees it &lt;br /&gt;
Collaborative effort &lt;br /&gt;
Post on the wiki&lt;br /&gt;
&lt;br /&gt;
==Alternate version==&lt;br /&gt;
Everyone sees it &lt;br /&gt;
Collaborative effort &lt;br /&gt;
Post on my wiki&lt;br /&gt;
&lt;br /&gt;
==Alternate version literary commentary==&lt;br /&gt;
There has been some debate as to the true motive behind the recently unearthed alternate version of the only known piece of wiki haiku in existence. Some say that the author actually came up with the alternate version and intended the later version to be the true version. If this is true, it changes the spirit behind the work significantly, transforming it from an upbeat, candy-cane pump-up anthem for wikiness to a deeply personal glimpse into the author's sense of electronic loneliness. The switch from the impersonal article to the possessive pronoun could have also been a translation error, which has been known to occur when translators attempt to render the text in the vernacular from the original ASCII. Some say both versions were composed simultaneously or that the later version is actually the work of another author. Both possibilities pose tremendous difficulties to the infant field of wikihaikuitry. The implications of simultaneous composition are that the author in fact intended to generate controversy by publishing two versions -- sullying what is otherwise a beautiful work. The second challenges a long-held maxium: there has to this point only been one author of wiki haiku. For there to be more than one practitioner of wikihaikuitry without any of his or her work being published is a perplexing and disturbing possibility. Further scholarship is surely needed before the mystery of the alternate version is finally sorted out.&lt;br /&gt;
&lt;br /&gt;
Farewell,&lt;br /&gt;
Scott&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11383</id>
		<title>StartingPoints</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11383"/>
		<updated>2006-08-28T16:49:48Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops,&lt;br /&gt;
taking care to manage your resources of gold and villages.&lt;br /&gt;
All units have their own strengths and weaknesses; to win,&lt;br /&gt;
deploy your forces to their best advantage while&lt;br /&gt;
denying your foes the chance to do the same. As units gain&lt;br /&gt;
experience, they acquire new abilities and become more&lt;br /&gt;
powerful. Play in your own language and test your skill&lt;br /&gt;
against a smart computer opponent, or join Wesnoth's large&lt;br /&gt;
community of on-line players.&lt;br /&gt;
Create your own custom units, scenarios or campaigns,&lt;br /&gt;
and share them with others.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth is released under the&lt;br /&gt;
[http://www.gnu.org/licenses/licenses.html#GPL GPL].&lt;br /&gt;
Prebuilt packages are available for most operating systems,&lt;br /&gt;
including Windows, Mac OS X, and GNU/Linux, or you can build&lt;br /&gt;
your own from source code.&lt;br /&gt;
&lt;br /&gt;
== Getting the Game ==&lt;br /&gt;
==== Downloading ====&lt;br /&gt;
* [[Download]] - get the most recent source-files and many binaries&lt;br /&gt;
** [[WesnothBinaries]] - precompiled for GNU/Linux, BeOS, PDAs, ...&lt;br /&gt;
** [[WesnothBinariesLinux]] - precompiled for many GNU/Linux distributions&lt;br /&gt;
&lt;br /&gt;
==== Compiling ====&lt;br /&gt;
* [[CompilingWesnoth]] - on Unix, Mac, Windows, GNU/Linux, PDAs, ...&lt;br /&gt;
* [[DebuggingWesnoth]] - on GNU/Linux and Unix-like systems&lt;br /&gt;
* [[WesnothOnLinuxPDAs]] - on the Qtopia/OPIE and thepdaXrom/Zaurus C series&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ([[Play]]) ==&lt;br /&gt;
&lt;br /&gt;
==== For New Players ====&lt;br /&gt;
* [[GettingStarted]] - read me first!&lt;br /&gt;
* [[WesnothManual]] - the rules&lt;br /&gt;
* [[MainlineScenarios]] - walkthroughs for the game-supplied campaigns&lt;br /&gt;
&lt;br /&gt;
==== For Not-So-New Players ====&lt;br /&gt;
* [[AdvancedTactics]] - beating the AI and other people&lt;br /&gt;
* [[MultiplayerServers]] - where to play against other people online&lt;br /&gt;
&lt;br /&gt;
==== Reference ====&lt;br /&gt;
* [[HotKeysSystem]] - keyboard shortcuts&lt;br /&gt;
* [[CommandMode]] - commands you can use in-game&lt;br /&gt;
* [[ServerAdministration]] - commands that authenticated users can use to administer the server&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units] - Units advancement trees and stats&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?page=frames Wesnoth Unit List] ([http://wesnoth.slack.it/units.cgi?page=list without frames])&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?movetypes Movement, defense and resistance tables]&lt;br /&gt;
* [[RaceDescriptions]] - Elves, Humans, Dwarves, Orcs, Drakes, Undead, Others&lt;br /&gt;
** [[Complete_Faction_List_%28unfinished%29]] - list all user made factions&lt;br /&gt;
* [[WesnothAcronyms|Wesnoth Acronyms (by category)]] - common wesnothian acronyms explained&lt;br /&gt;
* [[WesnothAcronyms(alphabetic)|Wesnoth Acronyms (alphabetic)]] - common wesnothian acronyms explained&lt;br /&gt;
&lt;br /&gt;
== Tweaking the Game ([[Create]]) ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]] - user-written scenarios, campaigns and game modifications&lt;br /&gt;
* [[ReferenceWML]] and [[AlphabeticalWML]] - all about Wesnoth Markup Language&lt;br /&gt;
* [[ReferencePythonAPI]] - upcoming Python interface for AI&lt;br /&gt;
* [[BuildingCampaigns]] - how to make your own single player campaigns&lt;br /&gt;
* [[MultiplayerCampaigns]] - how to make your own multiplayer campaigns&lt;br /&gt;
* [[BuildingScenarios]] - how to make your own scenarios&lt;br /&gt;
* [[BuildingUnits]] - how to make your own units&lt;br /&gt;
* [[UnitAnalysis]] - tool to analyze units&lt;br /&gt;
* [[WesnothMapEditor]] - summary of controls&lt;br /&gt;
* [[ExternalUtilities]] - scripts to help create scenarios, campaigns, and graphics&lt;br /&gt;
* [[Create_Art#Art_Tutorials|Art Tutorials]] - help in creating art&lt;br /&gt;
* [[GraphicLibrary]] - unit and terrain images posted on the forums&lt;br /&gt;
* [[Tiles_Status]] - terrain tiles: proposed and in progress.&lt;br /&gt;
&lt;br /&gt;
== Improving the Game ==&lt;br /&gt;
* [[ReportingBugs]] - use Gna&lt;br /&gt;
* To submit a feature request, use http://bugs.wesnoth.org&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - before you propose an idea, check here!&lt;br /&gt;
==== Developer information ====&lt;br /&gt;
* [[DeveloperResources]] - useful links&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog] - the most recent changes made to the game&lt;br /&gt;
* [[WesnothSVN]] - accessing the source code&lt;br /&gt;
* [[HackingWesnoth]] - guide for programmers&lt;br /&gt;
* [[CodingStandards]] - for programmers&lt;br /&gt;
* [[UnitDescriptionRewriting]] - coordinating the revision&lt;br /&gt;
* [http://wesnoth.slack.it/missing.cgi Missing unit animations and sounds] - what's available and what's missing&lt;br /&gt;
* [[WritingYourOwnAI]] - write a C++ plugin&lt;br /&gt;
* [[ThemeSystem]] - customizing the screen layout for the game and the editor&lt;br /&gt;
* [[ReleasingWesnoth]] - steps to follow to release a new version&lt;br /&gt;
* [[WesnothPackagersGuide]] - guidelines for packaging Wesnoth for different platforms&lt;br /&gt;
* [[WesnothPreferences]]&lt;br /&gt;
&lt;br /&gt;
==== Game translations ====&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]] - 11 complete, 2 almost complete, 7 more than halfway, 10 partial&lt;br /&gt;
* [[WesCamp]] - a project for translating user-made campaigns&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
* [[WesnothPhilosophy]] - Dave on Wesnoth&lt;br /&gt;
* [[WesnothHistory]] - the Ages of Wesnoth&lt;br /&gt;
* [[WesnothGeography]] - description of Wesnoth and surrounding lands&lt;br /&gt;
* [[WesnothReviews]] - third party reviews of Wesnoth&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth] - our IRC channel&lt;br /&gt;
* [[Donate]] or [http://cafepress.com/wesnoth buy Wesnoth merchandise].&lt;br /&gt;
* [[Trailer]] - the Wesnoth trailer&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[UsefulLinks]]&lt;br /&gt;
* [[WesnothLSM]] - presentation at LSM&lt;br /&gt;
* [http://wesnoth.slack.it/?WesnothPlayerMap Map of Wesnoth player locations] - add yourself to the map!&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Battle_for_Wesnoth Wikipedia entry for Wesnoth]&lt;br /&gt;
* [[WikiHaiku]]&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
* [[Help:Editing|Editing]] - learn how to edit pages&lt;br /&gt;
* [[Sandbox]] - experiment with the wiki&lt;br /&gt;
* [[WikiMigration]] - we were looking for a replacement for our old wiki (and ended up using Mediawiki)&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11382</id>
		<title>StartingPoints</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=StartingPoints&amp;diff=11382"/>
		<updated>2006-08-28T16:49:38Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Other */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
Battle for Wesnoth is a turn-based fantasy strategy game.&lt;br /&gt;
&lt;br /&gt;
Defeat all enemy leaders using a well-chosen cadre of troops,&lt;br /&gt;
taking care to manage your resources of gold and villages.&lt;br /&gt;
All units have their own strengths and weaknesses; to win,&lt;br /&gt;
deploy your forces to their best advantage while&lt;br /&gt;
denying your foes the chance to do the same. As units gain&lt;br /&gt;
experience, they acquire new abilities and become more&lt;br /&gt;
powerful. Play in your own language and test your skill&lt;br /&gt;
against a smart computer opponent, or join Wesnoth's large&lt;br /&gt;
community of on-line players.&lt;br /&gt;
Create your own custom units, scenarios or campaigns,&lt;br /&gt;
and share them with others.&lt;br /&gt;
&lt;br /&gt;
Battle for Wesnoth is released under the&lt;br /&gt;
[http://www.gnu.org/licenses/licenses.html#GPL GPL].&lt;br /&gt;
Prebuilt packages are available for most operating systems,&lt;br /&gt;
including Windows, Mac OS X, and GNU/Linux, or you can build&lt;br /&gt;
your own from source code.&lt;br /&gt;
&lt;br /&gt;
== Getting the Game ==&lt;br /&gt;
==== Downloading ====&lt;br /&gt;
* [[Download]] - get the most recent source-files and many binaries&lt;br /&gt;
** [[WesnothBinaries]] - precompiled for GNU/Linux, BeOS, PDAs, ...&lt;br /&gt;
** [[WesnothBinariesLinux]] - precompiled for many GNU/Linux distributions&lt;br /&gt;
&lt;br /&gt;
==== Compiling ====&lt;br /&gt;
* [[CompilingWesnoth]] - on Unix, Mac, Windows, GNU/Linux, PDAs, ...&lt;br /&gt;
* [[DebuggingWesnoth]] - on GNU/Linux and Unix-like systems&lt;br /&gt;
* [[WesnothOnLinuxPDAs]] - on the Qtopia/OPIE and thepdaXrom/Zaurus C series&lt;br /&gt;
&lt;br /&gt;
== Playing the Game ([[Play]]) ==&lt;br /&gt;
&lt;br /&gt;
==== For New Players ====&lt;br /&gt;
* [[GettingStarted]] - read me first!&lt;br /&gt;
* [[WesnothManual]] - the rules&lt;br /&gt;
* [[MainlineScenarios]] - walkthroughs for the game-supplied campaigns&lt;br /&gt;
&lt;br /&gt;
==== For Not-So-New Players ====&lt;br /&gt;
* [[AdvancedTactics]] - beating the AI and other people&lt;br /&gt;
* [[MultiplayerServers]] - where to play against other people online&lt;br /&gt;
&lt;br /&gt;
==== Reference ====&lt;br /&gt;
* [[HotKeysSystem]] - keyboard shortcuts&lt;br /&gt;
* [[CommandMode]] - commands you can use in-game&lt;br /&gt;
* [[ServerAdministration]] - commands that authenticated users can use to administer the server&lt;br /&gt;
* [http://wesnoth.slack.it/units.cgi Units] - Units advancement trees and stats&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?page=frames Wesnoth Unit List] ([http://wesnoth.slack.it/units.cgi?page=list without frames])&lt;br /&gt;
** [http://wesnoth.slack.it/units.cgi?movetypes Movement, defense and resistance tables]&lt;br /&gt;
* [[RaceDescriptions]] - Elves, Humans, Dwarves, Orcs, Drakes, Undead, Others&lt;br /&gt;
** [[Complete_Faction_List_%28unfinished%29]] - list all user made factions&lt;br /&gt;
* [[WesnothAcronyms|Wesnoth Acronyms (by category)]] - common wesnothian acronyms explained&lt;br /&gt;
* [[WesnothAcronyms(alphabetic)|Wesnoth Acronyms (alphabetic)]] - common wesnothian acronyms explained&lt;br /&gt;
&lt;br /&gt;
== Tweaking the Game ([[Create]]) ==&lt;br /&gt;
&lt;br /&gt;
* [[UserScenarios]] - user-written scenarios, campaigns and game modifications&lt;br /&gt;
* [[ReferenceWML]] and [[AlphabeticalWML]] - all about Wesnoth Markup Language&lt;br /&gt;
* [[ReferencePythonAPI]] - upcoming Python interface for AI&lt;br /&gt;
* [[BuildingCampaigns]] - how to make your own single player campaigns&lt;br /&gt;
* [[MultiplayerCampaigns]] - how to make your own multiplayer campaigns&lt;br /&gt;
* [[BuildingScenarios]] - how to make your own scenarios&lt;br /&gt;
* [[BuildingUnits]] - how to make your own units&lt;br /&gt;
* [[UnitAnalysis]] - tool to analyze units&lt;br /&gt;
* [[WesnothMapEditor]] - summary of controls&lt;br /&gt;
* [[ExternalUtilities]] - scripts to help create scenarios, campaigns, and graphics&lt;br /&gt;
* [[Create_Art#Art_Tutorials|Art Tutorials]] - help in creating art&lt;br /&gt;
* [[GraphicLibrary]] - unit and terrain images posted on the forums&lt;br /&gt;
* [[Tiles_Status]] - terrain tiles: proposed and in progress.&lt;br /&gt;
&lt;br /&gt;
== Improving the Game ==&lt;br /&gt;
* [[ReportingBugs]] - use Gna&lt;br /&gt;
* To submit a feature request, use http://bugs.wesnoth.org&lt;br /&gt;
* [[FrequentlyProposedIdeas]] - before you propose an idea, check here!&lt;br /&gt;
==== Developer information ====&lt;br /&gt;
* [[DeveloperResources]] - useful links&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog] - the most recent changes made to the game&lt;br /&gt;
* [[WesnothSVN]] - accessing the source code&lt;br /&gt;
* [[HackingWesnoth]] - guide for programmers&lt;br /&gt;
* [[CodingStandards]] - for programmers&lt;br /&gt;
* [[UnitDescriptionRewriting]] - coordinating the revision&lt;br /&gt;
* [http://wesnoth.slack.it/missing.cgi Missing unit animations and sounds] - what's available and what's missing&lt;br /&gt;
* [[WritingYourOwnAI]] - write a C++ plugin&lt;br /&gt;
* [[ThemeSystem]] - customizing the screen layout for the game and the editor&lt;br /&gt;
* [[ReleasingWesnoth]] - steps to follow to release a new version&lt;br /&gt;
* [[WesnothPackagersGuide]] - guidelines for packaging Wesnoth for different platforms&lt;br /&gt;
* [[WesnothPreferences]]&lt;br /&gt;
&lt;br /&gt;
==== Game translations ====&lt;br /&gt;
* [[GettextForTranslators]] - how to translate Wesnoth under [[GetText]]&lt;br /&gt;
* [[WesnothTranslations]] - 11 complete, 2 almost complete, 7 more than halfway, 10 partial&lt;br /&gt;
* [[WesCamp]] - a project for translating user-made campaigns&lt;br /&gt;
&lt;br /&gt;
== About the Game ==&lt;br /&gt;
* [[WesnothPhilosophy]] - Dave on Wesnoth&lt;br /&gt;
* [[WesnothHistory]] - the Ages of Wesnoth&lt;br /&gt;
* [[WesnothGeography]] - description of Wesnoth and surrounding lands&lt;br /&gt;
* [[WesnothReviews]] - third party reviews of Wesnoth&lt;br /&gt;
* [irc://irc.wesnoth.org/wesnoth #wesnoth] - our IRC channel&lt;br /&gt;
* [[Donate]] or [http://cafepress.com/wesnoth buy Wesnoth merchandise].&lt;br /&gt;
* [[Trailer]] - the Wesnoth trailer&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
* [[UsefulLinks]]&lt;br /&gt;
* [[WesnothLSM]] - presentation at LSM&lt;br /&gt;
* [http://wesnoth.slack.it/?WesnothPlayerMap Map of Wesnoth player locations] - add yourself to the map!&lt;br /&gt;
* [http://en.wikipedia.org/wiki/Battle_for_Wesnoth Wikipedia entry for Wesnoth]&lt;br /&gt;
* [WikiHaiku]&lt;br /&gt;
&lt;br /&gt;
== About this Wiki ==&lt;br /&gt;
* [[Help:Editing|Editing]] - learn how to edit pages&lt;br /&gt;
* [[Sandbox]] - experiment with the wiki&lt;br /&gt;
* [[WikiMigration]] - we were looking for a replacement for our old wiki (and ended up using Mediawiki)&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PblWML&amp;diff=11332</id>
		<title>PblWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PblWML&amp;diff=11332"/>
		<updated>2006-08-22T19:38:04Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* .pbl files */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== .pbl files ==&lt;br /&gt;
&lt;br /&gt;
=== What is a .pbl file? ===&lt;br /&gt;
To upload a campaign you have made, you need a .pbl file.&lt;br /&gt;
&lt;br /&gt;
This is a file with name '''data/campaigns/''campaign-name''.pbl'''.  [http://exong.net/wesnoth-attach/files/pblexample_111.png Click here for an example of what we're talking about.]&lt;br /&gt;
&lt;br /&gt;
When you upload a campaign, the file '''data/campaigns/''campaign-name''.cfg'''&lt;br /&gt;
and the directory '''data/campaigns/''campaign-name''/''' will be published.&lt;br /&gt;
Your campaign must be based entirely on these files.&lt;br /&gt;
This may cause your campaign not to upload properly,&lt;br /&gt;
for example, if you have custom campaign units in '''data/units/'''.&lt;br /&gt;
Be aware that translations in the .pbl-files are '''not''' working, so don't mark these strings translateable.&lt;br /&gt;
&lt;br /&gt;
=== What goes into a .pbl file? ===&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized for .pbl files:&lt;br /&gt;
* ''icon'' an image, displayed leftmost on the &amp;quot;download campaigns&amp;quot; screen. It must be a standard Wesnoth graphic and not a custom one. (Well, a custom graphic will work if the user already has the campaign installed, or if it is a custom graphic from a different campaign that the user has installed.) (Note that the icon used to display your campaign for when it is played can be custom; for more information see [[CampaignWML]].)&lt;br /&gt;
* ''title'' displayed to the right of the icon, it is just text. It should usually be the same as the name of your campaign when it is played.&lt;br /&gt;
* ''version'' displayed to the right of the title, it is also just text. However the prefered format is x.y.z where x, y and z are numbers and x &amp;gt; 0 implies the campaign is complete and balanced.&lt;br /&gt;
* ''author'' displayed to the right of the version, it is also text. Put your name or nickname here. If several people have contributed significantly to the campaign you should list all of their names and perhaps describe what each person was responsible for.&lt;br /&gt;
* ''passphrase'' not displayed, it prevents others from modifying the version of your campaign on the campaign server. You do not need to input a passphrase when initially publishind a campaign; if you do not, one will be randomly generated for you.&lt;br /&gt;
* ''description'' is not displayed in the client. However it is visible on the web interface to the campaign server. It can be used to give a brief description of your campaign and for pre 1.0 versions let people know how playable it is.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 title=&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
 icon=&amp;quot;misc/ball.png&amp;quot;&lt;br /&gt;
 version=&amp;quot;0.1.2&amp;quot;&lt;br /&gt;
 author=&amp;quot;Me, artwork by myself&amp;quot;&lt;br /&gt;
 passphrase=&amp;quot;This is like a password&amp;quot;&lt;br /&gt;
 description=&amp;quot;You get to kill a lot of bad guys. But only the first map is done.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The campaign server keeps track of some other information about uploaded campaigns, including when they were uploaded, what languages they have been at least partly translated into, how large they are on the server and the number of times they have been downloaded. For more information about this you can read [[CampaignServerWML]].&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[BuildingCampaignsThePBLFile]]&lt;br /&gt;
* [[CampaignServerWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11102</id>
		<title>Translatable</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11102"/>
		<updated>2006-08-08T18:58:57Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Explanation ==&lt;br /&gt;
&lt;br /&gt;
Items marked with the text {{Translatable}} are WML strings that can be translated. Nearly every string that the player sees can be translated. A program called &amp;quot;gettext&amp;quot; automatically parses your WML files, seeks out strings marked as translatable, and compiles them into a translation template file. Translators can then use this file to create translations of the game into their languages.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please hit 'back' on your browser to return to the page you were reading or continue for examples.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You, the scenario writer, must mark a string as translatable by including an underscore character &amp;quot;_&amp;quot; before the string starts. Here is an example.&lt;br /&gt;
 Not translatable:&lt;br /&gt;
 description=&amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Translatable:&lt;br /&gt;
 description= _ &amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When using strings in macros, include the underscore character with the actual text. Gettext does not know how to perform macro or variable substitution, so always keep the underscore with the string it marks.&lt;br /&gt;
&lt;br /&gt;
 Bad:&lt;br /&gt;
 {VARIABLE message_text (&amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message= _ $message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
 Good:&lt;br /&gt;
 {VARIABLE message_text ( _ &amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message=$message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[SyntaxWML]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11101</id>
		<title>Translatable</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11101"/>
		<updated>2006-08-08T18:58:11Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Explanation ==&lt;br /&gt;
&lt;br /&gt;
Items marked with the text {{Translatable}} are WML strings that can be translated. Nearly every string that the player sees can be translated. A program called &amp;quot;gettext&amp;quot; automatically parses your WML files, seeks out strings marked as translatable, and compiles them into a translation template file. Translators can then use this file to create translations of the game into their languages.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
Please hit 'back' on your browser to return to the page you were reading or continue for examples.&lt;br /&gt;
&lt;br /&gt;
-----&lt;br /&gt;
&lt;br /&gt;
You, the scenario writer, must mark a string as translatable by including an underscore character &amp;quot;_&amp;quot; before the string starts. Here is an example.&lt;br /&gt;
 Not translatable:&lt;br /&gt;
 description=&amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Translatable:&lt;br /&gt;
 description= _ &amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When using strings in macros, include the underscore character with the actual text. Gettext does not know how to perform macro substitution, so always keep the underscore with the string it marks.&lt;br /&gt;
&lt;br /&gt;
 Bad:&lt;br /&gt;
 {VARIABLE message_text (&amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message= _ $message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
 Good:&lt;br /&gt;
 {VARIABLE message_text ( _ &amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message=$message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[SyntaxWML]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11100</id>
		<title>Translatable</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11100"/>
		<updated>2006-08-08T18:57:44Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Explanation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Explanation ==&lt;br /&gt;
&lt;br /&gt;
Items marked with the text {{Translatable}} are WML strings that can be translated. Nearly every string that the player sees can be translated. A program called &amp;quot;gettext&amp;quot; automatically parses your WML files, seeks out strings marked as translatable, and compiles them into a translation template file. Translators can then use this file to create translations of the game into their languages.&lt;br /&gt;
&lt;br /&gt;
Please hit 'back' on your browser to return to the page you were reading or continue for examples.&lt;br /&gt;
&lt;br /&gt;
You, the scenario writer, must mark a string as translatable by including an underscore character &amp;quot;_&amp;quot; before the string starts. Here is an example.&lt;br /&gt;
 Not translatable:&lt;br /&gt;
 description=&amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Translatable:&lt;br /&gt;
 description= _ &amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When using strings in macros, include the underscore character with the actual text. Gettext does not know how to perform macro substitution, so always keep the underscore with the string it marks.&lt;br /&gt;
&lt;br /&gt;
 Bad:&lt;br /&gt;
 {VARIABLE message_text (&amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message= _ $message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
 Good:&lt;br /&gt;
 {VARIABLE message_text ( _ &amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message=$message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[SyntaxWML]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:Translatable&amp;diff=11099</id>
		<title>Template:Translatable</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:Translatable&amp;diff=11099"/>
		<updated>2006-08-08T18:55:32Z</updated>

		<summary type="html">&lt;p&gt;Scott: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;([[Translatable|translatable]]) &amp;lt;!-- This template shows the text &amp;quot;translatable&amp;quot; with a hyperlink to a page that explains what this means. --&amp;gt;&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11098</id>
		<title>Translatable</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Translatable&amp;diff=11098"/>
		<updated>2006-08-08T18:54:07Z</updated>

		<summary type="html">&lt;p&gt;Scott: new page to explain translatable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=== Explanation ===&lt;br /&gt;
&lt;br /&gt;
Items marked with the text {{Translatable}} are WML strings that can be translated. Nearly every string that the player sees can be translated. A program called &amp;quot;gettext&amp;quot; automatically parses your WML files, seeks out strings marked as translatable, and compiles them into a translation template file. Translators can then use this file to create translations of the game into their languages.&lt;br /&gt;
&lt;br /&gt;
You, the scenario writer, must mark a string as translatable by including an underscore character &amp;quot;_&amp;quot; before the string starts. Here is an example.&lt;br /&gt;
 Not translatable:&lt;br /&gt;
 description=&amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 Translatable:&lt;br /&gt;
 description= _ &amp;quot;Baldras&amp;quot;&lt;br /&gt;
&lt;br /&gt;
When using strings in macros, include the underscore character with the actual text. Gettext does not know how to perform macro substitution, so always keep the underscore with the string it marks.&lt;br /&gt;
&lt;br /&gt;
 Bad:&lt;br /&gt;
 {VARIABLE message_text (&amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message= _ $message_text&lt;br /&gt;
 [/message]&lt;br /&gt;
&lt;br /&gt;
 Good:&lt;br /&gt;
 {VARIABLE message_text ( _ &amp;quot;Hello, fair warrior!&amp;quot;)}&lt;br /&gt;
 [message]&lt;br /&gt;
 message=$message_text&lt;br /&gt;
 [/message]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11097</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=11097"/>
		<updated>2006-08-08T18:45:53Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* the [side] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [side] tag ==&lt;br /&gt;
&lt;br /&gt;
The [side] tag is used to describe a side in a particular scenario.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized:&lt;br /&gt;
&lt;br /&gt;
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.&lt;br /&gt;
&lt;br /&gt;
* ''controller'' how moves for this side should be inputted.&lt;br /&gt;
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting.&lt;br /&gt;
** 'human' a player controls this side's moves.&lt;br /&gt;
** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)&lt;br /&gt;
&lt;br /&gt;
* ''no_leader'' if &amp;quot;no&amp;quot; (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the '''[side]''' tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location. If this side has a recall list from a previous level, then the recall list will be searched for a leader (using canrecruit) and if one is found it will be used instead of the one described in the '''[side]''' tag.&lt;br /&gt;
&lt;br /&gt;
* ''type'' the unit type of the side's leader. This must be present if ''no_leader'' is not set to &amp;quot;yes.&amp;quot; ''Description'', ''type'', ''x'', ''y'', ''profile'', and ''hitpoints'' are examples of keys from [[SingleUnitWML]] that will describe the leader if placed within the [side] tag.&lt;br /&gt;
&lt;br /&gt;
* ''description'' (translatable) the name of the side's leader. It is used in standard unit filter ([[FilterWML]]) and it is not affected by a player renaming a unit.&lt;br /&gt;
&lt;br /&gt;
