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	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
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	<updated>2026-04-14T04:11:45Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=65365</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=65365"/>
		<updated>2020-02-14T20:57:32Z</updated>

		<summary type="html">&lt;p&gt;Trewe: Clean up&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Bem-Vindo==&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
* Manuela Silva [mailto:manuelaPONTOsilvaAROBAskyPONTOcom]&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador com o sujeito subentendido.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. Exceções podem sempre existir dependo do contexto.&lt;br /&gt;
&lt;br /&gt;
A tradução existente das unidades pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades] que é automaticamente gerada periodicamente.&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
===Datas do Jogo===&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=57710</id>
		<title>TheEasternInvasion</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TheEasternInvasion&amp;diff=57710"/>
		<updated>2016-06-06T14:19:32Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Escape Tunnel */ Its 200 gold in the stable branch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;:''This walkthrough has been updated for version 1.12.0.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this campaign you play the role of Gweddry, a human Sergeant who has the responsibility of dealing with a powerful Lich who wants to destroy Wesnoth. As a sargeant, Gweddry has the potential to level up into a Grand Marshal, a level 4 unit that can empower his troops significantly through Leadership. You start with the support of a White Mage named Dacyn, who will be by your side throughout the campaign.&lt;br /&gt;
&lt;br /&gt;
As any other walkthrough, this document describes plot details that can be considered spoilers. This is particularly true for this campaign, since it contains quite a few surprises along the way, and at some points you will have to make choices that will have important repercussions for later scenarios. You may wish to read ahead to see what you will be facing. In particular, you might wish to read about the scenarios ''Captured'', ''Evacuation'' and ''Weldyn Under Attack'' in order to plan ahead.&lt;br /&gt;
&lt;br /&gt;
You will encounter different types of enemies, mostly undead units (especially towards the beginning and the end of the campaign), as well as orcs and trolls.  Mages and Heavy Infantrymen will provide the backbone of your army. You'll probably want to level up at least one extra Mage of Light (other than Dacyn), and a few Arch/Silver Mages and Iron Maulers. You can also recruit Spearman, Cavalryman and Horseman units (the latter a few scenarios into the campaign), but their importance is perhaps less pronounced in many of the scenarios.&lt;br /&gt;
&lt;br /&gt;
You will encounter a few tough challenges along the way, so be prepared, and be careful assigning experience to your units, especially during the first few scenarios.&lt;br /&gt;
&lt;br /&gt;
=== The Outpost ===&lt;br /&gt;
&lt;br /&gt;
* Objectives: Defend the outpost, then move Gweddry to the trapdoor.&lt;br /&gt;
* Lose if:  Gweddry or Dacyn dies, or turns run out.&lt;br /&gt;
* Turns: 16.&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
&lt;br /&gt;
The best approach is to recruit heavy infantry and optionally a mage. Build a line using the heavy infantry, using the castle hexes and other hexes to the northwest. When and if you have more money available later, purchase additional heavy infantry.&lt;br /&gt;
&lt;br /&gt;
Just hold out for the enemy attack during night time; only rotate wounded units if possible, but do not counter-attack. At dawn, start your counter-attack without worrying too much about keeping the original line intact. Instead, try to level 2 or 3 HI to Shock Troopers. The enemy's forces quickly will cease to be any danger to yours.&lt;br /&gt;
&lt;br /&gt;
On turn 7, Dacyn will mysteriously disappear, and you'll briefly meet Mal-Ravanal, the leader of the undead. On turn 10 (easy) or 12 (hard) the white mage returns and points out a trap door to exit the level. (Note that this trap door will be near your starting fort, so you'll either need to hold the fort or be prepared to get back to it by turn 16).&lt;br /&gt;
&lt;br /&gt;
Use the remaining turns to level as many units as possible and only move your leader onto the trap door in the very last turn. You may be able to finish with a couple of shock troopers, another white mage, or a level 2 Gweddry.&lt;br /&gt;
&lt;br /&gt;
On challenging, this scenario is quite, hmm, challenging. You can try purchasing a couple of calvary to use as a diversionary force, capturing enemy villages and running away, taunting and distracting the enemy, and sacrificing them if necessary to save your more valuable units.&lt;br /&gt;
&lt;br /&gt;
=== Escape Tunnel ===&lt;br /&gt;
* Objectives: Move Gweddry to the end of the tunnel.&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies, or turns run out.&lt;br /&gt;
* Turns: 26/24/22 (easy/medium/hard).&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
* Other:&lt;br /&gt;
** Permanent holy amulet in north.&lt;br /&gt;
** Treasure of 200 gold in southeast (50 in 1.13).&lt;br /&gt;
&lt;br /&gt;
This scenario occurs in a small cave occupied by trolls and dwarves. You start on the far west of the map, and your mission is to take Gweddry all the way to the opposite side.&lt;br /&gt;
&lt;br /&gt;
Take some time to choose your supporting units, depending on which ones you want to level up the quickest. Heavy Infantry are excellent frontline units, but the downside is that they move very slowly in caves. However, since Gweddry is the only unit that ''has'' to get quickly to the far east, this might not be a big problem. You can also go for a group of mostly Mages, and a couple of Spearmen. One keep of units in total should easily be enough—there's also a convenient keep with one castle tile to recruit additional units in the middle of the map, in case you need it during the battle.&lt;br /&gt;
&lt;br /&gt;
The map is quite small. A little east from your keep the path is forked into three directions: north is a small area with a holy amulet, east is the troll keep and south is the dwarven keep. These two last paths will merge again to the east, leading to the exit, where Gweddry needs to go. The dwarves are friendly and will help you fight your enemies.&lt;br /&gt;
&lt;br /&gt;
Given that you will probably be using inexperienced units, it's perhaps best to avoid going directly into the troll keep, but you can hold your position near the crossroads, on the southern path, where you can easily witness a lot of action between trolls, dwarves and undead (who are following you and show up on turn 6 from the west). The different armies will all fight each other. If you want to take a defensive stance, after having moved all your units south position one strong unit (a spearman or HI) at the end of the path leading south (so only one unit a turn can attack him) and position the White Mage right behind him to heal it every turn. These two units should easily keep of the enemies following you until the end of the scenario.&lt;br /&gt;
&lt;br /&gt;
The holy amulet to the north is a very useful item, which will make all the attacks (melee and ranged) of the unit that picks it up of type ''arcane''—and, unlike in other campaigns, this holy amulet is permanent! Send a quick Spearman there or Gweddry. Giving Gweddry the holy amulet (instead of a Spearman) allows him to level very quickly, which is important, since he can advance to Grand Marshal. This gives benefits in other ways on a number of later scenarios as well, such as the scenario ''The Crossing'', where you can get an easy first turn kill against the undead leader and take his castle.&lt;br /&gt;
&lt;br /&gt;
Move Gweddry to the northeast escorted by other units, to help him fight individual trolls if necessary, but before moving him to the end of the cave (which ends the level) send one of your units to the cave south–east, past the funny signpost warning you of the troll hole. In the cave you will discover a chest containing a troll treasure amounting to 200 gold.&lt;br /&gt;
&lt;br /&gt;
[Thrash: Alternately, I used predominately Heavy Infantry on this level. I found (on medium) they were tough enough to hold the central cave and pretty much beat the trolls into submission long enough for Gweddry to run north to the the amulet and then cover his retreat south, only then recruiting a mage when the troll numbers were lower. With other units, I had problems with the trolls overrunning them and getting Gweddry trapped to the north. Also a heavy infantry in the village by your starting fort will hold off the undead for a long time.]&lt;br /&gt;
&lt;br /&gt;
=== An Unexpected Appearance ===&lt;br /&gt;
* Objectives: Defeat either enemy leader.&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies or turns run out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
* Other:&lt;br /&gt;
** Your next scenario depends on which leader you defeat.&lt;br /&gt;
&lt;br /&gt;
In this scenario you have to defeat one of the dark sorcerers on the edges of the map. Your next scenario will depend on the enemy you choose to kill. Killing the one to the west will take you to the ''Elven Alliance'' scenario, while the one to the east takes you to ''The Undead Border Patrol''.&lt;br /&gt;
&lt;br /&gt;
Going east is more difficult, especially on hard, but brings you more reward, such as the chance to go to Mal-Ravanal's Capital, which gives you the opportunity to get extra experience (a lot for whoever survives) and a loyal Paladin and several Knights.&lt;br /&gt;
&lt;br /&gt;
First kill Mal-Tar to get your keep. To do this, shoot him with Dacyn and attack him with Gweddry's melee. If you don't kill him the first turn, second turn kill him with Dacyn so Gweddry can recruit. You will be fighting a mix of undead and bats, so recruit Heavy Infantry and Mages (if you gave the amulet to a Spearman in the previous scenario, recall him, too). Dacyn might be wounded, so send him to a village. Don't worry, he can fend for himself, since the bats usually arrive one at a time and he can kill one per turn.&lt;br /&gt;
&lt;br /&gt;
On easy or medium (or hard going west), the attackers should be no problem, so focus on leveling units. If you move quickly you should only need to fight the attackers from one leader. Of course you can have some of your units double back to engage the second set.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path ===&lt;br /&gt;
&lt;br /&gt;
==== Elven Alliance ====&lt;br /&gt;
* Objectives: Defeat enemy leader.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Volas dies or turns run out.&lt;br /&gt;
* Turns: 24/22/20 (easy/medium/hard)&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
&lt;br /&gt;
The Orc's warning about the assassin is overrated; Volas can probably take care of it himself, although you might want to leave ONE unit near him to make sure. The assassin disappears into the forest, but you won't bump into him, he'll just reappear near the elf leader on turn 6.&lt;br /&gt;
&lt;br /&gt;
Recruit / recall a wide assortment of units, mostly mages, spearmen and cavalry. Send mages and spearmen up to fight the opponent, send cavalry down as scouts. Any heavy infantry should go up to fight also; they will probably arrive late, and be good for reinforcements when the first troops are wounded.&lt;br /&gt;
&lt;br /&gt;
Align the troops in the forest, so that the enemy will be on grass; this gives you a tactical advantage. Use Dacyn to heal those who need it most - those on the corners, and any mages who are on the front lines.&lt;br /&gt;
&lt;br /&gt;
There is a village at {20,8} that can prove tactically very useful, because the elves usually fight somewhere near it.&lt;br /&gt;
The elves are defeated most of the time, and the orcs claim this village; it is crucial to kill the orc on this village and take it over with a resilient spearman, or a HI.&lt;br /&gt;
&lt;br /&gt;
Once you have gotten past turn 6, it will be day, and the orcs will be very easy to defeat. When the assassin appears, you may ignore it unless you have a unit close-by. In that case, use it to fight the assassin. Keep pressing up. It is possible to kill the orcish leader by turn 9 for a nice gold bonus.&lt;br /&gt;
&lt;br /&gt;
==== The Undead Border Patrol ====&lt;br /&gt;
* Objective: Defeat either enemy leader.&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies, or turns run out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
* Other:&lt;br /&gt;
** Your next scenario depends on which leader you defeat.&lt;br /&gt;
&lt;br /&gt;
This scenario also depends on which way you want to go. There is a Dark Sorcerer in the north-west corner and a Lich in the south-east corner. Defeating the Lich will give you the chance to go to ''Mal-Ravanal's Capital'', a challenging but rewarding scenario, while defeating the sorcerer is easier, and takes you directly to ''The Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
If going NW, it is fairly straightforward. The enemy is relatively weak. Do the same as in Unexpected Appearance—you may recruit a couple of suicide cavalrymen to distract the bats. One will probably get enough XP to be worth recalling. Because of the open terrain, it is recommended to use mostly heavy infantry and spearmen with the holy amulet on this level and few mages. However, as in most scenarios against undead, white mages are very useful. Try to get the opponent to fight you from the sand; this gives you a significant advantage.&lt;br /&gt;
&lt;br /&gt;
If you go East, expect to take some time getting over the river and through the swamp. A small force recruited to defend the fort will keep troops from the NW off of your backside and they'll pick up a good amount of experience in the process.&lt;br /&gt;
&lt;br /&gt;
===== Mal-Ravanal's Capital =====&lt;br /&gt;
* Objective: Escape from the capital by killing one of the two dark sorcerers.&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies, or turns run out.&lt;br /&gt;
* Turns: 26.&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
&lt;br /&gt;
Only reachable from ''The Undead Border Patrol'' scenario, but you may skip it and go directly to ''Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
The main reason to get here is to acquire a cavalry force of one Paladin (a loyal unit) and five Knights. Focus on freeing the horsemen as quickly as possible. To do this, kill the 6 Revenants guarding the cages (they will not move unless you attack them first), but note the number of Knights available is reduced by one for each of your troops that die *after you rescue the first one*. You might want to make sure any expendable troops are &amp;quot;expended&amp;quot; before this. Each rescued unit pops in with full moves.&lt;br /&gt;
&lt;br /&gt;
The regular Time of Day cycle does not apply here. Instead, dusk and night are twice as long as usual, so adjust your tactics accordingly. Most importantly, try to finish the mission quickly.&lt;br /&gt;
&lt;br /&gt;
''Comments'': This is a very challenging scenario. I started with only 100 gold, so I recalled one Mage, two Shock Troopers, one Heavy Infantry, and my holy Halberdier. I defended the starting castle for about 10 turns until the Revenants had made their way over to me. Upon killing several of them, I freed some imprisoned Knights and a Paladin. I moved my forces to kill the Death Knight, and then split my forces. I sent one group to attack Mal-Ravanal and the other to kill the Necromancer in the NW corner. By turn 30, my Eastern assault force was in postion to attack Mal-Ravanal. However, when I attacked him I wasn't able to defeat him. When I was ready, I killed the NW Necromancer and progressed to ''The Northern Outpost''.&lt;br /&gt;
&lt;br /&gt;
If you just want to rescue the paladin and 5 knights and get out (in 1.6), this is how I finished that by turn 8. The horses were captive in 6 cages, 4 in a northern loop and 2 in a southern loop. First turn, I sent a quick shock trooper, quick heavy, and a white mage (not Dacyn) around the northern loop, looping from bottom to top. I looped that way to clear the middle ASAP and escape the oncoming troops. Also first turn, I sent 3 shock troopers around the southern loop, looping from top to bottom. If you encounter resistance, kill it quick or run as required, and instead focus on killing the guards fast, which conveniently don't hit back. On turn 2, I recruited another keep full of recruits and immediately sent everyone else to take out the northwestern leader. Time it so you kill the northwestern leader just as the last horses are rescued. It is by no means easy, but this way I managed to lose only a few HI types while picking up all 6 horses.&lt;br /&gt;
&lt;br /&gt;
[elvish_sovereign] (1.8.2 Normal) An alternate strategy for the above if you have more leveled mages than leveled HI's. It also requires that you gave the Holy Amulet to Gweddry. I sent a single quick Shock Trooper due south (recruited on the southern-most hex on the starting castle), which promptly took out the southern Revenant on turn 3. Forget about the villages, it'll only delay you. I sent Dacyn due north, a quick RM go take out the second from the bottom Revenant, and a quick HI and a WM with Gweddry to take out the middle-couple Revenants. I also recruited two HI's to stop the advance and distract the two Dark Sorcerers' troops. After Gweddry and the WM take out the third from the bottom Revenant, send that Knight south. After taking out the Revenant with the RM, send the RM, Shock Trooper, and the three Knights in the direction of the SW Dark Sorcerer. Meanwhile, Gweddry, the WM, and the HI take out the third from the top Revenant, and then get Gweddry the hell outta there with the WM. have Dacyn free the Paladin first, then have the remaining Knights, HI, and the Paladin take out the remaining Revenant and hold out in the north. As Gweddry is fleeing and the final Revenants are being felled, break through the SW Dark Sorcerer's lines (which should be easy if you distracted them properly) with the RM and the Shock Trooper, and send the three Knights to knock him into oblivion. I finished on turn 8 with no losses, but had some near-death moments.&lt;br /&gt;
&lt;br /&gt;
[Thrash] My take on just getting the paladin and 5 knights quickly is you want to send units in parallel to attack the NW enemy and free as many of the knights at the same time. The trick is you free the knights and then kill the NW leader right after before all your troops get overwhelmed by units from the East. Time of day is critical - if you can get to the revenants before dusk, a white mage or shock trooper can kill them in one turn, after that it will take two turns or a little help (like a previously freed knight). Gweddry, even with an amulet, will probably take 3 turns to kill one, but with his one turn head start, that's OK. With one fort of recruits (2 white mages and 4 shock troopers), I was able to free 5 of the 6 and kill the NW enemy leader on turn 6. I sent 3 shock troopers and a white mage at the NW enemy, diverting one of those to freeing the 6th knight probably would have gotten me 6 out of the 6.&lt;br /&gt;
&lt;br /&gt;
=== The Northern Outpost ===&lt;br /&gt;
* Objectives:&lt;br /&gt;
** Find the outlaw leader in the villages and kill him.&lt;br /&gt;
** Defeat the undead leader.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: 20.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Terraent.&lt;br /&gt;
* Other:&lt;br /&gt;
** A holy amulet is located on the south-west.&lt;br /&gt;
** Horseman units can now be recruited.&lt;br /&gt;
** Owaec joins your team after the fight is over.&lt;br /&gt;
&lt;br /&gt;
This scenario is reachable from the ''Elven Alliance'', ''The Undead Border Patrol'', and ''Mal-Ravanal's Capital'' scenarios.&lt;br /&gt;
&lt;br /&gt;
Here, there are two enemies that you must defeat: the undead and the outlaws. It is a good idea to create a separate task force for each.&lt;br /&gt;
&lt;br /&gt;
The undead are fairly straightforward to defeat, and in any case Owaec usually does a good part of the work. To finish off the undead, it's useful to have a white mage, since Dacyn will be busy with his special spell to reveal the outlaws for this scenario. If you don't have a white mage, you can try recruiting a few mages or else go back one or more scenarios and promote a mage to white mage. In addition to the mages or white mage, recall whomever picked up the holy amulet in one of the previous scenarios and have them accompany Gweddry to the southeast. If Gweddry is the one with the holy amulet and you have a white mage, then you can supplement them with a mage. You should also send a cavalryman/horseman or quick spearman to pick up the new holy amulet in the southwest.&lt;br /&gt;
&lt;br /&gt;
By contrast to the undead, the outlaws require a novel strategy. Recruit/recall fast units, e.g., cavalry and horsemen. You may supplement them by recalling quick spearmen and quick shock troopers. The challenge is that criminals will sometimes appear randomly around the villages you flag. Therefore, before flagging a village, make sure you have several healthy units around it. Note that you will get a chance to kill any newly appeared outlaws before they get a move. Outlaws will not appear in the villages that Owaec flags, so don't worry about him uncovering enemies for you. Send your outlaw hunting posse up the eastern side of the map flagging villages and fighting the bandits. One of the villages has the assassin that is the outlaw leader, and there are a lot of villages, so speed is of the essence.&lt;br /&gt;
&lt;br /&gt;
Once your undead task force has finished the undead, form them into a second outlaw hunting posse, transferring units as needed from the first posse. When you come across the village where the bandit leader hides, divert any available units to the battle, as the bandits have a bite.&lt;br /&gt;
&lt;br /&gt;
Note: A Cavalry force (such as the one acquired in Mal-Ravanal's Capital) makes short work of the bandits.  Lower level units have trouble against the bandits, especially at night.&lt;br /&gt;
&lt;br /&gt;
Also note, that from this scenario on you can recruit horsemen. You might want to level up a paladin or two, for fast mobile undead removal services (and quick leader assassination).&lt;br /&gt;
&lt;br /&gt;
[Thrash] When I played, Oweac only recruited a couple mages, so he needed significant help as they get slaughtered quickly - I'd say 3-4 units. Also you don't really need to surround a village before flagging it, just have units in range to sweep in and attack if bandits pop out; this can save you some turns as move around as you can send one unit in to flag a village and move the rest on if nothing appears. Finally, the outlaw leader ran away when I played, so be prepared to chase him down.&lt;br /&gt;
&lt;br /&gt;
=== Two Paths ===&lt;br /&gt;
* Objective: Defeat either enemy leader.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: 18/17/16 (easy/medium/hard).&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec.&lt;br /&gt;
* Other:&lt;br /&gt;
** Your next scenario depends on which leader you defeat.&lt;br /&gt;
&lt;br /&gt;
You must choose between going north to attack the orc leader or going north-west to attack the undead leader.&lt;br /&gt;
&lt;br /&gt;
One option is going north on the very east side of the map trying to fight your enemies from solid ground and mountains while they stand on sand ground with weak defense. As your troops move very slowly on this terrain, you will likely take some heavy losses however, as your enemies keep surrounding you. Also this will presumably take too many turns to reach the orc leader in time.&lt;br /&gt;
&lt;br /&gt;
Thus the preferred choice is to recall a couple of shock troopers and white mages and move them on the path to the north-west in a tight formation towards the undead leader. Once you survived the first enemy onslaught without loosing units, the rest of this scenario becomes rather easy as the remaining enemies come one by one. Make sure to keep on moving fast to the north-west to reach the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
On hard (and version 1.8.3), what will probably work better is an all-out suicidal calvary charge to assassinate the undead leader as quickly as possible.&lt;br /&gt;
&lt;br /&gt;
It's worth noting that killing the orc leader results in what appears to be an easier and more rewarding subsequent scenario (The Crossing) than killing the undead leader (Undead Crossing).&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path ===&lt;br /&gt;
&lt;br /&gt;
==== Undead Crossing ====&lt;br /&gt;
* Objective: Defeat the enemy leader.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec.&lt;br /&gt;
&lt;br /&gt;
You need to cross the river, but not without first defeating a necromancer who is occupying a small island to the north.&lt;br /&gt;
&lt;br /&gt;
A good general strategy can be something like the following: recall a couple of quick swordsmen (or about-to-level quick spearmen), two white mages, a red mage or multiple regular mages, and any units with holy amulets. Shock troopers are too slow. Send these units as quickly as possible northwest through the swamp towards the eastern crossing. Meanwhile, recruit/recall calvary. The calvary should run as fast as possible along the southern board edge (so as to not attract undue attention from bats and swimming undead) and then up the western crossing. You can divert a couple of calvary and Owaec to snatch up villages and then those units can join the eastern assault.&lt;br /&gt;
&lt;br /&gt;
Now, this scenario has a nasty surprise... Once you have fought off the bats and skeletons, you will find this was not all, as the undead leader summons a number of cuttlefish monsters (1, 2 or 4 according to the difficulty level: easy, medium or hard respectively), which appear in the water between the two crossings. These always appear on turn number 10. Be very careful where to position your troops as the cuttlefish have a very nasty melee attack.&lt;br /&gt;
&lt;br /&gt;
You have at least three options for the crossing. Option 1 is to just try to get a couple of your calvary across each of the two crossings, while the rest of your units run like hell away from the water and swamp. Option 2 is to send across more units while tossing a spearman into the water as bait. Option 3 is to fight the cuttlefish, which is extremely hazardous. For a fight, maneuver your units to encourage the cuttlefish to separate, then use good melee troops backed by Gweddry (for leadership) and a white mage to kill them one at a time. Good luck. Make sure you leave your units enough time to cross the river and kill the undead leader before turns run out.&lt;br /&gt;
&lt;br /&gt;
==== The Crossing ====&lt;br /&gt;
* Objective: Get Gweddry and Owaec across the river.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec.&lt;br /&gt;
* Other:&lt;br /&gt;
** Special bonuses if the objective is completed while the Ogre leader is still alive.&lt;br /&gt;
&lt;br /&gt;
The challenge for this scenario is crossing a wide river, where units are very vulnerable, and have very restricted mobility (particularly horses). On the northern bank of the river you will find orcs and ogres, who will fight each other given the opportunity. To the south you will find an undead leader, who will receive reinforcements by turn 8.&lt;br /&gt;
&lt;br /&gt;
I had only 100 gold, so recruited some units and went straight north from turn one on. The fighting in the water was quite hard, with some orcs coming down from the north. The un-dead only appeared when I was in the middle of the river, so no encounter with them, and the ogre's helped get rid of the orcs on the north side. (Allefant)&lt;br /&gt;
&lt;br /&gt;
If you have Holy Gweddry, you can (sometimes) get a 1st turn kill on the 1st undead leader, scarf up all the villages, and return to kill the 2nd undead forces before their leader can recruit anything.  If you don't, the second undead leader will recruit lots of level two units.  The orcs will start out across the river, but usually most of them turn back to fight the ogre reinforcements.  Waiting till their first wave hits your shore and wiping them out in the water will probably leave you just enough time to cross the river and find there are only 2 or 3 enemy units left besides the leaders.&lt;br /&gt;
&lt;br /&gt;
[Thrash] I don't think the above is realistic in 1.8.3. The leader is a Revenant with 47HP, both Gweddry (lvl 2) and Oweac (lvl 1) together would have to hit 100% to dish that out in one turn. He does come out to grab a village though, and Dacyn can make short work of him on turn 2.&lt;br /&gt;
&lt;br /&gt;
Make sure to cover your rear flank with some expendable troops (such as Heavy Infantry) as the undead can move more quickly through the water than your units. Alternately, if you kill the first wave of undead quickly enough (by turn 3), you can make it across the river before the second wave catches you from behind.&lt;br /&gt;
&lt;br /&gt;
Another strategy is to go straight into the water after killing the first undead leader using the deep water in the middle of the path to seperate the orc forces.  You go to the right with Gweddry and Owaec and some support troops while letting the ogres kill many of the orcs in your way.  Knights and a Paladin can hold off the orcs enough to get across while the undead behind you are not an issue.  &lt;br /&gt;
&lt;br /&gt;
If the ogre leader is alive at the end of the scenario, he agrees to help you, which results in the following bonuses: he joins you as a loyal unit, you get two free Ogres, and you skip ''Training the Ogres'' scenario and go directly to ''Xenophobia''.&lt;br /&gt;
&lt;br /&gt;
[Thrash] I had problems with the Ogre leader dying before I could get to him. Sending Oweac into the river on turn 1 seemed to draw enough of the orcs south to solve this problem.&lt;br /&gt;
&lt;br /&gt;
[Hipparchos] Agreed this is the only way to save the ogre leader (all others are too slow). I played this several ways before deciding the easiest is to recruit/recall only units with 6+ movement (horsemen, cavalrymen, fast mages and fast spearmen) which move 2 hexes through the water. Send them immediately south to the undead keep and defeat the units there in the first few turns. Then occupy the keep and wait for the reinforcements while one horseman goes west to take villages. With no keep, the reinforcements are small and easy to defeat. Then you have no problems to your rear as your fast units catch up to Oweac and cross the river. You'll take some hits on the far bank but should get through in time to keep the ogres alive.&lt;br /&gt;
&lt;br /&gt;
=== Training the Ogres ===&lt;br /&gt;
* Objective: Capture the ogres.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec.&lt;br /&gt;
* Other:&lt;br /&gt;
** To add ogres to your army, &amp;quot;capture&amp;quot; them by ZoC-locking them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This can be a confusing scenario to understand. Basically, your three units just have to survive. However, if you want to be able to recall ogres later, you need to &amp;quot;capture&amp;quot; them by surrounding them. Any ogre which cannot move more than one hex in every direction will be added to your recall list. Ogres which reach the rocky borders will &amp;quot;escape&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Ogres are especially mobile on mountains (such as in the scenario ''Lake Vrug'') and in caves (in the scenario ''Captured''). Being of neutral alignment, ogres can be helpful at night (especially in the scenario ''Weldyn Under Attack'').  It's best to capture at least two.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Xenophobia  ===&lt;br /&gt;
* Objective: Defeat all enemy leaders.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec die or turns run out.&lt;br /&gt;