* ''unrenamable'' if &amp;quot;no&amp;quot; (default), the player can rename the unit. Renaming the unit alters the ''user_description'' key, so the ''description'' key can still be used for filtering. It is generally a good idea to set this to yes in campaigns since dialog will usually refer to the leader by name. It is technically possible to read ''user_description'' into a variable every time you want to call the leader by name, but this is a hassle.&lt;br /&gt;
&lt;br /&gt;
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units.&lt;br /&gt;
&lt;br /&gt;
* ''gold'' the starting gold for this side. Default 100. (If gold is carried over from a previous scenario, this value is the minimum starting gold.)&lt;br /&gt;
&lt;br /&gt;
* ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start.&lt;br /&gt;
&lt;br /&gt;
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within sight of.&lt;br /&gt;
&lt;br /&gt;
* ''shroud_data'' describes the area which this team has de-shrouded.&lt;br /&gt;
&lt;br /&gt;
* ''persistent'' whether the side exists in any other scenarios. If '1'(yes), then ''save_id''(see below) becomes active for this side. Default '0'(no); when '''controller=human''', this is always '1'.&lt;br /&gt;
&lt;br /&gt;
* ''save_id'' default ''description'' if available, 'Unknown' otherwise. The ID of the side with respect to the previous and next scenarios. Used to carry over the side's recall list (including the side's leader), recruitment list, and starting gold from scenario to scenario. Also used for the side's displayed name in the victory gold-calculation dialog.&lt;br /&gt;
&lt;br /&gt;
* ''allow_player'' if equal to 'no', then the game creation will not allow this player to be modified. {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
* ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''.&lt;br /&gt;
&lt;br /&gt;
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&lt;br /&gt;
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2.  &lt;br /&gt;
** The default list of numbers and corresponding colors can be found in data/team_colors.cfg.  &lt;br /&gt;
&lt;br /&gt;
* ''flag'' a custom flag animation to use instead of the default one to mark captured villages.&lt;br /&gt;
** Example animation that has three frames and loops every 750ms: ''flag=misc/myflag-1.png:250,misc/myflag-2.png:250,misc/myflag-3.png:250''&lt;br /&gt;
&lt;br /&gt;
* ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud.&lt;br /&gt;
&lt;br /&gt;
* ''share_view'' whether sides allied with this side see the units that this side sees, if they are on FoW (fog).&lt;br /&gt;
&lt;br /&gt;
* ''name'', ''id'', ''leader'' not used; see [[EraWML]].&lt;br /&gt;
&lt;br /&gt;
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]].&lt;br /&gt;
&lt;br /&gt;
* '''[village]''' describes a village the side begins in control of.&lt;br /&gt;
** ''x'', ''y'' the location of the village.&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]]. If the side has a recall list and the unit is not given a location, it will start on the recall list. Note that the ''side'' attribute under '''[unit]''' will be ignored, as the side will come from the ''side'' attribute of '''[side]'''.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[EraWML]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10856</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10856"/>
		<updated>2006-07-29T11:31:41Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.8 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8.tar.gz?download Current Version] (1.1.8, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Previous Version] (1.1.7, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.8_windows.exe?download Current Version] (1.1.8, 58.7 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Previous Version] (1.1.7, 58.1 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8.dmg?download Current Version] (1.1.8, Universal, 73.2MB) ([http://www.wesnoth.org/forum/viewtopic.php?t=12237&amp;amp;start=11 note for Japanese players])&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.8_lite.dmg?download Current version - lite] (1.1.8, Universal, no art or music, 43.3MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Previous Version] (1.1.7, Universal, 69MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Previous version - lite] (1.1.7, Universal, no art or music, 39MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.amigasoft.net/downloads/Wesnoth.lzh Current Version] (1.1.7, 79MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://download.smedley.info/wesnoth-1.1.8-os2.zip Current Version] (1.1.8, 66MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=10531</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=10531"/>
		<updated>2006-07-08T08:07:38Z</updated>

		<summary type="html">&lt;p&gt;Scott: text cleanup for VH's additions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute.&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads are NOT part of the official project.  The BFW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times)  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are always notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why doesn't Wesnoth have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves, to suit our own preferences. We're not building the game for you, in large part because this is our hobby, not our job; whether you like it or not is immaterial to us.&lt;br /&gt;
You may wonder, then, what the point is of soliciting ideas, as we do on the forum.  We, the developers, have certainly come up with many good ideas on our own, but our players often do as well, and generally ones we don't think of ourselves.  If a player comes up with an idea we like, we might implement it.  Not because they asked for it, but because of its own merits as an addition to our game.&lt;br /&gt;
&lt;br /&gt;
The beautiful thing about the license our game is distributed under, as compared to closed-source, commercial games, is that if you want that feature badly enough, you can take the code and art of our game and modify it yourself; you are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL].  From this, you can build a game exactly the way that you like. Just don't expect us to build that game for you.  Building this game is our hobby, not our profession, and you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project Project]&lt;br /&gt;
* share your point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the Multiplayer menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* Spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
&lt;br /&gt;
We are not completely certain, but an x86 running at 600MHz with 128MB RAM should be adequate.  Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]], which is also distributed as a PDF file.  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it gains 100 experience it gains 3 hitpoints. It does not heal when this happens. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advanced units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
If the unit in question is the Necrophage, this is not a bug.  The Necrophage eats the corpses of the dead, allowing it to periodically completely heal.  Leveling into itself is how this is carried out.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZOC).  IF an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZOC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZOCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During you turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing random negative events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  Wesnoth has been deliberately designed so that the streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck are a part of the gameplay.&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that, after the 1.0 release, a new development team will &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with no randomness.  Until then, don't charge with your horsemen against rock trolls at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== What do the different difficulty levels do? ===&lt;br /&gt;
&lt;br /&gt;
That depends on the scenario. Usually, the opponent will get more money and be able to recruit higher-level units at higher difficulty levels, and you will have fewer turns available.&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineScenarios]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot; or since 1.1.5 there is a &amp;quot;Get add-ons&amp;quot; button in the main menu. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns.&lt;br /&gt;
&lt;br /&gt;
If you are behind a firewall you may not be able to connect to the campaign server.  In this case try to download the campaign directly from the campaign server through the web interface at http://campaigns.wesnoth.org.  If you know how to change your firewall settings, then you should open port 15003 (version 1.1.1 and up) or port 15002 (versions 1.1.0 and lower).  For added security, you can restrict traffic over those ports to the campaign server's IP address (currently 129.241.104.165).&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a multiplayer scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How do i connect to a multiplayer server, when i sit behind a restrictive Firewall?===&lt;br /&gt;
You have to open port 14999 to play multiplayer games over the internet.  For added security, you can restrict access to the server's IP address (currently 84.207.24.9 for the official server).&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
===How can I make my computer into a dedicated Wesnoth server?===&lt;br /&gt;
&lt;br /&gt;
To setup a dedicated Wesnoth server, you have to compile the game with the &amp;quot;--enable-server&amp;quot; flag, and after you install, simply run wesnothd from the console.  This will start the server, listening on TCP port 15000.  To compile the server only you can use the flags &amp;quot;--disable-game --enable server&amp;quot;.  If you aren't using a linux or mac operating system, there are a few ways you can compile on Windows...here is one way http://www.wesnoth.org/wiki/CompilingWesnoth/CrossCompiling&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Which versions of Wesnoth can play together?===&lt;br /&gt;
&lt;br /&gt;
I'm on a MAC, and my friends are on XP. I would like to play together with them. Is this currently possible? &lt;br /&gt;
&lt;br /&gt;
YES! All you need is to have the same version number.&lt;br /&gt;
&lt;br /&gt;
For a list of Mac-XP-compatible games (including BfW) see: http://www.insidemacgames.com/forum/index.php?showtopic=21818&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
===I selected an asian translation and am not able to see the letters correctly. What happened?===&lt;br /&gt;
&lt;br /&gt;
Since the size of the necessary fonts is too large, you'll need to download them separately (if you don't already have them). After that, simply copy the font to the '''fonts/''' directory in your wesnoth installation.&lt;br /&gt;
* Chinese font: [ftp://cle.linux.org.tw/pub/fonts/ttf/unicode/Arphic/gkai00mp.ttf gkai00mp.ttf]&lt;br /&gt;
* Japanese font: [http://cvs.sourceforge.jp/cgi-bin/viewcvs.cgi/sqs-xml/sqs-font/sazanami-gothic.ttf sazanami-gothic.ttf]&lt;br /&gt;
&lt;br /&gt;
If you have futher questions have a look at [[WesnothAsianLanguages|this]] page.&lt;br /&gt;
&lt;br /&gt;
== Other Questions You Have ==&lt;br /&gt;
&lt;br /&gt;
The best way to get answers to less-frequently asked questions is by visiting the [http://www.wesnoth.org/forum BFW forum].  There are plenty of people willing to help.  Make sure you read ALL of the forum sticky notes and announcements before posting.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10530</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10530"/>
		<updated>2006-07-08T07:47:33Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The Rise of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
* Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&lt;br /&gt;
* Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&lt;br /&gt;
* Blackwater Port, line 179: &amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&lt;br /&gt;
* Swamp Of Dread, line 249: &amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
* Home of the North Elves, line 24: &amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&amp;lt;br&amp;gt;&lt;br /&gt;
* Elven Council, line 110: &amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
* Plunging Into the Darkness, line 596: &amp;quot;if you most go on with this mad scheme&amp;quot;, most -&amp;gt; must.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
Rise of Wesnoth, line 430: &amp;quot;All life is finite,&amp;quot; should have a semi-colon to avoid a run-on sentence&amp;lt;br&amp;gt;&lt;br /&gt;
The Ka'lain, line 305: &amp;quot;you place&amp;quot; -&amp;gt; &amp;quot;your place&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
02 Across the Harsh Sands, line 1416 col 29: &amp;quot;Ogre Ambush&amp;quot;. &amp;quot;ambush&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
02 Across the Harsh Sands, line 1424 col 21: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;meat&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
04 Descending Into Darkness, line 1318 col 34: &amp;quot;squirling&amp;quot;. Should be &amp;quot;squirreling&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2251 col 29: &amp;quot;Burn, Burn and Die&amp;quot;. Wrongly capitalised: should be &amp;quot;Burn, burn and die&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2436 col 45: &amp;quot;Help Me&amp;quot;. Should be &amp;quot;Help me&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2452 col 56 and line 2545 col 52: &amp;quot;Fall Back&amp;quot;. Should be &amp;quot;Fall back&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3131 col 40: &amp;quot;I thought that what&amp;quot;. Should be &amp;quot;I thought that was what&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3136 col 320: &amp;quot;trolls secret weapon&amp;quot;. &amp;quot;trolls&amp;quot; should be &amp;quot;trolls'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3227 col 47: &amp;quot;was was&amp;quot;. Should be only one &amp;quot;was&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.1 Hunting Trolls, line 781 col 140: &amp;quot;I will once you finish&amp;quot;. Should be &amp;quot;I will return once you finish&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1325 col 103 and line 1334 col 103: &amp;quot;the maybe&amp;quot;. &amp;quot;the&amp;quot; should be &amp;quot;then&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1529 col 13: &amp;quot;Good Riddance&amp;quot;. Should be &amp;quot;Good riddance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 2103 col 94: &amp;quot;shant&amp;quot;. Should be &amp;quot;shan't&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 604 col 103: &amp;quot;thorne&amp;quot;. Should be &amp;quot;thorn&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 647 col 121: &amp;quot;cowards's&amp;quot;. Should be &amp;quot;coward's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.2 Talking with Trolls, line 646 col 135: &amp;quot;greatful&amp;quot;. Should be &amp;quot;grateful&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 101: &amp;quot;damned the river&amp;quot;. &amp;quot;damned&amp;quot; should be &amp;quot;dammed&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 143: &amp;quot;drown its dark waters&amp;quot;. Should be &amp;quot;drown in its dark waters&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2105 col 132: &amp;quot;in from of&amp;quot;. Should be &amp;quot;in front of&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2484 col 31: &amp;quot;The user feel much better&amp;quot;. &amp;quot;feel&amp;quot; should be &amp;quot;feels&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2810 col 240: &amp;quot;getting it the easy treatment&amp;quot;. Delete &amp;quot;it&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3331 col 37: &amp;quot;Follow Us&amp;quot;. Should be &amp;quot;Follow us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3358 col 50: &amp;quot;it make my skin crawl&amp;quot;. &amp;quot;make&amp;quot; should be &amp;quot;makes&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 345 col 175: &amp;quot;where Esanoo has come from&amp;quot;. &amp;quot;has&amp;quot; should be &amp;quot;had&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1127 col 95: &amp;quot;seeked&amp;quot;. Should be &amp;quot;sought&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1487 col 95: &amp;quot;veneance&amp;quot;. Should be &amp;quot;vengeance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1779 col 71, line 1904 col 71, line 2034 col 71 and line 2159 col 71: &amp;quot;We've never seem him&amp;quot;. &amp;quot;seem&amp;quot; should be &amp;quot;seen&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 3354 col 22: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;Should be &amp;quot;Fresh meat&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/Cave_spider2.cfg, line 24 col 30: &amp;quot;Cave Spiders are roam&amp;quot;. Delete &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Crab_Man.cfg, line 23 col 98: &amp;quot;the more twisted monsters every recorded&amp;quot;. &amp;quot;more&amp;quot; should be &amp;quot;most&amp;quot;, and &amp;quot;every&amp;quot; should be &amp;quot;ever&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dark_Assassin1.cfg, line 33 col 74; units/Dark_Assassin2.cfg,line 33 col 74; and units/Dark_Assassin3.cfg, line 36 col 74: &amp;quot;a moments notice&amp;quot;. &amp;quot;moments&amp;quot; should be &amp;quot;moment's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Desert_Avenger.cfg, line 52 col 209; and units/Desert_Ranger.cfg, line 51 col 238: &amp;quot;backstabing&amp;quot;. Should be &amp;quot;backstabbing&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 30: &amp;quot;Dwarvish Pathfinders and faster&amp;quot;. &amp;quot;and&amp;quot; should be &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 135: &amp;quot;The often race&amp;quot;. &amp;quot;The&amp;quot; should be &amp;quot;They&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Kaleh_Fighter.cfg, line 46 col 88: &amp;quot;Wesnoth&amp;quot;. Should be &amp;quot;Quenoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10529</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10529"/>
		<updated>2006-07-08T07:36:13Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The Rise of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
* Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&lt;br /&gt;
* Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&lt;br /&gt;
* Blackwater Port, line 179: &amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&lt;br /&gt;
* Swamp Of Dread, line 249: &amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
* Home of the North Elves, line 24: &amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&amp;lt;br&amp;gt;&lt;br /&gt;
* Elven Council, line 110: &amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
* Plunging Into the Darkness, line 596: &amp;quot;if you most go on with this mad scheme&amp;quot;, most -&amp;gt; must.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
Rise of Wesnoth, line 430:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;All life is finite,&amp;quot; should have a semi-colon to avoid a run-on sentence&amp;lt;br&amp;gt;&lt;br /&gt;
The Ka'lain, line 305&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;quot;you place&amp;quot; -&amp;gt; &amp;quot;your place&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
02 Across the Harsh Sands, line 1416 col 29: &amp;quot;Ogre Ambush&amp;quot;. &amp;quot;ambush&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
02 Across the Harsh Sands, line 1424 col 21: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;meat&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
04 Descending Into Darkness, line 1318 col 34: &amp;quot;squirling&amp;quot;. Should be &amp;quot;squirreling&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2251 col 29: &amp;quot;Burn, Burn and Die&amp;quot;. Wrongly capitalised: should be &amp;quot;Burn, burn and die&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2436 col 45: &amp;quot;Help Me&amp;quot;. Should be &amp;quot;Help me&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2452 col 56 and line 2545 col 52: &amp;quot;Fall Back&amp;quot;. Should be &amp;quot;Fall back&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3131 col 40: &amp;quot;I thought that what&amp;quot;. Should be &amp;quot;I thought that was what&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3136 col 320: &amp;quot;trolls secret weapon&amp;quot;. &amp;quot;trolls&amp;quot; should be &amp;quot;trolls'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3227 col 47: &amp;quot;was was&amp;quot;. Should be only one &amp;quot;was&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.1 Hunting Trolls, line 781 col 140: &amp;quot;I will once you finish&amp;quot;. Should be &amp;quot;I will return once you finish&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1325 col 103 and line 1334 col 103: &amp;quot;the maybe&amp;quot;. &amp;quot;the&amp;quot; should be &amp;quot;then&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1529 col 13: &amp;quot;Good Riddance&amp;quot;. Should be &amp;quot;Good riddance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 2103 col 94: &amp;quot;shant&amp;quot;. Should be &amp;quot;shan't&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 604 col 103: &amp;quot;thorne&amp;quot;. Should be &amp;quot;thorn&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 647 col 121: &amp;quot;cowards's&amp;quot;. Should be &amp;quot;coward's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.2 Talking with Trolls, line 646 col 135: &amp;quot;greatful&amp;quot;. Should be &amp;quot;grateful&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 101: &amp;quot;damned the river&amp;quot;. &amp;quot;damned&amp;quot; should be &amp;quot;dammed&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 143: &amp;quot;drown its dark waters&amp;quot;. Should be &amp;quot;drown in its dark waters&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2105 col 132: &amp;quot;in from of&amp;quot;. Should be &amp;quot;in front of&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2484 col 31: &amp;quot;The user feel much better&amp;quot;. &amp;quot;feel&amp;quot; should be &amp;quot;feels&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2810 col 240: &amp;quot;getting it the easy treatment&amp;quot;. Delete &amp;quot;it&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3331 col 37: &amp;quot;Follow Us&amp;quot;. Should be &amp;quot;Follow us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3358 col 50: &amp;quot;it make my skin crawl&amp;quot;. &amp;quot;make&amp;quot; should be &amp;quot;makes&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 345 col 175: &amp;quot;where Esanoo has come from&amp;quot;. &amp;quot;has&amp;quot; should be &amp;quot;had&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1127 col 95: &amp;quot;seeked&amp;quot;. Should be &amp;quot;sought&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1487 col 95: &amp;quot;veneance&amp;quot;. Should be &amp;quot;vengeance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1779 col 71, line 1904 col 71, line 2034 col 71 and line 2159 col 71: &amp;quot;We've never seem him&amp;quot;. &amp;quot;seem&amp;quot; should be &amp;quot;seen&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 3354 col 22: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;Should be &amp;quot;Fresh meat&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/Cave_spider2.cfg, line 24 col 30: &amp;quot;Cave Spiders are roam&amp;quot;. Delete &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Crab_Man.cfg, line 23 col 98: &amp;quot;the more twisted monsters every recorded&amp;quot;. &amp;quot;more&amp;quot; should be &amp;quot;most&amp;quot;, and &amp;quot;every&amp;quot; should be &amp;quot;ever&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dark_Assassin1.cfg, line 33 col 74; units/Dark_Assassin2.cfg,line 33 col 74; and units/Dark_Assassin3.cfg, line 36 col 74: &amp;quot;a moments notice&amp;quot;. &amp;quot;moments&amp;quot; should be &amp;quot;moment's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Desert_Avenger.cfg, line 52 col 209; and units/Desert_Ranger.cfg, line 51 col 238: &amp;quot;backstabing&amp;quot;. Should be &amp;quot;backstabbing&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 30: &amp;quot;Dwarvish Pathfinders and faster&amp;quot;. &amp;quot;and&amp;quot; should be &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 135: &amp;quot;The often race&amp;quot;. &amp;quot;The&amp;quot; should be &amp;quot;They&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Kaleh_Fighter.cfg, line 46 col 88: &amp;quot;Wesnoth&amp;quot;. Should be &amp;quot;Quenoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10528</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10528"/>
		<updated>2006-07-08T07:20:34Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The Rise of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
* Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&lt;br /&gt;
* Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&lt;br /&gt;
* Blackwater Port, line 179: &amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&lt;br /&gt;
* Swamp Of Dread, line 249: &amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
* Home of the North Elves, line 24: &amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&amp;lt;br&amp;gt;&lt;br /&gt;
* Elven Council, line 110: &amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
* Plunging Into the Darkness, line 596: &amp;quot;if you most go on with this mad scheme&amp;quot;, most -&amp;gt; must.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
Rise of Wesnoth, line 430:&lt;br /&gt;
&amp;quot;All life is finite,&amp;quot; should have a semi-colon to avoid a run-on sentence&lt;br /&gt;
The Ka'lain, line 305&lt;br /&gt;
&amp;quot;you place&amp;quot; -&amp;gt; &amp;quot;your place&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
02 Across the Harsh Sands, line 1416 col 29: &amp;quot;Ogre Ambush&amp;quot;. &amp;quot;ambush&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
02 Across the Harsh Sands, line 1424 col 21: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;meat&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
04 Descending Into Darkness, line 1318 col 34: &amp;quot;squirling&amp;quot;. Should be &amp;quot;squirreling&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2251 col 29: &amp;quot;Burn, Burn and Die&amp;quot;. Wrongly capitalised: should be &amp;quot;Burn, burn and die&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2436 col 45: &amp;quot;Help Me&amp;quot;. Should be &amp;quot;Help me&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2452 col 56 and line 2545 col 52: &amp;quot;Fall Back&amp;quot;. Should be &amp;quot;Fall back&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3131 col 40: &amp;quot;I thought that what&amp;quot;. Should be &amp;quot;I thought that was what&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3136 col 320: &amp;quot;trolls secret weapon&amp;quot;. &amp;quot;trolls&amp;quot; should be &amp;quot;trolls'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3227 col 47: &amp;quot;was was&amp;quot;. Should be only one &amp;quot;was&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.1 Hunting Trolls, line 781 col 140: &amp;quot;I will once you finish&amp;quot;. Should be &amp;quot;I will return once you finish&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1325 col 103 and line 1334 col 103: &amp;quot;the maybe&amp;quot;. &amp;quot;the&amp;quot; should be &amp;quot;then&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1529 col 13: &amp;quot;Good Riddance&amp;quot;. Should be &amp;quot;Good riddance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 2103 col 94: &amp;quot;shant&amp;quot;. Should be &amp;quot;shan't&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 604 col 103: &amp;quot;thorne&amp;quot;. Should be &amp;quot;thorn&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 647 col 121: &amp;quot;cowards's&amp;quot;. Should be &amp;quot;coward's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.2 Talking with Trolls, line 646 col 135: &amp;quot;greatful&amp;quot;. Should be &amp;quot;grateful&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 101: &amp;quot;damned the river&amp;quot;. &amp;quot;damned&amp;quot; should be &amp;quot;dammed&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 143: &amp;quot;drown its dark waters&amp;quot;. Should be &amp;quot;drown in its dark waters&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2105 col 132: &amp;quot;in from of&amp;quot;. Should be &amp;quot;in front of&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2484 col 31: &amp;quot;The user feel much better&amp;quot;. &amp;quot;feel&amp;quot; should be &amp;quot;feels&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2810 col 240: &amp;quot;getting it the easy treatment&amp;quot;. Delete &amp;quot;it&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3331 col 37: &amp;quot;Follow Us&amp;quot;. Should be &amp;quot;Follow us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3358 col 50: &amp;quot;it make my skin crawl&amp;quot;. &amp;quot;make&amp;quot; should be &amp;quot;makes&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 345 col 175: &amp;quot;where Esanoo has come from&amp;quot;. &amp;quot;has&amp;quot; should be &amp;quot;had&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1127 col 95: &amp;quot;seeked&amp;quot;. Should be &amp;quot;sought&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1487 col 95: &amp;quot;veneance&amp;quot;. Should be &amp;quot;vengeance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1779 col 71, line 1904 col 71, line 2034 col 71 and line 2159 col 71: &amp;quot;We've never seem him&amp;quot;. &amp;quot;seem&amp;quot; should be &amp;quot;seen&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 3354 col 22: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;Should be &amp;quot;Fresh meat&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/Cave_spider2.cfg, line 24 col 30: &amp;quot;Cave Spiders are roam&amp;quot;. Delete &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Crab_Man.cfg, line 23 col 98: &amp;quot;the more twisted monsters every recorded&amp;quot;. &amp;quot;more&amp;quot; should be &amp;quot;most&amp;quot;, and &amp;quot;every&amp;quot; should be &amp;quot;ever&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dark_Assassin1.cfg, line 33 col 74; units/Dark_Assassin2.cfg,line 33 col 74; and units/Dark_Assassin3.cfg, line 36 col 74: &amp;quot;a moments notice&amp;quot;. &amp;quot;moments&amp;quot; should be &amp;quot;moment's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Desert_Avenger.cfg, line 52 col 209; and units/Desert_Ranger.cfg, line 51 col 238: &amp;quot;backstabing&amp;quot;. Should be &amp;quot;backstabbing&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 30: &amp;quot;Dwarvish Pathfinders and faster&amp;quot;. &amp;quot;and&amp;quot; should be &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 135: &amp;quot;The often race&amp;quot;. &amp;quot;The&amp;quot; should be &amp;quot;They&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Kaleh_Fighter.cfg, line 46 col 88: &amp;quot;Wesnoth&amp;quot;. Should be &amp;quot;Quenoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=10485</id>
		<title>ScenarioWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ScenarioWML&amp;diff=10485"/>
		<updated>2006-07-06T19:57:12Z</updated>

		<summary type="html">&lt;p&gt;Scott: Reverted edit of Viliam, changed back to last version by Placid&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the toplevel tags [multiplayer], [test], [tutorial], [scenario] ==&lt;br /&gt;
&lt;br /&gt;
The top level tags '''[multiplayer]''', '''[test]''', '''[tutorial]''' and '''[scenario]''' are all formatted the same way.&lt;br /&gt;
The difference between these tags is the way that the scenarios they describe are accessed.&lt;br /&gt;
&lt;br /&gt;
The keys ''id'' and ''next_scenario'' affect how scenarios can be accessed.&lt;br /&gt;
Whenever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played.&lt;br /&gt;
Units from the first scenario will be available for recall in the second.&lt;br /&gt;
&lt;br /&gt;
Some scenarios can be played without playing other scenarios first&lt;br /&gt;
(in this case there is nothing on the recall list).&lt;br /&gt;
These scenarios are called ''initial scenario''s.&lt;br /&gt;
&lt;br /&gt;
A list of initial scenarios, and how to access them:&lt;br /&gt;
&lt;br /&gt;
* All '''[multiplayer]''' scenarios are initial scenarios listed in the multiplayer scenario selector screen (accessed by the &amp;quot;multiplayer&amp;quot; button).&lt;br /&gt;
&lt;br /&gt;
* The '''[test]''' scenario with the attribute '''id=test''' is an initial scenario. This test scenario can be accessed by running the game in test mode. (note: this is NOT the same as debug mode. It can be accessed using -t or --test) You can speed up scenario development a lot by this when used in a clever way: Move a scenario into ~campaigns (so that it will be read even without its campaign being loaded), change it to a [test] scenario, and change the ID to 'test'. Then run Wesnoth in test mode. This saves about a minute for each time you want to test changes to your scenario. However it should not be used for balancing as there will be no recallable units...&lt;br /&gt;
&lt;br /&gt;
* The '''[tutorial]''' scenario with the attribute '''id=tutorial''' is an initial scenario. The tutorial is accessed by clicking on the &amp;quot;tutorial&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
* Any '''[scenario]''' scenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]]) is an initial scenario accessed by selecting that campaign after clicking on the &amp;quot;campaign&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
== The [scenario] tag ==&lt;br /&gt;
&lt;br /&gt;
The following keys and tags are recognized in '''[scenario]''' tags:&lt;br /&gt;
&lt;br /&gt;
* ''id'' A unique identifier for this scenario.&lt;br /&gt;
&lt;br /&gt;
* ''next_scenario'' The id of the scenario to load when the current one is won. This can be changed dynamically, to build non-linear campaigns.&lt;br /&gt;
&lt;br /&gt;
* ''description'' (translatable) only for multiplayer maps. Will show up as a tooltip when mousing over the minimap in the multiplayer setup screen. Only in &amp;gt;0.8.5&lt;br /&gt;
&lt;br /&gt;
* ''name'' (translatable) is shown in several places in the level, including the intro screen. It is also the default name for saves on the level.&lt;br /&gt;
&lt;br /&gt;
* ''map_data'' inputs valid Wesnoth map data. See [[BuildingMaps]] for a description of the Wesnoth map syntax.&lt;br /&gt;
&lt;br /&gt;
* ''turns'' sets an event on turn ''turns'' causing the player to lose. See also [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''turn_at'' the turn to start on (default=1)&lt;br /&gt;
&lt;br /&gt;
* ''music'' the music file relative to ''./music/'' to play during the scenario&lt;br /&gt;
&lt;br /&gt;
* '''[music]''' {{DevFeature}} specifies the music tracks to play during this scenario, see [[MusicListWML]].  This was introduced after 1.1, obsoleting the old ''music'' key, which specifies the music to play relative to the '&amp;quot;music/'&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
* ''theme'' the UI theme that should be used when playing this scenario. See [[Using_custom_themes_in_campaigns]]&lt;br /&gt;
&lt;br /&gt;
* ''objectives'' (translatable) the text displayed in the Scenario Objectives box in-game. Now obsolete; see '''[objectives]''', [[InterfaceActionsWML]].&lt;br /&gt;
&lt;br /&gt;
* ''victory_when_enemies_defeated'' when this is set to 'yes'(default), the player wins once all non-allied units with '''canrecruit=1''' (aka leaders) are killed. (Currently this only controls the win condition for when all enemies are defeated; it does not prevent the player from losing if he has no leader.)&lt;br /&gt;
&lt;br /&gt;
* ''disallow_recall'' when this is set to 'no'(default), the player is allowed to recall units from previous scenarios.&lt;br /&gt;
&lt;br /&gt;
* ''experience_modifier'' the percentage that required XP to level up (for all units in the scenario) is multiplied by. Default 100. Note that when used in a campaign, weird things (like units being above the required XP to level up) can happen if this value is different for different scenarios.&lt;br /&gt;
&lt;br /&gt;
* '''[story]''' describes the intro screen. See [[IntroWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[label]''' sets a label&lt;br /&gt;
** ''x'', ''y'' location to set label&lt;br /&gt;
** ''text'' the label&lt;br /&gt;
&lt;br /&gt;
* '''[time]''', '''[illuminated_time]''' how a day should progress. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[time_area]''' how a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] and [illuminated_time] tags in the [scenario] tag&lt;br /&gt;
** standard location filter&lt;br /&gt;
** '''[time]''', '''[illuminated_time]''' how a day should progress in those locations. See [[TimeWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[side]''' describes one player. See [[SideWML]]&lt;br /&gt;
&lt;br /&gt;
* '''[event]''' describes an event that may be triggered at a certain point of the scenario. See [[EventWML]]&lt;br /&gt;
&lt;br /&gt;
* ''map_generation'' another way to generate a map. The map will be generated randomly&lt;br /&gt;
** &amp;quot;default&amp;quot; the default random map generator&lt;br /&gt;
&lt;br /&gt;
* '''[generator]''' if this is present, the map and scenario will be generated randomly. See [[MapGeneratorWML]]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10484</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10484"/>
		<updated>2006-07-06T19:55:28Z</updated>

		<summary type="html">&lt;p&gt;Scott: this is a reference, not a tutorial.  Add to the campaign tutorial and link to it from here.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
Dacyn and/or Invisible Philosopher -- please be careful&lt;br /&gt;
you don't reduce the signal-to-noise ratio on the WML pages&lt;br /&gt;
when editing!  Eg. knowing that a tag is translatable is _important_&lt;br /&gt;
for the 29 translations we have in progress. -- ott&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This tag describes a campaign, and is used for the &amp;quot;Campaign&amp;quot; menu&lt;br /&gt;
in the title screen.&lt;br /&gt;
&lt;br /&gt;
The '''[campaign]''' tag has the following attibutes:&lt;br /&gt;
* ''icon'' the image displayed in the campaign selection menu&lt;br /&gt;
* ''name'' (translatable) name displayed in the campaign selection menu&lt;br /&gt;
* ''image'' the image shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* ''description'' (translatable) text shown in the information pane when this campaign is selected in the campaign selection menu&lt;br /&gt;
* ''define''='''''CAMPAIGN_SYMBOL''''' when this campaign is started, the preprocessor symbol '''''CAMPAIGN_SYMBOL''''' will be defined. See '''#ifdef''' in [[PreprocessorRef]] for how this can be used to isolate parts of the campaign file from other campaigns. Only the tags '''[campaign]''' and '''[binary_path]''' (see [[BinaryPathWML]]) should go outside of '''#ifdef ''CAMPAIGN_SYMBOL'''''.&lt;br /&gt;
* ''difficulties'' a comma(''',''') separated list of preprocessor symbols, exactly one of which will be stored depending on the difficulty setting chosen when the campaign is started. The symbols '''EASY''', '''NORMAL''', and '''HARD''' are usually used, and there are several macros in utils.cfg (see [[UtilWML]]) which check for these values to set WML keys to different values depending on difficulty.  If you use different difficulty symbols, you may need to define your own versions of these macros.&lt;br /&gt;
* ''difficulty_descriptions'' the menu of difficulties; this is a list of descriptions (see [[DescriptionWML]]) that correspond to different difficulty levels. Since each description is a menu option for a difficulty level, this must provide the same number of descriptions as there are levels in the ''difficulties'' list.&lt;br /&gt;
* ''first_scenario'' the ID of the first scenario in the campaign; see ''id'' in [[ScenarioWML]]&lt;br /&gt;
* ''rank'' a number that determines the order of campaigns in the campaign selection menu.  Lower ''rank'' campaigns appear earlier, with unranked campaigns at the end. Currently the mainline campaigns use multiples of 10 from 10 to 50; if you specify this, it should not be less than 51.&lt;br /&gt;
* '''[about]''' {{DevFeature}} inserts your own credits into the game's list of credits. The campaign's name automatically is inserted at the top of the rolling credits followed by title/text key pairs.  There can be any number of '''[about]''' tags inside a '''[campaign]''' tag. The '''[about]''' tag has the following keys:&lt;br /&gt;
** ''title'' (translatable) large text used to start a new subsection (writers, artists, units, balancing) in the rolling credits&lt;br /&gt;
** ''text'' (translatable, but you probably won't want to make it such) smaller text intended for the names of developers&lt;br /&gt;
&lt;br /&gt;
The following keys of '''[campaign]''' are obsolete and have no effect:&lt;br /&gt;
* ''id'' the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10483</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10483"/>
		<updated>2006-07-06T19:49:14Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The [campaign] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Each campaign consists of several scenarios.&lt;br /&gt;
Those scenarios are described in their [[ScenarioWML|[scenario]]] tags.&lt;br /&gt;
Then, there is usually one campaign file containing information related to the whole campaign.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Btextdomain.5D_tag|[textdomain]]] tag specifies where to find translations of campaign texts.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bbinary_data.5D_tag|[binary_data]]] tag specifies where to find campaign specific images, music and sounds; if there are any.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bcampaign.5D_tag|[campaign]]] tag contains general campaign information, that is for example:&lt;br /&gt;
&lt;br /&gt;
* how campaign appears in the game campaign menu&lt;br /&gt;
* electable difficulties&lt;br /&gt;
* first scenario&lt;br /&gt;
* campaign specific credits&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Babout.5D_tag|[about]]] tag in [campaign] tag is one section of campaign-specific credits.&lt;br /&gt;
&lt;br /&gt;
== The [textdomain] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''name'' -- symbol of text domain&lt;br /&gt;
* ''path'' -- directory containing dictionaries&lt;br /&gt;
&lt;br /&gt;
=== Text domains ===&lt;br /&gt;
&lt;br /&gt;
All texts in game are written in English.&lt;br /&gt;
For displaying texts in other languages there are dictionary files: English to another language.&lt;br /&gt;
(Dictionary source files have extension &amp;quot;po&amp;quot;, compiled dictionaries have extension &amp;quot;mo&amp;quot;.)&lt;br /&gt;
To make translating and translation maintenance easier, all texts in the game are divided to groups called text domains.&lt;br /&gt;
There is one dictionary per text domain per language.&lt;br /&gt;
Each campaign is a separate text domain; that is each campaign has its translations in its own files, one per language.&lt;br /&gt;
&lt;br /&gt;
The ''name'' attribute specifies the name of dictionary files.&lt;br /&gt;
It should begin by &amp;quot;wesnoth-&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if the name of campaign is &amp;quot;My Campaign&amp;quot;, the text domain name is &amp;quot;wesnoth-My_Campaign&amp;quot;.&lt;br /&gt;
When a WML tag includes preprocessor instruction &amp;quot;#textdomain wesnoth-My_Campaign&amp;quot;, it means that all translated texts in this tag (and its subtags) should be found a dictionary file &amp;quot;wesnoth-My_Campaign.mo&amp;quot;.&lt;br /&gt;
(All [campaign] and [scenario] tags should specify their text domain.)&lt;br /&gt;
&lt;br /&gt;
The ''path'' attribute specifies a directory that contains dictionary files.&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [textdomain] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
&lt;br /&gt;
All [campaign] and [scenario] tags in this campaign should start like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
When the game is played in English language, all translatable texts (those preceded by &amp;quot;_&amp;quot; mark) are displayed directly.&lt;br /&gt;
When the game is played in any other language, program will try to translate the texts by dictionary whose location is determined by:&lt;br /&gt;
* the ''path'' attribute of the current text domain&lt;br /&gt;
* the language code of the current language (usually in form &amp;quot;xx&amp;quot; or &amp;quot;xx_XX&amp;quot;)&lt;br /&gt;
* the ''name'' attribute of the current text domain&lt;br /&gt;
&lt;br /&gt;
For example, if the current language is Esperanto (language code: &amp;quot;eo&amp;quot;), the dictionary will be: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\translations\eo\LC_MESSAGES\wesnoth-My_Campaign.mo&lt;br /&gt;
&lt;br /&gt;
== The [binary_path] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attribute:&lt;br /&gt;
&lt;br /&gt;
* ''path'' -- directory containg campaign-specific binary data&lt;br /&gt;
&lt;br /&gt;
=== Binary files locations ===&lt;br /&gt;
&lt;br /&gt;
Program looks for binary files (images, music, sounds) in the subdirectories of &amp;quot;$data&amp;quot; directory, that is:&lt;br /&gt;
* images in &amp;quot;$data/images/&amp;quot;&lt;br /&gt;
* music in &amp;quot;$data/music/&amp;quot;&lt;br /&gt;
* sounds in &amp;quot;$data/sounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because user-contributed files are in different place, this tag makes program find binary files also in subdirectories of directory specified in ''path'' attribute.&lt;br /&gt;
(It means that images should not be in the &amp;quot;''path''&amp;quot; directory, but in &amp;quot;''path''/images/&amp;quot; directory; music in &amp;quot;''path''/music/&amp;quot; directory; sounds in &amp;quot;''path''/sounds/&amp;quot; directory.)&lt;br /&gt;
The directory must include the final slash (&amp;quot;/&amp;quot;) symbol.&lt;br /&gt;
&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [binary_path] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
Now when program looks for an image called &amp;quot;example.png&amp;quot;, it will try to find the image in the following locations: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\images\example.png&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\images\example.png&lt;br /&gt;
&lt;br /&gt;
=== Binary file conflicts ===&lt;br /&gt;
&lt;br /&gt;
As a matter of custom, user campaigns should avoid conflicts with other image and sound files.  If a user image has the same name as another file somewhere, unpredictable results will occur in that one of the files will be used in place of the other.&lt;br /&gt;
&lt;br /&gt;
There are two ways to avoid this: unique filenames and isolation using #ifdef.&lt;br /&gt;
&lt;br /&gt;
# The first way is to give user campaign images, sounds, and music unique filename prefixes.  For example, a opening story logo called ''main.jpg'' could exist in several campaigns.  Give it a prefix like this: ''mycampaign_main.jpg'' where mycampaign is your campaign's name.&lt;br /&gt;
# The second way is to place the [binary_path] statement inside your campaign #ifdef.  The statements inside #ifdef are only loaded if someone plays your campaign.  This is the best way to do it.  The custom images and sounds you use in your campaign will not be exposed to the game until you select the campaign from the menu.&lt;br /&gt;
&lt;br /&gt;
If there are some images you want exposed to the game, use a 2nd [binary_path] tag.  This way you will have one public binary path and one private binary path.  Since there are probably only one or two images you want to be publicly visible (like the campaign menu icon and menu image), it is much easier to place unique prefixes on these public image files.&lt;br /&gt;
&lt;br /&gt;
Make the second [binary_path] statement outside of the #ifdef that points to another subdirectory of your campaign such as ''./external_binary_data/''.  In that directory you would need to make ''images'', ''sounds'', and ''music'' subdirectories.  See the full example below.&lt;br /&gt;
&lt;br /&gt;
== The [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Campaign menu attributes:&lt;br /&gt;
&lt;br /&gt;
* ''rank'' -- order of campaign in the campaign selection menu (ranks 1-60 are reserved for mainline campaigns)&lt;br /&gt;
* ''icon'' -- small campaign image in the campaign selection menu&lt;br /&gt;
* ''name'' -- (translatable) campaign name in the campaign selection menu&lt;br /&gt;
* ''description'' -- (translatable) campaign description in the information pane of the campaign selection menu&lt;br /&gt;
* ''image'' -- larger campaign image in the information pane of the campaign selection menu&lt;br /&gt;
&lt;br /&gt;
Difficulty attributes:&lt;br /&gt;
&lt;br /&gt;
* ''difficulties'' -- comma-separated list of preprocessor symbols for difficulties&lt;br /&gt;
* ''difficulty_descriptions'' -- (partially translatable) menu of difficulties&lt;br /&gt;
&lt;br /&gt;
Preprocessor attribute:&lt;br /&gt;
&lt;br /&gt;
* ''define'' -- preprocessor symbol for campaign&lt;br /&gt;
&lt;br /&gt;
First scenario attribute:&lt;br /&gt;
&lt;br /&gt;
* ''first_scenario'' -- the ID of the first scenario in the campaign&lt;br /&gt;
&lt;br /&gt;
Campaign credits subtag:&lt;br /&gt;
&lt;br /&gt;
* [[#The_.5Babout.5D_tag|[about]]] -- credits for campaign {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Obsolete attributes: (do not use them)&lt;br /&gt;
&lt;br /&gt;
* ''id'' -- the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
=== Campaign selection menu ===&lt;br /&gt;
&lt;br /&gt;
Campaign selection menu displays a list of mainline and user-contributed campaigns.&lt;br /&gt;
Campaigns are ordered by their ''rank'' attribute (lower to higher, unranked in the end).&lt;br /&gt;
Mainline campaigns use multiples of 10 from 10 to 50.&lt;br /&gt;
Your campaign's rank should be at least 51; but you do not have to specify it.&lt;br /&gt;
&lt;br /&gt;
In the left part of dialog the ''icon'' and ''name'' of campaign are displayed.&lt;br /&gt;
When user selects a campaign, the ''description'' and ''image'' are displayed in the right part.&lt;br /&gt;
For example if [campaign] tag looks like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then the campaign selection menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
 | Select a campaign:           |                     |&lt;br /&gt;
 | [.....] Heir to the Throne   | Hero goes somewhere |&lt;br /&gt;
 | [.....] Son of the Black Eye | and does something. |&lt;br /&gt;
 | [.....] Eastern Invasion     |     [ large ]       |&lt;br /&gt;
 | [.....] The Rise of Wesnoth  |     [  .png ]       |&lt;br /&gt;
 | [small] My Campaign          |                [OK] |&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
&lt;br /&gt;
=== Difficulty menu ===&lt;br /&gt;
&lt;br /&gt;
From campaign author's view, &amp;quot;difficulty&amp;quot; is a preprocessor symbol, which can be used in scenario script to make gameplay easier or harder.&lt;br /&gt;
This is typically done by making difficulty-dependent turn limits, starting gold for enemies, recruiting lists for enemies, AI commands,... but it can be anything.&lt;br /&gt;
Exactly one of difficulty symbols is defined during campaign.&lt;br /&gt;
&lt;br /&gt;
Using difficulties in campaign in optional.&lt;br /&gt;
It is recommend to use standard symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, because a few standard macros use them (file &amp;quot;utils.cfg&amp;quot;; see [[UtilWML]]).&lt;br /&gt;
The ''difficulties'' attribute is a comma-separated list of preprocessor symbols to be defined.&lt;br /&gt;
These symbols are used internally, and are never displayed to player.&lt;br /&gt;
(It means that campaign author can use the symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, even if the selection box displays different names, e.g. &amp;quot;Hard&amp;quot;, &amp;quot;Very hard&amp;quot;, &amp;quot;Nightmare&amp;quot;.)&lt;br /&gt;
The ''difficulty_descriptions'' is a formatted string that is best created using macros &amp;quot;MENU_IMG_TXT&amp;quot; and &amp;quot;MENU_IMG_TXT2&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
The semicolon &amp;quot;;&amp;quot; separates items in menu, and the asterisk &amp;quot;*&amp;quot; specifies the default value (see [[DescriptionWML]]).&lt;br /&gt;
Number of rows in ''difficulty_descriptions'' must be the same as number of symbols in ''difficulties''.&lt;br /&gt;
The difficulty menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
 | Choose a difficulty:          |&lt;br /&gt;
 | [fighter.] Fighter  (easiest) |&lt;br /&gt;
 | [hero.png] Hero               |&lt;br /&gt;
 | [champion] Champion (hardest) |&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
&lt;br /&gt;
=== Campaign symbol ===&lt;br /&gt;
&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, to make program run efficiently (load data faster and use less memory).&lt;br /&gt;
This symbol is used to include campaign-specific WML files, that is scenario files and campaign-specific macros.&lt;br /&gt;
If you do not care about technical details, skip the following paragraph.&lt;br /&gt;
&lt;br /&gt;
WML files include each other; starting with &amp;quot;$data/game.cfg&amp;quot; which includes some files that also include some files... and so on, up to all the units, campaigns, etc.&lt;br /&gt;
There are hundreds of WML files which must be read and parsed; they consume a lot of memory and make program start slowly.&lt;br /&gt;
To reduce this amount, scenario files are ''not'' loaded at the start of program; their inclusion is prevented by &amp;quot;#ifdef&amp;quot; preprocessor commands (see [[PreprocessorRef]]).&lt;br /&gt;
When starting a campaign (or loading a saved game from campaign), the campaign-specific preprocessor symbol is defined, and WML files are reloaded... now including also scenario files from the current campaign (but not from other campaigns).&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, and conditionally include its campaign-specific files, to support this process.&lt;br /&gt;
Without it, the campaign would work anyway, but its files would consume memory also when not necessary, e.g. when playing some other campaign.&lt;br /&gt;
&lt;br /&gt;
The ''define'' attribute must contain a unique preprocessor symbol.&lt;br /&gt;
It should start with &amp;quot;CAMPAIGN_&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if your campaign is called &amp;quot;My Campaign&amp;quot;, you should write:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then, you have to use this symbol at the end of campaign WML file (after the end of [campaign] tag) to include campaign-specific files (e.g. scenarios) like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Only the tags [binary_path] and [campaign] should go outside the &amp;quot;#ifdef&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
=== Selecting first scenario ===&lt;br /&gt;
&lt;br /&gt;
Attribute ''first_scenario'' specifies which scenario should be started first.&lt;br /&gt;
Its value must be the same as the value of &amp;quot;id&amp;quot; attribute of the [[ScenarioWML|[scenario]]] tag for given scenario.&lt;br /&gt;
For example your campaign can contain:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
And the corresponding scenario would contain:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
   id=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Please note that the &amp;quot;id&amp;quot; attribute of the [scenario] tag does not have to be the same as the name of scenario file.&lt;br /&gt;
Attribute ''first_scenario'' refers to the &amp;quot;id&amp;quot; attribute of the [scenario] tag, ''not'' to the filename.&lt;br /&gt;
(However, you should include all scenario files in your campaign file; read the previous section.)&lt;br /&gt;
&lt;br /&gt;
All scenarios must have unique IDs.&lt;br /&gt;
(That is: unique in scope of their campaign.&lt;br /&gt;
Because scenarios from different campaigns are never loaded together in memory.)&lt;br /&gt;
&lt;br /&gt;
Campaign tag only specifies the first scenario of the campaign.&lt;br /&gt;
Then, each scenario specifies which one will follow.&lt;br /&gt;
&lt;br /&gt;
== The [about] tag ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Appears in [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''title'' -- (translatable) title of credits section&lt;br /&gt;
* ''text'' -- names of campaign contributors&lt;br /&gt;
&lt;br /&gt;
=== Campaign specific credits ===&lt;br /&gt;
&lt;br /&gt;
A campaign can specify its own credits.&lt;br /&gt;
These will be included in the game credits; in the bottom if player has not completed this campaign, in the top if player has completed this campaign.&lt;br /&gt;
&lt;br /&gt;
There can be any number of [about] tags inside a [campaign] tag.&lt;br /&gt;
Campaign-specific credits are preceded by the name of campaign.&lt;br /&gt;
Each [about] tag contains one section of credits.&lt;br /&gt;
Section title is in ''title'' attribute; it must be one of the following values:&lt;br /&gt;
* &amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
* &amp;quot;Current Maintainer&amp;quot;&lt;br /&gt;
* &amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
* &amp;quot;Music&amp;quot;&lt;br /&gt;
* &amp;quot;Miscellaneous&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ''text'' attribute contains the names of contributors, each on separate line.&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 #textdomain wesnoth&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
   text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
   text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
&lt;br /&gt;
Related forum thread: [http://www.wesnoth.org/forum/viewtopic.php?t=9720 9720].&lt;br /&gt;
&lt;br /&gt;
== A complete example ==&lt;br /&gt;
&lt;br /&gt;
This is a campaign file for campaign &amp;quot;My Campaign&amp;quot;; the file path is &amp;quot;$userdata/campaigns/My_Campaign.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 # This is a main campaign file of campaign &amp;quot;My Campaign&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
 &lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
  &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   # DEVELOPMENT BRANCH ONLY...&lt;br /&gt;
 &lt;br /&gt;
   #textdomain wesnoth&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