* Turns: 40/36/32 (easy/medium/hard).&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.&lt;br /&gt;
* Other:&lt;br /&gt;
** A holy amulet near the orcs' keep.&lt;br /&gt;
&lt;br /&gt;
This is a fun and silly level as all parties in the scenario (i.e. elves, orcs, drawves, and yourself) decide to fight each other instead of forming alliances. The scenario is not very difficult, so you can use this time to gain some experience for your units and pick up another permanent holy amulet (in the north, roughly in the middle between the dwarf and the orc keep).&lt;br /&gt;
&lt;br /&gt;
You have two obvious options: attack the elves first or the dwarves first. Don't worry, they will be distracted by the orcs. After you kill the first leader, proceed to the orcs and then finish off the remaining leader.&lt;br /&gt;
&lt;br /&gt;
Attacking the elves first has the advantage that they have the richest lands, i.e., the most villages, so it means more gold for you by the end of the scenario. It has the side effect that you're more likely to face a live orc leader relative to if you had attacked the dwarves first, as the elves are pretty good at killing him.&lt;br /&gt;
&lt;br /&gt;
Attacking the dwarves first has the advantage that it's probably easier, since the orc leader is more likely to die at the hands of the elves. It has the disadvantage that you have to spend time getting out of the dwarven mountains and then you will ultimately fight a lot of elves, though most of them will have come out of their forests by then.&lt;br /&gt;
&lt;br /&gt;
In either case, you have a lot of ground to cover, so try to do without any non-quick shock troopers. Calvary, white mages, red mages and spearman track units (preferably quick) are all good.&lt;br /&gt;
&lt;br /&gt;
By the end of this scenario, it's very useful to have Gweddry at least on level 3, allowing you to use his leadership ability on other units like ogres (who reach their maximum at level 2). Leveling up a group of key units will also be very important for the upcoming scenario ''Captured'', where you won't be able to recruit, but a group of your most experienced veterans will have to fight their way out of a cave. You may want to prepare several mages and knights.&lt;br /&gt;
&lt;br /&gt;
=== Lake Vrug ===&lt;br /&gt;
* Objective: Defeat the trolls and gryphons, and move Dacyn to the stronghold&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: 30.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug.&lt;br /&gt;
* Other:&lt;br /&gt;
** The stronghold provides 100 gold.&lt;br /&gt;
&lt;br /&gt;
This is a very confusing hide and seek scenario that could take you several pointless restarts until you have finally discover the enemy leaders.&lt;br /&gt;
&lt;br /&gt;
There are three keeps, all north of the river. The troll leader has his keep on the northeast (go to the right into the mountains directly after crossing the bridge). To find the other two keeps, go west right after crossing the river; if you stay close to the southern line of mountains, you'll find the gryphon keep pretty easily. Finally, there is a stronghold straight north from the gryphons, and Dacyn must reach this fortress to complete the level.&lt;br /&gt;
&lt;br /&gt;
Gryphons are vulnerable to the impact damage of heavy infantry and shock troopers, so recall two or three, preferably quick ones. Also recall another white mage to supplement Dacyn and as many ogres as possible, because they are probably the most useful unit for this scenario. The reason is simple: the enemy keeps are surrounded by high mountains which some of your troops cannot pass, but which the ogres handle quite easily. You might also want to recruit a horseman to scout ahead, although using that money for another mage or ogre may be a better investment.&lt;br /&gt;
&lt;br /&gt;
The action for this scenario can be divided into two phases. The first phase will be surviving the first onslaught of gryphons and trolls coming your way. This will start around turn 4 with quite a number of gryphons appearing from the northwest. On hard, the onslaught will be especially difficult to handle. When you see the first gryphon swoop out of the fog, watch out! This means many others are coming behind. So, fall back away from the fog and form a defensive line that will eventually become a circle. Keep in mind that you can grab good terrain, i.e., the mountains, as gryphons are only too happy to attack you wherever you are, and your ogres will hold up well there. Once you have wounded units, position your heavy units such as shock troopers and ogres very tighly around them, as the gryphons really have quite a large moving range and thus mercilessly slay unprotected injured units.&lt;br /&gt;
&lt;br /&gt;
Just when you thought you had the gryphons wrapped up, here come the trolls across the bridge. They may be only a minor nuisance on medium or easy, but on hard it's a strain facing a large number of trolls with troops bloodied by the swarm of gryphons. Trolls are really no match for your shock troopers, however, who happily troll-crack away. Place these troopers on the grassland tiles on the edge of the river, so the trolls coming from the bridge will be forced to attack from unfavorable terrain for them (ice).&lt;br /&gt;
&lt;br /&gt;
Once you have dealt with this first wave of enemies, the remaining phase consists in crossing the river, finding the enemy leaders and finishing them off, which will be much easier in comparison. Unfortunately, the shock troopers won't do you much good in this end phase. When taking the enemy keeps, use the ogres, who can move well on the high mountains, unlike most of your other units.&lt;br /&gt;
&lt;br /&gt;
=== Captured ===&lt;br /&gt;
* Objective: Rescue Gweddry, Dacyn, and Owaec, then escape through the south-west tunnel.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: Unlimited, then 16.&lt;br /&gt;
* Starting units: Rescue leader and two sidekicks.&lt;br /&gt;
* Other:&lt;br /&gt;
** No recruiting, but a group of your veterans will be available.&lt;br /&gt;
** A holy amulet to the south.&lt;br /&gt;
&lt;br /&gt;
Three of your recall troops will escape from a cell and plot a rescue operation. The scenario tries to select a level 3, level 2, and level 1 unit, but it is possible to end up with many variations. This group only needs to fight an orcish grunt and a few bats as they travel west, then south. Shortly after they encounter the orcish trash heap, one of your rescuers will don a disguise to sneak past the troll guards.&lt;br /&gt;
&lt;br /&gt;
The disguised unit can open a cell door to release the prisoners within. Try to select a cell containing ogres; a quick ogre has the best chance of reaching and opening another cell in the same turn. Your three heroes will also be freed, and either Dacyn or Gweddry can reach the final cell to release the last of your troops. You'll be surrounded by Troll Warriors, and unlikely to do enough damage to kill them in the first turn. Sacrifice some of your less experienced troops to block the trolls from reaching any important units.  &lt;br /&gt;
&lt;br /&gt;
Victory occurs when Gweddry moves through the exit in the southwest corner. There is a holy necklace in the southeast. Preferably grab the holy amulet with a horseman or something similar. He will come in very hand in later scenarios (if he survives the next scenario, that is).&lt;br /&gt;
&lt;br /&gt;
If you have a large group of recallable units, loses in this scenario are not a big deal, as you're only going to be able to bring a fraction of your recall list past the next scenario, which is likely to kill off all but a few veterans. However, the steady stream of orc reinforcements can provide one last chance to level key units for ''Evacuation'', the next scenario.&lt;br /&gt;
&lt;br /&gt;
=== Evacuation ===&lt;br /&gt;
* Objective: Destroy the bridge or defeat all enemies.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: 12.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.&lt;br /&gt;
* Other:&lt;br /&gt;
** Every unit not on the south side of the river when the bridge is destroyed will be lost (including units in your recall list).&lt;br /&gt;
&lt;br /&gt;
There are two options in this scenario: you can either defeat all enemy leaders or blow up the bridge in the south. If you finish by passing the bridge, all your units that are not on the south side of the river by the time you blow up the bridge are killed by the explosion. Cruelly, this includes your nonrecalled units! Of the two options, killing all the enemy leaders is preferable if you can pull it off, so that you can keep your nonrecalled troops. &lt;br /&gt;
&lt;br /&gt;
This is one of those scenarios many deem &amp;quot;impossible&amp;quot;, but it is by no means impossible, even on hard.  However, you must wrap your mind around an unpleasant truth: it may be necessary to accept heavy losses of high level troops. You should have a large number of level 2 and 3 units to recall to start this scenario, level 2 units with high experience and close to level up are your best asset. &lt;br /&gt;
&lt;br /&gt;
Whichever option you take, watch out for the very tight time limit of 12 turns. And watch out for the level 3 trolls, as they can (and frequently will) instantly kill almost any of your units. Best fight them with mages or arcane damage dealing cavalry. Your cavalry units have a lot of impact resistance (30% and 40%) and can deal with trolls, especially if you gave amulets to cavalry or field a Paladin.&lt;br /&gt;
&lt;br /&gt;
You can (in 1.12.2) lure out the Eastern and the Southern leader on turn 1, killing both during the next turn. Deal as much damage to the remaining troops of East and South during the day, so you may survive the night. &lt;br /&gt;
&lt;br /&gt;
The second option - blowing up the bridge - is quite a bit easier to pull off, especially on hard or low gold. Run south with a sufficient amount of screening units and hopefully some units, not too slow units, to be evacuated. Focus on running the engineer, using other units to block for him, creating a ZOC corridor. Keep in mind that almost everyone is expendable. Use combat sparingly, just where you need to open a hole or where you see an opportunity to level up and heal. The scenario features a very large keep, so don't dilly-dally.&lt;br /&gt;
&lt;br /&gt;
If you finish the scenario with just the required units plus about three level 3 units, don't panic. You can indeed finish the rest of the scenarios, even on hard, starting with just a few level 3's. Note that the next scenario, ''The Drowned Plains'', is good for leveling raw recruits. However, if you have a lot of level 3's, it would certainly be easier to tackle another upcoming &amp;quot;impossible&amp;quot; scenario, namely ''Weldyn Besieged'', so you may wish to replay ''Evacuation'' to get a better result.&lt;br /&gt;
&lt;br /&gt;
WanderingHero: While this scenario is cruel, its not as asinine as it appears. You've already beaten the hardest scenarios of the campaign, so you dont have much to worry. Try saving a white mage, and maybe a Knight thats close to Paladin or a Paladin, but its hardly essential. Your heavy armors and ogres can be used to wall the enemy. Although the situation looks grim and the dialogue is grim, you actually near the end, the worst is behind you. You'll see the chequered flag soon enough.&lt;br /&gt;
&lt;br /&gt;
=== The Drowned Plains ===&lt;br /&gt;
* Objective: Defeat Khrakrahs.&lt;br /&gt;
* Lose if: Gweddry, Dacyn or Owaec dies, or turns run out.&lt;br /&gt;
* Turns: 28/26/24 (easy/medium/hard).&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.&lt;br /&gt;
&lt;br /&gt;
Khrakrahs is a level-4 Skeletal Dragon that will be found in or near the castle (located on an island in the south).  In getting there, you need to proceed slowly and carefully through the swamp. That is because there are lots of fairly high level undead hidden there, waiting to ambush your troops. Don't panic. They are easy to take one at a time, and you can offer the killing blow to troops that you are eager to promote. Think twice about trying to maneuver more units around the back of the one you're trying to kill, as there may be more ambushing undead there.&lt;br /&gt;
&lt;br /&gt;
The dragon wanders around near the castle but only attacks units which he can kill instantly. If only strong units come near him, he tries to flee. Because of the fog the major challenge of this scenario is finding him and then getting him surrounded so he cannot just move away again. Once you have him trapped like this, slaying him should be easy using your stronger units —preferrably using impact weapons because the dragon has a low resistance there. Magical attacks from your magi are also very effective against the dragon.&lt;br /&gt;
&lt;br /&gt;
This scenario is a good opportunity for all the units with holy amulets you still have with you. Use them against the ambushers.  Since there's a good early finish bonus, just recruit a keep of your best anti-undead units, find and kill the dragon and reap the reward.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Approaching Weldyn ===&lt;br /&gt;
* Objective: Get Gweddry to Weldyn.&lt;br /&gt;
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, or turns run out.&lt;br /&gt;
* Turns: 24.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer.&lt;br /&gt;
&lt;br /&gt;
The objective is simple enough; Gweddry has to reach the castle occupied by Konrad II. This is simply a matter of moving him there quickly. The end.&lt;br /&gt;
&lt;br /&gt;
There is no challenge here, but with undead around you can pick up some XP with your fast moving arcane-enhanced troops (i.e., the ones that picked up holy amulets in earlier scenarios.) Try not to overrecruit or dilly-dally, though, as you need all the gold you can get for the next scenario, ''Weldyn Under Attack''.&lt;br /&gt;
&lt;br /&gt;
=== The Council ===&lt;br /&gt;
&lt;br /&gt;
Only plot in this. You see the inside of the castle.&lt;br /&gt;
&lt;br /&gt;
=== Weldyn Under Attack ===&lt;br /&gt;
* Objective: Survive until end of turns.&lt;br /&gt;
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies.&lt;br /&gt;
* Turns: 18.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Engineer, Konrad II.&lt;br /&gt;
* Other:&lt;br /&gt;
** At the end of this scenario you will have to choose whether to fight Mal-Ravanal directly in a duel, or repel his invasion with all you've got. This dictates the final scenario you'll play for this campaign.&lt;br /&gt;
&lt;br /&gt;
At scenario start, you find your keep in the center of an island. Three allied leaders also have their keeps on the island around yours. There are three enemy leaders with equal amounts of gold at their disposal. The southwestern enemy leader is the only one that recruits nightgaunts, the southeastern enemy leader is the only one that recruits bats, and the northern leader is the only one that recruits Spectres.&lt;br /&gt;
&lt;br /&gt;
The time of day cycle is 3 times longer than usual in this scenario, and it starts at dusk, so the first 3 turns are at dusk, and then it stays nighttime (first and second watch) during most of the scenario, which is painful with the damage the undead will unleash.&lt;br /&gt;
 &lt;br /&gt;
Your strategy should be to kill off one of the leaders and his troops, so that you can take over his defensive position. It's probably easiest to take the northern keep.&lt;br /&gt;
&lt;br /&gt;
The backbone of your army will be heavy infantry track units, mages, and mages of light. On the first turn, recall one of each, plus three calvary units to the rear, preferably quick. Send the calvary to rob your allies of their villages. They won't mind. Later, the calvary can run around to distract the enemy. Send your heavy infantry types, mages, and mages of light towards the target enemy stronghold. You should supplement them with any units with arcane attacks: arch mages, silver mages, white mages, and any units that picked up amulets in previous scenarios.&lt;br /&gt;
&lt;br /&gt;
You probably will not be able to assassinate the leader before he is out of gold. When he dashes out to attack, check his gold. If he's broke, you might wish to ignore him for a turn or two while you kill off other units.&lt;br /&gt;
&lt;br /&gt;
After you take over the stronghold, you may be able to recruit some more troops, if you saved some gold and/or did a good job capturing villages with your cavalry. Note that saving gold is of no use for ''The Duel'', so spend it now. Next, you should start preparing for the assault waves of the other two leaders. The combined assault waves may be more than your forces can survive. Therefore, while your main force braces itself, you should send out some ogres, cavalry, and/or silver mages as distractions, mostly along the board edges. They can even get in a few kills.&lt;br /&gt;
&lt;br /&gt;
For your main force, unless you have taken over the southwestern keep, you need to think about the invisible, infiltrating, backstabbing Nightgaunts that are now headed your way. Have your units form a block with their back to the board edge. Round the corners of the block towards the enemy (so that you don't have one unit face four attacks.) Keep your whole line solid and heavily wounded units buried deep inside.&lt;br /&gt;
&lt;br /&gt;
In addition to Nightgaunts, you have the threat of Banebows, which can do 52 ranged damage in one turn. However, they are fairly easily killed with proper strategy. Move a mage of light adjacent to blind the Banebow (i.e., remove its +25% bonus) and provide light for your lawful unit's attack (i.e., remove its -25% adjustment.) Move a shock trooper (or similar, preferably arcane enhanced) adjacent to the banebow and mage of light. Move a general up to lend leadership to the attacker. You may kill the Banebow in one attack. Otherwise, if the Banebow is quite wounded, you can use the mage of light to finish it off.&lt;br /&gt;
&lt;br /&gt;
If you lose when you try to make a stand, you could instead try splitting your forces in two to attack the remaining two leaders. Some players have had success with this, killing the last leader by turn 14 or 15. Just remember that the objective is to survive until the end of turns, and Nightgaunts may be a problem. Killing all three leaders is a victory though and will earn you a early finish bonus of 54/turn, which is important if you go on to ''Weldyn Besieged''.&lt;br /&gt;
 &lt;br /&gt;
If you have one or two silver mages available, they are quite useful in this scenario. The map is rather large so have some fast-moving units like horsemen run through enemy territory and capture individual villages. Then use the teleport ability of your silver mage to perform hit-and-run (or rather: hit-and-teleport) attacks. Make sure you do not get him killed, though, by holding out too long after attacking. Make good use of Gweddry's leadership ability (he should be a Grand Marshal by now), and of Konrad's Sceptre of Fire to get rid of the most dangerous enemies coming your way.&lt;br /&gt;
&lt;br /&gt;
At the end of the scenario, you must choose between challenging Mal-Ravanal to a duel (''The Duel'') or defending Weldyn against the final undead attack (''Weldyn Besieged''). ''Weldyn Besieged'' is intended as a challenging final scenario; players without a good recall list and sizable warchest will find ''The Duel'' much more accommodating.&lt;br /&gt;
&lt;br /&gt;
=== Diverging Campaign Path ===&lt;br /&gt;
&lt;br /&gt;
==== The Duel ====&lt;br /&gt;
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.&lt;br /&gt;
* Lose if: Gweddry or Dacyn dies, or Dacyn is not nearby when Mal-Ravanal is defeated.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Gweddry, Dacyn.&lt;br /&gt;
* Other:&lt;br /&gt;
** You can only recruit for the first turn.&lt;br /&gt;
&lt;br /&gt;
This is a somewhat strange scenario: you get to recall/recruit exactly five units and then have to fight Mal-Ravanal and his six chosen troops.  Mal-Ravanal will recruit mostly level 3 units so this looks difficult. However, it is, in fact, quite manageable. Your goal is to attack first and hit hard—you should be able to eliminate two or three enemy units before they even get the chance to attack.&lt;br /&gt;
&lt;br /&gt;
Except for Konrad II, you will have all of your units available in the recall list (including Owaec). Recall mages of light and other high-level arcane troops. Advance onto the battlefield, but stop just short of the enemies' range. After the enemies move closer, concentrate your attacks on a few of their units, particularly those with the strongest attacks. &amp;quot;Cowardly&amp;quot; Gweddry may be able to grant leadership bonuses to your troops, however he should probably refrain from actual fighting so he does not accidentally get killed.&lt;br /&gt;
&lt;br /&gt;
Try to finish the fight quickly, as Mal-Ravanal plays unfair and every so often recruits another 3 units, albeit not so tough as the first batch of 6. If you position a weak unit within Mal-Ravanal's movement range the arrogant lich will gleefully charge out onto the battlefield and leave himself wide open for your counterattack.&lt;br /&gt;
&lt;br /&gt;
==== Weldyn Besieged ====&lt;br /&gt;
* Objective: Defeat Mal-Ravanal while Dacyn is nearby.&lt;br /&gt;
* Lose if: Gweddry, Dacyn, Owaec or Konrad II dies, any enemy unit reaches your keep, or Dacyn is not nearby when Mal-Ravanal is defeated.&lt;br /&gt;
* Turns: Unlimited.&lt;br /&gt;
* Starting units: Gweddry, Dacyn, Owaec, Terraent, Grug, Konrad II.&lt;br /&gt;
&lt;br /&gt;
This battle is intended as a substantial challenge, and is inadvisable with low gold or an inadequate recall list. You face off against seven enemy leaders, with the goal of finding and eliminating Mal-Ravanal among them. The liches' names aren't revealed until they are attacked, and Mal-Ravanal is more likely to be revealed later in the scenario (the names are randomly assigned when you attack). Attacking a lich gives it a small boost of gold, but killing the wrong lich gives every other lich extra gold.&lt;br /&gt;
&lt;br /&gt;
A quick scout unit can charge past the undead hordes to attack and identify a lich. Once you've found Mal-Ravanal, send Dacyn and any mounted arcane-attack units to attack. You can draw Mal-Ravanal out of the keep by positioning a sacrificial horseman nearby. Once the lich is out in the open, your arcane damage cavalry should have no trouble finishing the battle in a single turn.&lt;br /&gt;
&lt;br /&gt;
Meanwhile you'll need the rest of your troops to hold the central keep against the undead onslaught. If you can spare the funds, a few sacrificial troops can delay the incoming enemies on one side, giving you the opportunity to focus your firepower on the undead approaching from the other side(s). Note, however, that each enemy killed causes the lich to recruit another. If things turn grim, retreat to the castle and make your final stand.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;br /&gt;
[[Category:Campaigns - Walkthroughs]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=56971</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=56971"/>
		<updated>2015-12-12T19:26:08Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* [endlevel] */ bonus= enhacenment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes. {{DevFeature1.13|2}} Alternatively, an integrer, defining the bonus percentage (1.0 meaning full).&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_settings]''': Any tags or attribute children of this optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags or settings, just before load. &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* &amp;lt;strike&amp;gt;'''[next_scenario_append]''': Any tags of this optional argument are appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these features: https://gna.org/support/download.php?file_id=20119 &amp;lt;/strike&amp;gt; This feature was removed in 1.11.17, it might be redesigned and reintroduced.&lt;br /&gt;
* '''[result]''' {{DevFeature1.13|0}} Allows specification of a side specific result, this is for competitive multiplayer scenarios/campaigns where it might happen that one player wins but another player loses.  The following attributes are accepted and have the same effect as in '''[endlevel]''':&lt;br /&gt;
** '''result'''&lt;br /&gt;
** '''bonus'''&lt;br /&gt;
** '''carryover_percentage'''&lt;br /&gt;
** '''carryover_add'''&lt;br /&gt;
&lt;br /&gt;
And there is also&lt;br /&gt;
** '''side''' The number of the side for which these results should apply.&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Places a unit on the map.  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
* '''to_variable''':  spawn directly into a variable instead of on the map.&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the position to teleport to. If that position is not empty, some other location will be chosen.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
If you want to remove the overlays from a terrain and leave only the base, use:&lt;br /&gt;
 layer=overlay&lt;br /&gt;
 terrain=&amp;quot;^&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt; When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit loose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''male_text''', '''female_text''': {{DevFeature1.13|2}} (translatable) gender-specific versions of the above&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=true) if true the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit. {{DevFeature1.13|0}} If omitted, all recruits for matching sides will be disallowed.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': sets/changes AI parameters for the side. Only parameters that are specified in the tag are changed, this does not reset others to their default values. Uses the same syntax as described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all, of the composite ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
* '''scroll_to_leader''': Boolean value controlling whether or not the game view scrolls to the side leader at the start of their turn when present.&lt;br /&gt;
* '''flag''': Flag animation for villages owned by this side (see [[SideWML|[side]]]).&lt;br /&gt;
* '''flag_icon''': Flag icon used for this side in the status bar (see [[SideWML|[side]]]).&lt;br /&gt;
* '''village_support''': The number of unit levels this side is able to support (does not pay upkeep on) per village it controls.&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
* '''force_scroll''': Whether to scroll the map or not even when [[InterfaceActionsWML#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to using [[InterfaceActionsWML#.5Bmove_unit_fake.5D|[move_unit_fake]]]'s default value.&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag|AiWML]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the :inspect command. It can add [trait]s and [object]s without needing to wrap them inside a [modifications] tag, and their effects are applied immediately. Cannot remove things. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
 [modify_unit]&lt;br /&gt;
   [filter]&lt;br /&gt;
     x,y=38,6&lt;br /&gt;
   [/filter]&lt;br /&gt;
   hitpoints=10&lt;br /&gt;
   {TRAIT_HEALTHY}&lt;br /&gt;
 [/modify_unit]&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
note: The syntax allowed is somehow vague. Just try things and possibly correct/add/modify this documentation. (a [http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=31676&amp;amp; forum thread] discusses some related issues).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned. Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per scenario. In a campaign objects with the same id can be assigned once per scenario. For filtering objects, custom key can be used, such as item_id.&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'scenario', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up).&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
** {{DevFeature1.13|1}} if 'turn end' or 'turn_end', effects only last until the end of the unit's next turn (exactly like the slowed status).&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;. {{DevFeature1.13|2}} If no description is provided, this defaults to true, but can still be overridden.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
* '''no_write''': {{DevFeature1.13|1}} (bool, default false). If true, the contents of [effect] will be applied to the relevant unit, but the [object] tag will not be written to unit.modifications. This renders duration= irrelevant.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
Due to a bug in 1.12 (https://gna.org/bugs/?23323) '''[allow_undo]''' should not be used in events that use one of the following things brcause it might cause OOS: &lt;br /&gt;
* [message] with [option]s&lt;br /&gt;
* [get_global_variable]&lt;br /&gt;
* wesnoth.syncronize_choice&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to true) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired.  If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at the creation of the area.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [remove_time_area] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|2}}&lt;br /&gt;
&lt;br /&gt;
This is a syntactic shortcut for [time_area] remove=.&lt;br /&gt;
* '''id''': Comma-separated list of time area ids to remove.&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit lose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''current_time''': The time slot number (starting with zero) active at schedule replacement.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain). ([http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=14749&amp;amp;p=405667&amp;amp;hilit=tunnel#p405667 source])&lt;br /&gt;
&lt;br /&gt;
* '''id''' identifier for the tunnel, to allow removing (optional).&lt;br /&gt;
* '''remove''': (boolean) yes/no value. If yes, removes all defined tunnels with the same ID (then only id= is necessary). (default: no)&lt;br /&gt;
* '''bidirectional''': (boolean) if yes, creates also a tunnel in the other direction. (default: yes)&lt;br /&gt;
* '''always_visible''': (boolean) if yes, the possible movement of enemies under fog can be seen. (default: no)&lt;br /&gt;
* '''[source]''': [[StandardLocationFilter]] the source hex(es) (required).&lt;br /&gt;
* '''[target]''': [[StandardLocationFilter]] the target hex(es) (required).&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the units which can use the tunnel (required). Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
=== [do_command] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Executes a command, specified using the same syntax as a [command] tag in [[ReplayWML]]. Not all [command]'s are valid: only these are accepted&lt;br /&gt;
&lt;br /&gt;
* [attack]&lt;br /&gt;
* [move]&lt;br /&gt;
* [recruit]&lt;br /&gt;
* [recall]&lt;br /&gt;
* [disband]&lt;br /&gt;
* [fire_event]&lt;br /&gt;
* [lua_ai]&lt;br /&gt;
&lt;br /&gt;
The tags corresponding to player actions generally use the same codepath as if a player had ordered it.&lt;br /&gt;
&lt;br /&gt;
One purpose of this tag is to allow scripting of noninteractive scenarios -- without a tag like this, this might require elaborate mechanisms to coerce ais in order to test these code paths.&lt;br /&gt;
&lt;br /&gt;
This command should always be replay safe.&lt;br /&gt;
&lt;br /&gt;
=== [put_to_recall_list] ===&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
Puts a unit to the recall list of its side.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': the unit(s) to get put to the recall list.&lt;br /&gt;
* '''heal''': (default=no) Whether the unit should be refreshed, similar to the unit moving to the recall list at the end of a scenario.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=56295</id>