     text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
     text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
 &lt;br /&gt;
   # ...DEVELOPMENT BRANCH ONLY&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 &lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/external_binary_data/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
   [binary_path]&lt;br /&gt;
     path=data/campaigns/My_Campaign/&lt;br /&gt;
   [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
   [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
   [/units]&lt;br /&gt;
 &lt;br /&gt;
   {@campaigns/My_Campaign/utilities}&lt;br /&gt;
   {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10471</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10471"/>
		<updated>2006-07-05T11:27:13Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* A complete example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Each campaign consists of several scenarios.&lt;br /&gt;
Those scenarios are described in their [[ScenarioWML|[scenario]]] tags.&lt;br /&gt;
Then, there is usually one campaign file containing information related to the whole campaign.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Btextdomain.5D_tag|[textdomain]]] tag specifies where to find translations of campaign texts.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bbinary_data.5D_tag|[binary_data]]] tag specifies where to find campaign specific images, music and sounds; if there are any.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bcampaign.5D_tag|[campaign]]] tag contains general campaign information, that is for example:&lt;br /&gt;
&lt;br /&gt;
* how campaign appears in the game campaign menu&lt;br /&gt;
* electable difficulties&lt;br /&gt;
* first scenario&lt;br /&gt;
* campaign specific credits&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Babout.5D_tag|[about]]] tag in [campaign] tag is one section of campaign-specific credits.&lt;br /&gt;
&lt;br /&gt;
== The [textdomain] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''name'' -- symbol of text domain&lt;br /&gt;
* ''path'' -- directory containing dictionaries&lt;br /&gt;
&lt;br /&gt;
=== Text domains ===&lt;br /&gt;
&lt;br /&gt;
All texts in game are written in English.&lt;br /&gt;
For displaying texts in other languages there are dictionary files: English to another language.&lt;br /&gt;
(Dictionary source files have extension &amp;quot;po&amp;quot;, compiled dictionaries have extension &amp;quot;mo&amp;quot;.)&lt;br /&gt;
To make translating and translation maintenance easier, all texts in the game are divided to groups called text domains.&lt;br /&gt;
There is one dictionary per text domain per language.&lt;br /&gt;
Each campaign is a separate text domain; that is each campaign has its translations in its own files, one per language.&lt;br /&gt;
&lt;br /&gt;
The ''name'' attribute specifies the name of dictionary files.&lt;br /&gt;
It should begin by &amp;quot;wesnoth-&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if the name of campaign is &amp;quot;My Campaign&amp;quot;, the text domain name is &amp;quot;wesnoth-My_Campaign&amp;quot;.&lt;br /&gt;
When a WML tag includes preprocessor instruction &amp;quot;#textdomain wesnoth-My_Campaign&amp;quot;, it means that all translated texts in this tag (and its subtags) should be found a dictionary file &amp;quot;wesnoth-My_Campaign.mo&amp;quot;.&lt;br /&gt;
(All [campaign] and [scenario] tags should specify their text domain.)&lt;br /&gt;
&lt;br /&gt;
The ''path'' attribute specifies a directory that contains dictionary files.&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [textdomain] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
&lt;br /&gt;
All [campaign] and [scenario] tags in this campaign should start like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
When the game is played in English language, all translatable texts (those preceded by &amp;quot;_&amp;quot; mark) are displayed directly.&lt;br /&gt;
When the game is played in any other language, program will try to translate the texts by dictionary whose location is determined by:&lt;br /&gt;
* the ''path'' attribute of the current text domain&lt;br /&gt;
* the language code of the current language (usually in form &amp;quot;xx&amp;quot; or &amp;quot;xx_XX&amp;quot;)&lt;br /&gt;
* the ''name'' attribute of the current text domain&lt;br /&gt;
&lt;br /&gt;
For example, if the current language is Esperanto (language code: &amp;quot;eo&amp;quot;), the dictionary will be: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\translations\eo\LC_MESSAGES\wesnoth-My_Campaign.mo&lt;br /&gt;
&lt;br /&gt;
== The [binary_path] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attribute:&lt;br /&gt;
&lt;br /&gt;
* ''path'' -- directory containg campaign-specific binary data&lt;br /&gt;
&lt;br /&gt;
=== Binary files locations ===&lt;br /&gt;
&lt;br /&gt;
Program looks for binary files (images, music, sounds) in the subdirectories of &amp;quot;$data&amp;quot; directory, that is:&lt;br /&gt;
* images in &amp;quot;$data/images/&amp;quot;&lt;br /&gt;
* music in &amp;quot;$data/music/&amp;quot;&lt;br /&gt;
* sounds in &amp;quot;$data/sounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because user-contributed files are in different place, this tag makes program find binary files also in subdirectories of directory specified in ''path'' attribute.&lt;br /&gt;
(It means that images should not be in the &amp;quot;''path''&amp;quot; directory, but in &amp;quot;''path''/images/&amp;quot; directory; music in &amp;quot;''path''/music/&amp;quot; directory; sounds in &amp;quot;''path''/sounds/&amp;quot; directory.)&lt;br /&gt;
The directory must include the final slash (&amp;quot;/&amp;quot;) symbol.&lt;br /&gt;
&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [binary_path] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
Now when program looks for an image called &amp;quot;example.png&amp;quot;, it will try to find the image in the following locations: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\images\example.png&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\images\example.png&lt;br /&gt;
&lt;br /&gt;
=== Binary file conflicts ===&lt;br /&gt;
&lt;br /&gt;
As a matter of custom, user campaigns should avoid conflicts with other image and sound files.  If a user image has the same name as another file somewhere, unpredictable results will occur in that one of the files will be used in place of the other.&lt;br /&gt;
&lt;br /&gt;
There are two ways to avoid this: unique filenames and isolation using #ifdef.&lt;br /&gt;
&lt;br /&gt;
# The first way is to give user campaign images, sounds, and music unique filename prefixes.  For example, a opening story logo called ''main.jpg'' could exist in several campaigns.  Give it a prefix like this: ''mycampaign_main.jpg'' where mycampaign is your campaign's name.&lt;br /&gt;
# The second way is to place the [binary_path] statement inside your campaign #ifdef.  The statements inside #ifdef are only loaded if someone plays your campaign.  This is the best way to do it.  The custom images and sounds you use in your campaign will not be exposed to the game until you select the campaign from the menu.&lt;br /&gt;
&lt;br /&gt;
If there are some images you want exposed to the game, use a 2nd [binary_path] tag.  This way you will have one public binary path and one private binary path.  Since there are probably only one or two images you want to be publicly visible (like the campaign menu icon and menu image), it is much easier to place unique prefixes on these public image files.&lt;br /&gt;
&lt;br /&gt;
Make the second [binary_path] statement outside of the #ifdef that points to another subdirectory of your campaign such as ''./external_binary_data/''.  In that directory you would need to make ''images'', ''sounds'', and ''music'' subdirectories.  See the full example below.&lt;br /&gt;
&lt;br /&gt;
== The [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Campaign menu attributes:&lt;br /&gt;
&lt;br /&gt;
* ''rank'' -- order of campaign in the campaign selection menu&lt;br /&gt;
* ''icon'' -- small campaign image in the campaign selection menu&lt;br /&gt;
* ''name'' -- (translatable) campaign name in the campaign selection menu&lt;br /&gt;
* ''description'' -- (translatable) campaign description in the information pane of the campaign selection menu&lt;br /&gt;
* ''image'' -- larger campaign image in the information pane of the campaign selection menu&lt;br /&gt;
&lt;br /&gt;
Difficulty attributes:&lt;br /&gt;
&lt;br /&gt;
* ''difficulties'' -- comma-separated list of preprocessor symbols for difficulties&lt;br /&gt;
* ''difficulty_descriptions'' -- (partially translatable) menu of difficulties&lt;br /&gt;
&lt;br /&gt;
Preprocessor attribute:&lt;br /&gt;
&lt;br /&gt;
* ''define'' -- preprocessor symbol for campaign&lt;br /&gt;
&lt;br /&gt;
First scenario attribute:&lt;br /&gt;
&lt;br /&gt;
* ''first_scenario'' -- the ID of the first scenario in the campaign&lt;br /&gt;
&lt;br /&gt;
Campaign credits subtag:&lt;br /&gt;
&lt;br /&gt;
* [[#The_.5Babout.5D_tag|[about]]] -- credits for campaign {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Obsolete attributes: (do not use them)&lt;br /&gt;
&lt;br /&gt;
* ''id'' -- the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
=== Campaign selection menu ===&lt;br /&gt;
&lt;br /&gt;
Campaign selection menu displays a list of mainline and user-contributed campaigns.&lt;br /&gt;
Campaigns are ordered by their ''rank'' attribute (lower to higher, unranked in the end).&lt;br /&gt;
Mainline campaigns use multiples of 10 from 10 to 50.&lt;br /&gt;
Your campaign's rank should be at least 51; but you do not have to specify it.&lt;br /&gt;
&lt;br /&gt;
In the left part of dialog the ''icon'' and ''name'' of campaign are displayed.&lt;br /&gt;
When user selects a campaign, the ''description'' and ''image'' are displayed in the right part.&lt;br /&gt;
For example if [campaign] tag looks like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then the campaign selection menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
 | Select a campaign:           |                     |&lt;br /&gt;
 | [.....] Heir to the Throne   | Hero goes somewhere |&lt;br /&gt;
 | [.....] Son of the Black Eye | and does something. |&lt;br /&gt;
 | [.....] Eastern Invasion     |     [ large ]       |&lt;br /&gt;
 | [.....] The Rise of Wesnoth  |     [  .png ]       |&lt;br /&gt;
 | [small] My Campaign          |                [OK] |&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
&lt;br /&gt;
=== Difficulty menu ===&lt;br /&gt;
&lt;br /&gt;
From campaign author's view, &amp;quot;difficulty&amp;quot; is a preprocessor symbol, which can be used in scenario script to make gameplay easier or harder.&lt;br /&gt;
This is typically done by making difficulty-dependent turn limits, starting gold for enemies, recruiting lists for enemies, AI commands,... but it can be anything.&lt;br /&gt;
Exactly one of difficulty symbols is defined during campaign.&lt;br /&gt;
&lt;br /&gt;
Using difficulties in campaign in optional.&lt;br /&gt;
It is recommend to use standard symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, because a few standard macros use them (file &amp;quot;utils.cfg&amp;quot;; see [[UtilWML]]).&lt;br /&gt;
The ''difficulties'' attribute is a comma-separated list of preprocessor symbols to be defined.&lt;br /&gt;
These symbols are used internally, and are never displayed to player.&lt;br /&gt;
(It means that campaign author can use the symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, even if the selection box displays different names, e.g. &amp;quot;Hard&amp;quot;, &amp;quot;Very hard&amp;quot;, &amp;quot;Nightmare&amp;quot;.)&lt;br /&gt;
The ''difficulty_descriptions'' is a formatted string that is best created using macros &amp;quot;MENU_IMG_TXT&amp;quot; and &amp;quot;MENU_IMG_TXT2&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
The semicolon &amp;quot;;&amp;quot; separates items in menu, and the asterisk &amp;quot;*&amp;quot; specifies the default value (see [[DescriptionWML]]).&lt;br /&gt;
Number of rows in ''difficulty_descriptions'' must be the same as number of symbols in ''difficulties''.&lt;br /&gt;
The difficulty menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
 | Choose a difficulty:          |&lt;br /&gt;
 | [fighter.] Fighter  (easiest) |&lt;br /&gt;
 | [hero.png] Hero               |&lt;br /&gt;
 | [champion] Champion (hardest) |&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
&lt;br /&gt;
=== Campaign symbol ===&lt;br /&gt;
&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, to make program run efficiently (load data faster and use less memory).&lt;br /&gt;
This symbol is used to include campaign-specific WML files, that is scenario files and campaign-specific macros.&lt;br /&gt;
If you do not care about technical details, skip the following paragraph.&lt;br /&gt;
&lt;br /&gt;
WML files include each other; starting with &amp;quot;$data/game.cfg&amp;quot; which includes some files that also include some files... and so on, up to all the units, campaigns, etc.&lt;br /&gt;
There are hundreds of WML files which must be read and parsed; they consume a lot of memory and make program start slowly.&lt;br /&gt;
To reduce this amount, scenario files are ''not'' loaded at the start of program; their inclusion is prevented by &amp;quot;#ifdef&amp;quot; preprocessor commands (see [[PreprocessorRef]]).&lt;br /&gt;
When starting a campaign (or loading a saved game from campaign), the campaign-specific preprocessor symbol is defined, and WML files are reloaded... now including also scenario files from the current campaign (but not from other campaigns).&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, and conditionally include its campaign-specific files, to support this process.&lt;br /&gt;
Without it, the campaign would work anyway, but its files would consume memory also when not necessary, e.g. when playing some other campaign.&lt;br /&gt;
&lt;br /&gt;
The ''define'' attribute must contain a unique preprocessor symbol.&lt;br /&gt;
It should start with &amp;quot;CAMPAIGN_&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if your campaign is called &amp;quot;My Campaign&amp;quot;, you should write:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then, you have to use this symbol at the end of campaign WML file (after the end of [campaign] tag) to include campaign-specific files (e.g. scenarios) like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Only the tags [binary_path] and [campaign] should go outside the &amp;quot;#ifdef&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
=== Selecting first scenario ===&lt;br /&gt;
&lt;br /&gt;
Attribute ''first_scenario'' specifies which scenario should be started first.&lt;br /&gt;
Its value must be the same as the value of &amp;quot;id&amp;quot; attribute of the [[ScenarioWML|[scenario]]] tag for given scenario.&lt;br /&gt;
For example your campaign can contain:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
And the corresponding scenario would contain:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
   id=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Please note that the &amp;quot;id&amp;quot; attribute of the [scenario] tag does not have to be the same as the name of scenario file.&lt;br /&gt;
Attribute ''first_scenario'' refers to the &amp;quot;id&amp;quot; attribute of the [scenario] tag, ''not'' to the filename.&lt;br /&gt;
(However, you should include all scenario files in your campaign file; read the previous section.)&lt;br /&gt;
&lt;br /&gt;
All scenarios must have unique IDs.&lt;br /&gt;
(That is: unique in scope of their campaign.&lt;br /&gt;
Because scenarios from different campaigns are never loaded together in memory.)&lt;br /&gt;
&lt;br /&gt;
Campaign tag only specifies the first scenario of the campaign.&lt;br /&gt;
Then, each scenario specifies which one will follow.&lt;br /&gt;
&lt;br /&gt;
== The [about] tag ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Appears in [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''title'' -- (translatable) title of credits section&lt;br /&gt;
* ''text'' -- names of campaign contributors&lt;br /&gt;
&lt;br /&gt;
=== Campaign specific credits ===&lt;br /&gt;
&lt;br /&gt;
A campaign can specify its own credits.&lt;br /&gt;
These will be included in the game credits; in the bottom if player has not completed this campaign, in the top if player has completed this campaign.&lt;br /&gt;
&lt;br /&gt;
There can be any number of [about] tags inside a [campaign] tag.&lt;br /&gt;
Campaign-specific credits are preceded by the name of campaign.&lt;br /&gt;
Each [about] tag contains one section of credits.&lt;br /&gt;
Section title is in ''title'' attribute; it must be one of the following values:&lt;br /&gt;
* &amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
* &amp;quot;Current Maintainer&amp;quot;&lt;br /&gt;
* &amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
* &amp;quot;Music&amp;quot;&lt;br /&gt;
* &amp;quot;Miscellaneous&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ''text'' attribute contains the names of contributors, each on separate line.&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 #textdomain wesnoth&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
   text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
   text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
&lt;br /&gt;
Related forum thread: [http://www.wesnoth.org/forum/viewtopic.php?t=9720 9720].&lt;br /&gt;
&lt;br /&gt;
== A complete example ==&lt;br /&gt;
&lt;br /&gt;
This is a campaign file for campaign &amp;quot;My Campaign&amp;quot;; the file path is &amp;quot;$userdata/campaigns/My_Campaign.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 # This is a main campaign file of campaign &amp;quot;My Campaign&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
 &lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/external_binary_data/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
  &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   # DEVELOPMENT BRANCH ONLY...&lt;br /&gt;
 &lt;br /&gt;
   #textdomain wesnoth&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
     text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
     text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
 &lt;br /&gt;
   # ...DEVELOPMENT BRANCH ONLY&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 &lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
   [binary_path]&lt;br /&gt;
     path=data/campaigns/My_Campaign/&lt;br /&gt;
   [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
   [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
   [/units]&lt;br /&gt;
 &lt;br /&gt;
   {@campaigns/My_Campaign/utilities}&lt;br /&gt;
   {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10472</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10472"/>
		<updated>2006-07-05T11:27:00Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* A complete example */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Each campaign consists of several scenarios.&lt;br /&gt;
Those scenarios are described in their [[ScenarioWML|[scenario]]] tags.&lt;br /&gt;
Then, there is usually one campaign file containing information related to the whole campaign.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Btextdomain.5D_tag|[textdomain]]] tag specifies where to find translations of campaign texts.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bbinary_data.5D_tag|[binary_data]]] tag specifies where to find campaign specific images, music and sounds; if there are any.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bcampaign.5D_tag|[campaign]]] tag contains general campaign information, that is for example:&lt;br /&gt;
&lt;br /&gt;
* how campaign appears in the game campaign menu&lt;br /&gt;
* electable difficulties&lt;br /&gt;
* first scenario&lt;br /&gt;
* campaign specific credits&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Babout.5D_tag|[about]]] tag in [campaign] tag is one section of campaign-specific credits.&lt;br /&gt;
&lt;br /&gt;
== The [textdomain] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''name'' -- symbol of text domain&lt;br /&gt;
* ''path'' -- directory containing dictionaries&lt;br /&gt;
&lt;br /&gt;
=== Text domains ===&lt;br /&gt;
&lt;br /&gt;
All texts in game are written in English.&lt;br /&gt;
For displaying texts in other languages there are dictionary files: English to another language.&lt;br /&gt;
(Dictionary source files have extension &amp;quot;po&amp;quot;, compiled dictionaries have extension &amp;quot;mo&amp;quot;.)&lt;br /&gt;
To make translating and translation maintenance easier, all texts in the game are divided to groups called text domains.&lt;br /&gt;
There is one dictionary per text domain per language.&lt;br /&gt;
Each campaign is a separate text domain; that is each campaign has its translations in its own files, one per language.&lt;br /&gt;
&lt;br /&gt;
The ''name'' attribute specifies the name of dictionary files.&lt;br /&gt;
It should begin by &amp;quot;wesnoth-&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if the name of campaign is &amp;quot;My Campaign&amp;quot;, the text domain name is &amp;quot;wesnoth-My_Campaign&amp;quot;.&lt;br /&gt;
When a WML tag includes preprocessor instruction &amp;quot;#textdomain wesnoth-My_Campaign&amp;quot;, it means that all translated texts in this tag (and its subtags) should be found a dictionary file &amp;quot;wesnoth-My_Campaign.mo&amp;quot;.&lt;br /&gt;
(All [campaign] and [scenario] tags should specify their text domain.)&lt;br /&gt;
&lt;br /&gt;
The ''path'' attribute specifies a directory that contains dictionary files.&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [textdomain] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
&lt;br /&gt;
All [campaign] and [scenario] tags in this campaign should start like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
When the game is played in English language, all translatable texts (those preceded by &amp;quot;_&amp;quot; mark) are displayed directly.&lt;br /&gt;
When the game is played in any other language, program will try to translate the texts by dictionary whose location is determined by:&lt;br /&gt;
* the ''path'' attribute of the current text domain&lt;br /&gt;
* the language code of the current language (usually in form &amp;quot;xx&amp;quot; or &amp;quot;xx_XX&amp;quot;)&lt;br /&gt;
* the ''name'' attribute of the current text domain&lt;br /&gt;
&lt;br /&gt;
For example, if the current language is Esperanto (language code: &amp;quot;eo&amp;quot;), the dictionary will be: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\translations\eo\LC_MESSAGES\wesnoth-My_Campaign.mo&lt;br /&gt;
&lt;br /&gt;
== The [binary_path] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attribute:&lt;br /&gt;
&lt;br /&gt;
* ''path'' -- directory containg campaign-specific binary data&lt;br /&gt;
&lt;br /&gt;
=== Binary files locations ===&lt;br /&gt;
&lt;br /&gt;
Program looks for binary files (images, music, sounds) in the subdirectories of &amp;quot;$data&amp;quot; directory, that is:&lt;br /&gt;
* images in &amp;quot;$data/images/&amp;quot;&lt;br /&gt;
* music in &amp;quot;$data/music/&amp;quot;&lt;br /&gt;
* sounds in &amp;quot;$data/sounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because user-contributed files are in different place, this tag makes program find binary files also in subdirectories of directory specified in ''path'' attribute.&lt;br /&gt;
(It means that images should not be in the &amp;quot;''path''&amp;quot; directory, but in &amp;quot;''path''/images/&amp;quot; directory; music in &amp;quot;''path''/music/&amp;quot; directory; sounds in &amp;quot;''path''/sounds/&amp;quot; directory.)&lt;br /&gt;
The directory must include the final slash (&amp;quot;/&amp;quot;) symbol.&lt;br /&gt;
&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [binary_path] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
Now when program looks for an image called &amp;quot;example.png&amp;quot;, it will try to find the image in the following locations: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\images\example.png&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\images\example.png&lt;br /&gt;
&lt;br /&gt;
=== Binary file conflicts ===&lt;br /&gt;
&lt;br /&gt;
As a matter of custom, user campaigns should avoid conflicts with other image and sound files.  If a user image has the same name as another file somewhere, unpredictable results will occur in that one of the files will be used in place of the other.&lt;br /&gt;
&lt;br /&gt;
There are two ways to avoid this: unique filenames and isolation using #ifdef.&lt;br /&gt;
&lt;br /&gt;
# The first way is to give user campaign images, sounds, and music unique filename prefixes.  For example, a opening story logo called ''main.jpg'' could exist in several campaigns.  Give it a prefix like this: ''mycampaign_main.jpg'' where mycampaign is your campaign's name.&lt;br /&gt;
# The second way is to place the [binary_path] statement inside your campaign #ifdef.  The statements inside #ifdef are only loaded if someone plays your campaign.  This is the best way to do it.  The custom images and sounds you use in your campaign will not be exposed to the game until you select the campaign from the menu.&lt;br /&gt;
&lt;br /&gt;
If there are some images you want exposed to the game, use a 2nd [binary_path] tag.  This way you will have one public binary path and one private binary path.  Since there are probably only one or two images you want to be publicly visible (like the campaign menu icon and menu image), it is much easier to place unique prefixes on these public image files.&lt;br /&gt;
&lt;br /&gt;
Make the second [binary_path] statement outside of the #ifdef that points to another subdirectory of your campaign such as ''./external_binary_data/''.  In that directory you would need to make ''images'', ''sounds'', and ''music'' subdirectories.  See the full example below.&lt;br /&gt;
&lt;br /&gt;
== The [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Campaign menu attributes:&lt;br /&gt;
&lt;br /&gt;
* ''rank'' -- order of campaign in the campaign selection menu&lt;br /&gt;
* ''icon'' -- small campaign image in the campaign selection menu&lt;br /&gt;
* ''name'' -- (translatable) campaign name in the campaign selection menu&lt;br /&gt;
* ''description'' -- (translatable) campaign description in the information pane of the campaign selection menu&lt;br /&gt;
* ''image'' -- larger campaign image in the information pane of the campaign selection menu&lt;br /&gt;
&lt;br /&gt;
Difficulty attributes:&lt;br /&gt;
&lt;br /&gt;
* ''difficulties'' -- comma-separated list of preprocessor symbols for difficulties&lt;br /&gt;
* ''difficulty_descriptions'' -- (partially translatable) menu of difficulties&lt;br /&gt;
&lt;br /&gt;
Preprocessor attribute:&lt;br /&gt;
&lt;br /&gt;
* ''define'' -- preprocessor symbol for campaign&lt;br /&gt;
&lt;br /&gt;
First scenario attribute:&lt;br /&gt;
&lt;br /&gt;
* ''first_scenario'' -- the ID of the first scenario in the campaign&lt;br /&gt;
&lt;br /&gt;
Campaign credits subtag:&lt;br /&gt;
&lt;br /&gt;
* [[#The_.5Babout.5D_tag|[about]]] -- credits for campaign {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Obsolete attributes: (do not use them)&lt;br /&gt;
&lt;br /&gt;
* ''id'' -- the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
=== Campaign selection menu ===&lt;br /&gt;
&lt;br /&gt;
Campaign selection menu displays a list of mainline and user-contributed campaigns.&lt;br /&gt;
Campaigns are ordered by their ''rank'' attribute (lower to higher, unranked in the end).&lt;br /&gt;
Mainline campaigns use multiples of 10 from 10 to 50.&lt;br /&gt;
Your campaign's rank should be at least 51; but you do not have to specify it.&lt;br /&gt;
&lt;br /&gt;
In the left part of dialog the ''icon'' and ''name'' of campaign are displayed.&lt;br /&gt;
When user selects a campaign, the ''description'' and ''image'' are displayed in the right part.&lt;br /&gt;
For example if [campaign] tag looks like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then the campaign selection menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
 | Select a campaign:           |                     |&lt;br /&gt;
 | [.....] Heir to the Throne   | Hero goes somewhere |&lt;br /&gt;
 | [.....] Son of the Black Eye | and does something. |&lt;br /&gt;
 | [.....] Eastern Invasion     |     [ large ]       |&lt;br /&gt;
 | [.....] The Rise of Wesnoth  |     [  .png ]       |&lt;br /&gt;
 | [small] My Campaign          |                [OK] |&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
&lt;br /&gt;
=== Difficulty menu ===&lt;br /&gt;
&lt;br /&gt;
From campaign author's view, &amp;quot;difficulty&amp;quot; is a preprocessor symbol, which can be used in scenario script to make gameplay easier or harder.&lt;br /&gt;
This is typically done by making difficulty-dependent turn limits, starting gold for enemies, recruiting lists for enemies, AI commands,... but it can be anything.&lt;br /&gt;
Exactly one of difficulty symbols is defined during campaign.&lt;br /&gt;
&lt;br /&gt;
Using difficulties in campaign in optional.&lt;br /&gt;
It is recommend to use standard symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, because a few standard macros use them (file &amp;quot;utils.cfg&amp;quot;; see [[UtilWML]]).&lt;br /&gt;