		<title>SideWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SideWML&amp;diff=56295"/>
		<updated>2015-04-19T16:52:27Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* 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 number. The leader of this side is placed on the tile represented by this number (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. Currently, the Multiplayer server rejects entering a scenario with more than 9 sides, even if those extra sides are AI sides. &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.) Events that would usually occur on the side's turn will not take place. This includes healing (ability, villages and rest) and ''side turn'' events.&lt;br /&gt;
** '''a number''': gives this side's control to a side with '''side''' matching the number (multiplayer only).&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 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=yes''') and if one is found it will be used instead of the one described in the '''[side]''' tag. Typical keys used for defining the leader unit are '''type''' (mandatory), '''id''', '''name''' and '''unrenamable=yes''', see [[SingleUnitWML]].&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;
* '''hidden''': if 'yes', side is not shown in status table.&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. Please note that the AI currently ignores the fog.&lt;br /&gt;
&lt;br /&gt;
* '''fog_data''': describes the area which this team has de-fogged, using the same format as shroud_data. (This is not particularly useful when defining a side, though, as the game will recalculate fog as turns begin and end.) It is used in saved games.&lt;br /&gt;
&lt;br /&gt;
* '''[fog_override]''' With keys x= and y=, this records the hexes that have been cleared (multiturn) with {{tag|DirectActionsWML|lift_fog}}.&lt;br /&gt;
&lt;br /&gt;
* '''shroud''': if 'yes', this side cannot see any tiles it has not moved within sight of. Please note that the AI currently ignores the shroud. NOTE: with shroud=no, this team *ignores* shroud, so it is not possible to modify it using place_shroud and remove_shroud tags. If you want to do so, use &amp;quot;shroud=yes&amp;quot; and place_shroud/remove_shroud tags.&lt;br /&gt;
&lt;br /&gt;
* '''shroud_data''': describes the area which this team has de-shrouded. An example:&lt;br /&gt;
 |&lt;br /&gt;
 |00011111000&lt;br /&gt;
:This would leave the first column on the map unaltered and would change the second column for 11 tiles. A '0' means: shrouded, '1' means unshrouded. You can either call an external file using {@filename}  (see [[PreprocessorRef]]) or place the data in quotes. For making an external file see [[BuildingScenariosShroudData]].&lt;br /&gt;
&lt;br /&gt;
* '''persistent''': whether the side exists in any other scenarios. If ''yes'', then ''save_id'' (see below) is used to identify the side in other scenarios. Defaults to ''yes'' for sides with a human controller, and ''no'' for ai controlled sides.&lt;br /&gt;
&lt;br /&gt;
* '''save_id''': defaults to the leader's ''id'' 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;
* '''team_name''': a non translatable string representing the team's description. Sides with the same team_name are allied. Default ''side''. ''team_name'' is now a comma-separated list of teams that the side is on.&lt;br /&gt;
&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Default ''team_name''.&lt;br /&gt;
&lt;br /&gt;
* '''current_player''': a translatable string representing the player's or leader's name. Defaults to the leader's id; if the side's leader is a human player in multiplayer, the default is the player's username.&lt;br /&gt;
&lt;br /&gt;
* '''color''': May be either a numeric color index or a color name (e.g. 'blue', 'purple', 'orange', etc.).  The numeric form is deprecated. The default list of numbers and corresponding colors can be found in data/core/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. An automatic side-coloring is applied.&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;
* '''flag_icon''': a custom flag icon to indicate the side playing in the statusbar (a size of 24x16 is recommended). An automatic side-coloring is applied.&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_income'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''village_support''': the number of unit levels this side is able to support (does not pay upkeep on) per village it controls. Default specified in ''village_support'', '''[game_config]''' ([[GameConfigWML]]).&lt;br /&gt;
&lt;br /&gt;
* '''recall_cost''': the amount of gold it costs to recall a unit. Default specified in ''recall_cost'', '''[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;
* '''scroll_to_leader''': optional. If 'no', scroll to the leader is not performed on the start of each turn. (default: yes)&lt;br /&gt;
&lt;br /&gt;
* '''suppress_end_turn_confirmation''': If &amp;quot;yes&amp;quot;, then the player will not be asked to confirm ending their turn even if they have not done anything. This is provided for some (probably few) user-made scenarios in which players often skip their turns. (default: no)&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. If the pair of coordinates is not a village or is duplicated in another [village] tag, behaviour is undefined. Recent game engine or wmllint should warn about these.&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;
* '''[leader]''' same as [unit] except that canrecruit will default to yes and current position to the side starting location if not specified.&lt;br /&gt;
&lt;br /&gt;
* '''defeat_condition''' Specifies when a side is considered ''defeated'' this is checked ''for all sides'', after every player action and at the beginning of every turn.&lt;br /&gt;
** '''no_leader_left''': (default) The side is considered defeated if it has no units with canrecruit=yes&lt;br /&gt;
** '''no_units_left''': The side is defeated as soon as it has no units left.&lt;br /&gt;
** '''never''': The side is never considered defeated.&lt;br /&gt;
** '''always''': The side is always considered defeated.&lt;br /&gt;
&lt;br /&gt;
:  For the meaning and significance of ''defeated'', see [[ScenarioWML#Scenario_End_Conditions]]&lt;br /&gt;
&lt;br /&gt;
The following keys are multiplayer only:&lt;br /&gt;
&lt;br /&gt;
* '''allow_player''': if false then this side will not be allowed to be modified and will be hidden during game creation. False also prevents this side from being included in shuffle sides. Defaults to yes.&lt;br /&gt;
&lt;br /&gt;
* '''disallow_observers''': prevents observers from seeing this side turn. (default: no)&lt;br /&gt;
&lt;br /&gt;
* '''disallow_shuffle''': {{DevFeature1.13|0}} do not shuffle this side if the &amp;quot;shuffle sides&amp;quot; option is used. (Usually all playable sides are shuffled.) (default: no)&lt;br /&gt;
&lt;br /&gt;
* '''chose_random''': {{DevFeature1.13|0}} indicates if a side chose a random faction during creation &lt;br /&gt;
&lt;br /&gt;
* '''controller_lock''': if true then this side's controller (&amp;quot;Player/Type&amp;quot;) modification is limited. It is bound to the '''controller''' attribute in [[SideWML]].&lt;br /&gt;
&lt;br /&gt;
* '''team_lock''': if true then this side's team is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* '''color_lock''': if true then this side's color is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* '''gold_lock''': if true then this side's gold is not allowed to be modified. &lt;br /&gt;
&lt;br /&gt;
* '''income_lock''': if true then this side's income is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* '''faction_lock''': if true then this side's faction is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* '''leader_lock''': if true then this side's leader (type or gender) is not allowed to be modified.&lt;br /&gt;
&lt;br /&gt;
* '''faction''': if valid faction id is provided then this side's faction will default to it.&lt;br /&gt;
&lt;br /&gt;
* '''faction_from_recruit''': if true then this side will be locked to the faction that matches the recruits better.&lt;br /&gt;
&lt;br /&gt;
N.B. the ''lock'' attributes use [[ScenarioWML]] '''force_lock_settings''' as their default value. I.e. if no value to ''lock'' was set, it will take '''force_lock_settings''' value.&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>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TranslatorShellscript&amp;diff=55886</id>
		<title>TranslatorShellscript</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TranslatorShellscript&amp;diff=55886"/>
		<updated>2014-11-17T21:48:57Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* poEdits Wrath */ keep it simple&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to post improvements as well. In which languages it does not work at all? What kind of shell script are needed as well?&lt;br /&gt;
&lt;br /&gt;
== First of all ==&lt;br /&gt;
Prior to use the shell scripts, the po-File needs to be opened and saved with poEdit. The reason is, that then the texts are saved in separated lines without interfering  /n's. As result, a normal entry consists of 4 lines, where one line contains the &amp;quot;characters text&amp;quot; and a prior line the &amp;quot;characters name&amp;quot;. Without saving the file with poEdit, the number of text-lines would be undefined.&lt;br /&gt;
&lt;br /&gt;
Or using msgcat (part of GNU gettext), save the file with the ''--no-wrap'' switch,&lt;br /&gt;
  msgcat --no-wrap file1.po -o file2.po&lt;br /&gt;
&lt;br /&gt;
== poEdits Wrath ==&lt;br /&gt;
Anyhow, those changes introduced by poEdit should be undone prior sending the new po-File to your language maintainer. Especially, it must be undone prior to &amp;quot;diff&amp;quot; the new version against the old one. This may be done by executing the following:&lt;br /&gt;
   msgcat file.po -o file.po&lt;br /&gt;
&lt;br /&gt;
Now, if you &lt;br /&gt;
   diff -u SVN.file.po file.po &amp;gt; file.po.diff&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;diff&amp;quot; will only contain your changes and will look much nicer - your language maintainer will like you even more :).&lt;br /&gt;
(see [[GettextForTranslators#FAQ]])&lt;br /&gt;
&lt;br /&gt;
== Trailing Spaces ==&lt;br /&gt;
&lt;br /&gt;
At the end of each translated &amp;quot;string&amp;quot;, spaces should be avoided. Checking might be done using&lt;br /&gt;
::sed -n '/ &amp;quot;$/{N;s/\n$//p}' de.po&lt;br /&gt;
in a shell. (Checks whether there is a trailing space and the next line is empty.)&lt;br /&gt;
&lt;br /&gt;
== Extracting a target language script ==&lt;br /&gt;
&lt;br /&gt;
For proof-reading of a campaign it might be much easier to print it out in a more &amp;quot;scriptlike&amp;quot; format (&amp;lt;charactername&amp;gt;: &amp;lt;text&amp;gt;) (target language only), e.g. to read it in a bus, a train or in a car. Thanks to the programmer(s) that included the &amp;quot;speaker&amp;quot; in the comments of the po-files (Ivanovic?)! Those are definitely helpful and make this approach possible.  &lt;br /&gt;
&lt;br /&gt;
::&amp;gt;cat ./de.po | grep -v &amp;quot;msgid \&amp;quot;&amp;quot; | grep -v &amp;quot;#: data&amp;quot; | sed &amp;quot;s/\[message\]: speaker//g&amp;quot; | sed &amp;quot;s/#. =//g&amp;quot; | sed &amp;quot;s/msgstr/:/g&amp;quot; |grep -v &amp;quot;: \&amp;quot;\&amp;quot;&amp;quot; | sed ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed &amp;quot;s/#. \[scenario\]/\n#. \[scenario\]/g&amp;quot;   &amp;gt; target-language-script.txt&lt;br /&gt;
&lt;br /&gt;
An even nicer extraction method without saving via poedit is the following :&lt;br /&gt;
::&amp;gt; sed -n 's/#\. \(\[scenario\]: id=.\+\)$/\n\n\1/p;s/#\. \(\[part\]\)$/\n\1/p;t msgid;s/#\. \[message\]: speaker=\(.\+\)$/\1/;t speaker;b;:speaker;H;n;s/#\. \[message\]: speaker=\(.\+\)$/, \1/;t speaker;x;s/$/:\t/;s/\n//g;x;t msgid;:msgid;s/msgid \(&amp;quot;.*&amp;quot;\)/\1/;t nextmsgid;n;b msgid;:nextmsgid;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgid;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;;s/&amp;quot;.*&amp;quot;//;x;s/msgstr \(&amp;quot;.*&amp;quot;\)/\1/;:nextmsgstr;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgstr;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;s/$//;p' ./de.po &amp;gt; target-language-script.txt&lt;br /&gt;
&lt;br /&gt;
(derived from the SED-command below- thanks to Soliton)&lt;br /&gt;
&lt;br /&gt;
I load this text file into a editor to print it in two columns with the name of the &amp;quot;speaker&amp;quot; intended (like in script book).&lt;br /&gt;
&lt;br /&gt;
== Extracting an English script ==&lt;br /&gt;
&lt;br /&gt;
For proof-reading of a campaign it might be much easier to print it out in a more &amp;quot;scriptlike&amp;quot; format (&amp;lt;charactername&amp;gt;: &amp;lt;text&amp;gt;) (english only), e.g. to read it in a bus.&lt;br /&gt;
This one is even more preliminary than the one before. It still contains some target language parts. &lt;br /&gt;
&lt;br /&gt;
::&amp;gt;cat de.po | grep -v &amp;quot;msgstr \&amp;quot;&amp;quot; | grep -v &amp;quot;#: data&amp;quot; | sed &amp;quot;s/\[message\]: speaker//g&amp;quot; | sed &amp;quot;s/#. =//g&amp;quot; | sed &amp;quot;s/msgid/:/g&amp;quot; |grep -v &amp;quot;: \&amp;quot;\&amp;quot;&amp;quot; | sed ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed &amp;quot;s/#. \[scenario\]/\n#. \[scenario\]/g&amp;quot;   &amp;gt; english.txt&lt;br /&gt;
&lt;br /&gt;
== Extracting a script with original and translated strings ==&lt;br /&gt;
&lt;br /&gt;
Similar as above. A sed script to extract dialog and story parts in the form:&lt;br /&gt;
&lt;br /&gt;
:[scenario]: id=&amp;lt;id&amp;gt;&lt;br /&gt;
:&amp;lt;original title&amp;gt;&lt;br /&gt;
:&amp;lt;translated title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[part]&lt;br /&gt;
:&amp;lt;original story part&amp;gt;&lt;br /&gt;
:&amp;lt;translated story part&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;speaker&amp;gt;: &amp;lt;original dialog&amp;gt;&lt;br /&gt;
:&amp;lt;speaker&amp;gt;: &amp;lt;translated dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::one-line version:&lt;br /&gt;
::sed -n 's/#\. \(\[scenario\]: id=.\+\)$/\n\n\1/p;s/#\. \(\[part\]\)$/\n\1/p;t msgid;s/#\. \[message\]: speaker=\(.\+\)$/\1/;t speaker;b;:speaker;H;n;s/#\. \[message\]: speaker=\(.\+\)$/, \1/;t speaker;x;s/$/:\t/;s/\n//g;x;t msgid;:msgid;s/msgid \(&amp;quot;.*&amp;quot;\)/\1/;t nextmsgid;n;b msgid;:nextmsgid;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgid;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;p;s/&amp;quot;.*&amp;quot;//;x;s/msgstr \(&amp;quot;.*&amp;quot;\)/\1/;:nextmsgstr;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgstr;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;s/$/\n/;p' de.po&lt;br /&gt;
&lt;br /&gt;
It works on unmodified po files as well. (no re-saving in poedit necessary)&lt;br /&gt;
&lt;br /&gt;
== Extracting a list of characters ==&lt;br /&gt;
&lt;br /&gt;
Be aware, that you should be in the right directory. It contains *.cfg files for each campaign-scenario.&lt;br /&gt;
&lt;br /&gt;
::cd &amp;lt;wesnoth-installpath&amp;gt;/data/campaigns/Northern_Rebirth/scenarios&lt;br /&gt;
::sed -n '/\[unit\]/,/\[\/unit\]/ba;/\[side\]/,/\[\/side\]/ba;b;:a s/^ *id *= *&amp;quot;\?\([^&amp;quot;]*\)&amp;quot;\?/\1/p' *.cfg | sort | uniq -c | sort -nr &amp;gt; ~/NRcharacterlist.txt&lt;br /&gt;
(Looks for id= keys in [side] and [unit] tags and extracts the value then sorts them by number of occurrences.)&lt;br /&gt;
&lt;br /&gt;
You can leave off the &amp;quot;-c | sort -nr&amp;quot; part if you don't care about the number of occurrences.&lt;br /&gt;
&lt;br /&gt;
== Translating without knowing English? ==&lt;br /&gt;
(This was copied from the Wesnoth translation forum, a thread and an brilliant idea from [[User:Viliam]] http://www.wesnoth.org/forum/viewtopic.php?f=7&amp;amp;t=8817)&lt;br /&gt;
&lt;br /&gt;
Have you found someone willing to translate Wesnoth to a language X (or willing to help you translating to your language), but then you found that the person does not speak English? This is no longer a problem!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My solution is a Perl script that will enrich your PO file with translations to other language(s), inserted as comments to the English phrases. When you work with &amp;quot;poEdit&amp;quot; application and click on the phrase, you will see translations in other language(s) in the comment window; so you can translate the phrase without a good knowledge of English, or you can have an advantage of using translation to language similar to your one.&lt;br /&gt;
&lt;br /&gt;
You can immediately use the compiled MO files in game, because the PO file remains an &amp;quot;English to language X&amp;quot; translation. Only comments are changed, nothing else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
I have a Slovak translation &amp;quot;sk.po&amp;quot;, and would like to use a Czech translation as help:&lt;br /&gt;
&lt;br /&gt;
   multi_po.pl sk.po --add cs.po CS &amp;gt; sk_multi.po&lt;br /&gt;
&lt;br /&gt;
In file &amp;quot;sk_multi.po&amp;quot; there is for every phrase added corresponding Czech translation from &amp;quot;cs.po&amp;quot; file, labeled as &amp;quot;CS&amp;quot;. (My original comments in &amp;quot;sk.po&amp;quot; file are there, too.)&lt;br /&gt;
&lt;br /&gt;
Before sending to translation maintainers, I remove unnecessary comments:&lt;br /&gt;
&lt;br /&gt;
   multi_po.pl sk_multi.po --remove &amp;gt; sk.po&lt;br /&gt;
&lt;br /&gt;
The Czech translations are removed. (My original comments remained.)&lt;br /&gt;
&lt;br /&gt;
It is possible to add more languages to one PO file. To use newer version of translation, you must remove the translations, and add them again. Your comments will remain (unless you use &amp;quot;{ ... }&amp;quot; as substring in them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If someone finds this helpful, please report to me any bugs found. (That is... be careful and backup your PO files. This is a program written today, not much tested yet.)&lt;br /&gt;
&lt;br /&gt;
http://www.wesnoth.org/forum/download/file.php?id=5872&lt;br /&gt;
&lt;br /&gt;
== Style scripts following the typographic style guide ==&lt;br /&gt;
Here, I show possibilities using an UNIX-environment (Windows-user - check &amp;quot;cygwin&amp;quot; or similar for getting something like this). I like to use pipes (&amp;quot;|&amp;quot;), as you may easily put those commandos one after another as you need it for your purpose.&lt;br /&gt;
&lt;br /&gt;
Those scripts only work on po-files re-saved with po-Edit, thus guaranteeing &amp;quot;single-line strings&amp;quot;. The &amp;quot;single-line string&amp;quot; is important, as it is a simple way to separate the original from the translated string. Otherwise you will introduce changes in the original strings as well and subsequent patching your translation to the game might fail. &lt;br /&gt;
&lt;br /&gt;
=== No double spaces ===&lt;br /&gt;
You should get rid of double (multiple) spaces in your translation strings:&lt;br /&gt;
   cat de.po | sed '/msgstr/s/ \+/ /g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Ellipsis instead of three dots ===&lt;br /&gt;
Use only if this applies to your language - English does not yet implement it.&lt;br /&gt;
   cat de.po | sed '/msgstr/s/\.\.\./…/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Check all lines for &amp;quot;irregular leftovers&amp;quot; of multiple dots (as a line like &amp;quot;........&amp;quot; would leave)&lt;br /&gt;
   cat de.po1 | grep 'msgstr' | grep '…\.'&lt;br /&gt;
gives you a list of those.&lt;br /&gt;
&lt;br /&gt;
=== Dashes ===&lt;br /&gt;
This is kind of tricky as the sophisticated use of different dashes explained in [[Typography_Style_Guide#Dashes]] might not be used in all translations. &lt;br /&gt;
&lt;br /&gt;
The following command line introduces the &amp;quot;long&amp;quot; em-dash in all cases that &amp;quot;involves spaces and minuses&amp;quot;. This might be correct in most cases.&lt;br /&gt;
   cat de.po | sed '/msgstr/s/ - / — /g;/msgstr/s/ -/ —/g;/msgstr/s/- /— /g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Again, check the changed lines on occurrences of &amp;quot;real minuses&amp;quot; or &amp;quot;concatenated words&amp;quot;&lt;br /&gt;
   cat de.po1 | grep 'msgstr' | grep '—'&lt;br /&gt;
and reverse the &amp;quot;wrong dashes&amp;quot; back to &amp;quot;minus&amp;quot; using po-Edit.&lt;br /&gt;
&lt;br /&gt;
=== Apostrophes ===&lt;br /&gt;
This command line exchanges all occurrences of the keyboard »'« with the curly one »’«. This might not be applicable for all languages depending on its use.&lt;br /&gt;
   cat de.po |  sed &amp;quot;/msgstr/s/'/’/g&amp;quot; &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Use of » or « for Quotes ===&lt;br /&gt;
If your language team decided on using » and « as quotation marks (instead of &amp;quot; or ' or similar) you may type &amp;gt;&amp;gt; and &amp;lt;&amp;lt; in your po-file and the command line below changes it into the nice ones:&lt;br /&gt;
   cat de.po | sed '/msgstr/s/&amp;gt;&amp;gt;/»/g;/msgstr/s/&amp;lt;&amp;lt;/«/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Fusing commands ===&lt;br /&gt;
&lt;br /&gt;
Use the followoing style:&lt;br /&gt;
   cat de.po | sedcommand1 | sedcommand2 | sedcommand3 &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
e.g. changing apostrophes and quotes and ellipsis in one step and producing a new file called &amp;quot;de.po1&amp;quot;:&lt;br /&gt;
   cat de.po |  sed &amp;quot;/msgstr/s/'/’/g&amp;quot; | sed '/msgstr/s/&amp;gt;&amp;gt;/»/g;/msgstr/s/&amp;lt;&amp;lt;/«/g' | sed '/msgstr/s/\.\.\./…/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Reminder: use msgattrib (see above) for reformatting the po-file prior using the &amp;quot;diff command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disclaimer: This scripts are far away from &amp;quot;flawless&amp;quot;. Anyhow, try it, like it, use it; dislike it, improve it :).&lt;br /&gt;
&lt;br /&gt;
And, yes, I know, its programming (the ones I did) is pathetic :). And, yes, more knowledge about WML would definitely improve it. Or a higher frustration threshold... :). Or the accuracy, a real programmer would have. Hence, improvements might be a very good idea - If anybody has suggestions, feel free to contact me or just post it here. Or even realize them on a higher level  - why not writing a script to transform it in TEX - per aspera ad astra :).&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TranslatorShellscript&amp;diff=55885</id>
		<title>TranslatorShellscript</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TranslatorShellscript&amp;diff=55885"/>
		<updated>2014-11-17T21:47:33Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* First of all */ No poedit needed&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Feel free to post improvements as well. In which languages it does not work at all? What kind of shell script are needed as well?&lt;br /&gt;
&lt;br /&gt;
== First of all ==&lt;br /&gt;
Prior to use the shell scripts, the po-File needs to be opened and saved with poEdit. The reason is, that then the texts are saved in separated lines without interfering  /n's. As result, a normal entry consists of 4 lines, where one line contains the &amp;quot;characters text&amp;quot; and a prior line the &amp;quot;characters name&amp;quot;. Without saving the file with poEdit, the number of text-lines would be undefined.&lt;br /&gt;
&lt;br /&gt;
Or using msgcat (part of GNU gettext), save the file with the ''--no-wrap'' switch,&lt;br /&gt;
  msgcat --no-wrap file1.po -o file2.po&lt;br /&gt;
&lt;br /&gt;
== poEdits Wrath ==&lt;br /&gt;
Anyhow, those changes introduced by poEdit should be undone prior sending the new po-File to your language maintainer. Especially, it must be undone prior to &amp;quot;diff&amp;quot; the new version against the old one. This may be done by executing the following: &lt;br /&gt;
   msgattrib file.po &amp;gt; file.po1&lt;br /&gt;
   mv file.po1 file.po&lt;br /&gt;
&lt;br /&gt;
Now, if you &lt;br /&gt;
   diff -u SVN.file.po file.po &amp;gt; file.po.diff&lt;br /&gt;
&lt;br /&gt;
Your &amp;quot;diff&amp;quot; will only contain your changes and will look much nicer - your language maintainer will like you even more :).&lt;br /&gt;
(see [[GettextForTranslators#FAQ]])&lt;br /&gt;
&lt;br /&gt;
== Trailing Spaces ==&lt;br /&gt;
&lt;br /&gt;
At the end of each translated &amp;quot;string&amp;quot;, spaces should be avoided. Checking might be done using&lt;br /&gt;
::sed -n '/ &amp;quot;$/{N;s/\n$//p}' de.po&lt;br /&gt;
in a shell. (Checks whether there is a trailing space and the next line is empty.)&lt;br /&gt;
&lt;br /&gt;
== Extracting a target language script ==&lt;br /&gt;
&lt;br /&gt;
For proof-reading of a campaign it might be much easier to print it out in a more &amp;quot;scriptlike&amp;quot; format (&amp;lt;charactername&amp;gt;: &amp;lt;text&amp;gt;) (target language only), e.g. to read it in a bus, a train or in a car. Thanks to the programmer(s) that included the &amp;quot;speaker&amp;quot; in the comments of the po-files (Ivanovic?)! Those are definitely helpful and make this approach possible.  &lt;br /&gt;
&lt;br /&gt;
::&amp;gt;cat ./de.po | grep -v &amp;quot;msgid \&amp;quot;&amp;quot; | grep -v &amp;quot;#: data&amp;quot; | sed &amp;quot;s/\[message\]: speaker//g&amp;quot; | sed &amp;quot;s/#. =//g&amp;quot; | sed &amp;quot;s/msgstr/:/g&amp;quot; |grep -v &amp;quot;: \&amp;quot;\&amp;quot;&amp;quot; | sed ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed &amp;quot;s/#. \[scenario\]/\n#. \[scenario\]/g&amp;quot;   &amp;gt; target-language-script.txt&lt;br /&gt;
&lt;br /&gt;
An even nicer extraction method without saving via poedit is the following :&lt;br /&gt;
::&amp;gt; sed -n 's/#\. \(\[scenario\]: id=.\+\)$/\n\n\1/p;s/#\. \(\[part\]\)$/\n\1/p;t msgid;s/#\. \[message\]: speaker=\(.\+\)$/\1/;t speaker;b;:speaker;H;n;s/#\. \[message\]: speaker=\(.\+\)$/, \1/;t speaker;x;s/$/:\t/;s/\n//g;x;t msgid;:msgid;s/msgid \(&amp;quot;.*&amp;quot;\)/\1/;t nextmsgid;n;b msgid;:nextmsgid;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgid;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;;s/&amp;quot;.*&amp;quot;//;x;s/msgstr \(&amp;quot;.*&amp;quot;\)/\1/;:nextmsgstr;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgstr;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;s/$//;p' ./de.po &amp;gt; target-language-script.txt&lt;br /&gt;
&lt;br /&gt;
(derived from the SED-command below- thanks to Soliton)&lt;br /&gt;
&lt;br /&gt;
I load this text file into a editor to print it in two columns with the name of the &amp;quot;speaker&amp;quot; intended (like in script book).&lt;br /&gt;
&lt;br /&gt;
== Extracting an English script ==&lt;br /&gt;
&lt;br /&gt;
For proof-reading of a campaign it might be much easier to print it out in a more &amp;quot;scriptlike&amp;quot; format (&amp;lt;charactername&amp;gt;: &amp;lt;text&amp;gt;) (english only), e.g. to read it in a bus.&lt;br /&gt;
This one is even more preliminary than the one before. It still contains some target language parts. &lt;br /&gt;
&lt;br /&gt;
::&amp;gt;cat de.po | grep -v &amp;quot;msgstr \&amp;quot;&amp;quot; | grep -v &amp;quot;#: data&amp;quot; | sed &amp;quot;s/\[message\]: speaker//g&amp;quot; | sed &amp;quot;s/#. =//g&amp;quot; | sed &amp;quot;s/msgid/:/g&amp;quot; |grep -v &amp;quot;: \&amp;quot;\&amp;quot;&amp;quot; | sed ':;s/\n:/:/;N;T' | sed ':;s/\n\n/\n/;N;T'| sed &amp;quot;s/#. \[scenario\]/\n#. \[scenario\]/g&amp;quot;   &amp;gt; english.txt&lt;br /&gt;
&lt;br /&gt;
== Extracting a script with original and translated strings ==&lt;br /&gt;
&lt;br /&gt;
Similar as above. A sed script to extract dialog and story parts in the form:&lt;br /&gt;
&lt;br /&gt;
:[scenario]: id=&amp;lt;id&amp;gt;&lt;br /&gt;
:&amp;lt;original title&amp;gt;&lt;br /&gt;
:&amp;lt;translated title&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:[part]&lt;br /&gt;
:&amp;lt;original story part&amp;gt;&lt;br /&gt;
:&amp;lt;translated story part&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;speaker&amp;gt;: &amp;lt;original dialog&amp;gt;&lt;br /&gt;
:&amp;lt;speaker&amp;gt;: &amp;lt;translated dialog&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::one-line version:&lt;br /&gt;
::sed -n 's/#\. \(\[scenario\]: id=.\+\)$/\n\n\1/p;s/#\. \(\[part\]\)$/\n\1/p;t msgid;s/#\. \[message\]: speaker=\(.\+\)$/\1/;t speaker;b;:speaker;H;n;s/#\. \[message\]: speaker=\(.\+\)$/, \1/;t speaker;x;s/$/:\t/;s/\n//g;x;t msgid;:msgid;s/msgid \(&amp;quot;.*&amp;quot;\)/\1/;t nextmsgid;n;b msgid;:nextmsgid;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgid;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;p;s/&amp;quot;.*&amp;quot;//;x;s/msgstr \(&amp;quot;.*&amp;quot;\)/\1/;:nextmsgstr;H;n;/^&amp;quot;.*&amp;quot;$/b nextmsgstr;x;s/&amp;quot;\n&amp;quot;//g;s/\n//;s/$/\n/;p' de.po&lt;br /&gt;
&lt;br /&gt;
It works on unmodified po files as well. (no re-saving in poedit necessary)&lt;br /&gt;
&lt;br /&gt;
== Extracting a list of characters ==&lt;br /&gt;
&lt;br /&gt;
Be aware, that you should be in the right directory. It contains *.cfg files for each campaign-scenario.&lt;br /&gt;
&lt;br /&gt;
::cd &amp;lt;wesnoth-installpath&amp;gt;/data/campaigns/Northern_Rebirth/scenarios&lt;br /&gt;
::sed -n '/\[unit\]/,/\[\/unit\]/ba;/\[side\]/,/\[\/side\]/ba;b;:a s/^ *id *= *&amp;quot;\?\([^&amp;quot;]*\)&amp;quot;\?/\1/p' *.cfg | sort | uniq -c | sort -nr &amp;gt; ~/NRcharacterlist.txt&lt;br /&gt;
(Looks for id= keys in [side] and [unit] tags and extracts the value then sorts them by number of occurrences.)&lt;br /&gt;
&lt;br /&gt;
You can leave off the &amp;quot;-c | sort -nr&amp;quot; part if you don't care about the number of occurrences.&lt;br /&gt;
&lt;br /&gt;
== Translating without knowing English? ==&lt;br /&gt;
(This was copied from the Wesnoth translation forum, a thread and an brilliant idea from [[User:Viliam]] http://www.wesnoth.org/forum/viewtopic.php?f=7&amp;amp;t=8817)&lt;br /&gt;
&lt;br /&gt;
Have you found someone willing to translate Wesnoth to a language X (or willing to help you translating to your language), but then you found that the person does not speak English? This is no longer a problem!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
My solution is a Perl script that will enrich your PO file with translations to other language(s), inserted as comments to the English phrases. When you work with &amp;quot;poEdit&amp;quot; application and click on the phrase, you will see translations in other language(s) in the comment window; so you can translate the phrase without a good knowledge of English, or you can have an advantage of using translation to language similar to your one.&lt;br /&gt;
&lt;br /&gt;
You can immediately use the compiled MO files in game, because the PO file remains an &amp;quot;English to language X&amp;quot; translation. Only comments are changed, nothing else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
I have a Slovak translation &amp;quot;sk.po&amp;quot;, and would like to use a Czech translation as help:&lt;br /&gt;
&lt;br /&gt;
   multi_po.pl sk.po --add cs.po CS &amp;gt; sk_multi.po&lt;br /&gt;
&lt;br /&gt;
In file &amp;quot;sk_multi.po&amp;quot; there is for every phrase added corresponding Czech translation from &amp;quot;cs.po&amp;quot; file, labeled as &amp;quot;CS&amp;quot;. (My original comments in &amp;quot;sk.po&amp;quot; file are there, too.)&lt;br /&gt;
&lt;br /&gt;
Before sending to translation maintainers, I remove unnecessary comments:&lt;br /&gt;
&lt;br /&gt;
   multi_po.pl sk_multi.po --remove &amp;gt; sk.po&lt;br /&gt;
&lt;br /&gt;
The Czech translations are removed. (My original comments remained.)&lt;br /&gt;
&lt;br /&gt;
It is possible to add more languages to one PO file. To use newer version of translation, you must remove the translations, and add them again. Your comments will remain (unless you use &amp;quot;{ ... }&amp;quot; as substring in them).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
If someone finds this helpful, please report to me any bugs found. (That is... be careful and backup your PO files. This is a program written today, not much tested yet.)&lt;br /&gt;
&lt;br /&gt;
http://www.wesnoth.org/forum/download/file.php?id=5872&lt;br /&gt;
&lt;br /&gt;
== Style scripts following the typographic style guide ==&lt;br /&gt;
Here, I show possibilities using an UNIX-environment (Windows-user - check &amp;quot;cygwin&amp;quot; or similar for getting something like this). I like to use pipes (&amp;quot;|&amp;quot;), as you may easily put those commandos one after another as you need it for your purpose.&lt;br /&gt;
&lt;br /&gt;
Those scripts only work on po-files re-saved with po-Edit, thus guaranteeing &amp;quot;single-line strings&amp;quot;. The &amp;quot;single-line string&amp;quot; is important, as it is a simple way to separate the original from the translated string. Otherwise you will introduce changes in the original strings as well and subsequent patching your translation to the game might fail. &lt;br /&gt;
&lt;br /&gt;
=== No double spaces ===&lt;br /&gt;
You should get rid of double (multiple) spaces in your translation strings:&lt;br /&gt;
   cat de.po | sed '/msgstr/s/ \+/ /g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Ellipsis instead of three dots ===&lt;br /&gt;
Use only if this applies to your language - English does not yet implement it.&lt;br /&gt;
   cat de.po | sed '/msgstr/s/\.\.\./…/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Check all lines for &amp;quot;irregular leftovers&amp;quot; of multiple dots (as a line like &amp;quot;........&amp;quot; would leave)&lt;br /&gt;
   cat de.po1 | grep 'msgstr' | grep '…\.'&lt;br /&gt;
gives you a list of those.&lt;br /&gt;
&lt;br /&gt;
=== Dashes ===&lt;br /&gt;
This is kind of tricky as the sophisticated use of different dashes explained in [[Typography_Style_Guide#Dashes]] might not be used in all translations. &lt;br /&gt;
&lt;br /&gt;
The following command line introduces the &amp;quot;long&amp;quot; em-dash in all cases that &amp;quot;involves spaces and minuses&amp;quot;. This might be correct in most cases.&lt;br /&gt;
   cat de.po | sed '/msgstr/s/ - / — /g;/msgstr/s/ -/ —/g;/msgstr/s/- /— /g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Again, check the changed lines on occurrences of &amp;quot;real minuses&amp;quot; or &amp;quot;concatenated words&amp;quot;&lt;br /&gt;
   cat de.po1 | grep 'msgstr' | grep '—'&lt;br /&gt;
and reverse the &amp;quot;wrong dashes&amp;quot; back to &amp;quot;minus&amp;quot; using po-Edit.&lt;br /&gt;
&lt;br /&gt;
=== Apostrophes ===&lt;br /&gt;
This command line exchanges all occurrences of the keyboard »'« with the curly one »’«. This might not be applicable for all languages depending on its use.&lt;br /&gt;
   cat de.po |  sed &amp;quot;/msgstr/s/'/’/g&amp;quot; &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Use of » or « for Quotes ===&lt;br /&gt;
If your language team decided on using » and « as quotation marks (instead of &amp;quot; or ' or similar) you may type &amp;gt;&amp;gt; and &amp;lt;&amp;lt; in your po-file and the command line below changes it into the nice ones:&lt;br /&gt;
   cat de.po | sed '/msgstr/s/&amp;gt;&amp;gt;/»/g;/msgstr/s/&amp;lt;&amp;lt;/«/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
=== Fusing commands ===&lt;br /&gt;
&lt;br /&gt;
Use the followoing style:&lt;br /&gt;
   cat de.po | sedcommand1 | sedcommand2 | sedcommand3 &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
e.g. changing apostrophes and quotes and ellipsis in one step and producing a new file called &amp;quot;de.po1&amp;quot;:&lt;br /&gt;
   cat de.po |  sed &amp;quot;/msgstr/s/'/’/g&amp;quot; | sed '/msgstr/s/&amp;gt;&amp;gt;/»/g;/msgstr/s/&amp;lt;&amp;lt;/«/g' | sed '/msgstr/s/\.\.\./…/g' &amp;gt; de.po1&lt;br /&gt;
&lt;br /&gt;
Reminder: use msgattrib (see above) for reformatting the po-file prior using the &amp;quot;diff command&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Comments ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Disclaimer: This scripts are far away from &amp;quot;flawless&amp;quot;. Anyhow, try it, like it, use it; dislike it, improve it :).&lt;br /&gt;
&lt;br /&gt;
And, yes, I know, its programming (the ones I did) is pathetic :). And, yes, more knowledge about WML would definitely improve it. Or a higher frustration threshold... :). Or the accuracy, a real programmer would have. Hence, improvements might be a very good idea - If anybody has suggestions, feel free to contact me or just post it here. Or even realize them on a higher level  - why not writing a script to transform it in TEX - per aspera ad astra :).&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;br /&gt;
[[Category:Tools]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=55882</id>
		<title>Micro AIs</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Micro_AIs&amp;diff=55882"/>
		<updated>2014-11-17T20:50:39Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Zone guardian (ai_type=zone_guardian) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Micro AIs allow Wesnoth campaign and scenario authors to add new AI functionality without the need for any AI programming.  A Micro AI is activated and configured (or deleted) via the [micro_ai] tag, requiring only a few lines of WML code.  Note that this is a new functionality and theat '''[http://forums.wesnoth.org/viewtopic.php?f=10&amp;amp;t=39456 we are very much looking for feedback]''' on bugs, new feature requests for the existing AIs or ideas for new Micro AIs.&lt;br /&gt;
&lt;br /&gt;
Micro AIs are available in mainline Wesnoth '''starting from Version 1.11.2'''.&lt;br /&gt;
&lt;br /&gt;
'''''This page only contains instructions for &amp;lt;u&amp;gt;Wesnoth 1.11.7 and later&amp;lt;/u&amp;gt; any more.'''''  See [[Micro_AIs#A_Few_General_Words_about_Micro_AIs|below]] for details.&lt;br /&gt;
&lt;br /&gt;
== A Few General Words about Micro AIs ==&lt;br /&gt;
&lt;br /&gt;
* '''''This page only contains instructions for &amp;lt;u&amp;gt;Wesnoth 1.11.7 and later&amp;lt;/u&amp;gt; any more'''''&lt;br /&gt;
** The Micro AIs have gone through so many changes since their introduction in Wesnoth 1.11.2 that this page was becoming too cluttered with all the version history.&lt;br /&gt;
** If you are using an earlier Wesnoth version, check out this wiki page's history.  Information about versions 1.11.2 - 1.11.6 was removed on 15 November 2013.&lt;br /&gt;
** If you are adapting Micro AI code from a version earlier than 1.11.7, in particular '''code containing the now removed RCA_STAGE macro''', the first step is to remove the entire [ai] tag from the [side] definition, as [[Micro_AIs#Setting_up_a_Micro_AI|only the [micro_ai] tag is required]] now with no need for an engine definition in the [side] tag.&lt;br /&gt;
&lt;br /&gt;
* Micro AIs are meant to bring new specialized behavior to Wesnoth that cannot be achieved, at least not easily, by adjusting default AI parameters (such as those described at [[AiWML]]) or with WML code.&lt;br /&gt;
&lt;br /&gt;
* The '''default AI aspects are, for the most part, not taken into account by the Micro AIs'''.  For example, unless noted otherwise, specifying a value for 'aggression' does not change the MAI behavior, and locations specified in an '[avoid]' tag generally can be entered by units controlled by an MAI.  This is a feature of the Micro AIs, not a bug.  If you feel that a certain default AI aspect should also apply to a Micro AI, please let us know in the [http://forums.wesnoth.org/viewtopic.php?f=10&amp;amp;t=39456 Micro AIs Feedback thread].&lt;br /&gt;
&lt;br /&gt;
* Most Micro AIs in their default setting apply to all units of a side, although many of them provide parameters for filtering the units that should be affected by the new behavior.  If the Micro AI is applied only to part of the units of a side, the other units follow the default Wesnoth AI behavior.&lt;br /&gt;
&lt;br /&gt;
=== Micro AI Test and Demo Scenarios ===&lt;br /&gt;
&lt;br /&gt;
All Micro AIs described here can be checked out in a number of test and demo scenarios.  Test scenarios can be accessed from the command line by typing&lt;br /&gt;
 path/wesnoth-executable -t micro_ai_test&lt;br /&gt;
This starts up a &amp;quot;switchboard scenario&amp;quot; in which you can select the Micro AI demonstration scenario you want to check out.  Here, ''path/wesnoth-executable'' needs to be replaced by whatever the path and filename of the Wesnoth executable is on your system.&lt;br /&gt;
&lt;br /&gt;
== Setting up a Micro AI ==&lt;br /&gt;
&lt;br /&gt;
Setting up a Micro AI requires only one simple step:&lt;br /&gt;
==== 1. Activating and configuring (or deleting) a Micro AI ====&lt;br /&gt;
&lt;br /&gt;
Micro AIs are activated, deleted and configured using the [micro_ai] tag.  This tag needs to be placed in [[ActionWML]], that is, in an event, a menu option or the like.  As an example, the following code activates the healer_support Micro AI in its default configuration for Side 2 from the beginning of the scenario:&lt;br /&gt;
     [event]&lt;br /&gt;
         name=prestart&lt;br /&gt;
 &lt;br /&gt;
         # Configure the healer support micro AI&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
     [/event]&lt;br /&gt;
'''Keys required for all Micro AIs:'''&lt;br /&gt;
All [micro_ai] tags must contain the following three required keys:&lt;br /&gt;
* '''side''': The side for which the Micro AI is to be added, changed or deleted.  This has to be an individual side number, lists of sides are not supported.&lt;br /&gt;
* '''ai_type''': The type of Micro AI to be added, changed or deleted.  See the following sections for allowed values.&lt;br /&gt;
* '''action''' (string): The action to take concerning the Micro AI.  The following values are allowed: &lt;br /&gt;
** ''add'': Add a Micro AI to a side.&lt;br /&gt;
** ''change'': Change the configuration of an existing Micro AI.  Note that this does not only change the specific parameters provided in the tag, but it replaces the entire existing Micro AI by a new version with the new (and only the new) configuration.  It is therefore equivalent to using first the ''delete'' and then the ''add'' action.&lt;br /&gt;
** ''delete'': Delete an existing Micro AI from a side.&lt;br /&gt;
&lt;br /&gt;
'''Keys required under certain circumstances:'''&lt;br /&gt;
* '''ca_id''': (string) If several MAIs of the same type are used for the same side and one or several of these are to be changed or deleted during a scenario, this key needs to be included so that the [micro_ai] tag knows which of them needs to be changed/deleted.  Notes:&lt;br /&gt;
** The id(s)/name(s) actually assigned to the CA(s) of the MAI by the engine might be different from the parameter passed here.  It is, however, sufficient to use this ca_id with the [micro_ai] tag add/delete/change actions to identify the MAI uniquely.  (In other words: you don't have to worry about this if you always use the [micro_ai] tag, but might have to figure out the actual name(s) of the CA(s) if you want to delete or change them manually.)&lt;br /&gt;
* Other keys may also be required depending on the Micro AI.  In additional, a number of optional keys may be available to configure the AI behavior.  See the sections on the individual Micro AIs for details.&lt;br /&gt;
&lt;br /&gt;
'''Required keys for deleting a Micro AI:'''&lt;br /&gt;
&lt;br /&gt;
Only a subset of the keys required for setting up a Micro AI are needed when deleting it.  '''side''', '''ai_type''' and '''action'''=delete always need to be provided.  '''ca_id''' needs to be given if it was provided when setting up the Micro AI.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* The ''add'' and ''change'' actions ignore all keys that do not apply to the respective Micro AI type.  The ''delete'' action ignores all keys other than the required keys listed above.&lt;br /&gt;
&lt;br /&gt;
* Some of the Micro AIs use and/or modify default AI components (candidate actions or aspects) when they are added, or reset these components to their default values when they are deleted.  Thus, if you have modified the AI yourself using the default CAs or aspects, some of these modifications might be affected, or might be interfering with the Micro AI.  The sections below indicate whether a Micro AI modifies any default AI components.&lt;br /&gt;
&lt;br /&gt;
===Combining Different Micro AI Types for the Same Side===&lt;br /&gt;
&lt;br /&gt;
No extra steps need to be taken when combining different Micro AIs on the same side.  Simply set up the [micro_ai] tags for all AIs you want to use.&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' &lt;br /&gt;
* While it is ''technically'' possible to combine any number of Micro AIs, this does not mean that all Micro AIs work together in practice.  Some are not compatible because they control units in contradictory ways.  &lt;br /&gt;
* Not all combinations that ''should'' work have been tested yet.  If you find a combination that you believe should work but doesn't, [http://forums.wesnoth.org/viewtopic.php?f=10&amp;amp;t=39456 please let us know] and we will see if that can be fixed.&lt;br /&gt;
* The candidate action score almost certainly has to be set (using the ca_score= key) for one or several of the MAIs if several of them are used on the same side.&lt;br /&gt;
&lt;br /&gt;
== Animals Micro AIs ==&lt;br /&gt;
=== General Comments on the Animal Micro AIs ===&lt;br /&gt;
&lt;br /&gt;
The Animals Micro AIs are meant to simulate the behaviors of certain types of animals.  They are, however, set up so that they can be used with arbitrary unit types and might be applicable in quite diverse situations.  The AIs nevertheless remain named after the animals for which they were written originally, so that they are (to some extent) descriptive of their behavior.&lt;br /&gt;
&lt;br /&gt;
Brief descriptions of the AI behaviors are given in the following subsections.  To get a better feeling for their behavior, check out the &amp;quot;Animals&amp;quot;, &amp;quot;Swarm&amp;quot;, &amp;quot;Wolves&amp;quot; and &amp;quot;Dragon&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].  Note that some of the animal AIs are designed for animal types that do not exist in mainline.  In the test scenario, other animal types are therefore substituted for them.&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Wolves (ai_type=wolves) ===&lt;br /&gt;
&lt;br /&gt;
The Wolves Micro AI organizes all &amp;quot;wolf&amp;quot; units (predators) of the side to hunt in a single pack.  They actively chase after the closest prey and try to corner it (not always super successfully), but are easily distracted by other enemy units coming into attack range, to the point where the pack might split up.  The wolves can, however, be told to attack only prey units as well as to try to avoid other types of units (such as larger predators).  When no prey is left, the wolves wander randomly.&lt;br /&gt;
&lt;br /&gt;
This AI works best for a small number of predators (2 - 5) and sparse prey.  Also, the predators should be put on the map in a pack, that is, reasonably close to each other.  For a demonstration of the Wolves AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Note that another wolves AI exists, called [[Micro_AIs#Animals_AI:_Multi-pack_Wolves_.28ai_type.3Dwolves_multipacks.29|Multipack Wolves]], which distributes the wolves of a side into several packs, rather than all of them into one single pack as it is done here.&lt;br /&gt;
&lt;br /&gt;
Enable the Wolves Micro AI by using&lt;br /&gt;
 ai_type=wolves&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the predator units.  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_second]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the prey units.  The filter automatically includes a [[StandardSideFilter|Standard Side Filter]] set to all enemies of the AI side.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''attack_only_prey'''=no: In the default configuration, the wolves attack all enemy units in attack range.  If this key is set to 'yes', they only attack prey units.&lt;br /&gt;
* '''avoid_type''': Comma-separated list of unit types (on enemy sides) which the wolves try to avoid.  They try to stay out of these units' way as much as possible when moving around (except when they are moving in to attack another enemy unit) and never attack them.&lt;br /&gt;
* '''ca_score'''=90000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 90,000, which is lower than the default combat CA, but higher than most other default CAs which move units.  It can be changed by setting this parameter but in most cases this will not make sense.  Note that the Wolves AI consists of 2 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Depending on the parameters chosen, the Wolves Micro AI might modify the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=6&lt;br /&gt;
             ai_type=wolves&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Wolf&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_second]&lt;br /&gt;
                 type=Vampire Bat&lt;br /&gt;
             [/filter_second]&lt;br /&gt;
             avoid_type=Yeti,Giant Spider,Ghast,Footpad&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Multi-pack Wolves (ai_type=wolves_multipacks) ===&lt;br /&gt;
&lt;br /&gt;
The Multi-pack Wolves Micro AI is different from the [[Micro_AIs#Animals_AI:_Wolves_.28ai_type.3Dwolves.29|Wolves Micro AI]] in that there can be an arbitrary number of wolf packs, with the pack size being a free parameter.  At the beginning of the scenario, close wolves are grouped into packs in a semi-methodical way.  If the wolves are put on the map in distinct groups of close wolves of the correct number, they will be joined into packs matching these groups.  If, on the other hand, they are spread out all over the map, the method of assigning them to packs is semi-random.&lt;br /&gt;
&lt;br /&gt;
Wolves of the same pack begin by joining each other on the map.  After that, they stay together until only one wolf is left, which then tries to join up with an incomplete pack or with other single wolves.  Individual wolves entering the map during the scenario behave in that way as well.&lt;br /&gt;
&lt;br /&gt;
A second difference to the other Wolves AI is that wolves do not actively hunt here.  For the most part they just wander (often long distance).  However, the pack ferociously (and without regard for its own health) attacks any enemy units that come into range, as long as that does not mean separating the pack by more than a few hexes.  Staying together, or joining with a new wolf assigned to the pack, is the only thing that takes priority over satisfying the wolves' thirst for blood.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Multi-pack Wolves AI behavior, check out the &amp;quot;Wolves&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Multi-pack Wolves Micro AI by using&lt;br /&gt;
 ai_type=wolves_multipacks&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Multi-pack Wolves AI consists of 2 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''pack_size'''=3: (integer) The size of the packs.&lt;br /&gt;
* '''show_pack_number'''=no: If set to &amp;quot;yes&amp;quot;, the wolves' pack numbers will be shown below them.  Note that this means that the pack number of a wolf killed in an attack will remain as a label on the map.  &lt;br /&gt;
* '''type'''=Wolf: Comma-separated list of the unit types which the AI controls. The default value is &amp;quot;Wolf&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a wolves_multipacks [micro_ai] tag usage from the &amp;quot;Wolves&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=wolves_multipacks&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             show_pack_number=yes&lt;br /&gt;
             pack_size=4&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Big Animals (ai_type=big_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Big Animals Micro AI is a simulation of large predators that wander and hunt alone, such as Bears, Giant Spiders or Yetis.  For the most part, these just wander on the terrain that's been defined for them, but they attack enemy units if those happen to come into range.  The AI can be set up so that the Big Animals stay out of the way of other units (such as other large predators), in which case they only attack those if cornered.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Big Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Big Animals Micro AI by using&lt;br /&gt;
 ai_type=big_animals&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the animals to which this AI is applied.  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter_location]''': The big animals often go for long distance (multi-turn) journeys.  This tag is a [[StandardLocationFilter|Standard Location Filter]] describing the terrain from which the next goal is chosen.  The default is all terrain on the map. &lt;br /&gt;
* '''[filter_location_wander]''': The terrain on which the big animals will end their moves. This is a [[StandardLocationFilter|Standard Location Filter]].  The default is all terrain on the map.&lt;br /&gt;
* '''[avoid_unit]''': A [[StandardUnitFilter|Standard Unit Filter]] describing all enemy units that the big animals will avoid.  The filter automatically includes a [[StandardSideFilter|Standard Side Filter]] set to all enemies of the AI side.&lt;br /&gt;
&lt;br /&gt;
Here's an example of big_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=3&lt;br /&gt;
             ai_type=big_animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Ghast&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [avoid_unit]&lt;br /&gt;
                 type=Yeti,Giant Spider,Ghast,Footpad&lt;br /&gt;
             [/avoid_unit]&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 x,y=1-40,1-18&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Forest Animals (ai_type=forest_animals) ===&lt;br /&gt;
&lt;br /&gt;
The Forest Animals Micro AI simulates a number of different animal behaviors that one might find in a forest, namely animals behaving like deer, rabbits and families of tuskers.  In the following, we will refer to those animals by these types, even though the actual unit types can be selected freely.  They behave as follows:&lt;br /&gt;
* Each deer wanders randomly on (selectable) terrain, except when enemies get in its (the deer's) maximum movement range, in which case it flees to the farthest point it can reach.&lt;br /&gt;
* Tuskers exhibit the same behavior as deer, except when an enemy is next to one of the tusklets.  This enemy is attacked unconditionally by the tuskers trying to protect their young.&lt;br /&gt;
* Tusklets blindly follow the closest adult tusker, except when there is no tusker left, in which case they behave the same as deer.&lt;br /&gt;
* Rabbits also wander randomly, but in addition disappear into their holes (if any are within reach) when enemies are close.  They reappear out of their holes at the beginning of the turn, if it is safe.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Forest Animals AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Forest Animals Micro AI by using&lt;br /&gt;
 ai_type=forest_animals&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Forest Animals AI consists of 4 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-3&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''rabbit_type, tusker_type, tusklet_type, deer_type''': Comma-separated lists of the unit types behaving as the respective animals.  If any of these parameters are not set, those types of animal behavior are skipped by the AI.&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain on which the forest animals wander when they are not threatened by enemies.&lt;br /&gt;
* '''rabbit_number'''=6: (integer)  The number of rabbits for the AI to have on the map simultaneously.  The AI puts the missing number of rabbits onto the map at the beginning of the AI's turn (when the rabbits come out of their holes).&lt;br /&gt;
* '''rabbit_enemy_distance'''=3: (number)  Rabbits won't spawn in holes that aren't more than this distance away from all enemies.&lt;br /&gt;
* '''rabbit_hole_img''': Rabbit holes are marked by items on the map.  If this parameter is set, it must be the file name of the item image.  If it is not set, all items on the map are treated as rabbit holes.&lt;br /&gt;
&lt;br /&gt;
Here's an example of forest_animals [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=forest_animals&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             deer_type=Vampire Bat&lt;br /&gt;
             rabbit_type=Giant Rat&lt;br /&gt;
             tusker_type=Ogre&lt;br /&gt;
             tusklet_type=Young Ogre&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 terrain=*^F*&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Herd and Herders (ai_type=herding) ===&lt;br /&gt;
&lt;br /&gt;
The Herding Micro AI sets up an area on the map where a number of herder units (such as sheep dog) control and protect a herd (such as sheep).  For convenience, we simply refer to them as sheep dogs and sheep in the following, even though arbitrary unit types can be selected for either.&lt;br /&gt;
&lt;br /&gt;
Sheep dogs try to keep their sheep safe.  This involves keeping them inside the herding area, positioning themselves in between the sheep and approaching enemies, and attacking the enemies if those get too close.  If no active herding or protecting move is needed, the dogs go to a random location on the perimeter of the herding area.&lt;br /&gt;
&lt;br /&gt;
Sheep wander aimlessly except when a sheep dog is next to them, in which case they run away from the dog.  The dogs exploit this by positioning themselves on the outside of the sheep, if possible.  Sheep also run away from approaching enemies.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Herding AI behavior, check out the &amp;quot;Animals&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Herding Micro AI by using&lt;br /&gt;
 ai_type=herding&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herder units (e.g. dogs).  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_second]''': A [[StandardUnitFilter|Standard Unit Filter]] describing the herd units (e.g. sheep).  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] describing the terrain forming the perimeter of the herding area.  In other words, this is the path the herders (dogs) use to patrol around the outside of the herding area.  This must be a set of coordinates ''completely enclosing'' the herding area.  Here's an example of setting up a rectangular perimeter:&lt;br /&gt;
     [filter_location]&lt;br /&gt;
         x=10-20,10-20,10,  ,20&lt;br /&gt;
         y=11,   21,   11-21,11-21&lt;br /&gt;
     [/filter_location]&lt;br /&gt;
Another possibility is by defining the path by certain terrain on the map (as it is done in the &amp;quot;Animals&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]), in which case the filter can simply look like this:&lt;br /&gt;
     [filter_location]&lt;br /&gt;
         terrain=Rb&lt;br /&gt;
     [/filter_location]&lt;br /&gt;
* '''herd_x,herd_y''': The coordinate of one hex (''any'' one hex) inside the herding area.  This is needed to define which part of the map is on the ''inside'' of the herding area perimeter defined by [herding_perimeter], and which is the ''outside''.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''attention_distance'''=8: (integer)  If an enemy is within this distance of a herd unit, but not as close as ''attack_distance'', the herders try to position themselves in between the enemy and the herd unit.&lt;br /&gt;
* '''attack_distance'''=4: (integer)  If an enemy is within this distance of a herd animal, the herders attack this enemy.&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Herding AI consists of 6 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-5&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Herding [micro_ai] tag usage from the &amp;quot;Animals&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=7&lt;br /&gt;
             ai_type=herding&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Footpad&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_second]&lt;br /&gt;
                 type=Troll Whelp&lt;br /&gt;
             [/filter_second]&lt;br /&gt;
             herd_x,herd_y=32,28&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 terrain=Rb&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Hunter (ai_type=hunter) ===&lt;br /&gt;
&lt;br /&gt;
The Hunter Micro AI leads a unit (or units) through hunt-and-rest cycles.  The units wander in a prescribed area of the map, their hunting ground, until an enemy unit comes within range.  Note that the units do not actively chase down enemies, but wander randomly through the hunting ground until an enemy is encountered.&lt;br /&gt;
&lt;br /&gt;
If enemies are within range of a hunter unit, the hunter attacks the weakest of them.  If a kill is made, it then retreats to its rest location, where it stays for a certain number of turns and until fully healed (whatever happens later).&lt;br /&gt;
&lt;br /&gt;
A few more details:&lt;br /&gt;
* If the hunter's way home is entirely blocked on the return (so that there is no possible path), the normal RCA AI takes over its behavior.&lt;br /&gt;
* However, if the way is blocked by an enemy unit occupying the rest hex, that enemy will be attacked unconditionally.&lt;br /&gt;
* A kill only makes the hunter go home when it is the attacker, not as defender.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Hunter AI behavior, check out the &amp;quot;Dragon&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]. &lt;br /&gt;
&lt;br /&gt;
Enable the Hunter Micro AI by using&lt;br /&gt;
 ai_type=hunter&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''home_x,home_y''': The coordinates of the hex to which the hunter returns and rests at after a kill.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] describing the unit's hunting ground.  If this tag is not provided, the hunter uses all of the map.&lt;br /&gt;
* '''rest_turns'''=3: (integer)  The number of turns the AI stays at home_x,home_y after a kill.  It will not leave its home until this number of turns have passed ''and'' it is fully healed.&lt;br /&gt;
* '''show_messages'''=no: (boolean) If set to yes, the hunter announces whenever its behavior changes to the next phase.  Note that this is meant as debug output for the scenario author.  The messages are not translated and are not included in replays (and are only visible to the host in an MP game).&lt;br /&gt;
&lt;br /&gt;
Here's an example of a hunter [micro_ai] tag usage from the &amp;quot;Dragon&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=hunter&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=Rowck&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 x,y=5-30,1-15&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             home_x,home_y=3,15&lt;br /&gt;
             rest_turns=2&lt;br /&gt;
 &lt;br /&gt;
             show_messages=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Animals AI: Swarm (ai_type=swarm) ===&lt;br /&gt;
&lt;br /&gt;
The Swarm Micro AI uses some very simply algorithms to simulate animal swarm behavior.  Without adjacent enemies, they simply do a random move, trying to stay together and at a certain distance from enemies.  However, if an enemy unit is close to any bat, the swarm scatters.  This is particular fun to watch when one places an enemy unit in the middle of the swarm.  After being scattered, the swarm members slowly rejoin, but not in a very organized way.  Sub-swarms or individual bats might roam around for quite some time before they find their way back.  It is also possible that individual bats (or small groups) split off from the larger swarm at times.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of the Swarm AI behavior, check out the &amp;quot;Swarm&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Swarm Micro AI by using&lt;br /&gt;