The ''difficulties'' attribute is a comma-separated list of preprocessor symbols to be defined.&lt;br /&gt;
These symbols are used internally, and are never displayed to player.&lt;br /&gt;
(It means that campaign author can use the symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, even if the selection box displays different names, e.g. &amp;quot;Hard&amp;quot;, &amp;quot;Very hard&amp;quot;, &amp;quot;Nightmare&amp;quot;.)&lt;br /&gt;
The ''difficulty_descriptions'' is a formatted string that is best created using macros &amp;quot;MENU_IMG_TXT&amp;quot; and &amp;quot;MENU_IMG_TXT2&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
The semicolon &amp;quot;;&amp;quot; separates items in menu, and the asterisk &amp;quot;*&amp;quot; specifies the default value (see [[DescriptionWML]]).&lt;br /&gt;
Number of rows in ''difficulty_descriptions'' must be the same as number of symbols in ''difficulties''.&lt;br /&gt;
The difficulty menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
 | Choose a difficulty:          |&lt;br /&gt;
 | [fighter.] Fighter  (easiest) |&lt;br /&gt;
 | [hero.png] Hero               |&lt;br /&gt;
 | [champion] Champion (hardest) |&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
&lt;br /&gt;
=== Campaign symbol ===&lt;br /&gt;
&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, to make program run efficiently (load data faster and use less memory).&lt;br /&gt;
This symbol is used to include campaign-specific WML files, that is scenario files and campaign-specific macros.&lt;br /&gt;
If you do not care about technical details, skip the following paragraph.&lt;br /&gt;
&lt;br /&gt;
WML files include each other; starting with &amp;quot;$data/game.cfg&amp;quot; which includes some files that also include some files... and so on, up to all the units, campaigns, etc.&lt;br /&gt;
There are hundreds of WML files which must be read and parsed; they consume a lot of memory and make program start slowly.&lt;br /&gt;
To reduce this amount, scenario files are ''not'' loaded at the start of program; their inclusion is prevented by &amp;quot;#ifdef&amp;quot; preprocessor commands (see [[PreprocessorRef]]).&lt;br /&gt;
When starting a campaign (or loading a saved game from campaign), the campaign-specific preprocessor symbol is defined, and WML files are reloaded... now including also scenario files from the current campaign (but not from other campaigns).&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, and conditionally include its campaign-specific files, to support this process.&lt;br /&gt;
Without it, the campaign would work anyway, but its files would consume memory also when not necessary, e.g. when playing some other campaign.&lt;br /&gt;
&lt;br /&gt;
The ''define'' attribute must contain a unique preprocessor symbol.&lt;br /&gt;
It should start with &amp;quot;CAMPAIGN_&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if your campaign is called &amp;quot;My Campaign&amp;quot;, you should write:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then, you have to use this symbol at the end of campaign WML file (after the end of [campaign] tag) to include campaign-specific files (e.g. scenarios) like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Only the tags [binary_path] and [campaign] should go outside the &amp;quot;#ifdef&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
=== Selecting first scenario ===&lt;br /&gt;
&lt;br /&gt;
Attribute ''first_scenario'' specifies which scenario should be started first.&lt;br /&gt;
Its value must be the same as the value of &amp;quot;id&amp;quot; attribute of the [[ScenarioWML|[scenario]]] tag for given scenario.&lt;br /&gt;
For example your campaign can contain:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
And the corresponding scenario would contain:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
   id=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Please note that the &amp;quot;id&amp;quot; attribute of the [scenario] tag does not have to be the same as the name of scenario file.&lt;br /&gt;
Attribute ''first_scenario'' refers to the &amp;quot;id&amp;quot; attribute of the [scenario] tag, ''not'' to the filename.&lt;br /&gt;
(However, you should include all scenario files in your campaign file; read the previous section.)&lt;br /&gt;
&lt;br /&gt;
All scenarios must have unique IDs.&lt;br /&gt;
(That is: unique in scope of their campaign.&lt;br /&gt;
Because scenarios from different campaigns are never loaded together in memory.)&lt;br /&gt;
&lt;br /&gt;
Campaign tag only specifies the first scenario of the campaign.&lt;br /&gt;
Then, each scenario specifies which one will follow.&lt;br /&gt;
&lt;br /&gt;
== The [about] tag ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Appears in [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''title'' -- (translatable) title of credits section&lt;br /&gt;
* ''text'' -- names of campaign contributors&lt;br /&gt;
&lt;br /&gt;
=== Campaign specific credits ===&lt;br /&gt;
&lt;br /&gt;
A campaign can specify its own credits.&lt;br /&gt;
These will be included in the game credits; in the bottom if player has not completed this campaign, in the top if player has completed this campaign.&lt;br /&gt;
&lt;br /&gt;
There can be any number of [about] tags inside a [campaign] tag.&lt;br /&gt;
Campaign-specific credits are preceded by the name of campaign.&lt;br /&gt;
Each [about] tag contains one section of credits.&lt;br /&gt;
Section title is in ''title'' attribute; it must be one of the following values:&lt;br /&gt;
* &amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
* &amp;quot;Current Maintainer&amp;quot;&lt;br /&gt;
* &amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
* &amp;quot;Music&amp;quot;&lt;br /&gt;
* &amp;quot;Miscellaneous&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ''text'' attribute contains the names of contributors, each on separate line.&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 #textdomain wesnoth&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
   text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
   text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
&lt;br /&gt;
Related forum thread: [http://www.wesnoth.org/forum/viewtopic.php?t=9720 9720].&lt;br /&gt;
&lt;br /&gt;
== A complete example ==&lt;br /&gt;
&lt;br /&gt;
This is a campaign file for campaign &amp;quot;My Campaign&amp;quot;; the file path is &amp;quot;$userdata/campaigns/My_Campaign.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 # This is a main campaign file of campaign &amp;quot;My Campaign&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
 &lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
  &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   # DEVELOPMENT BRANCH ONLY...&lt;br /&gt;
 &lt;br /&gt;
   #textdomain wesnoth&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
     text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
     text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
 &lt;br /&gt;
   # ...DEVELOPMENT BRANCH ONLY&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 &lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/external_binary_data/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
   [binary_path]&lt;br /&gt;
     path=data/campaigns/My_Campaign/&lt;br /&gt;
   [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
   [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
   [/units]&lt;br /&gt;
 &lt;br /&gt;
   {@campaigns/My_Campaign/utilities}&lt;br /&gt;
   {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10470</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10470"/>
		<updated>2006-07-05T11:24:11Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The [binary_path] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Each campaign consists of several scenarios.&lt;br /&gt;
Those scenarios are described in their [[ScenarioWML|[scenario]]] tags.&lt;br /&gt;
Then, there is usually one campaign file containing information related to the whole campaign.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Btextdomain.5D_tag|[textdomain]]] tag specifies where to find translations of campaign texts.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bbinary_data.5D_tag|[binary_data]]] tag specifies where to find campaign specific images, music and sounds; if there are any.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bcampaign.5D_tag|[campaign]]] tag contains general campaign information, that is for example:&lt;br /&gt;
&lt;br /&gt;
* how campaign appears in the game campaign menu&lt;br /&gt;
* electable difficulties&lt;br /&gt;
* first scenario&lt;br /&gt;
* campaign specific credits&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Babout.5D_tag|[about]]] tag in [campaign] tag is one section of campaign-specific credits.&lt;br /&gt;
&lt;br /&gt;
== The [textdomain] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''name'' -- symbol of text domain&lt;br /&gt;
* ''path'' -- directory containing dictionaries&lt;br /&gt;
&lt;br /&gt;
=== Text domains ===&lt;br /&gt;
&lt;br /&gt;
All texts in game are written in English.&lt;br /&gt;
For displaying texts in other languages there are dictionary files: English to another language.&lt;br /&gt;
(Dictionary source files have extension &amp;quot;po&amp;quot;, compiled dictionaries have extension &amp;quot;mo&amp;quot;.)&lt;br /&gt;
To make translating and translation maintenance easier, all texts in the game are divided to groups called text domains.&lt;br /&gt;
There is one dictionary per text domain per language.&lt;br /&gt;
Each campaign is a separate text domain; that is each campaign has its translations in its own files, one per language.&lt;br /&gt;
&lt;br /&gt;
The ''name'' attribute specifies the name of dictionary files.&lt;br /&gt;
It should begin by &amp;quot;wesnoth-&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if the name of campaign is &amp;quot;My Campaign&amp;quot;, the text domain name is &amp;quot;wesnoth-My_Campaign&amp;quot;.&lt;br /&gt;
When a WML tag includes preprocessor instruction &amp;quot;#textdomain wesnoth-My_Campaign&amp;quot;, it means that all translated texts in this tag (and its subtags) should be found a dictionary file &amp;quot;wesnoth-My_Campaign.mo&amp;quot;.&lt;br /&gt;
(All [campaign] and [scenario] tags should specify their text domain.)&lt;br /&gt;
&lt;br /&gt;
The ''path'' attribute specifies a directory that contains dictionary files.&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [textdomain] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
&lt;br /&gt;
All [campaign] and [scenario] tags in this campaign should start like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
When the game is played in English language, all translatable texts (those preceded by &amp;quot;_&amp;quot; mark) are displayed directly.&lt;br /&gt;
When the game is played in any other language, program will try to translate the texts by dictionary whose location is determined by:&lt;br /&gt;
* the ''path'' attribute of the current text domain&lt;br /&gt;
* the language code of the current language (usually in form &amp;quot;xx&amp;quot; or &amp;quot;xx_XX&amp;quot;)&lt;br /&gt;
* the ''name'' attribute of the current text domain&lt;br /&gt;
&lt;br /&gt;
For example, if the current language is Esperanto (language code: &amp;quot;eo&amp;quot;), the dictionary will be: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\translations\eo\LC_MESSAGES\wesnoth-My_Campaign.mo&lt;br /&gt;
&lt;br /&gt;
== The [binary_path] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attribute:&lt;br /&gt;
&lt;br /&gt;
* ''path'' -- directory containg campaign-specific binary data&lt;br /&gt;
&lt;br /&gt;
=== Binary files locations ===&lt;br /&gt;
&lt;br /&gt;
Program looks for binary files (images, music, sounds) in the subdirectories of &amp;quot;$data&amp;quot; directory, that is:&lt;br /&gt;
* images in &amp;quot;$data/images/&amp;quot;&lt;br /&gt;
* music in &amp;quot;$data/music/&amp;quot;&lt;br /&gt;
* sounds in &amp;quot;$data/sounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because user-contributed files are in different place, this tag makes program find binary files also in subdirectories of directory specified in ''path'' attribute.&lt;br /&gt;
(It means that images should not be in the &amp;quot;''path''&amp;quot; directory, but in &amp;quot;''path''/images/&amp;quot; directory; music in &amp;quot;''path''/music/&amp;quot; directory; sounds in &amp;quot;''path''/sounds/&amp;quot; directory.)&lt;br /&gt;
The directory must include the final slash (&amp;quot;/&amp;quot;) symbol.&lt;br /&gt;
&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [binary_path] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
Now when program looks for an image called &amp;quot;example.png&amp;quot;, it will try to find the image in the following locations: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\images\example.png&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\images\example.png&lt;br /&gt;
&lt;br /&gt;
=== Binary file conflicts ===&lt;br /&gt;
&lt;br /&gt;
As a matter of custom, user campaigns should avoid conflicts with other image and sound files.  If a user image has the same name as another file somewhere, unpredictable results will occur in that one of the files will be used in place of the other.&lt;br /&gt;
&lt;br /&gt;
There are two ways to avoid this: unique filenames and isolation using #ifdef.&lt;br /&gt;
&lt;br /&gt;
# The first way is to give user campaign images, sounds, and music unique filename prefixes.  For example, a opening story logo called ''main.jpg'' could exist in several campaigns.  Give it a prefix like this: ''mycampaign_main.jpg'' where mycampaign is your campaign's name.&lt;br /&gt;
# The second way is to place the [binary_path] statement inside your campaign #ifdef.  The statements inside #ifdef are only loaded if someone plays your campaign.  This is the best way to do it.  The custom images and sounds you use in your campaign will not be exposed to the game until you select the campaign from the menu.&lt;br /&gt;
&lt;br /&gt;
If there are some images you want exposed to the game, use a 2nd [binary_path] tag.  This way you will have one public binary path and one private binary path.  Since there are probably only one or two images you want to be publicly visible (like the campaign menu icon and menu image), it is much easier to place unique prefixes on these public image files.&lt;br /&gt;
&lt;br /&gt;
Make the second [binary_path] statement outside of the #ifdef that points to another subdirectory of your campaign such as ''./external_binary_data/''.  In that directory you would need to make ''images'', ''sounds'', and ''music'' subdirectories.  See the full example below.&lt;br /&gt;
&lt;br /&gt;
== The [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Campaign menu attributes:&lt;br /&gt;
&lt;br /&gt;
* ''rank'' -- order of campaign in the campaign selection menu&lt;br /&gt;
* ''icon'' -- small campaign image in the campaign selection menu&lt;br /&gt;
* ''name'' -- (translatable) campaign name in the campaign selection menu&lt;br /&gt;
* ''description'' -- (translatable) campaign description in the information pane of the campaign selection menu&lt;br /&gt;
* ''image'' -- larger campaign image in the information pane of the campaign selection menu&lt;br /&gt;
&lt;br /&gt;
Difficulty attributes:&lt;br /&gt;
&lt;br /&gt;
* ''difficulties'' -- comma-separated list of preprocessor symbols for difficulties&lt;br /&gt;
* ''difficulty_descriptions'' -- (partially translatable) menu of difficulties&lt;br /&gt;
&lt;br /&gt;
Preprocessor attribute:&lt;br /&gt;
&lt;br /&gt;
* ''define'' -- preprocessor symbol for campaign&lt;br /&gt;
&lt;br /&gt;
First scenario attribute:&lt;br /&gt;
&lt;br /&gt;
* ''first_scenario'' -- the ID of the first scenario in the campaign&lt;br /&gt;
&lt;br /&gt;
Campaign credits subtag:&lt;br /&gt;
&lt;br /&gt;
* [[#The_.5Babout.5D_tag|[about]]] -- credits for campaign {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Obsolete attributes: (do not use them)&lt;br /&gt;
&lt;br /&gt;
* ''id'' -- the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
=== Campaign selection menu ===&lt;br /&gt;
&lt;br /&gt;
Campaign selection menu displays a list of mainline and user-contributed campaigns.&lt;br /&gt;
Campaigns are ordered by their ''rank'' attribute (lower to higher, unranked in the end).&lt;br /&gt;
Mainline campaigns use multiples of 10 from 10 to 50.&lt;br /&gt;
Your campaign's rank should be at least 51; but you do not have to specify it.&lt;br /&gt;
&lt;br /&gt;
In the left part of dialog the ''icon'' and ''name'' of campaign are displayed.&lt;br /&gt;
When user selects a campaign, the ''description'' and ''image'' are displayed in the right part.&lt;br /&gt;
For example if [campaign] tag looks like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then the campaign selection menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
 | Select a campaign:           |                     |&lt;br /&gt;
 | [.....] Heir to the Throne   | Hero goes somewhere |&lt;br /&gt;
 | [.....] Son of the Black Eye | and does something. |&lt;br /&gt;
 | [.....] Eastern Invasion     |     [ large ]       |&lt;br /&gt;
 | [.....] The Rise of Wesnoth  |     [  .png ]       |&lt;br /&gt;
 | [small] My Campaign          |                [OK] |&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
&lt;br /&gt;
=== Difficulty menu ===&lt;br /&gt;
&lt;br /&gt;
From campaign author's view, &amp;quot;difficulty&amp;quot; is a preprocessor symbol, which can be used in scenario script to make gameplay easier or harder.&lt;br /&gt;
This is typically done by making difficulty-dependent turn limits, starting gold for enemies, recruiting lists for enemies, AI commands,... but it can be anything.&lt;br /&gt;
Exactly one of difficulty symbols is defined during campaign.&lt;br /&gt;
&lt;br /&gt;
Using difficulties in campaign in optional.&lt;br /&gt;
It is recommend to use standard symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, because a few standard macros use them (file &amp;quot;utils.cfg&amp;quot;; see [[UtilWML]]).&lt;br /&gt;
The ''difficulties'' attribute is a comma-separated list of preprocessor symbols to be defined.&lt;br /&gt;
These symbols are used internally, and are never displayed to player.&lt;br /&gt;
(It means that campaign author can use the symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, even if the selection box displays different names, e.g. &amp;quot;Hard&amp;quot;, &amp;quot;Very hard&amp;quot;, &amp;quot;Nightmare&amp;quot;.)&lt;br /&gt;
The ''difficulty_descriptions'' is a formatted string that is best created using macros &amp;quot;MENU_IMG_TXT&amp;quot; and &amp;quot;MENU_IMG_TXT2&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
The semicolon &amp;quot;;&amp;quot; separates items in menu, and the asterisk &amp;quot;*&amp;quot; specifies the default value (see [[DescriptionWML]]).&lt;br /&gt;
Number of rows in ''difficulty_descriptions'' must be the same as number of symbols in ''difficulties''.&lt;br /&gt;
The difficulty menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
 | Choose a difficulty:          |&lt;br /&gt;
 | [fighter.] Fighter  (easiest) |&lt;br /&gt;
 | [hero.png] Hero               |&lt;br /&gt;
 | [champion] Champion (hardest) |&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
&lt;br /&gt;
=== Campaign symbol ===&lt;br /&gt;
&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, to make program run efficiently (load data faster and use less memory).&lt;br /&gt;
This symbol is used to include campaign-specific WML files, that is scenario files and campaign-specific macros.&lt;br /&gt;
If you do not care about technical details, skip the following paragraph.&lt;br /&gt;
&lt;br /&gt;
WML files include each other; starting with &amp;quot;$data/game.cfg&amp;quot; which includes some files that also include some files... and so on, up to all the units, campaigns, etc.&lt;br /&gt;
There are hundreds of WML files which must be read and parsed; they consume a lot of memory and make program start slowly.&lt;br /&gt;
To reduce this amount, scenario files are ''not'' loaded at the start of program; their inclusion is prevented by &amp;quot;#ifdef&amp;quot; preprocessor commands (see [[PreprocessorRef]]).&lt;br /&gt;
When starting a campaign (or loading a saved game from campaign), the campaign-specific preprocessor symbol is defined, and WML files are reloaded... now including also scenario files from the current campaign (but not from other campaigns).&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, and conditionally include its campaign-specific files, to support this process.&lt;br /&gt;
Without it, the campaign would work anyway, but its files would consume memory also when not necessary, e.g. when playing some other campaign.&lt;br /&gt;
&lt;br /&gt;
The ''define'' attribute must contain a unique preprocessor symbol.&lt;br /&gt;
It should start with &amp;quot;CAMPAIGN_&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if your campaign is called &amp;quot;My Campaign&amp;quot;, you should write:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then, you have to use this symbol at the end of campaign WML file (after the end of [campaign] tag) to include campaign-specific files (e.g. scenarios) like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Only the tags [binary_path] and [campaign] should go outside the &amp;quot;#ifdef&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
=== Selecting first scenario ===&lt;br /&gt;
&lt;br /&gt;
Attribute ''first_scenario'' specifies which scenario should be started first.&lt;br /&gt;
Its value must be the same as the value of &amp;quot;id&amp;quot; attribute of the [[ScenarioWML|[scenario]]] tag for given scenario.&lt;br /&gt;
For example your campaign can contain:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
And the corresponding scenario would contain:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
   id=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Please note that the &amp;quot;id&amp;quot; attribute of the [scenario] tag does not have to be the same as the name of scenario file.&lt;br /&gt;
Attribute ''first_scenario'' refers to the &amp;quot;id&amp;quot; attribute of the [scenario] tag, ''not'' to the filename.&lt;br /&gt;
(However, you should include all scenario files in your campaign file; read the previous section.)&lt;br /&gt;
&lt;br /&gt;
All scenarios must have unique IDs.&lt;br /&gt;
(That is: unique in scope of their campaign.&lt;br /&gt;
Because scenarios from different campaigns are never loaded together in memory.)&lt;br /&gt;
&lt;br /&gt;
Campaign tag only specifies the first scenario of the campaign.&lt;br /&gt;
Then, each scenario specifies which one will follow.&lt;br /&gt;
&lt;br /&gt;
== The [about] tag ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Appears in [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''title'' -- (translatable) title of credits section&lt;br /&gt;
* ''text'' -- names of campaign contributors&lt;br /&gt;
&lt;br /&gt;
=== Campaign specific credits ===&lt;br /&gt;
&lt;br /&gt;
A campaign can specify its own credits.&lt;br /&gt;
These will be included in the game credits; in the bottom if player has not completed this campaign, in the top if player has completed this campaign.&lt;br /&gt;
&lt;br /&gt;
There can be any number of [about] tags inside a [campaign] tag.&lt;br /&gt;
Campaign-specific credits are preceded by the name of campaign.&lt;br /&gt;
Each [about] tag contains one section of credits.&lt;br /&gt;
Section title is in ''title'' attribute; it must be one of the following values:&lt;br /&gt;
* &amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
* &amp;quot;Current Maintainer&amp;quot;&lt;br /&gt;
* &amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
* &amp;quot;Music&amp;quot;&lt;br /&gt;
* &amp;quot;Miscellaneous&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ''text'' attribute contains the names of contributors, each on separate line.&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 #textdomain wesnoth&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
   text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
   text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
&lt;br /&gt;
Related forum thread: [http://www.wesnoth.org/forum/viewtopic.php?t=9720 9720].&lt;br /&gt;
&lt;br /&gt;
== A complete example ==&lt;br /&gt;
&lt;br /&gt;
This is a campaign file for campaign &amp;quot;My Campaign&amp;quot;; the file path is &amp;quot;$userdata/campaigns/My_Campaign.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 # This is a main campaign file of campaign &amp;quot;My Campaign&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
 &lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
  &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   # DEVELOPMENT BRANCH ONLY...&lt;br /&gt;
 &lt;br /&gt;
   #textdomain wesnoth&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
     text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
     text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
 &lt;br /&gt;
   # ...DEVELOPMENT BRANCH ONLY&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 &lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
   [/units]&lt;br /&gt;
 &lt;br /&gt;
   {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10469</id>
		<title>CampaignWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CampaignWML&amp;diff=10469"/>
		<updated>2006-07-05T11:22:15Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The [binary_path] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Each campaign consists of several scenarios.&lt;br /&gt;
Those scenarios are described in their [[ScenarioWML|[scenario]]] tags.&lt;br /&gt;
Then, there is usually one campaign file containing information related to the whole campaign.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Btextdomain.5D_tag|[textdomain]]] tag specifies where to find translations of campaign texts.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bbinary_data.5D_tag|[binary_data]]] tag specifies where to find campaign specific images, music and sounds; if there are any.&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Bcampaign.5D_tag|[campaign]]] tag contains general campaign information, that is for example:&lt;br /&gt;
&lt;br /&gt;
* how campaign appears in the game campaign menu&lt;br /&gt;
* electable difficulties&lt;br /&gt;
* first scenario&lt;br /&gt;
* campaign specific credits&lt;br /&gt;
&lt;br /&gt;
The [[#The_.5Babout.5D_tag|[about]]] tag in [campaign] tag is one section of campaign-specific credits.&lt;br /&gt;
&lt;br /&gt;
== The [textdomain] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''name'' -- symbol of text domain&lt;br /&gt;
* ''path'' -- directory containing dictionaries&lt;br /&gt;
&lt;br /&gt;
=== Text domains ===&lt;br /&gt;
&lt;br /&gt;
All texts in game are written in English.&lt;br /&gt;
For displaying texts in other languages there are dictionary files: English to another language.&lt;br /&gt;
(Dictionary source files have extension &amp;quot;po&amp;quot;, compiled dictionaries have extension &amp;quot;mo&amp;quot;.)&lt;br /&gt;
To make translating and translation maintenance easier, all texts in the game are divided to groups called text domains.&lt;br /&gt;
There is one dictionary per text domain per language.&lt;br /&gt;
Each campaign is a separate text domain; that is each campaign has its translations in its own files, one per language.&lt;br /&gt;
&lt;br /&gt;
The ''name'' attribute specifies the name of dictionary files.&lt;br /&gt;
It should begin by &amp;quot;wesnoth-&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if the name of campaign is &amp;quot;My Campaign&amp;quot;, the text domain name is &amp;quot;wesnoth-My_Campaign&amp;quot;.&lt;br /&gt;
When a WML tag includes preprocessor instruction &amp;quot;#textdomain wesnoth-My_Campaign&amp;quot;, it means that all translated texts in this tag (and its subtags) should be found a dictionary file &amp;quot;wesnoth-My_Campaign.mo&amp;quot;.&lt;br /&gt;
(All [campaign] and [scenario] tags should specify their text domain.)&lt;br /&gt;
&lt;br /&gt;
The ''path'' attribute specifies a directory that contains dictionary files.&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [textdomain] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
&lt;br /&gt;
All [campaign] and [scenario] tags in this campaign should start like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
When the game is played in English language, all translatable texts (those preceded by &amp;quot;_&amp;quot; mark) are displayed directly.&lt;br /&gt;
When the game is played in any other language, program will try to translate the texts by dictionary whose location is determined by:&lt;br /&gt;
* the ''path'' attribute of the current text domain&lt;br /&gt;
* the language code of the current language (usually in form &amp;quot;xx&amp;quot; or &amp;quot;xx_XX&amp;quot;)&lt;br /&gt;
* the ''name'' attribute of the current text domain&lt;br /&gt;
&lt;br /&gt;
For example, if the current language is Esperanto (language code: &amp;quot;eo&amp;quot;), the dictionary will be: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\translations\eo\LC_MESSAGES\wesnoth-My_Campaign.mo&lt;br /&gt;
&lt;br /&gt;
== The [binary_path] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Attribute:&lt;br /&gt;
&lt;br /&gt;
* ''path'' -- directory containg campaign-specific binary data&lt;br /&gt;
&lt;br /&gt;
=== Binary files locations ===&lt;br /&gt;
&lt;br /&gt;
Program looks for binary files (images, music, sounds) in the subdirectories of &amp;quot;$data&amp;quot; directory, that is:&lt;br /&gt;
* images in &amp;quot;$data/images/&amp;quot;&lt;br /&gt;
* music in &amp;quot;$data/music/&amp;quot;&lt;br /&gt;
* sounds in &amp;quot;$data/sounds&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Because user-contributed files are in different place, this tag makes program find binary files also in subdirectories of directory specified in ''path'' attribute.&lt;br /&gt;
(It means that images should not be in the &amp;quot;''path''&amp;quot; directory, but in &amp;quot;''path''/images/&amp;quot; directory; music in &amp;quot;''path''/music/&amp;quot; directory; sounds in &amp;quot;''path''/sounds/&amp;quot; directory.)&lt;br /&gt;
The directory must include the final slash (&amp;quot;/&amp;quot;) symbol.&lt;br /&gt;
&lt;br /&gt;
A campaign called &amp;quot;My Campaign&amp;quot; could specify a [binary_path] tag like this:&lt;br /&gt;
&lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
&lt;br /&gt;
Now when program looks for an image called &amp;quot;example.png&amp;quot;, it will try to find the image in the following locations: (on MS Windows)&lt;br /&gt;
&lt;br /&gt;
 %ProgramFiles%\Wesnoth\images\example.png&lt;br /&gt;
 %ProgramFiles%\Wesnoth\userdata\data\campaigns\My_Campaign\images\example.png&lt;br /&gt;
&lt;br /&gt;
=== Binary file conflicts ===&lt;br /&gt;
&lt;br /&gt;
As a matter of custom, user campaigns should avoid conflicts with other image and sound files.  If a user image has the same name as another file somewhere, unpredictable results will occur in that one of the files will be used in place of the other.&lt;br /&gt;
&lt;br /&gt;
There are two ways to avoid this: unique filenames and isolation using #ifdef.&lt;br /&gt;
&lt;br /&gt;
The first way is to give user campaign images, sounds, and music unique filename prefixes.  For example, a opening story logo called ''main.jpg'' could exist in several campaigns.  Give it a prefix like this: ''mycampaign_main.jpg'' where mycampaign is your campaign's name.&lt;br /&gt;
&lt;br /&gt;
The second way is to place the [binary_path] statement inside your campaign #ifdef.  The statements inside #ifdef are only loaded if someone plays your campaign.  This is the best way to do it.  The custom images and sounds you use in your campaign will not be exposed to the game until you select the campaign from the menu.&lt;br /&gt;
&lt;br /&gt;
If there are some images you want exposed to the game, use a 2nd [binary_path] tag.  This way you will have one public binary path and one private binary path.  Since there are probably only one or two images you want to be publicly visible (like the campaign menu icon and menu image), it is much easier to place unique prefixes on these public image files.&lt;br /&gt;
&lt;br /&gt;
Make the second [binary_path] statement outside of the #ifdef that points to another subdirectory of your campaign such as ''./external_binary_data/''.  In that directory you would need to make ''images'', ''sounds'', and ''music'' subdirectories.  See the full example below.&lt;br /&gt;
&lt;br /&gt;
== The [campaign] tag ==&lt;br /&gt;
&lt;br /&gt;
Top-level tag; appears directly in [game].&lt;br /&gt;
&lt;br /&gt;
Campaign menu attributes:&lt;br /&gt;
&lt;br /&gt;
* ''rank'' -- order of campaign in the campaign selection menu&lt;br /&gt;
* ''icon'' -- small campaign image in the campaign selection menu&lt;br /&gt;
* ''name'' -- (translatable) campaign name in the campaign selection menu&lt;br /&gt;
* ''description'' -- (translatable) campaign description in the information pane of the campaign selection menu&lt;br /&gt;
* ''image'' -- larger campaign image in the information pane of the campaign selection menu&lt;br /&gt;
&lt;br /&gt;
Difficulty attributes:&lt;br /&gt;
&lt;br /&gt;
* ''difficulties'' -- comma-separated list of preprocessor symbols for difficulties&lt;br /&gt;
* ''difficulty_descriptions'' -- (partially translatable) menu of difficulties&lt;br /&gt;
&lt;br /&gt;
Preprocessor attribute:&lt;br /&gt;
&lt;br /&gt;
* ''define'' -- preprocessor symbol for campaign&lt;br /&gt;
&lt;br /&gt;
First scenario attribute:&lt;br /&gt;
&lt;br /&gt;
* ''first_scenario'' -- the ID of the first scenario in the campaign&lt;br /&gt;
&lt;br /&gt;
Campaign credits subtag:&lt;br /&gt;
&lt;br /&gt;
* [[#The_.5Babout.5D_tag|[about]]] -- credits for campaign {{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Obsolete attributes: (do not use them)&lt;br /&gt;
&lt;br /&gt;
* ''id'' -- the internationalization key for the campaign&lt;br /&gt;
&lt;br /&gt;
=== Campaign selection menu ===&lt;br /&gt;
&lt;br /&gt;
Campaign selection menu displays a list of mainline and user-contributed campaigns.&lt;br /&gt;
Campaigns are ordered by their ''rank'' attribute (lower to higher, unranked in the end).&lt;br /&gt;
Mainline campaigns use multiples of 10 from 10 to 50.&lt;br /&gt;
Your campaign's rank should be at least 51; but you do not have to specify it.&lt;br /&gt;
&lt;br /&gt;
In the left part of dialog the ''icon'' and ''name'' of campaign are displayed.&lt;br /&gt;
When user selects a campaign, the ''description'' and ''image'' are displayed in the right part.&lt;br /&gt;
For example if [campaign] tag looks like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then the campaign selection menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
 | Select a campaign:           |                     |&lt;br /&gt;
 | [.....] Heir to the Throne   | Hero goes somewhere |&lt;br /&gt;
 | [.....] Son of the Black Eye | and does something. |&lt;br /&gt;
 | [.....] Eastern Invasion     |     [ large ]       |&lt;br /&gt;
 | [.....] The Rise of Wesnoth  |     [  .png ]       |&lt;br /&gt;
 | [small] My Campaign          |                [OK] |&lt;br /&gt;
 +------------------------------+---------------------+&lt;br /&gt;
&lt;br /&gt;
=== Difficulty menu ===&lt;br /&gt;
&lt;br /&gt;
From campaign author's view, &amp;quot;difficulty&amp;quot; is a preprocessor symbol, which can be used in scenario script to make gameplay easier or harder.&lt;br /&gt;
This is typically done by making difficulty-dependent turn limits, starting gold for enemies, recruiting lists for enemies, AI commands,... but it can be anything.&lt;br /&gt;
Exactly one of difficulty symbols is defined during campaign.&lt;br /&gt;
&lt;br /&gt;
Using difficulties in campaign in optional.&lt;br /&gt;
It is recommend to use standard symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, because a few standard macros use them (file &amp;quot;utils.cfg&amp;quot;; see [[UtilWML]]).&lt;br /&gt;
The ''difficulties'' attribute is a comma-separated list of preprocessor symbols to be defined.&lt;br /&gt;
These symbols are used internally, and are never displayed to player.&lt;br /&gt;
(It means that campaign author can use the symbols &amp;quot;EASY&amp;quot;, &amp;quot;NORMAL&amp;quot;, &amp;quot;HARD&amp;quot;, even if the selection box displays different names, e.g. &amp;quot;Hard&amp;quot;, &amp;quot;Very hard&amp;quot;, &amp;quot;Nightmare&amp;quot;.)&lt;br /&gt;
The ''difficulty_descriptions'' is a formatted string that is best created using macros &amp;quot;MENU_IMG_TXT&amp;quot; and &amp;quot;MENU_IMG_TXT2&amp;quot; like this:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
The semicolon &amp;quot;;&amp;quot; separates items in menu, and the asterisk &amp;quot;*&amp;quot; specifies the default value (see [[DescriptionWML]]).&lt;br /&gt;
Number of rows in ''difficulty_descriptions'' must be the same as number of symbols in ''difficulties''.&lt;br /&gt;
The difficulty menu will look like this:&lt;br /&gt;
&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
 | Choose a difficulty:          |&lt;br /&gt;
 | [fighter.] Fighter  (easiest) |&lt;br /&gt;
 | [hero.png] Hero               |&lt;br /&gt;
 | [champion] Champion (hardest) |&lt;br /&gt;
 +-------------------------------+&lt;br /&gt;
&lt;br /&gt;
=== Campaign symbol ===&lt;br /&gt;
&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, to make program run efficiently (load data faster and use less memory).&lt;br /&gt;
This symbol is used to include campaign-specific WML files, that is scenario files and campaign-specific macros.&lt;br /&gt;
If you do not care about technical details, skip the following paragraph.&lt;br /&gt;
&lt;br /&gt;
WML files include each other; starting with &amp;quot;$data/game.cfg&amp;quot; which includes some files that also include some files... and so on, up to all the units, campaigns, etc.&lt;br /&gt;
There are hundreds of WML files which must be read and parsed; they consume a lot of memory and make program start slowly.&lt;br /&gt;
To reduce this amount, scenario files are ''not'' loaded at the start of program; their inclusion is prevented by &amp;quot;#ifdef&amp;quot; preprocessor commands (see [[PreprocessorRef]]).&lt;br /&gt;
When starting a campaign (or loading a saved game from campaign), the campaign-specific preprocessor symbol is defined, and WML files are reloaded... now including also scenario files from the current campaign (but not from other campaigns).&lt;br /&gt;
Each campaign must define a unique preprocessor symbol, and conditionally include its campaign-specific files, to support this process.&lt;br /&gt;
Without it, the campaign would work anyway, but its files would consume memory also when not necessary, e.g. when playing some other campaign.&lt;br /&gt;
&lt;br /&gt;
The ''define'' attribute must contain a unique preprocessor symbol.&lt;br /&gt;
It should start with &amp;quot;CAMPAIGN_&amp;quot; followed by the name of campaign.&lt;br /&gt;
For example if your campaign is called &amp;quot;My Campaign&amp;quot;, you should write:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
Then, you have to use this symbol at the end of campaign WML file (after the end of [campaign] tag) to include campaign-specific files (e.g. scenarios) like this:&lt;br /&gt;
&lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
Only the tags [binary_path] and [campaign] should go outside the &amp;quot;#ifdef&amp;quot; section.&lt;br /&gt;
&lt;br /&gt;
=== Selecting first scenario ===&lt;br /&gt;
&lt;br /&gt;
Attribute ''first_scenario'' specifies which scenario should be started first.&lt;br /&gt;
Its value must be the same as the value of &amp;quot;id&amp;quot; attribute of the [[ScenarioWML|[scenario]]] tag for given scenario.&lt;br /&gt;
For example your campaign can contain:&lt;br /&gt;
&lt;br /&gt;
 [campaign]&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
&lt;br /&gt;
And the corresponding scenario would contain:&lt;br /&gt;
&lt;br /&gt;
 [scenario]&lt;br /&gt;
 &lt;br /&gt;
   id=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   #...&lt;br /&gt;
 &lt;br /&gt;
 [/scenario]&lt;br /&gt;
&lt;br /&gt;
Please note that the &amp;quot;id&amp;quot; attribute of the [scenario] tag does not have to be the same as the name of scenario file.&lt;br /&gt;
Attribute ''first_scenario'' refers to the &amp;quot;id&amp;quot; attribute of the [scenario] tag, ''not'' to the filename.&lt;br /&gt;
(However, you should include all scenario files in your campaign file; read the previous section.)&lt;br /&gt;
&lt;br /&gt;
All scenarios must have unique IDs.&lt;br /&gt;
(That is: unique in scope of their campaign.&lt;br /&gt;
Because scenarios from different campaigns are never loaded together in memory.)&lt;br /&gt;
&lt;br /&gt;
Campaign tag only specifies the first scenario of the campaign.&lt;br /&gt;
Then, each scenario specifies which one will follow.&lt;br /&gt;
&lt;br /&gt;
== The [about] tag ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature}}&lt;br /&gt;
&lt;br /&gt;
Appears in [campaign] tag.&lt;br /&gt;
&lt;br /&gt;
Attributes:&lt;br /&gt;
* ''title'' -- (translatable) title of credits section&lt;br /&gt;
* ''text'' -- names of campaign contributors&lt;br /&gt;
&lt;br /&gt;
=== Campaign specific credits ===&lt;br /&gt;
&lt;br /&gt;
A campaign can specify its own credits.&lt;br /&gt;
These will be included in the game credits; in the bottom if player has not completed this campaign, in the top if player has completed this campaign.&lt;br /&gt;
&lt;br /&gt;
There can be any number of [about] tags inside a [campaign] tag.&lt;br /&gt;
Campaign-specific credits are preceded by the name of campaign.&lt;br /&gt;
Each [about] tag contains one section of credits.&lt;br /&gt;
Section title is in ''title'' attribute; it must be one of the following values:&lt;br /&gt;
* &amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
* &amp;quot;Current Maintainer&amp;quot;&lt;br /&gt;
* &amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
* &amp;quot;Music&amp;quot;&lt;br /&gt;
* &amp;quot;Miscellaneous&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The ''text'' attribute contains the names of contributors, each on separate line.&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
 #textdomain wesnoth&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
   text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
 [about]&lt;br /&gt;
   title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
   text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
 [/about]&lt;br /&gt;
&lt;br /&gt;
Related forum thread: [http://www.wesnoth.org/forum/viewtopic.php?t=9720 9720].&lt;br /&gt;
&lt;br /&gt;
== A complete example ==&lt;br /&gt;
&lt;br /&gt;
This is a campaign file for campaign &amp;quot;My Campaign&amp;quot;; the file path is &amp;quot;$userdata/campaigns/My_Campaign.cfg&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 # This is a main campaign file of campaign &amp;quot;My Campaign&amp;quot;.&lt;br /&gt;
 &lt;br /&gt;
 [textdomain]&lt;br /&gt;
   name=&amp;quot;wesnoth-My_Campaign&amp;quot;&lt;br /&gt;
   path=&amp;quot;data/campaigns/My_Campaign/translations&amp;quot;&lt;br /&gt;
 [/textdomain]&lt;br /&gt;
 &lt;br /&gt;
 [binary_path]&lt;br /&gt;
   path=data/campaigns/My_Campaign/&lt;br /&gt;
 [/binary_path]&lt;br /&gt;
 &lt;br /&gt;
 [campaign]&lt;br /&gt;
   #textdomain wesnoth-My_Campaign&lt;br /&gt;
 &lt;br /&gt;
   icon=small.png&lt;br /&gt;
   name= _&amp;quot;My Campaign&amp;quot;&lt;br /&gt;
   description= _&amp;quot;Hero goes somewhere and does something.&amp;quot;&lt;br /&gt;
   image=large.png&lt;br /&gt;
  &lt;br /&gt;
   difficulties=EASY,NORMAL,HARD&lt;br /&gt;
   difficulty_descriptions= {MENU_IMG_TXT2 elvish-fighter.png  _&amp;quot;Fighter&amp;quot;  _&amp;quot;(easiest)&amp;quot;} + &amp;quot;;&amp;quot;&lt;br /&gt;
                    + &amp;quot;*&amp;quot; + {MENU_IMG_TXT  elvish-hero.png     _&amp;quot;Hero&amp;quot;                 } + &amp;quot;;&amp;quot;&lt;br /&gt;
                          + {MENU_IMG_TXT2 elvish-champion.png _&amp;quot;Champion&amp;quot; _&amp;quot;(hardest)&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
   define=CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   first_scenario=My_first_scenario&lt;br /&gt;
 &lt;br /&gt;
   # DEVELOPMENT BRANCH ONLY...&lt;br /&gt;
 &lt;br /&gt;
   #textdomain wesnoth&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Campaign Designer&amp;quot;&lt;br /&gt;
     text=&amp;quot;Name Surname (nickname)&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
   [about]&lt;br /&gt;
     title= _&amp;quot;Artwork and Graphics Designers&amp;quot;&lt;br /&gt;
     text=&amp;quot;Artist One&lt;br /&gt;
 Artist Two&amp;quot;&lt;br /&gt;
   [/about]&lt;br /&gt;
 &lt;br /&gt;
   # ...DEVELOPMENT BRANCH ONLY&lt;br /&gt;
 &lt;br /&gt;
 [/campaign]&lt;br /&gt;
 &lt;br /&gt;
 #ifdef CAMPAIGN_MY_CAMPAIGN&lt;br /&gt;
 &lt;br /&gt;
   [+units]&lt;br /&gt;
     {@campaigns/My_Campaign/units}&lt;br /&gt;
   [/units]&lt;br /&gt;
 &lt;br /&gt;
   {@campaigns/My_Campaign/scenarios}&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[PreprocessorRef]]&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[PblWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10376</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10376"/>
		<updated>2006-07-02T22:59:41Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* The Rise of Wesnoth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
* Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&lt;br /&gt;
* Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&lt;br /&gt;
* Blackwater Port, line 179: &amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&lt;br /&gt;
* Swamp Of Dread, line 249: &amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
* Home of the North Elves, line 24: &amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&amp;lt;br&amp;gt;&lt;br /&gt;
* Elven Council, line 110: &amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
* Plunging Into the Darkness, line 596: &amp;quot;if you most go on with this mad scheme&amp;quot;, most -&amp;gt; must.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
Rise of Wesnoth, line 430:&lt;br /&gt;
&amp;quot;All life is finite,&amp;quot; should have a semi-colon to avoid a run-on sentence&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
02 Across the Harsh Sands, line 1416 col 29: &amp;quot;Ogre Ambush&amp;quot;. &amp;quot;ambush&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
02 Across the Harsh Sands, line 1424 col 21: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;meat&amp;quot; should not be capitalised.&amp;lt;br&amp;gt;&lt;br /&gt;
04 Descending Into Darkness, line 1318 col 34: &amp;quot;squirling&amp;quot;. Should be &amp;quot;squirreling&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2251 col 29: &amp;quot;Burn, Burn and Die&amp;quot;. Wrongly capitalised: should be &amp;quot;Burn, burn and die&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2436 col 45: &amp;quot;Help Me&amp;quot;. Should be &amp;quot;Help me&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 2452 col 56 and line 2545 col 52: &amp;quot;Fall Back&amp;quot;. Should be &amp;quot;Fall back&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3131 col 40: &amp;quot;I thought that what&amp;quot;. Should be &amp;quot;I thought that was what&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3136 col 320: &amp;quot;trolls secret weapon&amp;quot;. &amp;quot;trolls&amp;quot; should be &amp;quot;trolls'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
05 A Subterranean Struggle, line 3227 col 47: &amp;quot;was was&amp;quot;. Should be only one &amp;quot;was&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.1 Hunting Trolls, line 781 col 140: &amp;quot;I will once you finish&amp;quot;. Should be &amp;quot;I will return once you finish&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1325 col 103 and line 1334 col 103: &amp;quot;the maybe&amp;quot;. &amp;quot;the&amp;quot; should be &amp;quot;then&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 1529 col 13: &amp;quot;Good Riddance&amp;quot;. Should be &amp;quot;Good riddance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
06.2 In the Domain of the Dwarves, line 2103 col 94: &amp;quot;shant&amp;quot;. Should be &amp;quot;shan't&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 604 col 103: &amp;quot;thorne&amp;quot;. Should be &amp;quot;thorn&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.1 Dealing with Dwarves, line 647 col 121: &amp;quot;cowards's&amp;quot;. Should be &amp;quot;coward's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
07.2 Talking with Trolls, line 646 col 135: &amp;quot;greatful&amp;quot;. Should be &amp;quot;grateful&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 101: &amp;quot;damned the river&amp;quot;. &amp;quot;damned&amp;quot; should be &amp;quot;dammed&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 1277 col 143: &amp;quot;drown its dark waters&amp;quot;. Should be &amp;quot;drown in its dark waters&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2105 col 132: &amp;quot;in from of&amp;quot;. Should be &amp;quot;in front of&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2484 col 31: &amp;quot;The user feel much better&amp;quot;. &amp;quot;feel&amp;quot; should be &amp;quot;feels&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 2810 col 240: &amp;quot;getting it the easy treatment&amp;quot;. Delete &amp;quot;it&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3331 col 37: &amp;quot;Follow Us&amp;quot;. Should be &amp;quot;Follow us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
08 Out of the Frying Pan, line 3358 col 50: &amp;quot;it make my skin crawl&amp;quot;. &amp;quot;make&amp;quot; should be &amp;quot;makes&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 345 col 175: &amp;quot;where Esanoo has come from&amp;quot;. &amp;quot;has&amp;quot; should be &amp;quot;had&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1127 col 95: &amp;quot;seeked&amp;quot;. Should be &amp;quot;sought&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1487 col 95: &amp;quot;veneance&amp;quot;. Should be &amp;quot;vengeance&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 1779 col 71, line 1904 col 71, line 2034 col 71 and line 2159 col 71: &amp;quot;We've never seem him&amp;quot;. &amp;quot;seem&amp;quot; should be &amp;quot;seen&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
09 Blood is Thicker than Water, line 3354 col 22: &amp;quot;Fresh Meat&amp;quot;. &amp;quot;Should be &amp;quot;Fresh meat&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
10 Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
11 The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/Cave_spider2.cfg, line 24 col 30: &amp;quot;Cave Spiders are roam&amp;quot;. Delete &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Crab_Man.cfg, line 23 col 98: &amp;quot;the more twisted monsters every recorded&amp;quot;. &amp;quot;more&amp;quot; should be &amp;quot;most&amp;quot;, and &amp;quot;every&amp;quot; should be &amp;quot;ever&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dark_Assassin1.cfg, line 33 col 74; units/Dark_Assassin2.cfg,line 33 col 74; and units/Dark_Assassin3.cfg, line 36 col 74: &amp;quot;a moments notice&amp;quot;. &amp;quot;moments&amp;quot; should be &amp;quot;moment's&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Desert_Avenger.cfg, line 52 col 209; and units/Desert_Ranger.cfg, line 51 col 238: &amp;quot;backstabing&amp;quot;. Should be &amp;quot;backstabbing&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 30: &amp;quot;Dwarvish Pathfinders and faster&amp;quot;. &amp;quot;and&amp;quot; should be &amp;quot;are&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Dwarvish_Pathfinder.cfg, line 27 col 135: &amp;quot;The often race&amp;quot;. &amp;quot;The&amp;quot; should be &amp;quot;They&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
units/Kaleh_Fighter.cfg, line 46 col 88: &amp;quot;Wesnoth&amp;quot;. Should be &amp;quot;Quenoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10356</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10356"/>
		<updated>2006-07-01T13:48:11Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Forum Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
*SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot; (campaign name)&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
*SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Forum Language ==&lt;br /&gt;
&lt;br /&gt;
*AAU     - Allies Are Useless&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AH      - All Hits &lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
*CVS     - Old term for up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Movement points&lt;br /&gt;
*MP      - Multiplayer&lt;br /&gt;
*MOP     - Monster of perfection&lt;br /&gt;
*MoL     - Mage of Light&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between exactly three opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options are Bad; In reference to gameplay, not user interface options.  Mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert; In other words, we have discussed this before and have no interest in discussing it again, especially if it got ugly&lt;br /&gt;
*OT      - Off Topic: can refer to either the forum (http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
*RIPLIB  - Reduction In Power when Leveling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
*RTFM    - Read The Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SVN     - Term for up-to-date Wesnoth [[WesnothSVN]] ([[What_Is_SVN]])&lt;br /&gt;
*TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign (any campaign not packaged with Wesnoth)&lt;br /&gt;
*WC      - Walking Corpses&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFAICT  - As Far As I Can Tell(A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFAIK   - As Far As I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*NYSPOS  - No, you stupid piece of **** (An impolite refutation hidden in an acronym)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* Enter other resources in here.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=10339</id>
		<title>WesnothRepository</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothRepository&amp;diff=10339"/>
		<updated>2006-06-30T15:03:41Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* See Also */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Compiling Wesnoth}}&lt;br /&gt;
==  SVN ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth development currently uses the Subversion&lt;br /&gt;
software tool to keep developers in sync with each other.  See the&lt;br /&gt;
[http://svnbook.org SVN book] for&lt;br /&gt;
more on how to use Subversion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==  Browse the code  ==&lt;br /&gt;
&lt;br /&gt;
There are currently two main streams of development: trunk (1.1.x) and branch (1.0.x).  There is also a branch for a Python interface to the AI.  You can use your web browser to navigate through the source code:&lt;br /&gt;
&lt;br /&gt;
http://svn.gna.org/viewcvs/wesnoth/&lt;br /&gt;
&lt;br /&gt;
==  Download  ==&lt;br /&gt;
&lt;br /&gt;
To check out trunk into a directory ''wesnoth'':&lt;br /&gt;
 svn co http://svn.gna.org/svn/wesnoth/trunk wesnoth&lt;br /&gt;
&lt;br /&gt;
or to check out the 1.0 branch into a directory ''wesnoth-1.0'':&lt;br /&gt;
 svn co http://svn.gna.org/svn/wesnoth/branches/1.0 wesnoth-1.0&lt;br /&gt;
&lt;br /&gt;
More info on the repository: https://gna.org/svn/?group=wesnoth&lt;br /&gt;
&lt;br /&gt;
==  Update  ==&lt;br /&gt;
&lt;br /&gt;
Do this from inside the ''wesnoth'' or ''wesnoth-1.0'' directory where you checked out the repository:&lt;br /&gt;
 svn update&lt;br /&gt;
&lt;br /&gt;
Note that when you update from Subversion, you should always run 'autogen.sh' if ''configure.ac'' or any of the ''Makefile.am'' files were changed.  It is safest to 'make clean' before updating, then update and finally run 'autogen.sh', 'configure' and 'make'.&lt;br /&gt;
&lt;br /&gt;
You may be able to skip the 'autogen.sh' and the 'make clean' if the makefiles and ''configure.ac'' have not changed.  If only minor changes were made then even the 'configure' step is optional.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[CompilingWesnoth]]&lt;br /&gt;
* [[UsingAutotools]]&lt;br /&gt;
* [[What_Is_SVN]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10337</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10337"/>
		<updated>2006-06-30T15:02:16Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Forum Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
*SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot; (campaign name)&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
*SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Forum Language ==&lt;br /&gt;
&lt;br /&gt;
*AAU     - Allies Are Useless&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AH      - All Hits &lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
*CVS     - Old term for up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Movement points&lt;br /&gt;
*MP      - Multiplayer&lt;br /&gt;
*MOP     - Monster of perfection&lt;br /&gt;
*MoL     - Mage of Light&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between exactly three opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options are Bad; In reference to gameplay, not user interface options.  mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert&lt;br /&gt;
*OT      - Off Topic: can refer to either the forum (http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
*RIPLIB  - Reduction In Power when Leveling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
*RTFM    - Read The Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SVN     - Term for up-to-date Wesnoth [[WesnothSVN]] ([[What_Is_SVN]])&lt;br /&gt;
*TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign (any campaign not packaged with Wesnoth)&lt;br /&gt;
*WC      - Walking Corpses&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFAICT  - As Far As I Can Tell(A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFAIK   - As Far As I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*NYSPOS  - No, you stupid piece of **** (An impolite refutation hidden in an acronym)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* Enter other resources in here.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10336</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10336"/>
		<updated>2006-06-30T15:02:02Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Forum Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
*SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot; (campaign name)&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
*SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Forum Language ==&lt;br /&gt;
&lt;br /&gt;
*AAU     - Allies Are Useless&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AH      - All Hits &lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
*CVS     - Old term for up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Movement points&lt;br /&gt;
*MP      - Multiplayer&lt;br /&gt;
*MOP     - Monster of perfection&lt;br /&gt;
*MoL     - Mage of Light&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between exactly three opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options are Bad; In reference to gameplay, not user interface options.  mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert&lt;br /&gt;
*OT      - Off Topic: can refer to either the forum (http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
*RIPLIB  - Reduction In Power when Leveling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
*RTFM    - Read The Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SVN     - Term for up-to-date Wesnoth [[WesnothSVN]] [[What_Is_SVN]]&lt;br /&gt;
*TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign (any campaign not packaged with Wesnoth)&lt;br /&gt;
*WC      - Walking Corpses&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFAICT  - As Far As I Can Tell(A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFAIK   - As Far As I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*NYSPOS  - No, you stupid piece of **** (An impolite refutation hidden in an acronym)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* Enter other resources in here.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10335</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=10335"/>
		<updated>2006-06-30T15:01:18Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Forum Language */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Official Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot; (campaign name)&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot; (campaign name)&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot; (scenario in &amp;quot;Heir to the Throne&amp;quot; campaign)&lt;br /&gt;
*SG       - &amp;quot;The South Guard&amp;quot; (campaign name)&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot; (campaign name)&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot; (campaign name)&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*LOW      - &amp;quot;Legends of Wesmere&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
*SoF      - &amp;quot;Scepter of Fire&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
== Forum Language ==&lt;br /&gt;
&lt;br /&gt;
*AAU     - Allies Are Useless&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AH      - All Hits &lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtbH    - Chance to be Hit (also C2bH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtbK    - Chance to be Killed (also C2bK)&lt;br /&gt;
*CVS     - Old term for up-to-date Wesnoth: [[WesnothCVS]]&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Movement points&lt;br /&gt;
*MP      - Multiplayer&lt;br /&gt;
*MOP     - Monster of perfection&lt;br /&gt;
*MoL     - Mage of Light&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between exactly three opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options are Bad; In reference to gameplay, not user interface options.  mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert&lt;br /&gt;
*OT      - Off Topic: can refer to either the forum (http://www.wesnoth.org/forum/viewforum.php?f=11) or spam&lt;br /&gt;
*RIPLIB  - Reduction In Power when Leveling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - Wesnoth's experience system: http://www.wesnoth.org/forum/viewtopic.php?t=4385&lt;br /&gt;
*RTFM    - Read The Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - not Wesnoth&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SVN     - Term for up-to-date Wesnoth [[WesnothSVN]] [[WhatIsSVN]]&lt;br /&gt;
*TBS     - Turn Based Strategy Game - Wesnoth&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign (any campaign not packaged with Wesnoth)&lt;br /&gt;
*WC      - Walking Corpses&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZOC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFAICT  - As Far As I Can Tell(A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFAIK   - As Far As I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*BTW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*NYSPOS  - No, you stupid piece of **** (An impolite refutation hidden in an acronym)&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* Enter other resources in here.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10300</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10300"/>
		<updated>2006-06-28T19:21:47Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Heir to the Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blackwater Port, line 179:&lt;br /&gt;
&amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Of Dread, line 249&lt;br /&gt;
&amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Home of the North Elves, line 24:&lt;br /&gt;
&amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&amp;lt;br&amp;gt;&lt;br /&gt;
Elven Council, line 110&lt;br /&gt;
&amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10299</id>
		<title>SpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SpellingMistakes&amp;diff=10299"/>
		<updated>2006-06-28T19:13:43Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Heir to the Throne */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page is meant to be a list for mistakes in campaigns and other texts in the en_US version of the game.&lt;br /&gt;
&lt;br /&gt;
==Eastern Invasion==&lt;br /&gt;
The Outpost, line 120 col 54: &amp;quot;Dacyn's return during in two days&amp;quot;. &amp;quot;during&amp;quot; should be deleted.&amp;lt;br&amp;gt;&lt;br /&gt;
The Escape Tunnel, line 174 col 61 and line 180 col 61: &amp;quot;I advise you join us&amp;quot;. Should be &amp;quot;I advise you to join us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Northern Outpost, line 129 col 138: &amp;quot;the Northlands, were we may&amp;quot;. &amp;quot;Were&amp;quot; should be &amp;quot;where&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 340 col 68: &amp;quot;an chance of success&amp;quot;. &amp;quot;an&amp;quot; should be &amp;quot;any&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Evacuation, line 344 col 40 : &amp;quot;But is appears we will&amp;quot; should be &amp;quot;But it appears we will&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Heir to the Throne==&lt;br /&gt;
Snow Plains, line 115, col 93: &amp;quot;as an envoy from we North Elves&amp;quot;. &amp;quot;we&amp;quot; should be &amp;quot;us&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Test of the Clan, line 380, col 50: &amp;quot;the easten plains&amp;quot;. &amp;quot;easten&amp;quot; should be &amp;quot;eastern&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Blackwater Port, line 179:&lt;br /&gt;
&amp;quot;I offer you my support Konrad, and the support of my men&amp;quot; should be &amp;quot;I offer you my support, Konrad, and the support of my men&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Swamp Of Dread, line 249&lt;br /&gt;
&amp;quot;It is is clear&amp;quot; should have one &amp;quot;is&amp;quot;&amp;lt;br&amp;gt;&lt;br /&gt;
Home of the North Elves, line 24:&lt;br /&gt;
&amp;quot;Konrad must reach the elvish forest and resist until the end of turns&amp;quot;: the objective has changed to resist until the end of the turn.  Don't forget!&lt;br /&gt;
Elven Council, line 110&lt;br /&gt;
&amp;quot;How quickly do the race of men mature!&amp;quot;: do should be does.&lt;br /&gt;
&lt;br /&gt;
==The Rise of Wesnoth==&lt;br /&gt;
&lt;br /&gt;
==The South Guard==&lt;br /&gt;
Born to the Banner, line 437 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Proven by the Sword, line 238 col 50: &amp;quot;intellegent&amp;quot;. Should be &amp;quot;intelligent&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
A Desperate Errand, line 203 col 50: &amp;quot;recieved&amp;quot;. Should be &amp;quot;received&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Vale of Tears, line 182 col 92: &amp;quot;sacking out towns&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 230 col 76: &amp;quot;whatever enemies lay beyond&amp;quot;. &amp;quot;lay&amp;quot; should be &amp;quot;lie&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Choice in the Fog, line 661 col 121: &amp;quot;you and you men&amp;quot;. Second &amp;quot;you&amp;quot; should be &amp;quot;your&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Tidings Good And Ill, line 336 col 42: &amp;quot;belive&amp;quot;. Should be &amp;quot;believe&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 148 col 53: &amp;quot;less valuable in caves that toughness&amp;quot;. &amp;quot;that&amp;quot; should be &amp;quot;than&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 384 col 61: &amp;quot;and lite it&amp;quot;. &amp;quot;lite&amp;quot; should be &amp;quot;light&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Into the Depths, line 499 col 51: &amp;quot;The elves I once lead&amp;quot;. &amp;quot;lead&amp;quot; should be &amp;quot;led&amp;quot;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
units/4.Infantry_Commander.cfg, line 21 col 48: &amp;quot;infantry Wesnoth&amp;quot;. Should be &amp;quot;infantry of Wesnoth&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
utils/sg_story.cfg, line 11 col 263: &amp;quot;men build new towns&amp;quot;. &amp;quot;build&amp;quot; should be &amp;quot;built&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Two Brothers==&lt;br /&gt;
Rooting Out a Mage, line 240 col 51: &amp;quot;two day's ride north&amp;quot;. &amp;quot;day's&amp;quot; should be &amp;quot;days'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Chase, line 376, col 266: &amp;quot;endevours&amp;quot;. Should be &amp;quot;endeavours&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Guarded Castle, line 442 col 77: &amp;quot;I can count hundred&amp;quot;. Should be &amp;quot;I can count a hundred&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 184 col 114: &amp;quot;It was noone here to stop them&amp;quot;. &amp;quot;It&amp;quot; should be &amp;quot;There&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 224 col 90: &amp;quot;fixing the damages&amp;quot;. Should be &amp;quot;fixing the damage&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Return to the Village, line 229 col 122: &amp;quot;to face another grim foe to face&amp;quot;. &amp;quot;to face&amp;quot; should appear only once.&lt;br /&gt;
&lt;br /&gt;
==Under the Burning Suns==&lt;br /&gt;
Speaking with the Fishes, line 345 col 718: &amp;quot;the human's capital&amp;quot;. &amp;quot;human's&amp;quot; should be &amp;quot;humans'&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking with the Fishes, line 882 col 67: &amp;quot;none of us return alive&amp;quot;. Should be &amp;quot;none of us will return alive&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
Speaking with the Fishes, line 941 col 659: &amp;quot;all other who&amp;quot;. &amp;quot;other&amp;quot; should be &amp;quot;others&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 318 col 454: &amp;quot;guiding out steps&amp;quot;. &amp;quot;out&amp;quot; should be &amp;quot;our&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 1307 col 96: &amp;quot;complimpents&amp;quot;. Should be &amp;quot;compliments&amp;quot;.&amp;lt;br&amp;gt;&lt;br /&gt;
The Battle for Zocthanol Isle, line 1529 col 152 and line 1560 col 152: &amp;quot;extrances&amp;quot;. Should be &amp;quot;entrances&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Editor==&lt;br /&gt;
&lt;br /&gt;
==Other (ingame help, ...)==&lt;br /&gt;
data/help.cfg:247&lt;br /&gt;
familiarise-familiarize&lt;br /&gt;
&lt;br /&gt;
data/help.cfg:317&lt;br /&gt;
&amp;quot;foes who&amp;quot; - &amp;quot;foes that&amp;quot;&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:148&lt;br /&gt;
amoung - among&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/2p_Caves_of_the_Basilisk.cfg:128&lt;br /&gt;
&amp;quot;The foul Basilik&amp;quot; - The foul Basilisk&lt;br /&gt;
&lt;br /&gt;
data/scenarios/multiplayer/9p_Merkwuerdigliebe.cfg:7&lt;br /&gt;
vilages-villages&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10191</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10191"/>
		<updated>2006-06-24T23:24:10Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.7 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Current Version] (1.1.7, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth_1.1.5.tar.gz?download Previous Version] (1.1.5, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Current Version] (1.1.7, ??.? MB) NOT READY YET&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5-windows.exe?download Previous Version] (1.1.5, 58.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Current Version] (1.1.7, Universal, ??.?MB) NOT READY YET&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Current version - lite] (1.1.7, Universal, no art or music, ??.?MB) NOT READY YET&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5.dmg?download Previous Version] (1.1.5, Universal, 69.4MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5_lite.dmg?download Previous version - lite] (1.1.5, Universal, no art or music, 39.4MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_exe.lha Previous version - exe] (1.1.1 - game, 4.7MB)&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_data.lha Previous version - data] (1.1.1 - data files, 10MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://www.os2world.com/smedley/wesnoth-1.1.4-os2.zip Current Version] (1.1.4, 71MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10189</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10189"/>
		<updated>2006-06-24T23:22:46Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.7 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Current Version] (1.1.7, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth_1.1.5.tar.gz?download Previous Version] (1.1.5, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Current Version] (1.1.7, ??.? MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5-windows.exe?download Previous Version] (1.1.5, 58.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Current Version] (1.1.7, Universal, ??.?MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Current version - lite] (1.1.7, Universal, no art or music, ??.?MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5.dmg?download Previous Version] (1.1.5, Universal, 69.4MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5_lite.dmg?download Previous version - lite] (1.1.5, Universal, no art or music, 39.4MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_exe.lha Previous version - exe] (1.1.1 - game, 4.7MB)&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_data.lha Previous version - data] (1.1.1 - data files, 10MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://www.os2world.com/smedley/wesnoth-1.1.4-os2.zip Current Version] (1.1.4, 71MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10188</id>
		<title>Download</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Download&amp;diff=10188"/>
		<updated>2006-06-24T23:20:35Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Development */ skeleton update for 1.1.7&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Battle for Wesnoth downloads page.  The BFW project team only officially releases the source code.  Binary packages are only provided by community volunteers and hosted here.&lt;br /&gt;
&lt;br /&gt;
If the latest binaries are not currently available for your OS, please check back in a few days to see if they have been placed here. Packagers have been informed of the release, please be patient.  In the meantime, read the [[FAQ#A_new_version_is_out.2C_but_where_is_the_download_for_.5BWindows.2C_Mac_OS.2C_etc..5D.3F|FAQ]].&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
Jump to: [[Download#Stable_.281.0.x_branch.29|Stable Branch]] | [[Download#Development|Development Branch]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Stable (1.0.x branch) ==&lt;br /&gt;
The stable files are meant to be used as a stable and rather balanced version of the game. Each version of the 1.0.x branch is compatible to each other. This will not happen in the development branch.&lt;br /&gt;
&lt;br /&gt;
Version 1.0.2 is the latest stable version, updated with several important bugfixes. This version is recommended for most players since the 1.0.x online multiplayer community is very large and user-made campaign server has a robust content selection. &lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz?download Current stable version] (1.0.2, 38.2 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== [[BeOS]] ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip?download Current stable version] (1.0.2, 42.3MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are specific binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more informations about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.0.2.dmg?download Current stable version] (1.0.2, PPC, 53.6 MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2-lwa.dmg Current stable version - alternate] (1.0.2, PPC, 44MB)&lt;br /&gt;
* [http://lwa.retiaire.org/wesnoth/Wesnoth_MacOSX_1.0.2_lite-lwa.dmg Current stable version - lite] (1.0.2, PPC, no art or music, 25MB)&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-windows-1.0.2.exe?download Current stable version] (1.0.2, 37.0MB)&lt;br /&gt;
&lt;br /&gt;
==== FreeBSD ====&lt;br /&gt;
* /usr/ports/games/wesnoth (1.0.1, 37.3MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.0.2.tar.gz.md5?download Source code md5sum]&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth-1.0.2-BeOS-x86.pkg.zip.md5?download BeOS md5sum]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#MS_Windows Xdelta for the Windows binary]&lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
Version 1.1.5 is the latest development version, boasting updated graphics and new exciting features. However, there may be occasional bugs or performance problems in the development versions since heavy changes are taking place all the time. For balanced and stable gaming, it is recommended you use the latest version of the 1.0.x branch.  This version is recommended for coders and campaign developers, as well as those who want to preview the future of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
==== Source code ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7.tar.gz?download Current Version] (1.1.7, 70 MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth_1.1.5.tar.gz?download Previous Version] (1.1.5, 70 MB)&lt;br /&gt;
* [[CompilingWesnoth|Compiling Guide]] - how to compile the source code&lt;br /&gt;
&lt;br /&gt;
==== MS Windows ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.7-windows.exe?download Current Version] (1.1.7, ??.? MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5-windows.exe?download Previous Version] (1.1.5, 58.2 MB)&lt;br /&gt;
&lt;br /&gt;
==== Mac OS X ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7.dmg?download Current Version] (1.1.7, Universal, ??.?MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.7_lite.dmg?download Current version - lite] (1.1.7, Universal, no art or music, ??.?MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5.dmg?download Previous Version] (1.1.5, Universal, 69.4MB)&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/Wesnoth_MacOSX_1.1.5_lite.dmg?download Previous version - lite] (1.1.5, Universal, no art or music, 39.4MB)&lt;br /&gt;
&lt;br /&gt;
==== GNU/Linux ====&lt;br /&gt;
* There are binaries for many different GNU/Linux Distributions. Not all are always up to date with the current release. Please have a look at the [[WesnothBinariesLinux|Linux binary page]] for more information about the binaries for your Distribution.&lt;br /&gt;
&lt;br /&gt;
==== AmigaOS4 ====&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_exe.lha Previous version - exe] (1.1.1 - game, 4.7MB)&lt;br /&gt;
* [http://www.os4depot.net/share/game/strategy/wesnoth_data.lha Previous version - data] (1.1.1 - data files, 10MB)&lt;br /&gt;
&lt;br /&gt;
==== OS/2 &amp;amp; eComStation ====&lt;br /&gt;
* [http://www.os2world.com/smedley/wesnoth-1.1.4-os2.zip Current Version] (1.1.4, 71MB)&lt;br /&gt;
&lt;br /&gt;
==== Miscellaneous ====&lt;br /&gt;
* [http://prdownloads.sourceforge.net/wesnoth/wesnoth-1.1.5.tar.gz.md5?download md5sum for current source code]&lt;br /&gt;
* [http://www.wesnoth.org/wiki/Download_Xdeltas#Source_code Xdelta for the source code]&lt;br /&gt;
* [http://sourceforge.net/project/showfiles.php?group_id=89495 SourceForge page for current and all previous versions]&lt;br /&gt;
&lt;br /&gt;
== License ==&lt;br /&gt;
This program is free software; you can redistribute it and/or modify it under the terms of the [http://www.fsf.org/copyleft/gpl.html GNU General Public License version 2], as published by the [http://www.fsf.org/ Free Software Foundation].&lt;br /&gt;
This program is distributed in the hope that it will be useful, but without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. See the GNU General Public License for more details.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [http://changelog.wesnoth.org Changelog]&lt;br /&gt;
* [[WesnothBinaries| More binaries]]&lt;br /&gt;
* [[WesnothSVN]] - bleeding edge version from SVN&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Talk:EventWML&amp;diff=10179</id>
		<title>Talk:EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Talk:EventWML&amp;diff=10179"/>
		<updated>2006-06-24T02:38:59Z</updated>

		<summary type="html">&lt;p&gt;Scott: Just an explanation re: the rollback&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Narrative discussion and event examples are helpful, but it can't distract from the usefulness of the pure reference format.  The purpose of the page isn't to teach people how to use WML, it's pure lookup first and discussion next.&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=10178</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=10178"/>
		<updated>2006-06-24T02:34:32Z</updated>

		<summary type="html">&lt;p&gt;Scott: Reverted edit of Viliam, changed back to last version by Scott&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [event] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] (or [unit] - see '''event''', [[UnitWML]]) which is used to describe a set of actions&lt;br /&gt;
which trigger at a certain point in the scenario.&lt;br /&gt;
&lt;br /&gt;
keys and tags that describe when the event should trigger:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''name'' this is not like a normal 'name' key. It is a basic description of when the event will trigger.&lt;br /&gt;
* ''prestart'' the event is triggered before a scenario 'starts' -- before anything is shown on the screen at all. You can use this event to set up things like village ownership. For things displayed on-screen such as character dialog, use 'start'.&lt;br /&gt;
* ''start'' this event triggers after the map is shown but before the scenario begins&lt;br /&gt;
* ''new turn'' this event triggers whenever the last player ends their turn. See also '''first_time_only=no'''. When the last player ends their turn, before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
* ''side turn'' this event triggers when any player ends their turn. When a player ends their turn, before any events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn.&lt;br /&gt;
* ''turn ''X'''' this event triggers at the start of turn ''X''. ''X'' cannot be 1.&lt;br /&gt;
* ''time over'' this event triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
* ''enemies defeated'' this event triggers when all units with '''canrecruit=1''' (i.e. all leaders) not allied with side 1 are killed.&lt;br /&gt;
* ''victory'' in this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''defeat'' in this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''ai turn'' is triggered just before the AI is invoked for a player.  This is called after ''side turn'', so if you move a unit here, its movement will not be reset .&lt;br /&gt;
&lt;br /&gt;
Events with the following trigger types can be filtered on (see [[FilterWML]]).&lt;br /&gt;
Whenever one of these events is triggered,&lt;br /&gt;
the position of ''primary_unit'' is stored in the variables 'x1' and 'y1',&lt;br /&gt;
and the position of ''secondary_unit'' is stored in 'x2' and 'y2'.&lt;br /&gt;
&lt;br /&gt;
* ''moveto'' triggers after ''primary_unit'' moves. Usually the location of ''primary_unit'' is also filtered on; remember that this is the location that ''primary_unit'' lands on, not the location it started on or any location it travels on.&lt;br /&gt;
* ''sighted'' this event triggers when ''primary_unit'' moves to a location where ''secondary_unit'' is in ''primary_unit'''s sight range.&lt;br /&gt;
* ''attack'' this event triggers when ''primary_unit'' attacks ''secondary_unit''.&lt;br /&gt;
* ''attacker_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') hits the defender (''secondary_unit'').&lt;br /&gt;
* ''attacker_misses'' {{DevFeature}} same as ''attacker_hits'', but is triggered when the attacker misses.&lt;br /&gt;
* ''defender_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') is hit in retaliation by the defender (''secondary_unit'').&lt;br /&gt;
* ''defender_misses'' {{DevFeature}} same as ''defender_hits'', but is triggered when the defender misses.&lt;br /&gt;
* ''attack_end'' {{DevFeature}} is similar to ''attack'', but is instead triggered after the fight, not before. Note that if either unit is killed during the fight, this event triggers before any ''die'' events.&lt;br /&gt;
* ''stone'' this event triggers when ''primary_unit'' is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by ''secondary_unit'' (''secondary_unit'' is the unit with the 'stones' ability.)&lt;br /&gt;
* ''die'' this event triggers when ''primary_unit'' is killed by ''secondary_unit''.&lt;br /&gt;
* ''capture'' this event triggers when ''primary_unit'' captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
* ''recruit'' this event triggers when ''primary_unit'' is recruited or recalled. (That is, when a unit is recruited or recalled, it will trigger this event and this event's filter will filter that unit.)&lt;br /&gt;
* ''advance'' {{DevFeature}} this event triggers just before ''primary_unit'' is going to advance to another unit.&lt;br /&gt;
* ''post_advance'' {{DevFeature}} this event triggers just after ''primary_unit'' has advanced to another unit.&lt;br /&gt;
* ''select'' {{DevFeature}} triggers when a unit is selected.  Mainly useful for the tutorial.&lt;br /&gt;
&lt;br /&gt;
An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have&lt;br /&gt;
caused. It is up to the scenario designer to avoid abusing this command by allowing undo on events that shouldn't be&lt;br /&gt;
undoable. The results of doing this may be strange. This actually does have functionality beyond aesthetics like&lt;br /&gt;
signs: suppose you have an event that performs some action depending on the condition of an 'if' statement. This event&lt;br /&gt;
might be executed on every single move, but the body of the 'if' statement entered only in a few cases. Previously&lt;br /&gt;
this would completely disable undo for the entire scenario, while now it can be made to only disable undo in the cases&lt;br /&gt;
where the event mutates the scenario.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Primary_unit'' can be referred to as '''unit''' and ''Secondary_unit'' can be referred to as '''second_unit''' in [message] tags. For example:&lt;br /&gt;
 [event]&lt;br /&gt;
 name=die&lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=second_unit&lt;br /&gt;
   message=&amp;quot;Hahaha, I finally killed you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 &lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=unit&lt;br /&gt;
   message=&amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
* ''first_time_only'' whether the event should be removed from the scenario after it is triggered.  Default is 'yes'.&lt;br /&gt;
* '''[filter]''' the event will only trigger if ''primary_unit'' matches this filter.&lt;br /&gt;
** standard unit filter - attributes for [filter] are described in [[FilterWML]]&lt;br /&gt;
* '''[filter_second]''' is like [filter], but for ''secondary_unit''.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
* '''[special_filter]''' and '''[special_filter_second]''' {{DevFeature}} can be used to set some additional filtering criteria for ''primary_unit'' and ''secondary_unit'' that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker_hits'', ''attacker_misses'', ''defender_hits'', ''defender_misses'' and ''attack_end''.&lt;br /&gt;
** ''weapon'' the name of the weapon used.&lt;br /&gt;
** ''terrain'' the letter of the terrain the unit is on.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions:&lt;br /&gt;
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay&lt;br /&gt;
* display actions ([[InterfaceActionsWML]]) which show something to the user&lt;br /&gt;
* internal actions ([[InternalActionsWML]]) which are used by WML internally&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested events ===&lt;br /&gt;
&lt;br /&gt;