 ai_type=swarm&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Swarm AI consists of 2 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''enemy_distance'''=5: (int) The minimum distance kept between units of the swarm and enemies when the swarm moves as a whole.&lt;br /&gt;
* '''scatter_distance'''=3: (int) Enemies within &amp;quot;scatter_distance&amp;quot; hexes of any swarm unit cause the swarm to scatter, by each unit trying to maximize its individual distance from the enemy.&lt;br /&gt;
* '''vision_distance'''=12: (int) Only units within this distance follow the overall swarm motion (either away from an enemy or of the swarm as a whole).  The smaller this value is set, the less likely the swarm is to stay together or rejoin.  This parameter is meant to simulate how far an individual member of the swarm can see, meaning that the swarm is &amp;quot;out of sight&amp;quot; (and the unit will not be able to follow it) if it is more than this distance away.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a Swarm [micro_ai] tag usage from the &amp;quot;Swarm&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=swarm&lt;br /&gt;
             action=add&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Bottleneck Defense Micro AI (ai_type=bottleneck_defense) ==&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense Micro AI lets you define a location on the map where the AI can take a defensive stance behind a narrow passage (bottleneck).  Units on the front line are backed up by healers and/or units with the leadership ability.  Injured units are moved to the back and replaced by uninjured (or less injured) units.  The units on the front line only attack when it is safe (no retaliation) or when there is a high chance that they will make a kill or level up.  Using this Micro AI only makes sense if there is no way for the enemy sides to move around the bottleneck and attack the AI's units from behind.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Bottleneck&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Bottleneck Defense Micro AI by using&lt;br /&gt;
 ai_type=bottleneck_defense&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Bottleneck Defense specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
The Bottleneck Defense AI requires two sets of coordinates that define where it should be taking up its defensive stance, and from which side the enemy attacks at that location.&lt;br /&gt;
&lt;br /&gt;
* '''x,y''': Comma separated lists of the hexes on the front line, where strong units are placed.  All hexes on which the AI makes contact with (can be attacked by) the enemy need to be included here.  Units are placed on them in the order in which they are listed here.&lt;br /&gt;
* '''enemy_x,enemy_y''': Comma separated list of the hexes from which the enemy can attack the AI front line units.  This is needed for the AI to know on which side of the front line support units (healers etc.) need to be placed.  In many cases, it is sufficient to provide only one of the enemy front line hexes, but there are geometries for which that does not work.  It is therefore safer to list all enemy front line hexes here.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
By default, the AI places healers and units with the leadership ability both on the front line itself (if they are the strongest units available) and on hexes adjacent to and behind the line.  If different placement is desired, these locations can be overridden with the following keys.&lt;br /&gt;
&lt;br /&gt;
* '''active_side_leader'''=no: (boolean)  If set to 'yes', the side leader participates in the bottleneck defense action after the side's gold has been spent.  If set to 'no' (default), the leader follows default AI behavior (sitting on the keep and recruiting, for the most part).&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Bottleneck Defense AI consists of 2 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-1&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''healer_x,healer_y''': Comma separated list of hexes where healers are placed.  This can be used to keep healers from the front line (or to take up only certain positions on the front line), and/or to override the default healing positions behind the line.  Healers are placed on them in the order in which the hexes are listed, with the exception that hexes on the line always take priority over hexes behind the line.&lt;br /&gt;
* '''leadership_x,leadership_y''': Same as ''healer_x,healer_y'', but for units with the leadership ability.&lt;br /&gt;
&lt;br /&gt;
As an example, in the &amp;quot;Bottleneck&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]], there are three front line hexes, two of which are on hill terrain, while the third is a road with a lower defense rating.  The healer and side leader are supposed to participate in combat because they are strong units, but only from the hill hexes to keep them safer.  This is accomplished by using the following keys settings (check out the scenario to see which hex is which):&lt;br /&gt;
 [micro_ai]&lt;br /&gt;
     side=1&lt;br /&gt;
     ai_type=bottleneck_defense&lt;br /&gt;
     action=add&lt;br /&gt;
 &lt;br /&gt;
     x=14,14,14&lt;br /&gt;
     y= 7, 9, 8&lt;br /&gt;
     enemy_x=13,13&lt;br /&gt;
     enemy_y= 8, 9&lt;br /&gt;
 &lt;br /&gt;
     healer_x=14,14,15,15&lt;br /&gt;
     healer_y= 7, 9, 8, 9&lt;br /&gt;
     leadership_x=14,14,15,15&lt;br /&gt;
     leadership_y= 7, 9, 9 ,8&lt;br /&gt;
     active_side_leader=yes&lt;br /&gt;
 [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Fast Micro AI (ai_type=fast_ai) ==&lt;br /&gt;
&lt;br /&gt;
{{DevFeature1.13|0}}&lt;br /&gt;
&lt;br /&gt;
This AI is meant as a fall-back AI for scenarios where there are so many units that attacks and moves done by the default AI are slow with long delays before each move.  It replaces the default combat and move-to-targets candidate actions (CAs).  It should be obvious that in order to achieve the faster speed, compromises concerning the quality of the moves have to be made.&lt;br /&gt;
&lt;br /&gt;
'''Combat candidate action:'''&lt;br /&gt;
* Attackers are considered individually one at a time.  The best attack found for a unit is executed without checking whether a better attack by another unit might be possible.&lt;br /&gt;
* The default order in which attackers are considered is by decreasing hitpoints, starting with the strongest unit (in terms of HP).  This can be modified with the optional keys below.&lt;br /&gt;
* By default, if weaker units block attack hexes for a stronger unit, they do not move out of the way (this is the same as for the default AI).  If a hex becomes available after an attack (e.g. due to a weaker unit dying in the attack), all attacks that were possible ''before'' this happened are finished first.  Only after that are attacks by the stronger unit reconsidered.&lt;br /&gt;
* If include_occupied_attack_hexes=yes is set, weaker units move out of the way for stronger units if possible.  This can, however slow down the AI depending on the situation on the map.  Use with caution.&lt;br /&gt;
&lt;br /&gt;
'''Move-to-targets, villages and retreat candidate actions:'''&lt;br /&gt;
* The move-to-targets, villages and retreat candidate actions of the default AI are removed.  Move-to-targets and villages are taken over by the Fast Micro AI, whereas retreat is simply not done.&lt;br /&gt;
* This CA moves units toward goals after attacks are done.  Goals are unowned (if the AI side has a leader only) and enemy-owned villages and enemy leaders.&lt;br /&gt;
* For each goal, units are pre-sorted in order of the fewest moves needed to cover the ''distance'' toward the goal (that is, as if move cost on each hex toward the goal were 1).  Units are then considered sequentially and if a unit can get there &amp;quot;efficiently&amp;quot;, its move is executed without considering other units.&lt;br /&gt;
** A move is considered efficient if the move cost to get to the hex is not more than 'move_cost_factor' larger than the distance to the hex.  'move_cost_factor' is an optional key that defaults to 2.  It can be set to values of 1.1 or larger (see below).&lt;br /&gt;
** If the move for the current unit is not found to be efficient, the AI considers the next unit instead.  If no unit can do an efficient move toward the goal, the best (fastest) of the inefficient moves is selected instead.&lt;br /&gt;
&lt;br /&gt;
* Village goals:&lt;br /&gt;
** Village goals are considered before enemy leader goals so that the AI preferentially chooses scouts (or otherwise fast units) for them.&lt;br /&gt;
** The number of units sent toward villages depends on the value of the default AI aspect village_value.  It is set to village_value/4 times the number of units the AI has left to move.  Thus, by default (village_value=1.0) the AI sends a quarter of its units toward villages, and the rest toward enemy leaders.  This means that the meaningful range of values for village_value is 0..4.&lt;br /&gt;
** Only one unit is moved toward each village.  This consideration also overrides the number of units to move toward villages defined by village_value, topping it at the number of unowned/enemy-owned villages on the map.&lt;br /&gt;
** Setting village_value=0 disables moving units toward villages altogether.  That is, not only are no units chosen, but the village targeting phase of the AI is entirely disabled with no evaluation time used for it.  Note that, unlike with the default AI, this also means that no villages within range of an AI unit are grabbed.&lt;br /&gt;
** The order in which villages are chosen as goals is some combination of them being close to the AI side's leader and being spread out over the map.&lt;br /&gt;
&lt;br /&gt;
* Enemy leader goals:&lt;br /&gt;
** The order of enemy leaders goals is set according to their distance from the AI leader with the closest enemy leader being targeted first (if the AI has a leader, otherwise their order is random).  One unit is sent toward each enemy leader in this order, after which the AI starts with the first enemy leader again.  This is repeated until all units have moved.&lt;br /&gt;
&lt;br /&gt;
* Guardians (units with ai_special=guardian set) are ignored by the fast move-to-targets CA.&lt;br /&gt;
&lt;br /&gt;
'''Tips for speeding up/modifying the Fast Micro AI in specific scenarios:'''&lt;br /&gt;
&lt;br /&gt;
A number of optional keys and default AI aspects can be used to modify the behavior of the Fast Micro AI.  The MAI is set up so that it is a reasonable compromise between speed and quality of the moves in most situations.  However, this might not be ideal for all scenarios here are some things that can be done to speed up the AI (or to get better behavior in some situations by doing the opposite):&lt;br /&gt;
* Use large values for the default AI aspect aggression.  The largest delays before attacks happen (in some circumstances) when the Fast MAI has to consider lots of units with attacks left but decides not to attack with them.  See below for a description of how aggression is used by the fast AI.&lt;br /&gt;
* Use large values of move_cost_factor (see above for description of what this does).  If you want to emphasize units that can move across terrain easily (e.g. bats) to be chosen for village grabbing, you might want to use low values of move_cost_factor, but this might slow down the AI.  The default value should work reasonably well in most standard situations, but modifying the value might work better on specific maps.&lt;br /&gt;
* Don't use dungeon_mode=yes unless absolutely necessary, even in most dungeon crawls.  Test the AI without this setting first and only use it if it is the only way to solve the problem.  Often, a minor tweak to the map will have the same effect, without the speed penalty.&lt;br /&gt;
* Use include_occupied_attack_hexes=yes with caution.  It might (or might not) slow down the attack CA significantly, depending on the scenario.&lt;br /&gt;
* Set village_value=0, which makes the AI not consider villages as goals.  This has not been found to make a large difference on the maps tested so far, but it might have an effect on maps with a very large number of villages.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''dungeon_mode'''=no: (boolean)  As much as possible, the Fast Micro AI works with distances between hexes rather than path finding.  This works pretty well on open maps and even most dungeon crawls (and similar scenarios), but it might result in some units getting temporarily (and in rare cases permanently) stuck on maps with convoluted labyrinths.  If that is the case, setting dungeon_mode=yes triggers more path finding that avoids such situations (but as a result is somewhat slower).&lt;br /&gt;
* '''include_occupied_attack_hexes'''=no: (boolean) If set to 'yes', the AI moves weaker units out of the way for a stronger attacker.  This might lead to better attacks but is slower, so don't use if speed is essential.&lt;br /&gt;
* '''move_cost_factor'''=2: (number &amp;gt;= 1.1)  The factor by which the move cost to a goal hex may be larger than the distance to the goal hex for a move to be considered &amp;quot;efficient&amp;quot;.  See description above.  1.1 is used if this is set to values smaller than 1.1.  Smaller values might lead to better behavior, while larger values might speed up the AI.&lt;br /&gt;
* '''weak_units_first'''=no: (boolean) If set to 'yes', inverts the order in which units are considered by the combat CA.  Attacks are then done in order of increasing hitpoints of the attackers.&lt;br /&gt;
* '''skip_combat_ca'''=no: (boolean) If set to 'yes', the fast combat CA is not used.  The default AI's CA remains in place in this case.&lt;br /&gt;
* '''skip_move_ca'''=no: (boolean) If set to 'yes', the fast move-to-targets CA is not used.  The default AI's retreat, villages and move-to-targets CAs remains in place in this case.&lt;br /&gt;
&lt;br /&gt;
'''Standard RCA AI aspects respected by this Micro AI:'''&lt;br /&gt;
*'''aggression''': The [[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|default RCA AI aspect]] used to set how aggressive the AI should attack.  It works in roughly the same way as the default AI aspect:&lt;br /&gt;
** The value of (1 - aggression) determines how much the AI values its own units compared to the enemy's units.  Thus, aggression=0 means that attacks are only done if the AI expects to deal (roughly) the same amount of damage as it will receive.  aggression=1 means that expected damage to the AI's units is not considered, only the expected damage to enemy units matters.&lt;br /&gt;
** Damage is calculated as a combination of hitpoints and chance to die, in &amp;quot;gold equivalent units&amp;quot;.&lt;br /&gt;
** Unlike the default AI, aggression is set to 1 for values larger than 1.  Allowed values are thus anything from -infinity to +infinity, although only -infinity to +1.0 make sense.&lt;br /&gt;
*'''village_value=1''': (number ranging from 0 to 4) The [[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|default RCA AI aspect]] used to define how much villages should be targeted by the move-to-targets CA.  In the Fast MAI, this defines which fraction of the AI units are moved toward village goals (see above for details).  If set to 0, villages are ignored as goals.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The CA evaluation scores of this AI are hard-coded to the same values as those of the respective [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|default candidate actions]].  ca_score is therefore not a valid optional key.&lt;br /&gt;
* The fast Micro AI modifies (removes) the default combat, move-to-targets, villages and retreat candidate actions.&lt;br /&gt;
&lt;br /&gt;
== Generalized Goto Micro AI (ai_type=goto) ==&lt;br /&gt;
&lt;br /&gt;
The Goto Micro AI provides a highly configurable method of sending a unit (or units) to a location or set of locations.  The units to be moved are defined using a [[StandardUnitFilter|Standard Unit Filter]] (SUF) [alternatively, all side units are used if the SUF is not provided), while the goto locations are given in a [[StandardLocationFilter|Standard Location Filter]] (SLF).&lt;br /&gt;
&lt;br /&gt;
By default, each unit matching the SUF will move toward the closest goal (in terms of turns needed to get there) matching the SLF via the fastest route given the current situation on the map (locations of enemy units etc.), but this behavior can be influenced by the optional keys listed below.  Note that this means that a unit's goal might change from one turn to the next depending on the situation on the map.&lt;br /&gt;
&lt;br /&gt;
The behavior of the unit(s) once they reach their goal location(s) is configurable as well.  By default, they will stay there until the Goto Micro AI is deleted or changed.&lt;br /&gt;
&lt;br /&gt;
For demonstrations of several Goto Micro AI usages, check out the &amp;quot;Goto&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Goto Micro AI by using&lt;br /&gt;
 ai_type=goto&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Goto specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] describing the possible goal locations for the move.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''avoid_enemies''': (number&amp;gt;0) By default, units controlled by the Goto Micro AI will not take enemy units into account for route finding, other than the enemies' ZoCs.  By contrast, if this key is set, they will try to avoid traversing hexes on which they can be attacked by enemies.  The larger the value of ''avoid_enemies'', the more the units will try to stay out of the enemies' way.  Notes:&lt;br /&gt;
** Units are willing to take a path that is 'avoid_enemies' movement points longer for each enemy unit that can be avoided by doing so for each hex along the path.  As an example, if avoid_enemies=1 and the shortest path crosses 2 hexes that can be reached by 3 enemies each, the unit is willing to take a path that is up to 6 hexes longer instead.  If avoid_enemies=10 in the same situation, the unit will take a path up to 60 hexes longer.&lt;br /&gt;
** Hexes adjacent to enemy units are always strongly avoided, independent of the value of avoid_enemies.&lt;br /&gt;
** avoid_enemies is ignored if 'use_straight_line=true' is set.&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units to be moved.  Defaults to all units of the side if not defined.  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''ignore_enemy_at_goal'''=no and '''ignore_units'''=no: (boolean)  In the default configuration, the Goto MAI does not move units if the path to all goal hexes is blocked by enemies.  It is therefore possible to disable the Goto MAI by putting enemy units on all the goal hexes.  That can be changed if either of these two keys is set to 'yes'.&lt;br /&gt;
** 'ignore_enemy_at_goal=yes' makes the AI choose its goals while disregarding any enemy units at the goal hexes.  Even so, a stiff rating penalty is applied to goal hexes occupied by enemies, thus that unoccupied goal hexes are chosen unless all possible goals are occupied by enemies.  Note that this setting ''only'' ignores enemy units at the goal hexes themselves.  It is still possible to disable the AI by putting enemies all around the goals.&lt;br /&gt;
** 'ignore_units=yes' let's the AI ignore ''all'' enemy units when deciding which goal hex(es) to move toward.&lt;br /&gt;
** In both cases, enemies are only ignored for deciding which unit to move toward which goal hex.  For the actual move itself, all enemies and their ZoCs are considered as usual.&lt;br /&gt;
** Both options only take effect if neither avoid_enemies nor use_straight_line is set to 'yes', as neither of these consider enemies as blockers.&lt;br /&gt;
* '''release_unit_at_goal'''=no: (boolean) By default, a unit that reaches a goal location will stay there until the Goto Micro AI is deleted or changed (or until the conditions specified in the [goto_goals] SLF change).  If this parameter is set, a unit that has reached its goal will not be controlled by this Micro AI any more starting from the next turn.&lt;br /&gt;
* '''release_all_units_at_goal'''=no: (boolean) Same as ''release_unit_at_goal'', but this will deactivate the Goto Micro AI for all units once the first unit reaches a goal.&lt;br /&gt;
* '''unique_goals'''=no: (boolean)  If set to 'yes', each unit will be sent to a different goal location.  Note that the best goals are recalculated each turn, so a unit might choose a different goal this turn from what it was heading for during the previous turn if the situation on the map has changed.  Also note that if there are more units than goal locations, the left over units will not be handled by the Goto MAI but follow default behavior instead.&lt;br /&gt;
* '''use_straight_line'''=no: (boolean)  By default, units choose the route by which they will get to their goal locations in the smallest number of turns.  If this parameter is set to 'yes', a straight line route (or something pretty close to it at least) will be chosen instead, irrespective of whether this leads into a dead end, whether it is blocked by enemies, etc.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* Depending on the parameters used, the Goto Micro AI might require a lot of path finding to be done.  Thus, while it is possible to set up this AI to move many units to many different locations, a usage like that might require quite a long calculation time.&lt;br /&gt;
&lt;br /&gt;
===Goto Micro AI example usages:===&lt;br /&gt;
&lt;br /&gt;
Here are several examples of goto [micro_ai] tag usages from the &amp;quot;Goto&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
* Send a unit toward a castle (similar to the RCA AI's Goto Candidate Action, but avoiding dead ends and areas ZoCed by enemies)&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=goto&lt;br /&gt;
             action=add&lt;br /&gt;
             ca_id=messenger1&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 id=messenger1&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 x,y=6-7,2-4&lt;br /&gt;
                 terrain=C*&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             ca_score=210001&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
* Send all units of the side toward the southern border of the map&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=8&lt;br /&gt;
             ai_type=goto&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter_location]&lt;br /&gt;
                  y=33&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             avoid_enemies=1&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
* Send units to the four corners of the map (with each unit going to a different corner).&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=7&lt;br /&gt;
             ai_type=goto&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 x=1,1,44,44&lt;br /&gt;
                 y=1,33,1,33&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             unique_goals=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
* Set up a guardian unit that doesn't move while no enemy unit is within 8 hexes (ironically, the Goto Micro AI can be used to keep units in place, although using one of the Guardian Micro AIs might often be a better idea)&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=3&lt;br /&gt;
             ai_type=goto&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 id=guard1&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 [filter]&lt;br /&gt;
                     id=guard1&lt;br /&gt;
                 [/filter]&lt;br /&gt;
                 [not]&lt;br /&gt;
                     [filter]&lt;br /&gt;
                         side=1&lt;br /&gt;
                     [/filter]&lt;br /&gt;
                     radius=8&lt;br /&gt;
                 [/not]&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Guardian Micro AIs ==&lt;br /&gt;
=== General Comments on the Guardian Micro AIs ===&lt;br /&gt;
&lt;br /&gt;
The Guardian Micro AIs can be used to set up different kind of guardian behaviors for a unit or a set of units.  Four different types of guardians are available and are described below.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different guardian behaviors, check out the &amp;quot;Guardians&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
=== Return Guardian  (ai_type=return_guardian)===&lt;br /&gt;
&lt;br /&gt;
A 'return guardian' is a variation of the standard Wesnoth guardian. It has an assigned guard position (GP) to which it returns after attacks on approaching enemies:&lt;br /&gt;
* If at GP with no enemy in reach, do nothing.&lt;br /&gt;
* If at GP with an enemy in reach, attack (note that the attack is done by default AI, which might result in the guardian not attacking if the enemy is deemed too strong).&lt;br /&gt;
* If not at GP, return there, no matter whether an enemy is in reach or not.&lt;br /&gt;
* If enemies are blocking the way back to GP, do your best to move around them.&lt;br /&gt;
* If the guardian ends up next to an enemy on the way back, attack that enemy after the move.&lt;br /&gt;
&lt;br /&gt;
Enable the Return Guardian Micro AI by using&lt;br /&gt;
 ai_type=return_guardian&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''return_x,return_y''': The coordinate of the hex the unit returns to after each attack&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=10010: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  This AI consist of 2 CAs, one with score &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt; the other with &amp;lt;tt&amp;gt;ca_score-20&amp;lt;/tt&amp;gt;.  The default value is set so that the first CA gets executed right before the default combat CA, and the other right after.  It usually will not make sense to change this value, but it is possible to do so for custom applications.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a return guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=return_guardian&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=return1&lt;br /&gt;
             return_x,return_y=20,2&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
===Stationed Guardian (ai_type=stationed_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A 'stationed guardian' is another variation of the standard Wesnoth guardian with a somewhat more complex behavior than that of the 'return guardian'. Two positions are defined for it, a 'station' and a 'guarded location', as well as a distance. The behavior is as follows:&lt;br /&gt;
* If no enemy is within 'distance' of the guard's current position, do nothing.  This is independent of the guardian being at its station or not.&lt;br /&gt;
* Otherwise: If an enemy is within 'distance' of the guard, but not also within the same distance of the guarded location and the station (all of this simultaneously), move the guard in the direction of the station.&lt;br /&gt;
* Otherwise:&lt;br /&gt;
** Pick the enemy unit that is closest to the guarded location.&lt;br /&gt;
** If we can reach it, pick the adjacent hex with the highest defense rating and attack from there.&lt;br /&gt;
** If not in reach, move toward this unit.&lt;br /&gt;
&lt;br /&gt;
Enable the Stationed Guardian Micro AI by using&lt;br /&gt;
 ai_type=stationed_guardian&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''distance''': The distance parameter as explained above&lt;br /&gt;
* '''station_x,station_y''': The x and y position of the hex that serves as the guardians station.&lt;br /&gt;
* '''guard_x, guard_y''': The x and y position of the guarded location.  {{DevFeature1.13|0}}  These are now optional keys, defaulting to station_x,station_y if not provided.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a stationed guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=stationed_guardian&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=stationed1&lt;br /&gt;
             distance=4&lt;br /&gt;
             station_x,station_y=2,14&lt;br /&gt;
             guard_x,guard_y=3,13&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Coward (ai_type=coward) ===&lt;br /&gt;
&lt;br /&gt;
Cowards are units that, like guardians, sit around doing nothing until an enemy comes into range.  Unlike guardians, however, they run away once enemies approach. Applications might be wild animals, unarmed civilians getting in the way of a battle, etc.  The coward macro can be called with two optional locations, 'seek' and 'avoid':&lt;br /&gt;
* If neither is given, the coward retreats to the position farthest away from the approaching enemies.&lt;br /&gt;
* If 'seek' is given, it preferentially goes toward that location (but getting away from enemies takes priority).&lt;br /&gt;
* If 'avoid' is given, it in addition tries to avoid that location (with both maximizing distance from enemies and going toward 'seek' taking priority).&lt;br /&gt;
* Both 'seek' and 'avoid' may consist of only one coordinate ('x' or 'y'), in which case not a single hex, but a line of hexes is sought or avoided.&lt;br /&gt;
&lt;br /&gt;
Enable the Coward Micro AI by using&lt;br /&gt;
 ai_type=coward&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''distance''': The distance within which an enemy must be to &amp;quot;scare&amp;quot; the unit&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''attack_if_trapped'''='no':  {{DevFeature1.13|0}}  With the default settings, a coward never attacks.  If this key is set to 'yes', the coward attacks the weakest (lowest hitpoints) enemy next to which it ends up after moving (such as a cornered animal would do, blindly lashing out without regards for its own safety).&lt;br /&gt;
* '''avoid_x, avoid_y''': The x and y coordinate of the hex to avoid&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter_second]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units from which the cowards flee.  If not set, this defaults to all enemy units.  Note, however, that no &amp;quot;enemy of AI side&amp;quot; condition is added if [filter_second] is specified, meaning that it can include allied and/or enemy units as desired (and even units on the same side as the coward).  {{DevFeature1.11|8}}&lt;br /&gt;
* '''seek_x, seek_y''': The x and y coordinate of the hex to seek&lt;br /&gt;
&lt;br /&gt;
Here's an example of a coward [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=coward&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=coward3&lt;br /&gt;
             distance=5&lt;br /&gt;
             seek_x,seek_y=24,5&lt;br /&gt;
             avoid_x,avoid_y=24,15&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Zone guardian (ai_type=zone_guardian) ===&lt;br /&gt;
&lt;br /&gt;
A zone guardian is a unit that, as the name says, guards a zone. It moves randomly inside this zone until an enemy enters it (or a separately defined enemy zone, see below). Applications might be the defense of a castle, a nesting area or for protecting an unit.  The zone macro can be called with an optional SLF, [filter_location_enemy]:&lt;br /&gt;
* If not specified, the zone guard attacks any enemy coming inside its guard zone.&lt;br /&gt;
* If [filter_location_enemy] is given, it attacks any enemy entering this zone and once there are no more enemies, it goes back to patrol in its basic zone.&lt;br /&gt;
&lt;br /&gt;
Enable the Zone Guardian Micro AI by using&lt;br /&gt;
 ai_type=zone_guardian&lt;br /&gt;
in the [micro_ai] tag together with the following keys:&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] designating the zone to guard.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter_location_enemy]''': A [[StandardLocationFilter|Standard Location Filter]] designating the zone where enemies have to be attacked.  If not given, it defaults to [filter_location].&lt;br /&gt;