There is 1 special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is created when the outer event executes.  For example, you could create a portal that opens on turn 10.  The outer event executes on turn 10, creating the nested moveto event, which executes when a player steps on a certain spot.  An equivalent way of doing this would be to a single moveto event with an if statement to check for turn number, but using nested '''[event]''' tags is a simple and elegant way to accomplish more complex tasks without resorting to excessive if statements.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=CommandMode&amp;diff=9889</id>
		<title>CommandMode</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=CommandMode&amp;diff=9889"/>
		<updated>2006-06-09T16:27:01Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Command Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Command Mode ==&lt;br /&gt;
&lt;br /&gt;
You can access command mode by typing ' ''':''' ' in a single player or multiplayer scenario.&lt;br /&gt;
(Prior to version 1.1.1, you need to type shift - semicolon( ''';''' ). However this isn't possible on all keyboards; if your keyboard doesn't have ':' above ';' you can change the hotkey in the Preferences, or you could edit '''game.cfg''' by hand.')&lt;br /&gt;
&lt;br /&gt;
Note: you can highlight, copy, and paste text in debug mode.&lt;br /&gt;
&lt;br /&gt;
Several vi-like commands are available in command mode. They are defined in ''playturn.cpp'' in the ''turn_info::do_command()'' function:&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:q or :q!&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:quit the scenario (without prompting)&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:w&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:save the game (without prompting)&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:wq&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:save the game and quit the scenario (without prompting)&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:refresh&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:redraw the screen&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:droid&amp;lt;/nowiki&amp;gt; ''side''&lt;br /&gt;
:toggle player on ''side'' between human and AI player. The player/client who controls that side needs to issue this command. If you don't provide ''side'', '1' is assumed.&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:muteall&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:toggles muting/silencing of all observers on/off&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:mute&amp;lt;/nowiki&amp;gt; ''username''&lt;br /&gt;
:mute a specific observer. If no ''username'' is supplied the muted usernames are displayed.&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:kick&amp;lt;/nowiki&amp;gt; ''username''&lt;br /&gt;
:kick a user in multiplayer. They will be able to rejoin the game. Generally a friendly way to remove someone who is having connection or other difficulties.&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:ban&amp;lt;/nowiki&amp;gt; ''username''&lt;br /&gt;
:kick and ban a user in multiplayer, and the IP address used by that ''username''.&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:control&amp;lt;/nowiki&amp;gt; ''side'' ''username''&lt;br /&gt;
:change the controller for ''side'' (write here the number of the side, the side must be controlled by you) to ''username'' (write here the nick of the player or observer)&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:clear&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:clear chat messages&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:debug&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:switch debug mode on (does not work in multiplayer).  Debug mode is turned off by quitting the game.&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:theme&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:bring up theme selection menu&lt;br /&gt;
&lt;br /&gt;
===Extra Debugging Commands===&lt;br /&gt;
[[DebugMode]] enables additional commands in command mode:&lt;br /&gt;
&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:n&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
:skip to next scenario by triggering a win event&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:gold&amp;lt;/nowiki&amp;gt; ''amount''&lt;br /&gt;
:add ''amount'' gold to the current player's side&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:create&amp;lt;/nowiki&amp;gt; ''unit_type''&lt;br /&gt;
:create a unit of type specified at last selected hex&lt;br /&gt;
;&amp;lt;nowiki&amp;gt;:unit&amp;lt;/nowiki&amp;gt; ''attribute=value''&lt;br /&gt;
:when a unit is selected, this will set the unit's ''attribute'' to ''value''.   See [[SingleUnitWML]] for possible values.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DebugMode]]&lt;br /&gt;
* [[DeveloperResources]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9888</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9888"/>
		<updated>2006-06-09T16:16:36Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* Nested events */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [event] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] (or [unit] - see '''event''', [[UnitWML]]) which is used to describe a set of actions&lt;br /&gt;
which trigger at a certain point in the scenario.&lt;br /&gt;
&lt;br /&gt;
keys and tags that describe when the event should trigger:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''name'' this is not like a normal 'name' key. It is a basic description of when the event will trigger.&lt;br /&gt;
* ''prestart'' the event is triggered before a scenario 'starts' -- before anything is shown on the screen at all. You can use this event to set up things like village ownership. For things displayed on-screen such as character dialog, use 'start'.&lt;br /&gt;
* ''start'' this event triggers after the map is shown but before the scenario begins&lt;br /&gt;
* ''new turn'' this event triggers whenever the last player ends their turn. See also '''first_time_only=no'''. When the last player ends their turn, before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
* ''side turn'' this event triggers when any player ends their turn. When a player ends their turn, before any events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn.&lt;br /&gt;
* ''turn ''X'''' this event triggers at the start of turn ''X''. ''X'' cannot be 1.&lt;br /&gt;
* ''time over'' this event triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
* ''enemies defeated'' this event triggers when all units with '''canrecruit=1''' (i.e. all leaders) not allied with side 1 are killed.&lt;br /&gt;
* ''victory'' in this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''defeat'' in this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''ai turn'' is triggered just before the AI is invoked for a player.  This is called after ''side turn'', so if you move a unit here, its movement will not be reset .&lt;br /&gt;
&lt;br /&gt;
Events with the following trigger types can be filtered on (see [[FilterWML]]).&lt;br /&gt;
Whenever one of these events is triggered,&lt;br /&gt;
the position of ''primary_unit'' is stored in the variables 'x1' and 'y1',&lt;br /&gt;
and the position of ''secondary_unit'' is stored in 'x2' and 'y2'.&lt;br /&gt;
&lt;br /&gt;
* ''moveto'' triggers after ''primary_unit'' moves. Usually the location of ''primary_unit'' is also filtered on; remember that this is the location that ''primary_unit'' lands on, not the location it started on or any location it travels on.&lt;br /&gt;
* ''sighted'' this event triggers when ''primary_unit'' moves to a location where ''secondary_unit'' is in ''primary_unit'''s sight range.&lt;br /&gt;
* ''attack'' this event triggers when ''primary_unit'' attacks ''secondary_unit''.&lt;br /&gt;
* ''attacker_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') hits the defender (''secondary_unit'').&lt;br /&gt;
* ''attacker_misses'' {{DevFeature}} same as ''attacker_hits'', but is triggered when the attacker misses.&lt;br /&gt;
* ''defender_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') is hit in retaliation by the defender (''secondary_unit'').&lt;br /&gt;
* ''defender_misses'' {{DevFeature}} same as ''defender_hits'', but is triggered when the defender misses.&lt;br /&gt;
* ''attack_end'' {{DevFeature}} is similar to ''attack'', but is instead triggered after the fight, not before. Note that if either unit is killed during the fight, this event triggers before any ''die'' events.&lt;br /&gt;
* ''stone'' this event triggers when ''primary_unit'' is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by ''secondary_unit'' (''secondary_unit'' is the unit with the 'stones' ability.)&lt;br /&gt;
* ''die'' this event triggers when ''primary_unit'' is killed by ''secondary_unit''.&lt;br /&gt;
* ''capture'' this event triggers when ''primary_unit'' captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
* ''recruit'' this event triggers when ''primary_unit'' is recruited or recalled. (That is, when a unit is recruited or recalled, it will trigger this event and this event's filter will filter that unit.)&lt;br /&gt;
* ''advance'' {{DevFeature}} this event triggers just before ''primary_unit'' is going to advance to another unit.&lt;br /&gt;
* ''post_advance'' {{DevFeature}} this event triggers just after ''primary_unit'' has advanced to another unit.&lt;br /&gt;
* ''select'' {{DevFeature}} triggers when a unit is selected.  Mainly useful for the tutorial.&lt;br /&gt;
&lt;br /&gt;
An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have&lt;br /&gt;
caused. It is up to the scenario designer to avoid abusing this command by allowing undo on events that shouldn't be&lt;br /&gt;
undoable. The results of doing this may be strange. This actually does have functionality beyond aesthetics like&lt;br /&gt;
signs: suppose you have an event that performs some action depending on the condition of an 'if' statement. This event&lt;br /&gt;
might be executed on every single move, but the body of the 'if' statement entered only in a few cases. Previously&lt;br /&gt;
this would completely disable undo for the entire scenario, while now it can be made to only disable undo in the cases&lt;br /&gt;
where the event mutates the scenario.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Primary_unit'' can be referred to as '''unit''' and ''Secondary_unit'' can be referred to as '''second_unit''' in [message] tags. For example:&lt;br /&gt;
 [event]&lt;br /&gt;
 name=die&lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=second_unit&lt;br /&gt;
   message=&amp;quot;Hahaha, I finally killed you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 &lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=unit&lt;br /&gt;
   message=&amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
* ''first_time_only'' whether the event should be removed from the scenario after it is triggered.  Default is 'yes'.&lt;br /&gt;
* '''[filter]''' the event will only trigger if ''primary_unit'' matches this filter.&lt;br /&gt;
** standard unit filter - attributes for [filter] are described in [[FilterWML]]&lt;br /&gt;
* '''[filter_second]''' is like [filter], but for ''secondary_unit''.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
* '''[special_filter]''' and '''[special_filter_second]''' {{DevFeature}} can be used to set some additional filtering criteria for ''primary_unit'' and ''secondary_unit'' that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker_hits'', ''attacker_misses'', ''defender_hits'', ''defender_misses'' and ''attack_end''.&lt;br /&gt;
** ''weapon'' the name of the weapon used.&lt;br /&gt;
** ''terrain'' the letter of the terrain the unit is on.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions:&lt;br /&gt;
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay&lt;br /&gt;
* display actions ([[InterfaceActionsWML]]) which show something to the user&lt;br /&gt;
* internal actions ([[InternalActionsWML]]) which are used by WML internally&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested events ===&lt;br /&gt;
&lt;br /&gt;
There is 1 special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is created when the outer event executes.  For example, you could create a portal that opens on turn 10.  The outer event executes on turn 10, creating the nested moveto event, which executes when a player steps on a certain spot.  An equivalent way of doing this would be to a single moveto event with an if statement to check for turn number, but using nested '''[event]''' tags is a simple and elegant way to accomplish more complex tasks without resorting to excessive if statements.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9887</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9887"/>
		<updated>2006-06-09T16:15:33Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* the [event] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [event] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] (or [unit] - see '''event''', [[UnitWML]]) which is used to describe a set of actions&lt;br /&gt;
which trigger at a certain point in the scenario.&lt;br /&gt;
&lt;br /&gt;
keys and tags that describe when the event should trigger:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''name'' this is not like a normal 'name' key. It is a basic description of when the event will trigger.&lt;br /&gt;
* ''prestart'' the event is triggered before a scenario 'starts' -- before anything is shown on the screen at all. You can use this event to set up things like village ownership. For things displayed on-screen such as character dialog, use 'start'.&lt;br /&gt;
* ''start'' this event triggers after the map is shown but before the scenario begins&lt;br /&gt;
* ''new turn'' this event triggers whenever the last player ends their turn. See also '''first_time_only=no'''. When the last player ends their turn, before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
* ''side turn'' this event triggers when any player ends their turn. When a player ends their turn, before any events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn.&lt;br /&gt;
* ''turn ''X'''' this event triggers at the start of turn ''X''. ''X'' cannot be 1.&lt;br /&gt;
* ''time over'' this event triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
* ''enemies defeated'' this event triggers when all units with '''canrecruit=1''' (i.e. all leaders) not allied with side 1 are killed.&lt;br /&gt;
* ''victory'' in this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''defeat'' in this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''ai turn'' is triggered just before the AI is invoked for a player.  This is called after ''side turn'', so if you move a unit here, its movement will not be reset .&lt;br /&gt;
&lt;br /&gt;
Events with the following trigger types can be filtered on (see [[FilterWML]]).&lt;br /&gt;
Whenever one of these events is triggered,&lt;br /&gt;
the position of ''primary_unit'' is stored in the variables 'x1' and 'y1',&lt;br /&gt;
and the position of ''secondary_unit'' is stored in 'x2' and 'y2'.&lt;br /&gt;
&lt;br /&gt;
* ''moveto'' triggers after ''primary_unit'' moves. Usually the location of ''primary_unit'' is also filtered on; remember that this is the location that ''primary_unit'' lands on, not the location it started on or any location it travels on.&lt;br /&gt;
* ''sighted'' this event triggers when ''primary_unit'' moves to a location where ''secondary_unit'' is in ''primary_unit'''s sight range.&lt;br /&gt;
* ''attack'' this event triggers when ''primary_unit'' attacks ''secondary_unit''.&lt;br /&gt;
* ''attacker_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') hits the defender (''secondary_unit'').&lt;br /&gt;
* ''attacker_misses'' {{DevFeature}} same as ''attacker_hits'', but is triggered when the attacker misses.&lt;br /&gt;
* ''defender_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') is hit in retaliation by the defender (''secondary_unit'').&lt;br /&gt;
* ''defender_misses'' {{DevFeature}} same as ''defender_hits'', but is triggered when the defender misses.&lt;br /&gt;
* ''attack_end'' {{DevFeature}} is similar to ''attack'', but is instead triggered after the fight, not before. Note that if either unit is killed during the fight, this event triggers before any ''die'' events.&lt;br /&gt;
* ''stone'' this event triggers when ''primary_unit'' is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by ''secondary_unit'' (''secondary_unit'' is the unit with the 'stones' ability.)&lt;br /&gt;
* ''die'' this event triggers when ''primary_unit'' is killed by ''secondary_unit''.&lt;br /&gt;
* ''capture'' this event triggers when ''primary_unit'' captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
* ''recruit'' this event triggers when ''primary_unit'' is recruited or recalled. (That is, when a unit is recruited or recalled, it will trigger this event and this event's filter will filter that unit.)&lt;br /&gt;
* ''advance'' {{DevFeature}} this event triggers just before ''primary_unit'' is going to advance to another unit.&lt;br /&gt;
* ''post_advance'' {{DevFeature}} this event triggers just after ''primary_unit'' has advanced to another unit.&lt;br /&gt;
* ''select'' {{DevFeature}} triggers when a unit is selected.  Mainly useful for the tutorial.&lt;br /&gt;
&lt;br /&gt;
An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have&lt;br /&gt;
caused. It is up to the scenario designer to avoid abusing this command by allowing undo on events that shouldn't be&lt;br /&gt;
undoable. The results of doing this may be strange. This actually does have functionality beyond aesthetics like&lt;br /&gt;
signs: suppose you have an event that performs some action depending on the condition of an 'if' statement. This event&lt;br /&gt;
might be executed on every single move, but the body of the 'if' statement entered only in a few cases. Previously&lt;br /&gt;
this would completely disable undo for the entire scenario, while now it can be made to only disable undo in the cases&lt;br /&gt;
where the event mutates the scenario.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Primary_unit'' can be referred to as '''unit''' and ''Secondary_unit'' can be referred to as '''second_unit''' in [message] tags. For example:&lt;br /&gt;
 [event]&lt;br /&gt;
 name=die&lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=second_unit&lt;br /&gt;
   message=&amp;quot;Hahaha, I finally killed you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 &lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=unit&lt;br /&gt;
   message=&amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
* ''first_time_only'' whether the event should be removed from the scenario after it is triggered.  Default is 'yes'.&lt;br /&gt;
* '''[filter]''' the event will only trigger if ''primary_unit'' matches this filter.&lt;br /&gt;
** standard unit filter - attributes for [filter] are described in [[FilterWML]]&lt;br /&gt;
* '''[filter_second]''' is like [filter], but for ''secondary_unit''.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
* '''[special_filter]''' and '''[special_filter_second]''' {{DevFeature}} can be used to set some additional filtering criteria for ''primary_unit'' and ''secondary_unit'' that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker_hits'', ''attacker_misses'', ''defender_hits'', ''defender_misses'' and ''attack_end''.&lt;br /&gt;
** ''weapon'' the name of the weapon used.&lt;br /&gt;
** ''terrain'' the letter of the terrain the unit is on.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions:&lt;br /&gt;
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay&lt;br /&gt;
* display actions ([[InterfaceActionsWML]]) which show something to the user&lt;br /&gt;
* internal actions ([[InternalActionsWML]]) which are used by WML internally&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested events ===&lt;br /&gt;
&lt;br /&gt;
There is 1 special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is created when the outer event executes.  For example, you could create a portal that opens on turn 10.  The outer event executes on turn 10, creating the nested moveto event, which executes when a player steps on a certain spot.  An equivalent way of doing this would be to a single moveto event with an if statement to check for turn number, but nested '''[event]''' tags is a simple and elegant way to accomplish more complex tasks without resorting to excessive if statements.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9886</id>
		<title>EventWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EventWML&amp;diff=9886"/>
		<updated>2006-06-09T16:14:43Z</updated>

		<summary type="html">&lt;p&gt;Scott: /* the [event] tag */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== the [event] tag ==&lt;br /&gt;
&lt;br /&gt;
This tag is a subtag of [scenario] (or [unit] - see '''event''', [[UnitWML]]) which is used to describe a set of actions&lt;br /&gt;
which trigger at a certain point in the scenario.&lt;br /&gt;
&lt;br /&gt;
keys and tags that describe when the event should trigger:&lt;br /&gt;
&amp;lt;ul&amp;gt;&amp;lt;li&amp;gt; ''name'' this is not like a normal 'name' key. It is a basic description of when the event will trigger.&lt;br /&gt;
* ''prestart'' the event is triggered before a scenario 'starts' -- before anything is shown on the screen at all. You can use this event to set up things like village ownership. For things displayed on-screen such as character dialog, use 'start'.&lt;br /&gt;
* ''start'' this event triggers after the map is shown but before the scenario begins&lt;br /&gt;
* ''new turn'' this event triggers whenever the last player ends their turn. See also '''first_time_only=no'''. When the last player ends their turn, before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.&lt;br /&gt;
* ''side turn'' this event triggers when any player ends their turn. When a player ends their turn, before any events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn.&lt;br /&gt;
* ''turn ''X'''' this event triggers at the start of turn ''X''. ''X'' cannot be 1.&lt;br /&gt;
* ''time over'' this event triggers on turn ''turns''. (''turns'' is specified in [scenario])&lt;br /&gt;
* ''enemies defeated'' this event triggers when all units with '''canrecruit=1''' (i.e. all leaders) not allied with side 1 are killed.&lt;br /&gt;
* ''victory'' in this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the &amp;quot;:n&amp;quot; command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''defeat'' in this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]])&lt;br /&gt;
* ''ai turn'' is triggered just before the AI is invoked for a player.  This is called after ''side turn'', so if you move a unit here, its movement will not be reset .&lt;br /&gt;
&lt;br /&gt;
Events with the following trigger types can be filtered on (see [[FilterWML]]).&lt;br /&gt;
Whenever one of these events is triggered,&lt;br /&gt;
the position of ''primary_unit'' is stored in the variables 'x1' and 'y1',&lt;br /&gt;
and the position of ''secondary_unit'' is stored in 'x2' and 'y2'.&lt;br /&gt;
&lt;br /&gt;
* ''moveto'' triggers after ''primary_unit'' moves. Usually the location of ''primary_unit'' is also filtered on; remember that this is the location that ''primary_unit'' lands on, not the location it started on or any location it travels on.&lt;br /&gt;
* ''sighted'' this event triggers when ''primary_unit'' moves to a location where ''secondary_unit'' is in ''primary_unit'''s sight range.&lt;br /&gt;
* ''attack'' this event triggers when ''primary_unit'' attacks ''secondary_unit''.&lt;br /&gt;
* ''attacker_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') hits the defender (''secondary_unit'').&lt;br /&gt;
* ''attacker_misses'' {{DevFeature}} same as ''attacker_hits'', but is triggered when the attacker misses.&lt;br /&gt;
* ''defender_hits'' {{DevFeature}} this event triggers when the attacker (''primary_unit'') is hit in retaliation by the defender (''secondary_unit'').&lt;br /&gt;
* ''defender_misses'' {{DevFeature}} same as ''defender_hits'', but is triggered when the defender misses.&lt;br /&gt;
* ''attack_end'' {{DevFeature}} is similar to ''attack'', but is instead triggered after the fight, not before. Note that if either unit is killed during the fight, this event triggers before any ''die'' events.&lt;br /&gt;
* ''stone'' this event triggers when ''primary_unit'' is hit by an attack with the 'stones' ability (See ''stones'', [[AbilitiesWML]]) by ''secondary_unit'' (''secondary_unit'' is the unit with the 'stones' ability.)&lt;br /&gt;
* ''die'' this event triggers when ''primary_unit'' is killed by ''secondary_unit''.&lt;br /&gt;
* ''capture'' this event triggers when ''primary_unit'' captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture.&lt;br /&gt;
* ''recruit'' this event triggers when ''primary_unit'' is recruited or recalled. (That is, when a unit is recruited or recalled, it will trigger this event and this event's filter will filter that unit.)&lt;br /&gt;
* ''advance'' {{DevFeature}} this event triggers just before ''primary_unit'' is going to advance to another unit.&lt;br /&gt;
* ''post_advance'' {{DevFeature}} this event triggers just after ''primary_unit'' has advanced to another unit.&lt;br /&gt;
* ''select'' {{DevFeature}} triggers when a unit is selected.  Mainly useful for the tutorial.&lt;br /&gt;
&lt;br /&gt;
An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have&lt;br /&gt;
caused. It is up to the scenario designer to avoid abusing this command by allowing undo on events that shouldn't be&lt;br /&gt;
undoable. The results of doing this may be strange. This actually does have functionality beyond aesthetics like&lt;br /&gt;
signs: suppose you have an event that performs some action depending on the condition of an 'if' statement. This event&lt;br /&gt;
might be executed on every single move, but the body of the 'if' statement entered only in a few cases. Previously&lt;br /&gt;
this would completely disable undo for the entire scenario, while now it can be made to only disable undo in the cases&lt;br /&gt;
where the event mutates the scenario.&lt;br /&gt;
&amp;lt;/li&amp;gt;&amp;lt;/ul&amp;gt;&lt;br /&gt;
&lt;br /&gt;
''Primary_unit'' can be referred to as '''unit''' and ''Secondary_unit'' can be referred to as '''second_unit''' in [message] tags. For example:&lt;br /&gt;
 [event]&lt;br /&gt;
 name=die&lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=second_unit&lt;br /&gt;
   message=&amp;quot;Hahaha, I finally killed you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 &lt;br /&gt;
   [message]&lt;br /&gt;
   speaker=unit&lt;br /&gt;
   message=&amp;quot;It's not over yet! I'll come back to haunt you!&amp;quot;&lt;br /&gt;
   [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
These keys and tags are more complex ways to filter when an event should trigger:&lt;br /&gt;
* ''first_time_only'' whether the event should be removed from the scenario after it is triggered.  Default is 'yes'.&lt;br /&gt;
* '''[filter]''' the event will only trigger if ''primary_unit'' matches this filter.&lt;br /&gt;
** standard unit filter - attributes for [filter] are described in [[FilterWML]]&lt;br /&gt;
* '''[filter_second]''' is like [filter], but for ''secondary_unit''.&lt;br /&gt;
** standard unit filter&lt;br /&gt;
* '''[special_filter]''' and '''[special_filter_second]''' {{DevFeature}} can be used to set some additional filtering criteria for ''primary_unit'' and ''secondary_unit'' that are not generally available in a standard unit filter. Can be used in events ''attack'', ''attacker_hits'', ''attacker_misses'', ''defender_hits'', ''defender_misses'' and ''attack_end''.&lt;br /&gt;
** ''weapon'' the name of the weapon used.&lt;br /&gt;
** ''terrain'' the letter of the terrain the unit is on.&lt;br /&gt;
&lt;br /&gt;
=== Actions triggered by [event] ===&lt;br /&gt;
&lt;br /&gt;
After the trigger conditions have been met, all action tags within the [event] tag are executed in the order they are written in.&lt;br /&gt;
&lt;br /&gt;
There are 3 main types of actions: internal actions ([[InternalActionsWML]]) which are used by WML internally,&lt;br /&gt;
display actions ([[InterfaceActionsWML]]) which show something to the user,&lt;br /&gt;
and direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay.&lt;br /&gt;
&lt;br /&gt;
Several actions use standard filters to find out which units&lt;br /&gt;
to execute the command on.  These are denoted by the phrases&lt;br /&gt;
&amp;quot;standard unit filter&amp;quot; and &amp;quot;standard location filter&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== Nested events ===&lt;br /&gt;
&lt;br /&gt;
There is 1 special type of action: event creation.  By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is created when the outer event executes.  For example, you could create a portal that opens on turn 10.  The outer event executes on turn 10, creating the nested moveto event, which executes when a player steps on a certain spot.  An equivalent way of doing this would be to a single moveto event with an if statement to check for turn number, but nested '''[event]''' tags is a simple and elegant way to accomplish more complex tasks without resorting to excessive if statements.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[FilterWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Scott</name></author>
		
	</entry>
</feed>