* '''station_x,station_y''': By default, the zone guardian moves randomly within the zone if there is no enemy to attack.  However, if station_x/y is given, it moves to this position instead during turns when it does not have an enemy to attack.  This position does not need to be inside the zone defined above.  Note: obviously it does not make sense to define [filter_location], [filter_location_enemy] and station_x/y all at the same time.  Only [filter_location] and either one of the latter two (or none of them) should be provided for any zone guardian.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a zone guardian [micro_ai] tag usage from the &amp;quot;Guardians&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=zone_guardian&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=zone3&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 x,y=22-31,4-11  # This is intentionally chosen to extend past the lake&lt;br /&gt;
                 terrain=W*&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             station_x,station_y=32,8&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Hang Out Micro AI (ai_type=hang_out) ==&lt;br /&gt;
&lt;br /&gt;
The Hang Out Micro AI instructs units of the AI side to &amp;quot;hang out&amp;quot; around a certain location, or locations, until a condition for mobilizing the side is met.  If none of the optional keys are given, the AI controls all units of the side to hang around the leader while moving off castle tiles to make room for recruiting.&lt;br /&gt;
&lt;br /&gt;
The AI works by moving each unit to its best hex first using the minimum amount of movement points required for this move.  Once all AI units are in position, movement points are set to zero for all of them simultaneously such that they cannot be used by other AI candidate actions.  This is done because the mobilizing condition might be met as result of one of the moves of the Hang Out AI, after which we want units to be able to continue with other AI actions.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Hang Out and Messenger&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Hang Out Micro AI by using&lt;br /&gt;
 ai_type=hang_out&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Hang Out specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.  In its default configuration, the Hang Out MAI controls all units of a side, keeping them as close to the side leader(s) as possible while moving off castle tiles to make room for recruiting.  For this purpose, the candidate action score defaults to 170,000, which is just below the score of the default recruiting CA.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[avoid]''': A [[StandardLocationFilter|Standard Location Filter]] for the terrain which the AI units should avoid.  If it is not given, the existence of the default (RCA) AI's [avoid] tag is checked (and used if it exists).  If neither of these two exists, this parameter is set to default to all castle terrain (&amp;lt;tt&amp;gt;terrain=C*,C*^*,*^C*&amp;lt;/tt&amp;gt;) so that units move off the castle to make room for recruiting.  Note that this does not include keep terrain, otherwise the leader would be moved off the keep as well.&lt;br /&gt;
* '''ca_score'''=170000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 170,000, which means that it is executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units of the AI side participating in the Hang Out action (&amp;lt;tt&amp;gt;side=&amp;lt;/tt&amp;gt; is always set and does not need to be provided).  It defaults to all units of the side.  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_location]''': A [[StandardLocationFilter|Standard Location Filter]] describing the locations ''near'' which the AI units should hang out.  This does not mean that the units only move onto terrain specified here, but that they minimize the distance to such terrain.  It defaults to the position of the side leader(s).&lt;br /&gt;
* '''mobilize_condition''':  ([[ConditionalActionsWML#Condition_Tags|WML Condition Tag]])  Once the condition set up here has been met, the Hang Out MAI is disabled and the side goes over to other AI activity.  The Hang Out MAI remains disabled after this, even if the condition is not met any more later in the scenario.&lt;br /&gt;
* '''mobilize_on_gold_less_than''': (number) Since side gold cannot be checked in a WML condition tag without storing it in a variable first, this key is provided separately.  It disables the Hang Out Micro AI once the side gold goes below the value specified here for the first time.&lt;br /&gt;
&lt;br /&gt;
'''Standard RCA AI aspects respected by this Micro AI:'''&lt;br /&gt;
*'''[avoid]''': The standard RCA AI aspect used to define locations that should be avoided by the AI.  See above (under 'optional keys') for details.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
&lt;br /&gt;
* The Hang Out AI still takes effect if no locations to hang out at are found or if all map locations are to be avoided.  In that case, it simply keeps all units at their current locations.&lt;br /&gt;
&lt;br /&gt;
This is an example of a Hang Out Micro AI configuration from the &amp;quot;Hang Out and Messenger&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=hang_out&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [avoid]&lt;br /&gt;
                 terrain=C*,H*,M*,A*,S*,*^F*&lt;br /&gt;
             [/avoid]&lt;br /&gt;
             [mobilize_condition]&lt;br /&gt;
                 [have_unit]&lt;br /&gt;
                     side=1&lt;br /&gt;
                     count=7-99&lt;br /&gt;
                 [/have_unit]&lt;br /&gt;
             [/mobilize_condition]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Healer Support Micro AI (ai_type=healer_support) ==&lt;br /&gt;
&lt;br /&gt;
The Healer Support Micro AI configures the healers of a side to stay behind the battle lines and heal injured and/or threatened units rather than participate in combat under all circumstances.  You can set different levels of aggressiveness for the healers.  &lt;br /&gt;
&lt;br /&gt;
'''Notes'''&lt;br /&gt;
* By default, ''all'' healers of the AI side are controlled by this AI.  This includes in particular also the side leader, if the leader is a healer.  If you do not want the leader to be included (and possibly be moved away from the keep etc.) use the [filter] tag with canrecruit=no (see below).&lt;br /&gt;
* It is not always better to use this Micro AI than the default AI, as it takes healers (which can be strong units) away from the pool of units to choose for attacks.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Healers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Healer Support Micro AI by using&lt;br /&gt;
 ai_type=healer_support&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Healer Support specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the healer units.  If set, only units on the AI side passing this filter ''and'' having the healing ability are considered by this Micro AI.&lt;br /&gt;
*'''[filter_second]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting units to receive healing. If set, only units on the AI side passing this filter ''and'' the other healee selection criteria will be selected for healing by this Micro AI.&lt;br /&gt;
* '''aggression'''=1.0: (float) Sets the aggressiveness of the AI.  This parameter is set up as a float to accommodate future functionality, but it currently acts as a boolean: if set to zero, the AI will never let its healers participate in combat, for all other values it allows them to attack after all other units have attacked and if the healers cannot find any more units to support.  The former behavior might be appropriate in scenarios with only one or few valuable healers, while the latter might work better in scenarios with many healers.&lt;br /&gt;
* '''injured_units_only'''=no: (boolean) If set to 'yes', the AI will only move healers next to units that are already injured and skip units that currently have full hitpoints, but might get injured during the next enemy turn.&lt;br /&gt;
* '''max_threats'''=9999: (integer) The maximum allowable number of enemies that can attack a hex in order for it to be considered for a healer.  As an example, setting 'max_threats=0' means that the AI only moves healers to locations that are entirely safe from the enemy (assuming that none of the units currently on the map dies).  Note that the value of this key is checked against the number of enemies that can make it to the hex, not the number of adjacent hexes from which the healer could be attacked.&lt;br /&gt;
&lt;br /&gt;
'''Standard RCA AI aspects respected by this Micro AI:'''&lt;br /&gt;
*'''[avoid]''': The standard RCA AI aspect used to define locations that should be avoided by the AI.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
* The Healer Support Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].&lt;br /&gt;
* The CA evaluation scores of this AI are hard-coded.  It does not work otherwise.&lt;br /&gt;
&lt;br /&gt;
This is an example of a Healer Support Micro AI configuration from the &amp;quot;Healers&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=healer_support&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             aggression=0&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Lurkers Micro AI (ai_type=lurkers) ==&lt;br /&gt;
&lt;br /&gt;
The Lurker Micro AI controls some or all units of a side in &amp;quot;lurker mode&amp;quot;.  A lurker is a unit that is capable of moving across most terrains, but that only stops on and attacks from specific terrain.  It might also have the ability to hide on this terrain (which is the reason why it is called a lurker).&lt;br /&gt;
&lt;br /&gt;
Lurkers move individually without strategy and always attack the weakest enemy within their reach.  If no enemy is in reach, the lurker does a random move instead - or it just sits and waits (lurks).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of different types of lurker behavior, check out the &amp;quot;Lurkers&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Lurkers Micro AI by using&lt;br /&gt;
 ai_type=lurkers&lt;br /&gt;
in the [micro_ai] tag&lt;br /&gt;
&lt;br /&gt;
===Lurkers specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
* '''[filter]''': Specifies which units of the side are controlled by the Lurker Micro AI.  This is a [[StandardUnitFilter|Standard Unit Filter]].  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_location]''': Specifies the terrain from which the lurkers attack. This is a [[StandardLocationFilter|Standard Location Filter]].&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''[filter_location_wander]''': Specifies the terrain on which lurkers end their moves if there is no enemy in reach. This is a [[StandardLocationFilter|Standard Location Filter]].  If [filter_location_wander] is not given, it defaults to [filter_location].&lt;br /&gt;
* '''stationary'''=no: (boolean)  If set to yes, a lurker never moves if there is no enemy within attack range.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Lurkers&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=4&lt;br /&gt;
             ai_type=lurkers&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Naga Fighter&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_location]&lt;br /&gt;
                 terrain=W*,S*&lt;br /&gt;
             [/filter_location]&lt;br /&gt;
             [filter_location_wander]&lt;br /&gt;
                 terrain=W*&lt;br /&gt;
             [/filter_location_wander]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Messenger Escort Micro AI (ai_type=messenger_escort) ==&lt;br /&gt;
&lt;br /&gt;
The Messenger Escort Micro AI lets you define a set of waypoints through which it tries to move one or several of its units, the messenger(s).  The other units escort the messenger, trying to protect it and attacking enemies that are in its way.  Note that a messenger might not strictly hit intermediate waypoints, but that getting close is good enough, especially if a waypoint is occupied by an enemy unit.  It does, however, always try to get to the last waypoint.&lt;br /&gt;
&lt;br /&gt;
'''Notes on the use of several messengers:''' {{DevFeature1.13|0}}  &lt;br /&gt;
* This Micro AI can control several messengers at the same time, which can but do not have to move in a group.  They can be put on the map altogether in one location, or be spread out on the map or across different turns.&lt;br /&gt;
* The farther a messenger has moved through the chain of waypoints, the higher a priority it is for the AI, meaning that farther advanced (on the map) messengers are moved first, and that the escort units try to clear the way and stay with those messengers more so than with those further back on the map.  This order can be inverted using the invert_order= key.&lt;br /&gt;
* If several messengers are on the map, escort units might move from one to the other, the AI making a judgement call where they are needed most.  Closeness to a messenger is generally the most important criterion, but not the only one.&lt;br /&gt;
* If a messenger dies, the escort units previously staying with it now join one of the other messengers if there are any left (otherwise they follow default AI behavior).&lt;br /&gt;
* If you want certain escort units to stay always with the same messenger, use several messenger [micro_ai] tags with different [filter]/[filter_second] combinations.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Messenger&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Messenger Escort Micro AI by using&lt;br /&gt;
 ai_type=messenger_escort&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Messenger Escort specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': {{DevFeature1.13|0}} (Previous to 1.13.0, only id= was allowed.) The id of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated list of waypoint coordinates through which the messenger will go in the given order to reach its goal, given by the last coordinate.  If you want the messenger to go directly to the goal, simply enter a single x,y coordinate here.  Note that the messenger does not have to hit each waypoint exactly (except for the final one), getting close to them is good enough.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate actions controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.  Note that the Messenger Escort AI consists of 3 CAs with scores ranging from &amp;lt;tt&amp;gt;ca_score-2&amp;lt;/tt&amp;gt; to &amp;lt;tt&amp;gt;ca_score&amp;lt;/tt&amp;gt;.&lt;br /&gt;
* '''enemy_death_chance'''=0.67 and '''messenger_death_chance'''=0.0: (both floats; ranging from 0 to 1)    If the messenger is adjacent to an enemy at the end of the move, it will only attack the enemy if the chance of death of the enemy is &amp;gt;= enemy_death_chance and if the messenger's chance of death is &amp;lt;= messenger_death_chance (or if it is an attack at a range for which the enemy does not have a weapon).&lt;br /&gt;
* '''[filter_second]''': {{DevFeature1.13|0}} A [[StandardUnitFilter|Standard Unit Filter]] selecting the escort units.  If not set, this defaults to all enemy units. The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''invert_order'''=no: {{DevFeature1.13|0}} If set to 'yes', the order of priority with which messenger units are considered is inverted, starting with the messenger unit that is the least advanced on the map (see description above).  In most cases, selecting this option results in worse performance of the AI, so use it with caution.  (And obviously it has no effect at all if there is only one messenger controlled by the AI.)&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Messenger Escort&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=messenger_escort&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=messenger&lt;br /&gt;
             waypoint_x=31,24,27,28&lt;br /&gt;
             waypoint_y=20,14,7,1&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Patrol Micro AI (ai_type=patrol) ==&lt;br /&gt;
&lt;br /&gt;
The defines a number of waypoints for a unit (or units) to follow.  Options can be set whether the route should be followed in a loop, as an out-and back, only once, whether units encountered along the way should be attacked, etc.&lt;br /&gt;
&lt;br /&gt;
No matter what options are chosen, getting to the next waypoint always takes priority over attacking for a patroller.  The AI thus prefers to move the patrol unit around enemies rather than straight for them.  Also, if a waypoint is occupied by a unit the AI is not instructed to attack, it will (eventually) abandon that waypoint once it gets close enough and move on to the next one.&lt;br /&gt;
&lt;br /&gt;
For a demonstration of several different patrol behaviors, check out the &amp;quot;Patrols&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Patrol Micro AI it by using&lt;br /&gt;
 ai_type=patrol&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Patrol specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''id''' or '''[filter]''': The ID of a unit or a [[StandardUnitFilter|Standard Unit Filter]] selecting the units controlled by this Micro AI.&lt;br /&gt;
** One or the other is required&lt;br /&gt;
** If both are given, [filter] takes priority over id=&lt;br /&gt;
** The AI contains an implicit filter for units on the AI side. Thus, if all AI units are to be selected, an empty [filter] tag can be used.&lt;br /&gt;
** If several units match the filter, the order in which they are controlled is not guaranteed. If the order matters, set up several MAIs using the id= key and different values for ca_score=.&lt;br /&gt;
* '''waypoint_x,waypoint_y''': Comma-separated lists of the waypoint coordinates through which the patrol travels (in order).&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''attack''': By default (if this key is not set), the patrol unit attacks any unit it ends up next to after a move.  Alternatively, this parameter can be set to a comma-separated list of unit ids. If that is done, the patrol only attacks these units when it ends up next to them and ignores any other unit.  This can in turn be used to have the patroller not attack at all, by setting ''attack='' to a non-existing id.&lt;br /&gt;
* '''ca_score'''=300000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 300,000, which is higher than any of the [http://wiki.wesnoth.org/AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29 RCA AI candidate actions].  By setting it, for example, to 170,000, we can have it be executed after the default recruitment CA, but before most of the other default CAs.&lt;br /&gt;
* '''one_time_only'''=no: (boolean)  If set to 'yes', the unit goes through the patrol route only once and then hangs out at the last waypoint.  It also always attacks any enemy unit on the last waypoint, independent of what ''attack='' is set to.&lt;br /&gt;
* '''out_and_back'''=no: (boolean)  By default, a patrol unit returns to the first waypoint after reaching the last, doing the patrol route as a loop.  If this parameter is set to 'yes', the unit instead reverses its course and perpetually does out and backs of the route.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;Patrols&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=patrol&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             id=Konrad&lt;br /&gt;
             waypoint_x=9,24,25&lt;br /&gt;
             waypoint_y=21,23,15&lt;br /&gt;
             one_time_only=yes&lt;br /&gt;
             attack=Gertburt&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Protect Unit Micro AI (ai_type=protect_unit) ==&lt;br /&gt;
&lt;br /&gt;
The Protect Unit Micro AI tries to move one or several units to a given location while keeping them safe from enem attacks. It does so by keeping the protected units away from enemy units and close to friendly units. Other units on the AI side are controlled by the default Wesnoth AI.&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Protect Unit&amp;quot; and &amp;quot;The Elves Besieged&amp;quot; scenarios from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Protect Unit Micro AI by using&lt;br /&gt;
 ai_type=protect_unit&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Protect Unit specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''[unit]''': A separate [unit] tag is required for each protected unit(s).  Each tag has required keys id=, goal_x=, goal_y= for each unit, as shown in the example below.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''disable_move_leader_to_keep'''=no: (boolean) If set to 'yes', side leaders protected by this AI do not try to return to their keep.  This is necessary for this Micro AI to work with units that are side leaders and that are supposed to move to an off-keep location.&lt;br /&gt;
&lt;br /&gt;
'''Notes:'''&lt;br /&gt;
*The Protect Unit Micro AI modifies the [[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|attacks aspect]].  Depending on the parameters, it might also modify the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|move leader to keep candidate action]].&lt;br /&gt;
* The CA evaluation scores of this AI are hard-coded. It does not work otherwise.&lt;br /&gt;
&lt;br /&gt;
Here's an example of [micro_ai] tag usage from the &amp;quot;HttT: The Elves Besieged&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=protect_unit&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Delfador&lt;br /&gt;
                 goal_x,goal_y=1,2&lt;br /&gt;
             [/unit]&lt;br /&gt;
             [unit]&lt;br /&gt;
                 id=Konrad&lt;br /&gt;
                 goal_x,goal_y=1,1&lt;br /&gt;
             [/unit]&lt;br /&gt;
 &lt;br /&gt;
             disable_move_leader_to_keep=true&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Recruiting Micro AI==&lt;br /&gt;
=== General Comments on the Recruiting Micro AIs ===&lt;br /&gt;
&lt;br /&gt;
The Recruiting Micro AI replaces the default recruitment AI by alternative recruiting patterns.  Currently there are two recruiting algorithms you can choose from, random recruiting and the rush recruiting used in the new (as of Version 1.11.1) Experimental AI (see below).&lt;br /&gt;
&lt;br /&gt;
For a demonstration of a different recruiting pattern, check out the &amp;quot;Recruiting&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].  You can also explore the unit choices by watching the Experimental AI in a multiplayer game.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Obviously, the Recruitment Micro AI modifies the [[AiWML#Evaluating_AI_Moves_--_Candidate_Actions_.28CAs.29|recruitment candidate action]].&lt;br /&gt;
&lt;br /&gt;
=== Random Recruitment AI (ai_type=recruit_random) ===&lt;br /&gt;
&lt;br /&gt;
This AI randomly selects a unit type from the recruitment list of the side.  The probability of choosing each type and the behavior in low-gold situations can be influenced with optional parameters.&lt;br /&gt;
&lt;br /&gt;
Enable the Random Recruiting Micro AI by using&lt;br /&gt;
 ai_type=recruit_random&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=180000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 180,000.  This is identical to the default Recruiting CA which it replaces.&lt;br /&gt;
* '''[probability]''': This tag sets the probability of selecting the given unit type.  It has two required sub-keys:&lt;br /&gt;
** '''type''': comma-separated list of unit types to which this probability is to be applied&lt;br /&gt;
** '''probability''': (non-negative float)  The probability with which these unit types is to be selected.  All unit types for which no [probability] tag is defined receive a default probability of 1.0, thus values should be chosen relative to that.  As an example, in the code below swordsmen and peasants are given a probability of 8, while no other units have assigned probabilities.  Thus, each of these two unit types is 8 times more likely to be selected than any other individual unit type.&lt;br /&gt;
* '''skip_low_gold_recruit'''=no: (boolean)  By default, the random recruitment AI chooses a unit to recruit only from those types for which it has sufficient gold.  If this parameter is set to 'yes', it will instead choose from all available unit types and end recruiting for the turn if there is not enough gold to recruit it this turn (even if other, affordable unit types exist).&lt;br /&gt;
&lt;br /&gt;
Here's an example of a random recruiting [micro_ai] tag usage from the &amp;quot;Recruiting&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruit_random&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             [probability]&lt;br /&gt;
                 type=Swordsman,Peasant&lt;br /&gt;
                 probability=8&lt;br /&gt;
             [/probability]&lt;br /&gt;
 &lt;br /&gt;
             skip_low_gold_recruiting=yes&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
=== Rush Recruitment AI (ai_type=recruit_rushers) ===&lt;br /&gt;
&lt;br /&gt;
This AI replaces the default recruiting with the rush recruiting used in the new (as of Version 1.11.1) Experimental AI.&lt;br /&gt;
&lt;br /&gt;
Enable the Rush Recruiting Micro AI by using&lt;br /&gt;
 ai_type=recruit_rushers&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=180000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 180,000.  This is identical to the default Recruiting CA which it replaces.&lt;br /&gt;
* '''randomness'''=0.1: (number)  A random number is applied to the rusher recruit engine's score to prevent the recruitment pattern from being too predictable. 0 causes no randomness to be applied, while larger numbers increase the random effect. A value of 1-2 generates results in which the random effect is approximately equal to the scored effect. Extremely high values are essentially entirely random.&lt;br /&gt;
&lt;br /&gt;
Here's an example of a rush recruiting [micro_ai] tag usage from the &amp;quot;Recruiting&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]]: &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=1&lt;br /&gt;
             ai_type=recruit_rushers&lt;br /&gt;
             action=add&lt;br /&gt;
          [/micro_ai]&lt;br /&gt;
&lt;br /&gt;
== Simple Attack Micro AI (ai_type=simple_attack) ==&lt;br /&gt;
&lt;br /&gt;
The Simple Attack Micro AI is meant as an addition to the default combat candidate action for when one wants to force the AI to do attacks that it would otherwise not do (for example on units that are 1 XP from leveling) or to execute certain attacks before all others (for example, attack with all &amp;quot;expendable&amp;quot; units first).  It is not set up to be a replacement for the default attacks.  Some notes:&lt;br /&gt;
&lt;br /&gt;
* The algorithm is different from and simpler than that of the default combat CA.  For example, no attack combinations are considered, only individual attacks.  As a result, the [[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|default aspects]] (aggression, caution, [avoid], ...) are not taken into account.  Also, if lots of units are involved, evaluation of this Micro AI is potentially quite a bit slower than of the default attacks.&lt;br /&gt;
&lt;br /&gt;
* If an attack matching the Standard Unit Filters described below is found, this attack will always be executed, no matter how bad the odds are.  Thus, this Micro AI can be used to force the AI to do attacks it would otherwise avoid.&lt;br /&gt;
&lt;br /&gt;
* Other than selecting the attacker/defender units, this AI is currently not configurable.  Let us know if you would like to see certain options to be added.  (No guarantees that we will add them, but we will definitely consider them.)&lt;br /&gt;
&lt;br /&gt;
For a demonstration, check out the &amp;quot;Simple Attack&amp;quot; scenario from the [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
Enable the Simple Attack Micro AI by using&lt;br /&gt;
 ai_type=simple_attack&lt;br /&gt;
in the [micro_ai] tag.&lt;br /&gt;
&lt;br /&gt;
===Simple Attack specific keys for the [micro_ai] tag:===&lt;br /&gt;
&lt;br /&gt;
'''Required keys:'''&lt;br /&gt;
&lt;br /&gt;
There are no required keys.  It is, however, in general not desirable to use this AI without at least one of the optional Standard Unit Filters below, as this AI is not meant as a replacement of the default combat candidate action.&lt;br /&gt;
&lt;br /&gt;
'''Optional keys:'''&lt;br /&gt;
&lt;br /&gt;
* '''ca_score'''=110000: (non-negative integer) The evaluation score of the candidate action controlling this Micro AI.  By default, it is set to 110,000, which means that it is executed right before the default combat candidate action.&lt;br /&gt;
* '''[filter]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units of the AI side participating in the Simple Attack action.  It defaults to all units of the side.  The filter automatically includes the side= key set to the AI side.&lt;br /&gt;
* '''[filter_second]''': A [[StandardUnitFilter|Standard Unit Filter]] selecting the units the AI should attack.  It defaults to all enemy units.  The filter automatically includes a [[StandardSideFilter|Standard Side Filter]] set to all enemies of the AI side.&lt;br /&gt;
* '''weapon'''=-1: (integer) The number of the weapon that should be used for this attack.  Weapon numbers start at 1 (not 0).  -1 stands for &amp;quot;best weapon&amp;quot; (by whatever criterion the AI chooses to use).   '''Available from Wesnoth 1.11.8'''&lt;br /&gt;
&lt;br /&gt;
Below are 2 examples of Simple Attack Micro AI configurations from the &amp;quot;Simple Attack&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].  The first one shows how to force the AI to attack with all Soulless and Walking Corpse units first:&lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=simple_attack&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             ca_score=110000&lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Soulless,Walking Corpse&lt;br /&gt;
             [/filter]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
The second executes attacks by Soulless on all enemy units that are 1 XP from leveling (something the RCA AI would generally not do).  Note that the Lua code bit is simply there in order to code the &amp;quot;1 XP from advancing&amp;quot; condition.  It is not needed for most other SUFs, as can be seen in the previous example.&lt;br /&gt;
         [lua]&lt;br /&gt;
             code=&amp;lt;&amp;lt;&lt;br /&gt;
                 function close_to_advancing(unit)&lt;br /&gt;
                     if (unit.experience &amp;gt;= unit.max_experience-1) then&lt;br /&gt;
                         return true&lt;br /&gt;
                     else&lt;br /&gt;
                         return false&lt;br /&gt;
                     end&lt;br /&gt;
                 end&lt;br /&gt;
             &amp;gt;&amp;gt;&lt;br /&gt;
         [/lua]&lt;br /&gt;
 &lt;br /&gt;
         [micro_ai]&lt;br /&gt;
             side=2&lt;br /&gt;
             ai_type=simple_attack&lt;br /&gt;
             action=add&lt;br /&gt;
 &lt;br /&gt;
             ca_score=110001&lt;br /&gt;
             [filter]&lt;br /&gt;
                 type=Soulless  # No Walking Corpses; L0 units don't advance enemy&lt;br /&gt;
             [/filter]&lt;br /&gt;
             [filter_second]&lt;br /&gt;
                 lua_function = &amp;quot;close_to_advancing&amp;quot;&lt;br /&gt;
             [/filter_second]&lt;br /&gt;
         [/micro_ai]&lt;br /&gt;
Several Simple Attack Micro AIs can be combined for the same AI side.  The two examples above are both used (note the different values for ca_score) in the &amp;quot;Simple Attack&amp;quot; [[Micro_AIs#Micro_AI_Test_and_Demo_Scenarios|test scenario]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Using Development (1.13) Version Micro AIs in your Stable (1.12) Version Add-on ==&lt;br /&gt;
&lt;br /&gt;
The Micro AIs will be in a stable release for the first time in Wesnoth 1.12.  It is therefore likely that quite a few (good) feature requests will be made as more UMC authors start using them.  However, new features cannot be added to the stable 1.12 series and will be implemented in Wesnoth 1.13 instead.  Fortunately, since the Micro AIs are entirely written in Lua, a 1.13 Micro AI can be added to a 1.12 add-on with relative ease.  This section describes the steps necessary to accomplish that.&lt;br /&gt;
&lt;br /&gt;
==== 1. Download the latest development release and locate the Micro AIs directory in it ====&lt;br /&gt;
&lt;br /&gt;
The Micro AI directory in each Wesnoth distribution is &amp;lt;tt&amp;gt;data/ai/micro_ais&amp;lt;/tt&amp;gt;.  Check out [http://wiki.wesnoth.org/Editingwesnoth#The_game_data_directory this link] if you do not know where that is on your system.&lt;br /&gt;
&lt;br /&gt;
As an alternative to downloading the entire development release, you can also download only the files in which you are interested from the [https://github.com/wesnoth/wesnoth/ Wesnoth repository site].&lt;br /&gt;
&lt;br /&gt;
==== 2. Copy the relevant files into your add-on ====&lt;br /&gt;
&lt;br /&gt;
* In your add-on's folder, create a directory &amp;lt;tt&amp;gt;ai&amp;lt;/tt&amp;gt;&lt;br /&gt;
* Copy file &amp;lt;tt&amp;gt;data/ai/micro_ais/micro_ai_wml_tag.lua&amp;lt;/tt&amp;gt; from the development release into the new &amp;lt;tt&amp;gt;ai&amp;lt;/tt&amp;gt; folder in your add-on&lt;br /&gt;
* In &amp;lt;tt&amp;gt;data/ai/micro_ais&amp;lt;/tt&amp;gt; is a subfolder called &amp;lt;tt&amp;gt;cas&amp;lt;/tt&amp;gt; containing all the AI candidate action (CA) files.  Copy the files for the Micro AI you want to use from there into the &amp;lt;tt&amp;gt;ai&amp;lt;/tt&amp;gt; folder of your add-on.  The number of relevant files depends on the Micro AI.  For example, the Patrol Micro AI only uses a single file (&amp;lt;tt&amp;gt;ca_patrol.lua&amp;lt;/tt&amp;gt;), while there are four for the Messenger Escort Micro AI (&amp;lt;tt&amp;gt;ca_messenger_attack.lua&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;ca_messenger_escort_move.lua&amp;lt;/tt&amp;gt;, &amp;lt;tt&amp;gt;ca_messenger_f_next_waypoint.lua&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ca_messenger_move.lua&amp;lt;/tt&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
==== 3. Set up a local Micro AI tag ====&lt;br /&gt;
&lt;br /&gt;
Open file &amp;lt;tt&amp;gt;micro_ai_wml_tag.lua&amp;lt;/tt&amp;gt; (the one in your add-on, not the original) and find these two lines:&lt;br /&gt;
 function wesnoth.wml_actions.micro_ai(cfg)&lt;br /&gt;
     local CA_path = ''''ai/micro_ais/cas/''''&lt;br /&gt;
Modify them to (the pars to change are shown in bold)&lt;br /&gt;
 function wesnoth.wml_actions.micro_ai'''_MC'''(cfg)&lt;br /&gt;
     local CA_path = ''''~add-ons/My_Campaign/ai/''''&lt;br /&gt;
&amp;lt;tt&amp;gt;_MC&amp;lt;/tt&amp;gt; here stands for 'My Campaign'.  You can really use anything you want here, as long as you use it consistently throughout the next steps.  Also, you need to change the second line (with the CA_path variable) to contain the correct path to the directory into which you just put the AI candidate action (CA) files in your add-on.&lt;br /&gt;
&lt;br /&gt;
You also need to add the following to your &amp;lt;tt&amp;gt;_main.cfg&amp;lt;/tt&amp;gt; file&lt;br /&gt;
 [lua]&lt;br /&gt;
     code = &amp;lt;&amp;lt; wesnoth.dofile(&amp;quot;~add-ons/My_Campaign/ai/micro_ai_wml_tag.lua&amp;quot;) &amp;gt;&amp;gt;&lt;br /&gt;
 [/lua]&lt;br /&gt;
replacing, again, &amp;lt;tt&amp;gt;My_Campaign&amp;lt;/tt&amp;gt; with the correct path to your add-on.&lt;br /&gt;
&lt;br /&gt;
These two steps set up a WML tag &amp;lt;tt&amp;gt;[micro_ai_MC]&amp;lt;/tt&amp;gt; which you can use in exactly the same way as the mainline &amp;lt;tt&amp;gt;[micro_ai]&amp;lt;/tt&amp;gt; tag, just that it contains the functionality of the new files you just copied into the &amp;lt;tt&amp;gt;ai&amp;lt;/tt&amp;gt; folder of your add-on.  However, it might not quite work correctly yet as the paths in some of the files still might have to be adjusted.&lt;br /&gt;
&lt;br /&gt;
==== 4. Adjust paths in the files ====&lt;br /&gt;
&lt;br /&gt;
All of the candidate action files load other libraries (files) at the beginning.  For example, this is the beginning of &amp;lt;tt&amp;gt;ca_messenger_attack.lua&amp;lt;/tt&amp;gt;&lt;br /&gt;
 local H = wesnoth.require &amp;quot;lua/helper.lua&amp;quot;&lt;br /&gt;
 local AH = wesnoth.require &amp;quot;ai/lua/ai_helper.lua&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
 local messenger_next_waypoint = wesnoth.require &amp;quot;ai/micro_ais/cas/ca_messenger_f_next_waypoint.lua&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The most difficult part of setting up the Micro AI in your add-on is figuring out which of these files need to be imported and linked in your add-on directory.  Anything that belongs to the same Micro AI definitely needs to be changed.  Thus, the last line needs to be changed to&lt;br /&gt;
 local messenger_next_waypoint = wesnoth.require &amp;quot;~add-ons/My_Campaign/ai/ca_messenger_f_next_waypoint.lua&amp;quot;&lt;br /&gt;
&lt;br /&gt;
For all other files included by the CA file (that is &amp;lt;tt&amp;gt;lua/helper.lua&amp;lt;/tt&amp;gt; and &amp;lt;tt&amp;gt;ai/lua/ai_helper.lua&amp;lt;/tt&amp;gt; in the example above), it depends on whether they have been changed between the version of Wesnoth 1.12 you are using and the development version from which you are copying the Micro AI; and more importantly, whether the part of them which the Micro AI uses has been changed.  In principle, you could import and change all files that are linked from the &amp;lt;tt&amp;gt;ca_*.lua&amp;lt;/tt&amp;gt; files, but that would result in a lot of unnecessary code duplication and should be avoided.  It's better to compare the files (do a 'diff') between the stable and the development version and decide based on that.  If in doubt, just [http://forums.wesnoth.org/viewtopic.php?f=10&amp;amp;t=39456 ask] and we will tell you.&lt;br /&gt;
&lt;br /&gt;
As an example, let's assume that file &amp;lt;tt&amp;gt;ai_helper.lua&amp;lt;/tt&amp;gt; has been changed. In that case, it needs to be copied from &amp;lt;tt&amp;gt;data/ai/lua/ai_helper.lua&amp;lt;/tt&amp;gt; in the development version (note that the paths shown in the example above do not include the leading &amp;lt;tt&amp;gt;data/&amp;lt;/tt&amp;gt;) and copied into your add-on's &amp;lt;tt&amp;gt;ai&amp;lt;/tt&amp;gt; directory.  And finally, as a last step, the line including the file inside &amp;lt;tt&amp;gt;ca_messenger_attack.lua&amp;lt;/tt&amp;gt; needs to be changed to point to the newly created local copy:&lt;br /&gt;
 local AH = wesnoth.require &amp;quot;~add-ons/My_Campaign/ai/ai_helper.lua&amp;quot;&lt;br /&gt;
Repeat this step for all the &amp;lt;tt&amp;gt;ca_*.lua&amp;lt;/tt&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Well, that's all.  You can now use the &amp;lt;tt&amp;gt;[micro_ai_MC]&amp;lt;/tt&amp;gt; tag for the Micro AI you just imported, and continue to use the default &amp;lt;tt&amp;gt;[micro_ai]&amp;lt;/tt&amp;gt; tag for all others.  It does take a bit of work, but it (hopefully) is much easier than writing your own AI from scratch.  If you have any problems with this, please don't hesitate to [http://forums.wesnoth.org/viewtopic.php?f=10&amp;amp;t=39456 ask us for help].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:AI]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=EraWML&amp;diff=55881</id>
		<title>EraWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=EraWML&amp;diff=55881"/>
		<updated>2014-11-17T20:47:55Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* The [era] top level tag */ an rather obscure (and useless) feature&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [era] top level tag ==&lt;br /&gt;
&lt;br /&gt;
This tag describes one era. An era is a set of teams to play in multiplayer.&lt;br /&gt;
&lt;br /&gt;
In the multiplayer game creation screen, an era is chosen by the host by the 'Era' option button.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized for '''[era]'''&lt;br /&gt;
* '''id''': ID of the era - must be unique. No gameplay effect&lt;br /&gt;
* '''name''': displayed name of the era.&lt;br /&gt;
* '''description''': {{DevFeature1.11}} a short description of the era.&lt;br /&gt;
* &amp;lt;span id=&amp;quot;require_era&amp;quot;&amp;gt;'''require_era'''&amp;lt;/span&amp;gt;: whether clients are required to have this era installed beforehand to be allowed join a game using this era. Possible values 'yes' (the default) and 'no'.&lt;br /&gt;
* '''allow_scenario''': {{DevFeature1.11}} a list of scenario ids. Only the scenarios with matching ids will be allowed to be played with this era.&lt;br /&gt;
* '''disallow_scenario''': {{DevFeature1.11}} a list of scenario ids. Only the scenarios with matching ids will not be allowed to be played with this era. Cannot be used in parallel with allow_scenario.&lt;br /&gt;
* '''ignore_incompatible_scenario''': {{DevFeature1.11}} a list of scenario ids. The scenarios with matching ids will be considered compatible with this era regardless their dependencies.&lt;br /&gt;
* '''allow_modification''': {{DevFeature1.11}} same as allow_scenario, but for modifications.&lt;br /&gt;
* '''disallow_modification''': {{DevFeature1.11}} same as disallow_scenario, but for modifications. Cannot be used in parallel with allow_modification.&lt;br /&gt;
* '''ignore_incompatible_modification''': {{DevFeature1.11}} same as ignore_incompatible_scenario, but for modifications.&lt;br /&gt;
* '''force_modification''': {{DevFeature1.11}} a list of modification ids. The specified modifications must be enabled to play this era.&lt;br /&gt;
* '''[multiplayer_side]''': a faction in the era. This tag contains many of the same keys as a [side] tag (A description of the [side] tag can be found in [[SideWML]]). When a multiplayer game is played, then the [side] tag for the scenario is merged with the keys(currently, not tags) of the [multiplayer_side] tag of the faction which the side chose.&lt;br /&gt;
** '''id''': faction ID - must be unique to your era. No gameplay effect&lt;br /&gt;
** '''name''': a description that Wesnoth displays as the option selecting that faction; see [[DescriptionWML]]. Any image in this description will ''not'' use the team color.&lt;br /&gt;
** '''image''': an image to display in the option. This image will use the team color.&lt;br /&gt;
** '''flag_rgb''': often set by [http://www.wesnoth.org/macro-reference.xhtml#MAGENTA_IS_THE_TEAM_COLOR MAGENTA_IS_THE_TEAM_COLOR]&lt;br /&gt;
** '''leader''': a list of unit types. Must be present. When this faction is chosen, the side can choose any of these unit types to be the side's leader (i.e. &amp;quot;Choose your Leader&amp;quot;). They will also have the option of having one of these types being chosen randomly.&lt;br /&gt;
** '''random_leader''': if this list of types is present, it would use this list to instead to choose a random leader. If not it would use '''leader'''&lt;br /&gt;
** '''random_faction''': default 'no'. If 'yes', then when this faction is chosen, another non random faction will be randomly chosen instead. The leader will also be chosen randomly.&lt;br /&gt;
** '''choices''': Empty by default. If non-empty and the faction has '''random_faction=yes''', it is the list of the IDs of the non random factions that will be choosen randomly. If empty, any faction can be chosen.&lt;br /&gt;
** '''except''': Empty by default. If the faction has random_faction=yes, it is the list of the IDs of the non random factions that will not be choosen randomly.&lt;br /&gt;
** '''type''': the unit type of the default leader for the side. This must be present. 'random' is a valid value here and will cause a random leader choice by default.&lt;br /&gt;
** '''recruit''': a comma-separated list of unit types this faction can recruit.&lt;br /&gt;
** '''extra_recruit''': a comma-separated list of unit types appended to the leader recruitlist (see [[SingleUnitWML]]).&lt;br /&gt;
** '''terrain_liked''': an unseparated list of terrains (see [[TerrainCodesWML]]). On random maps, these terrains will determine which keep the side is assigned, attempting to put it near the listed terrains.&lt;br /&gt;
* '''[event]''': any [event]s written inside the [era] tag will get included into scenarios that are played using this era. See [[EventWML]].&lt;br /&gt;
* '''[options]''': {{DevFeature1.11}} custom options. See [[OptionWML]] for details.&lt;br /&gt;
* '''[ai]''': See [[AiWML]] for details.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
* [[SideWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MapGeneratorWML&amp;diff=55880</id>
		<title>MapGeneratorWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MapGeneratorWML&amp;diff=55880"/>
		<updated>2014-11-17T20:25:23Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* [generator] */ fix markup&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map Generator WML is used to create scenarios which are randomly generated. Of course, any scenario may reconfigure itself during a start / prestart event as much as it likes, using randomness, but the Map Generator WML has the following advantages:&lt;br /&gt;
&lt;br /&gt;
* Wesnoth has several built-in map generators which can be configured with options, and these are much better developed than any existing pure WML options.&lt;br /&gt;
* Map generation occurs before the scenario is even loaded, something which is not possible for WML events. In an mp game, the map generator code will run only on the host, side-stepping any synchronization issues, and keeping your scenario code as simple as possible.&lt;br /&gt;
* For scenarios with &amp;quot;allow_new_game=yes&amp;quot; and which use map generators, the generator may be reconfigured in the mp create screen (assuming that someone has coded a dialog for it). The user can also select to regenerate the map and get instant feedback from the minimap display.&lt;br /&gt;
&lt;br /&gt;
== Scenario vs map generation ==&lt;br /&gt;
&lt;br /&gt;
Every map generator can be used in either '''scenario_generation''' mode or '''map_generation''' mode. In map_generation mode, the generator is only used to replace the map_data of your scenario. In scenario_generation mode, the entire [scenario] tag is replaced.&lt;br /&gt;
&lt;br /&gt;
To select a map generator and mode, in your [scenario] tag you must place '''one of'''&lt;br /&gt;
* '''scenario_generation=algorithm'''&lt;br /&gt;
* '''map_generation=algorithm'''&lt;br /&gt;
where '''algorithm''' is the generator algorithm you want to use. Note that not every algorithm is designed to be use with both of these options.&lt;br /&gt;
&lt;br /&gt;
You must additionally place a [generator] tag in your scenario, which contains the options to the map generator.&lt;br /&gt;
&lt;br /&gt;
== [generator] ==&lt;br /&gt;
&lt;br /&gt;
The exact things that should be placed in [generator] depend on what algorithm you pick. There are three kinds of generators, '''default''', '''cave''', '''lua''' {{DevFeature1.13|0}}, and '''yamg''' {{DevFeature1.13|0}}.&lt;br /&gt;
&lt;br /&gt;
For which key to use and what value, see the section for the generator you want to use.&lt;br /&gt;
&lt;br /&gt;
===The lua generator===&lt;br /&gt;
The lua generator type specifies a custom map generator, which you provide via lua scripts.&lt;br /&gt;
&lt;br /&gt;
The following keys are recognized for '''[generator]''' when the lua generator is used:&lt;br /&gt;
* '''create_map''' : A lua routine which returns a string containing the new map_data. The entire contents of the '''[generator]''' are passed to the script in a lua table (see [[LuaWML]]), via the argument '''...''' (see http://www.lua.org/pil/5.2.html).&lt;br /&gt;
* '''create_scenario''' : The same, but returning a '''[scenario]''' tag for the new scenario, as a lua table.&lt;br /&gt;
&lt;br /&gt;
Any other keys are used only by the lua script.&lt;br /&gt;
&lt;br /&gt;
The following keys of the output [scenario] are specifically watched by the mp create screen:&lt;br /&gt;
* '''id'''&lt;br /&gt;
* '''name'''&lt;br /&gt;
* '''description'''&lt;br /&gt;
* '''error_message'''&lt;br /&gt;
&lt;br /&gt;
====Available Lua API====&lt;br /&gt;
The usual in-game API, in the table '''wesnoth''', is not available to lua scripts. However the usual standard lua libs are available, and a random number generator object is available from the Rng table. This is an instance of the Mersenne Twister 19937 random number generator from the C++11 standard.&lt;br /&gt;
&lt;br /&gt;
* '''rng = Rng:create()''' : creates a new rng object&lt;br /&gt;
* '''rng:seed()''' : seed an rng, expects a string in hexadecimal format&lt;br /&gt;
* '''rng:draw()''' : draw a 32-bit random integer from the rng&lt;br /&gt;
&lt;br /&gt;
===The Default Generator===&lt;br /&gt;
The default generator can be used to generate map data for any scenario. The data in this section is inferred from “data/multiplayer/scenarios/Random_Scenario.cfg”, usage in add-on content, and inspection of mapgen.cpp&lt;br /&gt;
&lt;br /&gt;
'''Excerpt from mapgenerator comments:'''&lt;br /&gt;
&lt;br /&gt;
* Basically we generate alot of hills, each hill being centered at a certain point, with a certain radius - being a half sphere. Hills are combined additively to form a bumpy surface. The size of each hill varies randomly from 1-hill_size. We generate 'iterations' hills in total. The range of heights is normalized to 0-1000. 'island_size' controls whether or not the map should tend toward an island shape, and if so, how large the island should be. Hills with centers that are more than 'island_size' away from the center of the map will be inverted (i.e. be valleys). 'island_size' as 0 indicates no island.&lt;br /&gt;
&lt;br /&gt;
To use the default '''[generator]''' your '''[scenario]''' tag must contain one of the following keys:&lt;br /&gt;
* '''scenario_generation=default'''&lt;br /&gt;
* '''map_generation=default'''&lt;br /&gt;
If ‘scenario_generation’ is used, the engine will expect for your entire '''[scenario]''' sub tags to be inside a '''[scenario]''' tag inside '''[generator]'''. Tags outside of this will be ignored.  There may be value in this, but at this writing, it’s not clear.&lt;br /&gt;
‘map_generation=default’ is simpler and more commonly used.  It is also necessary to use this key so that you can regenerate a map in MP game creation.&lt;br /&gt;
In its use only generator data is in the '''[generator]''' tag, all other '''[scenario]''' data is placed outside of it. The exception is if you are making an initial MP scenario available in MP game creation, for this a '''[scenario]''' tag must appear inside of '''[generator]''', containing the '''[scenario]''' subtags you want to use. See “data/multiplayer/scenarios/Random_Scenario.cfg” for an example.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized for '''[generator]''' when the default generator is used:&lt;br /&gt;
* '''[scenario]''': See [[ScenarioWML]]&lt;br /&gt;
* '''name'''&lt;br /&gt;
** '''default'''&lt;br /&gt;
* '''map_width''','''map_height''': size of the map to generate&lt;br /&gt;
* '''iterations''': the number of times an attempt is being made to generate a hill&lt;br /&gt;
* '''hill_size''': hills will have a random size between 1 and ''hill_size''&lt;br /&gt;
* '''max_lakes''': the number of times an attempt is being made to generate a lake&lt;br /&gt;
* '''min_lake_height''': lakes are the starting point of rivers and need to start above a certain height&lt;br /&gt;
* '''lake_size''': the size of a lake still randomly generated&lt;br /&gt;
* '''river_frequency''': determine how much a river can run uphill and thus generate more rivers&lt;br /&gt;
&lt;br /&gt;
* '''villages''': villages per 1,000 hexes&lt;br /&gt;
* '''players''': Number of starting locations for the map.&lt;br /&gt;
* '''castle_size''': Number of castle tiles (including the keep), per player.&lt;br /&gt;
* '''temperature_iterations''': Same as iterations, but for the temperature map.&lt;br /&gt;
* '''temperature_size''': Same as hill_size, but for the temperature map. (Temperature map is generated the same way as a hill map, but is hard coded with a island_size of 0.)&lt;br /&gt;
* '''roads''': number of roads the generator will attempt to make&lt;br /&gt;
* '''road_windiness''': Use 1 for the road to be made using the cheapest path (based on [road_cost] tags), higher values introduce randomness to make the road wind a bit.&lt;br /&gt;
* '''island_size''': Use 1-5 for coastal maps and 6-10 for island maps. Bigger values may crash map generation process. Bigger numbers makes more water (and less land)&lt;br /&gt;
* '''default_flatland''': If not specified, is Grassland. If your height tags don't go down to 0, the default_flatland will be used (possibly in other cases as well).&lt;br /&gt;
* '''[height]''': list of common terrain types that come in at different heights, from highest to lowest. Good WML will have the range of 1000-0 covered.&lt;br /&gt;
** '''height''': the terrain specified below will appear at this height and up.&lt;br /&gt;
** '''terrain''': 1 terrain code&lt;br /&gt;
* '''[convert]''': used to make terrain conversions. For example, water becomes ice at low temperatures, grass snow, etc. If the terrain is between the min_x and max_x it will be converted. If min_x is not defined it will default to a large negative number. If max_x is not defined it will default to a large positive number&lt;br /&gt;
** '''min_height'''&lt;br /&gt;
** '''max_height'''&lt;br /&gt;
** '''min_temperature'''&lt;br /&gt;
** '''max_temperature'''&lt;br /&gt;
** '''from''': a comma separated terrains to convert from&lt;br /&gt;
** '''to''': The terrain to convert these terrains to&lt;br /&gt;
* '''[road_cost]'''&lt;br /&gt;
** '''terrain''' 1 terrain code&lt;br /&gt;
** '''cost''': how expensive it is the create a road on this terrain, this influences the odds of this terrain getting a road&lt;br /&gt;
** '''convert_to_bridge''': a comma separated list of terrains; N/S, then NE/SW, then NW/SE.&lt;br /&gt;
** '''convert_to''': 1 terrain code (note using both ''convert_to_bridge'' and ''convert_to'' might result in unwanted results)&lt;br /&gt;
* '''[village]''': The conversion of terrains to villages&lt;br /&gt;
** '''terrain''': 1 terrain code which will be converted to a village&lt;br /&gt;
** '''convert_to''': 1 terrain code for the village&lt;br /&gt;
** '''adjacent_liked''': a comma separated terrain list. This list increases the rating for a certain location, every tile around the location will be tested against this list and for every match the rating of the location is increased. The same terrain twice in the list will double the rating increase for that location.&lt;br /&gt;
** '''rating''': chance of appearing&lt;br /&gt;
* '''[castle]''': the conversion of castles&lt;br /&gt;
** '''valid_terrain''': a comma-separated terrain list with terrains which are allowed to be converted to a castle.&lt;br /&gt;
** '''min_distance''': all castles generated must be this number of hexes apart from each other&lt;br /&gt;
* '''[naming]''': The names used to label landscape features (forests, lakes, etc.). This controls, for example, the &amp;quot;Fox&amp;quot; part of &amp;quot;Foxwood&amp;quot;. If this tag is empty, those labels should be suppressed. (Due to a bug, they are not suppressed prior to 1.11.1.) The predefined macro VILLAGE_NAMES is one option for the contents of this tag. If that macro is not used, this tag takes one key.&lt;br /&gt;
** '''male_names'''&lt;br /&gt;
* '''[village_naming]''': The names used to label villages. This controls, for example, the &amp;quot;Fox&amp;quot; part of &amp;quot;Foxham&amp;quot;. If this tag is empty, those labels should be suppressed. (Due to a bug, they are not suppressed prior to 1.11.1.) The predefined macro VILLAGE_NAMES is one option for the contents of this tag. If that macro is not used, this tag takes one key.&lt;br /&gt;
** '''male_names'''&lt;br /&gt;
&lt;br /&gt;
===The Cave Generator===&lt;br /&gt;
The cave generator does not appear to have been written for multiplayer scenario game creation like the default generator was.  It is used in '''campaigns\Sceptre_of_Fire\scenarios\4_Gathering_Materials.cfg''' &amp;amp; '''campaigns\Heir_To_The_Throne\scenarios\ 17_Scepter_of_Fire.cfg '''. The data here is inferred from those scenarios and an inspection of cavegen.cpp&lt;br /&gt;
&lt;br /&gt;
To use the cave '''[generator]''' your '''[scenario]'''  tag must contain one of the following keys:&lt;br /&gt;
* '''scenario_generation=cave'''&lt;br /&gt;
* '''map_generation=cave'''&lt;br /&gt;
Here it is recommend you use ‘scenario_generation’ as there are examples to follow, though it may be possible to use’ map_generation’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The following key/tags are recognized for '''[generator]''' when the cave generator is used:&lt;br /&gt;
* '''[settings]''':  behaves as if '''[scenario]''', See [[ScenarioWML]]&lt;br /&gt;
* '''map_width''','''map_height''': size of the map to generate&lt;br /&gt;
* '''village_density''': influences number of villages&lt;br /&gt;
* '''flipx_chance''': Chance to flip x coordinates, that meens the map is mirrored at the vertical axis in its midth.&lt;br /&gt;
* '''flipy_chance''': Chance to flip y coordinates, that meens the map is mirrored at the horizontal axis in its midth.&lt;br /&gt;
* '''[chamber]''': for underground maps&lt;br /&gt;
** '''id''': a name used to identify where the passages lead.  See the [passage] tag, below.&lt;br /&gt;
** '''x''','''y''': approximate location of the center hex of the chamber.  Unfortunately it isn't always exact.  Can be a single number (x=5) or a range (x=10-20)&lt;br /&gt;
** '''size''': circular radius of the chamber, including the center hex&lt;br /&gt;
** '''jagged''': a good value is probably between 0-50 (not sure exactly)&lt;br /&gt;
** '''chance''': chance for the chamber to be generated, between 0 and 100, 100 if key not present&lt;br /&gt;
** '''[items]''': See [[ScenarioWML]].  This can contain tags normally found under [scenario] like [side], [item], and [event].  Moveto events definitely work here (using the same_location_as_previous key instead of a location filter).  Other events can be placed in the [settings] tag, above.  Locations of items will be generated randomly.  The attribute '''same_location_as_previous=yes''' means that the filter for a moveto event (see [[EventWML]]) is the same as the location of the previous item.&lt;br /&gt;
** '''[passage]''': defines a pathway between chambers&lt;br /&gt;
*** '''destination''': the id key of the destination chamber&lt;br /&gt;
*** '''windiness''': a good value is probably between 1-10&lt;br /&gt;
*** '''laziness''':&lt;br /&gt;
*** '''width''': number of hexes&lt;br /&gt;
*** '''jagged''': a good value is probably between 1-10&lt;br /&gt;
*** '''chance''': chance for the passage to be generated, between 0 and 100, 100 if key not present&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== YAMG generator ===&lt;br /&gt;
&lt;br /&gt;
*** Please document me! ***&lt;br /&gt;
&lt;br /&gt;
== Infrastructure ==&lt;br /&gt;
&lt;br /&gt;
* The default generator settings are loaded from a scenario file under data/multiplayer/scenarios.&lt;br /&gt;
* mapgen_dialog overwrites these values if necessary.&lt;br /&gt;
* The create_map / create_scenario function is called by one of the following&lt;br /&gt;
** multiplayer_create_engine.cpp:394&lt;br /&gt;
** context_manager.cpp:648&lt;br /&gt;
** map_create.cpp:56&lt;br /&gt;
* A map buffer is written to res[&amp;quot;map_data&amp;quot;]&lt;br /&gt;
* the config res is passed to the calling function.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[ScenarioWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55818</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55818"/>
		<updated>2014-10-29T15:20:56Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Calão do jogo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
* Manuela Silva [mailto:manuelaPONTOsilvaAROBAskyPONTOcom]&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador com o sujeito subententido.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A exceção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| transferir&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| noturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projeto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Soberano&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teófilo Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjetivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor/Dom&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| Lich&lt;br /&gt;
| Liche&lt;br /&gt;
|-&lt;br /&gt;
| Cepter of Fire&lt;br /&gt;
| Ceptro do Fogo (intencionalmente pre-AO)&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55817</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55817"/>
		<updated>2014-10-28T20:28:53Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Estilos e vocabulário */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
* Manuela Silva [mailto:manuelaPONTOsilvaAROBAskyPONTOcom]&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador com o sujeito subententido.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A exceção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| transferir&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| noturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projeto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Soberano&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teófilo Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjetivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor/Dom&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| Lich&lt;br /&gt;
| Liche&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55816</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55816"/>
		<updated>2014-10-28T20:26:37Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Calão do jogo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
* Manuela Silva [mailto:manuelaPONTOsilvaAROBAskyPONTOcom]&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A exceção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| transferir&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| noturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projeto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Soberano&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teófilo Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjetivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor/Dom&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| Lich&lt;br /&gt;
| Liche&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55815</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=55815"/>
		<updated>2014-10-28T20:23:42Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Equipa da tradução */ translators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
* Manuela Silva [mailto:manuelaPONTOsilvaAROBAskyPONTOcom]&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A exceção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| transferir&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| noturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projeto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Soberano&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teófilo Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjetivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wml_optimisation&amp;diff=55686</id>
		<title>Wml optimisation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wml_optimisation&amp;diff=55686"/>
		<updated>2014-10-12T14:07:49Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* The basics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The basics==&lt;br /&gt;
The first thing you need to know: '''If you have no problems with performance, then don't bother'''.&lt;br /&gt;
Any optimisation is supposed to help you in following situations:&lt;br /&gt;
* The game freezes for several seconds after each user action&lt;br /&gt;
* Your scenario loading time is longer than several minutes&lt;br /&gt;
* Your add-on codebase is larger than 5 megabytes&lt;br /&gt;
&lt;br /&gt;
===What you should know next===&lt;br /&gt;
*[[PreprocessorRef#Preprocessor_directives|Macros]]&lt;br /&gt;
*[[EventWML]]&lt;br /&gt;
*[[EventWML#Custom_events|Custom events]]&lt;br /&gt;
*[[ConditionalActionsWML#.5Bwhile.5D|While loops]]&lt;br /&gt;
&lt;br /&gt;
===How do I optimise my code?===&lt;br /&gt;
&lt;br /&gt;
So, you've written your campaign, scenario or era and it works. Congratulations, but your work is far from over! If your campaign or scenario is big enough, you'll often notice that it runs very slowly, and you need to do something about it. Or maybe you have a powerful computer and you'd like to make sure that other, weaker machines won't have troubles with running your content. Or perhaps, you just want to learn how to write code that not only works, but is also efficient.&lt;br /&gt;
&lt;br /&gt;
The first thing to know, since apparently it's not stressed enough, macros '''do not''' improve performance! Macros only make your code more readable and easier to maintain. Try to refrain from using big macros, and more importantly, avoid using macros inside macros (inside macros, inside macros... yes, I've seen it happen, and yes I've tried doing it myself when I was new to wml). Under the covers, WML macros are replaced by the code they represent, and if there are macros inside macros (especially big ones), lines of code multiply horribly fast.&lt;br /&gt;
&lt;br /&gt;
What's a better way to write code that appears often? ''Custom events''' and ''while loops''! By defining a '''custom event''', and firing it when needed, you'll save a lot of code lines, make your code nicer to read and much more efficient. Same goes for the '''while loop''': instead of copy/pasting your code, try to use a loop, whenever you can. Let's take a look at this example problem: whenever side 1 unit enters a village, you want to place 5 walking corpses around this village. Let's say there are 6 villages in question with coordinates (1,1), (2,2), (3,3), (4,4), (5,5), (6,6).&lt;br /&gt;
&lt;br /&gt;
====Inefficient example====&lt;br /&gt;
&lt;br /&gt;
    #NOTE: remember, this should work alright, but it is not efficient! Imagine if you have much more villages in mind, or you want to spawn more zombies&lt;br /&gt;
    &lt;br /&gt;
    #define SPAWN_ZOMBIES X Y SIDE&lt;br /&gt;
    [unit]&lt;br /&gt;
    side={SIDE}&lt;br /&gt;
    type=Walking Corpse&lt;br /&gt;
    x,y={X},{Y}&lt;br /&gt;
    placement=map_passable&lt;br /&gt;
    [unit]&lt;br /&gt;
    [unit]&lt;br /&gt;
    side={SIDE}&lt;br /&gt;
    type=Walking Corpse&lt;br /&gt;
    x,y={X},{Y}&lt;br /&gt;
    placement=map_passable&lt;br /&gt;
    [unit]&lt;br /&gt;
    [unit]&lt;br /&gt;
    side={SIDE}&lt;br /&gt;
    type=Walking Corpse&lt;br /&gt;
    x,y={X},{Y}&lt;br /&gt;
    placement=map_passable&lt;br /&gt;
    [unit]&lt;br /&gt;
    [unit]&lt;br /&gt;
    side={SIDE}&lt;br /&gt;
    type=Walking Corpse&lt;br /&gt;
    x,y={X},{Y}&lt;br /&gt;
    placement=map_passable&lt;br /&gt;
    [unit]&lt;br /&gt;
    [unit]&lt;br /&gt;
    side={SIDE}&lt;br /&gt;
    type=Walking Corpse&lt;br /&gt;
    x,y={X},{Y}&lt;br /&gt;
    placement=map_passable&lt;br /&gt;
    [unit]&lt;br /&gt;
    #enddef&lt;br /&gt;
    &lt;br /&gt;
    [event]&lt;br /&gt;
    name=moveto&lt;br /&gt;
        [filter]&lt;br /&gt;
        side=1&lt;br /&gt;
        x,y=1,1&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=2,2&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=3,3&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=4,4&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=5,5&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=6,6&lt;br /&gt;
        [/or]&lt;br /&gt;
        [/filter]&lt;br /&gt;
    &lt;br /&gt;
        {SPAWN_ZOMBIES $unit.x $unit.y 2}&lt;br /&gt;
    [/event]&lt;br /&gt;
&lt;br /&gt;
Looks pretty innocent, right? But imagine that there are more villages. Or better yet, imagine you want to increase the amount of zombies, you'll have to copy/paste even more, and it's easy to make a mistake while doing it. &lt;br /&gt;
&lt;br /&gt;
====More efficient example====&lt;br /&gt;
&lt;br /&gt;
    #first, let's define our custom event:&lt;br /&gt;
    [event]&lt;br /&gt;
    name=spawn_zombies&lt;br /&gt;
    first_time_only=no&lt;br /&gt;
    #it's easy to forget, but you have to set first_time_only in custom events too&lt;br /&gt;
    {VARIABLE i 0}&lt;br /&gt;
    [while]&lt;br /&gt;
        [variable]&lt;br /&gt;
        name=i&lt;br /&gt;
        less_than_equal_to=5&lt;br /&gt;
    #repeating the loop 5 times for 5 zombies, note how easy it is now to change the amount of zombies you want to spawn!&lt;br /&gt;
        [/variable]&lt;br /&gt;
        [do]&lt;br /&gt;
            [unit]&lt;br /&gt;
            side=2&lt;br /&gt;
            type=Walking Corpse&lt;br /&gt;
            x,y=$unit.x,$unit.y&lt;br /&gt;
    #unit variable is passed to this event from the parent event. &lt;br /&gt;
            placement=map_passable&lt;br /&gt;
            [unit]&lt;br /&gt;
            {VARIABLE_OP i add 1}&lt;br /&gt;
        [/do]&lt;br /&gt;
    [/while]&lt;br /&gt;
    {CLEAR_VARIABLE i}&lt;br /&gt;
    [/event]&lt;br /&gt;
    &lt;br /&gt;
    [event]&lt;br /&gt;
    name=moveto&lt;br /&gt;
        [filter]&lt;br /&gt;
        side=1&lt;br /&gt;
        x,y=1,1&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=2,2&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=3,3&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=4,4&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=5,5&lt;br /&gt;
        [/or]&lt;br /&gt;
        [or]&lt;br /&gt;
        x,y=6,6&lt;br /&gt;
        [/or]&lt;br /&gt;
        [/filter]&lt;br /&gt;
    &lt;br /&gt;
        [fire_event]&lt;br /&gt;
        name=spawn_zombies&lt;br /&gt;
        [/fire_event]&lt;br /&gt;
    [/event]&lt;br /&gt;
&lt;br /&gt;
===Fired events vs macros===&lt;br /&gt;
&lt;br /&gt;
But if ''fire events'' are so cool and efficient, what is the advantage of using ''macros''? Good question. As you can see, custom events have one issue: ''it's harder to set dynamic variables in fired events''. When defining macros, you specify arguments and those arguments are declared ''whenever we're using that macro'' and can be changed in any way you, and more importantly, someone else wants. Remember, that you might want to start a bigger project and invite someone to help you with the code. '''Macros are obvious and transparent in usage''' - when reading a macro definition you always know what is the changing variable and what is a constant. In custom events, it is not so obvious.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at one of the default macros included with wesnoth:&lt;br /&gt;
&lt;br /&gt;
    #define ABILITY_REGENERATES&lt;br /&gt;
    # Canned definition of the Regenerate ability to be included in an [abilities]&lt;br /&gt;
    # clause.&lt;br /&gt;
    [regenerate]&lt;br /&gt;
        value=8&lt;br /&gt;
        id=regenerates&lt;br /&gt;
        name= _ &amp;quot;regenerates&amp;quot;&lt;br /&gt;
        female_name= _ &amp;quot;female^regenerates&amp;quot;&lt;br /&gt;
        description= _ &amp;quot;Regenerates:&lt;br /&gt;
    The unit will heal itself 8 HP per turn. If it is poisoned, it will remove the poison instead of healing.&amp;quot;&lt;br /&gt;
        affect_self=yes&lt;br /&gt;
        poison=cured&lt;br /&gt;
    [/regenerate]&lt;br /&gt;
    #enddef&lt;br /&gt;
&lt;br /&gt;
This is a good macro, because replacing it by a custom event would be complicated and messy and it wouldn't save a lot of code, anyway. Another example is&lt;br /&gt;
&lt;br /&gt;
    #define GENERIC_UNIT SIDE TYPE X Y&lt;br /&gt;
    # Creates a generic unit of TYPE belonging to SIDE at X,Y, which has a&lt;br /&gt;
    # random name, gender and traits (just like a recruited unit).&lt;br /&gt;
    [unit]&lt;br /&gt;
        side={SIDE}&lt;br /&gt;
        type={TYPE}&lt;br /&gt;
        x={X}&lt;br /&gt;
        y={Y}&lt;br /&gt;
        generate_name=yes&lt;br /&gt;
        random_traits=yes&lt;br /&gt;
        random_gender=yes&lt;br /&gt;
        upkeep=full&lt;br /&gt;
    [/unit]&lt;br /&gt;
    #enddef&lt;br /&gt;
&lt;br /&gt;
This time, making a custom event would be fairly easy, but it would be much less transparent in usage. The code {GENERIC_UNIT 1 Spearman 12 3} is self-explanatory, simple and versatile.&lt;br /&gt;
&lt;br /&gt;
==Do not treat macroses as functions==&lt;br /&gt;
Main advantage of macroses is that they allow you to reuse your code with less effort. But you need to take into account how ''exactly'' they are used by Wesnoth. Look at the example&lt;br /&gt;
&lt;br /&gt;
    #define CREATE_REINFORCMENT SIDE &lt;br /&gt;
    {VARIABLE temp_side {SIDE}}&lt;br /&gt;
    [variable]&lt;br /&gt;
        name = temp_side&lt;br /&gt;
        value = 1&lt;br /&gt;
    [/variable]&lt;br /&gt;
    [if]&lt;br /&gt;
        {VARIABLE_CONDITIONAL temp_side equals 1}&lt;br /&gt;
        [then]&lt;br /&gt;
            {GENERIC_UNIT 1 &amp;quot;Walking Corpse&amp;quot; 12 3}&lt;br /&gt;
        [/then]&lt;br /&gt;
    [/if]&lt;br /&gt;
    [if]&lt;br /&gt;
        {VARIABLE_CONDITIONAL temp_side equals 2}&lt;br /&gt;
        [then]&lt;br /&gt;
            {GENERIC_UNIT 2 &amp;quot;Spearman&amp;quot; 3 16}&lt;br /&gt;
        [/then]&lt;br /&gt;
    [/if]&lt;br /&gt;
    {CLEAR_VARIABLE temp_side}&lt;br /&gt;
    #enddef&lt;br /&gt;
    [event]&lt;br /&gt;
    name=turn 10&lt;br /&gt;
        {CREATE_REINFORCMENT 1}&lt;br /&gt;
        {CREATE_REINFORCMENT 2}&lt;br /&gt;
    [/event]&lt;br /&gt;
&lt;br /&gt;
In this example I wanted to create additional units for each side at turn 10. Side 1 is undeads and side 2 is loyalists. Everything looks good, but there is a mistake. When Wesnoth loads scenario, all macroses are substituted with their meaning. This example becomes:&lt;br /&gt;
    &lt;br /&gt;
    [event]&lt;br /&gt;
        name=&amp;quot;turn 10&amp;quot;&lt;br /&gt;
        [set_variable]&lt;br /&gt;
            name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            value=1&lt;br /&gt;
        [/set_variable]&lt;br /&gt;
        [if]&lt;br /&gt;
            [variable]&lt;br /&gt;
                equals=1&lt;br /&gt;
                name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            [/variable]&lt;br /&gt;
            [then]&lt;br /&gt;
                [unit]&lt;br /&gt;
                    generate_name=yes&lt;br /&gt;
                    random_gender=yes&lt;br /&gt;
                    random_traits=yes&lt;br /&gt;
                    side=1&lt;br /&gt;
                    type=&amp;quot;Walking Corpse&amp;quot;&lt;br /&gt;
                    upkeep=&amp;quot;full&amp;quot;&lt;br /&gt;
                    x=12&lt;br /&gt;
                    y=3&lt;br /&gt;
                [/unit]&lt;br /&gt;
            [/then]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [if]&lt;br /&gt;
            [variable]&lt;br /&gt;
                equals=2&lt;br /&gt;
                name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            [/variable]&lt;br /&gt;
            [then]&lt;br /&gt;
        # PART 1 BEGINS&lt;br /&gt;
                [unit]&lt;br /&gt;
                    generate_name=yes&lt;br /&gt;
                    random_gender=yes&lt;br /&gt;
                    random_traits=yes&lt;br /&gt;
                    side=2&lt;br /&gt;
                    type=&amp;quot;Spearman&amp;quot;&lt;br /&gt;
                    upkeep=&amp;quot;full&amp;quot;&lt;br /&gt;
                    x=3&lt;br /&gt;
                    y=16&lt;br /&gt;
                [/unit]&lt;br /&gt;
        # PART 1 ENDS&lt;br /&gt;
            [/then]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [clear_variable]&lt;br /&gt;
            name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
        [/clear_variable]&lt;br /&gt;
        [set_variable]&lt;br /&gt;
            name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            value=2&lt;br /&gt;
        [/set_variable]&lt;br /&gt;
        [if]&lt;br /&gt;
            [variable]&lt;br /&gt;
                equals=1&lt;br /&gt;
                name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            [/variable]&lt;br /&gt;
            [then]&lt;br /&gt;
        # PART 2 BEGINS&lt;br /&gt;
                [unit]&lt;br /&gt;
                    generate_name=yes&lt;br /&gt;
                    random_gender=yes&lt;br /&gt;
                    random_traits=yes&lt;br /&gt;
                    side=1&lt;br /&gt;
                    type=&amp;quot;Walking Corpse&amp;quot;&lt;br /&gt;
                    upkeep=&amp;quot;full&amp;quot;&lt;br /&gt;
                    x=12&lt;br /&gt;
                    y=3&lt;br /&gt;
                [/unit]&lt;br /&gt;
        # PART 2 ENDS&lt;br /&gt;
            [/then]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [if]&lt;br /&gt;
            [variable]&lt;br /&gt;
                equals=2&lt;br /&gt;
                name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
            [/variable]&lt;br /&gt;
            [then]&lt;br /&gt;
                [unit]&lt;br /&gt;
                    generate_name=yes&lt;br /&gt;
                    random_gender=yes&lt;br /&gt;
                    random_traits=yes&lt;br /&gt;
                    side=2&lt;br /&gt;
                    type=&amp;quot;Spearman&amp;quot;&lt;br /&gt;
                    upkeep=&amp;quot;full&amp;quot;&lt;br /&gt;
                    x=3&lt;br /&gt;
                    y=16&lt;br /&gt;
                [/unit]&lt;br /&gt;
            [/then]&lt;br /&gt;
        [/if]&lt;br /&gt;
        [clear_variable]&lt;br /&gt;
            name=&amp;quot;temp_side&amp;quot;&lt;br /&gt;
        [/clear_variable]&lt;br /&gt;
    [/event]&lt;br /&gt;
&lt;br /&gt;
Obviously part 1 and part 2 will never happen. It makes conditional check useless while you code becomes more complex. This is very common mistake even in advanced scenarios and add-ons. To avoid this problem, you need to follow the rule: '''Do not make conditional actions based on values of arguments'''. If you need to do this, then you need to think over situation again. In our example it might be:&lt;br /&gt;
&lt;br /&gt;
    [event]&lt;br /&gt;
    name=turn 10&lt;br /&gt;
        {GENERIC_UNIT 1 &amp;quot;Walking Corpse&amp;quot; 12 3}&lt;br /&gt;
        {GENERIC_UNIT 2 &amp;quot;Spearman&amp;quot; 3 16}&lt;br /&gt;
    [/event]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Analogies to &amp;quot;real&amp;quot; programming==&lt;br /&gt;
&lt;br /&gt;
Now that you know how to use macros and custom events to optimise your code, let's take a moment to think how you could use your knowledge outside Wesnoth. You've probably heard about c++, python, lua or any other programming language. Just like them, WML has some common features but under slightly different names. For example, instead of making custom ''events'', you're making custom ''functions'' and ''procedures'' that can be used further in your code in a very similar way. That's why understanding optimisation is so important - it'll help you understand real programming problems, and develop good habits!&lt;br /&gt;
&lt;br /&gt;
==Further reading==&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.wesnoth.org/Advanced_Optimisations_and_Hacks More complex optimisations] - read this only if you believe you know everything!&lt;br /&gt;
*[http://www.wesnoth.org/macro-reference.xhtml Macro reference]&lt;br /&gt;
*[[LuaWML]]&lt;br /&gt;
*[[ConventionsWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category:WML_Tips]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=ShroudDataWML&amp;diff=54828</id>
		<title>ShroudDataWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=ShroudDataWML&amp;diff=54828"/>
		<updated>2014-04-24T14:43:53Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Making 'shroud_data' */  Don't call it &amp;quot;M$&amp;quot; and added note about fog&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Making 'shroud_data' =&lt;br /&gt;
&lt;br /&gt;
As pointed out in [[SideWML]] you can add the key shroud_data to a [side] tag to describe what parts of the map should be shrouded for a side and what parts not. This comes in handy when you need to unshroud a large part of the map from the start of the game. When you would use the [remove_shroud] tag for that purpose (eg in the prestart event) you would  have to a list of x,y coordinates and this can become somewhat lengthy, and it's difficult to find out what coordinates need to be set.&lt;br /&gt;
&lt;br /&gt;
This tutorial is going to make a file containing the data that will unshroud those parts of the map you'd like to see unshrouded.&lt;br /&gt;
All you need is:&lt;br /&gt;
* the wesnoth map editor&lt;br /&gt;
* your favorite text editor (with a search &amp;amp; replace function)&lt;br /&gt;
* a spreadsheet like Microsoft Excel or Libreoffice Calc&lt;br /&gt;
&lt;br /&gt;
== Making your map ==&lt;br /&gt;
First of all you will need a map. This can be made in the wesnoth map editor (see [[BuildingMaps]] for more information)&lt;br /&gt;
Once you've got that, make a copy. If you like to, you can renaim this copy to eg MapName_Shroud to indicate this file will contain the shroud data.&lt;br /&gt;
&lt;br /&gt;
== Selecting what tiles will be unshrouded + flipping the map ==&lt;br /&gt;
(Open MapName_Shroud again in the editor if you closed it)&lt;br /&gt;
You can now select the tiles in the editor you want to be unshrouded. Hold shift and click left to (un)select a single tile and hold shift+alt and click left to select adjecent terrain tiles of the same type.&lt;br /&gt;
Now fill your selection with one terrain type, and then select all the other tiles and fill it with another type.&lt;br /&gt;
&lt;br /&gt;
Once that's done, you can save again and quit the editor.&lt;br /&gt;
&lt;br /&gt;
Import the file in your spreadsheet (in Openoffice.org: Insert-&amp;gt;Sheet From File) and select the comma as seperator. You should see an example of what it will look like, if each lettercombination has it's own cell, then things are good.&lt;br /&gt;
Select all of the cells and press ctrl+x (Edit-&amp;gt;Cut). Then select the top left most cell on the sheet and right click in it. Select 'Paste special'. A dialog window appears. There should be a checkbox name 'transpose', check it.&lt;br /&gt;
Now you've switched the rows and columns in the map. Select all of your cells again and press ctrl+c (Edit-&amp;gt;Copy).&lt;br /&gt;
Open your favorite text editor and press ctrl+v in a new file. Save this file over your MapName_Shroud file.&lt;br /&gt;
&lt;br /&gt;
== Rewriting the data of the map ==&lt;br /&gt;
(Open MapName_Shroud in your text editor if you closed it)&lt;br /&gt;
Now you'll see a (text) table containing the map data. You should see only two letter combinations are present, one for the shrouded part and one without. Use search and replace to search for the 'unshroud' letter combination (include leading and trailing spaces) and replace it with a '1' (without quotes). Then do the same for the 'shroud' combination and replace it with a '0'.&lt;br /&gt;
Make sure nothing separates the zeros from the ones.&lt;br /&gt;
Once All that is done you only need to add a pipe in front of each line in this file. The result should look something like this:&lt;br /&gt;
&lt;br /&gt;
 |000000000000000000&lt;br /&gt;
 |000000000000000000&lt;br /&gt;
 |000000000000000000&lt;br /&gt;
 |000001111111000000&lt;br /&gt;
 |000001111111000000&lt;br /&gt;
 |000001111111000000&lt;br /&gt;
 |000001111111000000&lt;br /&gt;
 |000001111111000000&lt;br /&gt;
&lt;br /&gt;
Save the file and reference it in you scenario .cfg-file like this (make sure the quotes are present, if not this will break the file):&lt;br /&gt;
&lt;br /&gt;
 [side]&lt;br /&gt;
    ...&lt;br /&gt;
    shroud_data=&amp;quot;{@url/MapName_Shroud}&amp;quot;&lt;br /&gt;
    ...&lt;br /&gt;
 [/side]&lt;br /&gt;
&lt;br /&gt;
Happy Unshrouding!&lt;br /&gt;
&lt;br /&gt;
=== Footnote ===&lt;br /&gt;
{{DevFeature1.11}} The same holds true for setting fog in scenarios (though of limited use), just replace ''shroud_data'' with ''fog_data'' in the side definition.&lt;br /&gt;
&lt;br /&gt;
[[Category:Create]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=53188</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=53188"/>
		<updated>2014-02-21T13:10:20Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Lista de Traduções */ fix broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar ativamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Ativos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
* alfalb (tradutor/revisor de prova) [mailto:alfredoDOTsilvaATskyDOTcom]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou através do IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente, pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada por e-mail ou na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controlo [http://git-scm.com/ Git] e os ficheiros atuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abertos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal], são bons exemplos de programas de código aberto e plataforma múltipla que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o ''patch'' para o responsável pelo projeto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objetivos dos cenários e dos comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A exceção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso direto===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (exceções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjetivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialeto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| transferir&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| noturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projeto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Soberano&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teófilo Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjetivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A lista seguinte, pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?version=master&amp;amp;package=&amp;amp;lang=pt Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Hiperligações Diversas ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52940</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52940"/>
		<updated>2014-01-26T20:26:43Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Equipa da tradução */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.isATgmailDOTcom]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abridos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=52939</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=52939"/>
		<updated>2014-01-26T20:25:18Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Translations */ anti-spam and reordered alfabethicaly&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: Ivica Đurenec (charlieh65) - [mailto:ivicaDOTdurenecATgmailDOTcom]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Espreon - [mailto:Majora700ATgmailDOTcom]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Jarkko Patteri (Jarkko) - [mailto:jarkkopatteriATgmailDOTcom], Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Pascal (Haldric) - Please use the translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Farkas János - [mailto:mailDOTjanosDOTfarkasATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Antonio Rosella - [mailto:arosellaATyahooDOTcom]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - maintainer: Espreon - [mailto:Majora700ATgmaillDOTcom]&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: position vacant&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|Portuguese (European)]] - maintainer: trewe [mailto:sjrs456ATyahooDOTfr]&lt;br /&gt;
* [[RACVTranslation|RACV]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[Scottish_Gaelic_Translation|Scottish Gaelic]] - maintainer: GunChleoc- [mailto:fiosAIGforamnagaidhligDOTnet]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen913ATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: no one (contact Espreon for information [mailto:Majora700ATgmailDOTcom])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Niklas Bolmdahl (dacovale) - [mailto:wesnothATniklasDOTbolmdahlDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: robson - [mailto:arobsonATyandexDOTru]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=52937</id>
		<title>InterfaceActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InterfaceActionsWML&amp;diff=52937"/>
		<updated>2014-01-26T20:21:08Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* [inspect] */ corrected obsolete info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Interface actions ==&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], interface actions are actions that do not have a direct effect on gameplay;&lt;br /&gt;
instead, they show something to the player.  The main interface tags&lt;br /&gt;
are '''[message]''' and '''[objectives]''', but several other tags affect&lt;br /&gt;
the interface also.&lt;br /&gt;
&lt;br /&gt;
== [inspect] ==&lt;br /&gt;
This user interface instantly displays the gamestate inspector dialog at the current scenario state (the same one that can be brought up with [[CommandMode|the ''':inspect''' command]]), which can be used to inspect the values of WML variables, AI configuration, recall lists, and more.&lt;br /&gt;
&lt;br /&gt;
* '''name''': optional attribute to specify the name of this gamestate inspector dialog. It is just a label to help differentiate between different invocations of gamestate inspector dialog.&lt;br /&gt;
&lt;br /&gt;
== [message] ==&lt;br /&gt;
The most commonly used interface action is [message], which displays a message to the user in a dialog box. It can also be used to take input from the user.&lt;br /&gt;
&lt;br /&gt;
The following key/tags are accepted for [message]:&lt;br /&gt;
* [[StandardUnitFilter]]: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (The unit has probably been killed).&amp;lt;br&amp;gt;'''[message]''' elements should be constructed so that it is either guaranteed that a certain unit is alive, or so that dialog flows smoothly even if the message isn't displayed.&lt;br /&gt;
&lt;br /&gt;
* '''speaker''': an alternative to standard unit filter. You may specify as the value of the speaker attribute a unit id or any of the following special values:&lt;br /&gt;
** '''narrator''': the dialog box is displayed without a caption for the unit speaking or a unit image&lt;br /&gt;
** '''unit''': the primary unit for the event is speaking&lt;br /&gt;
** '''second_unit''': the secondary unit for the event is speaking&lt;br /&gt;
&lt;br /&gt;
* '''message''': (translatable) the text to display to the right of the image. ''message'' is sometimes multiple lines; if it is, be sure to use quotes(''' ' ''' or ''' &amp;quot; ''')&lt;br /&gt;
* '''[show_if]''': if present then this message will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
* '''side_for''': (default: all sides) comma-separated list of sides for who message is shown. (Note: Don't use this if the message has options, as such message can only be shown to the current player.)&lt;br /&gt;
* '''image''': (default: profile image of speaker) the image to display next to the message. Append ~RIGHT() if you want the image to appear on the right side.&lt;br /&gt;
* '''caption''': (default: name of speaker) the caption to display beside the image. Name to be displayed. Note: use a translation mark to avoid wmllint errors.&lt;br /&gt;
* '''scroll''': Boolean specifying whether the game view should scroll to the speaking unit. Defaults to ''yes''.&lt;br /&gt;
* '''duration''': (default: 10) the minimum number of frames for this message to be displayed. (A frame lasts about 30 milliseconds.) During this time any dialog decisions will be disregarded.&lt;br /&gt;
* '''sound''': a sound effect (wav file) to play as the message is displayed. This can be a comma-separated list, from which one will be randomly chosen.&lt;br /&gt;
* '''[option]''': No '''[option]''' elements have to be used. If '''[option]''' elements are present, then each option will be displayed in a menu for the user to select one option.&lt;br /&gt;
** '''message''': (translatable) the text displayed for the option (see [[DescriptionWML]])&lt;br /&gt;
** '''[show_if]''': if present then this option will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]])&lt;br /&gt;
** '''[command]''': an element containing actions which are executed if the option is selected.&lt;br /&gt;
* '''[text_input]''': there can be only one [text_input] tag. this adds a text input field to the message.&lt;br /&gt;
** '''variable''': the variable that the user's input will be written to&lt;br /&gt;
** '''label''': a text label to the left of the input field&lt;br /&gt;
** '''max_length''': the maximum number of characters that may be typed into the field&lt;br /&gt;
** '''text''': text that is written into the field in the beginning&lt;br /&gt;
* Check [[EventWML#Multiplayer_safety]] to find out in which events you can safely use '''[option]''' and '''[text_input]''' without causing OOS.&lt;br /&gt;
&lt;br /&gt;
=== Formatting ===&lt;br /&gt;
In 1.8, [http://developer.gnome.org/pango/unstable/PangoMarkupFormat.html Pango markup formatting codes] have been adopted for '''[message]'''. These can also be used in unit names (user_description), objectives, and such. Note that you'll probably want to use a single quote ' instead of a double quote &amp;quot; as double quotes cannot be escaped, otherwise the string will appear fragmented and you may also encounter errors. Running wmllint on your campaign will up-convert it, warning you about unusual cases you must fix by hand.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to write &amp;quot;You are victorious!&amp;quot; in large, italic, gold letters, you might write it this way:&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;&amp;lt;span color='#BCB088' size='large' font-style='italic'&amp;gt;You are victorious!&amp;lt;/span&amp;gt;&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These are the codes taken from the Pango markup formatting guide:&lt;br /&gt;
&lt;br /&gt;
*'''font''', '''font_desc''': A font description string, such as &amp;quot;Sans Italic 12&amp;quot;.&lt;br /&gt;
*'''font_family''', '''face''': A font family name.&lt;br /&gt;
*'''font_size''', '''size''': Font size in 1024ths of a point, or one of the absolute sizes 'xx-small', 'x-small', 'small', 'medium', 'large', 'x-large', 'xx-large', or one of the relative sizes 'smaller' or 'larger'.&lt;br /&gt;
*'''font_style''', '''style''': One of 'normal', 'oblique', 'italic'.&lt;br /&gt;
*'''font_weight''', '''weight''': One of 'ultralight', 'light', 'normal', 'bold', 'ultrabold', 'heavy', or a numeric weight.&lt;br /&gt;
*'''font_variant''', '''variant''': One of 'normal' or 'smallcaps'.&lt;br /&gt;
*'''font_stretch''', '''stretch''': One of 'ultracondensed', 'extracondensed', 'condensed', 'semicondensed', 'normal', 'semiexpanded', 'expanded', 'extraexpanded', 'ultraexpanded'.&lt;br /&gt;
*'''foreground''', '''fgcolor''', '''color''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''background, bgcolor''': An RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''underline''': One of 'none', 'single', 'double', 'low', 'error'.&lt;br /&gt;
*'''underline_color''': The color of underlines; an RGB color specification such as '#00FF00' or a color name such as 'red'.&lt;br /&gt;
*'''rise''': Vertical displacement, in 10000ths of an em. Can be negative for subscript, positive for superscript.&lt;br /&gt;
*'''strikethrough''': 'true' or 'false' whether to strike through the text.&lt;br /&gt;
*'''strikethrough_color''': The color of strikethrough lines; an RGB color specification such as '#00FF00' or a color name such as 'red'&lt;br /&gt;
*'''fallback''': 'true' or 'false' whether to enable fallback. If disabled, then characters will only be used from the closest matching font on the system. No fallback will be done to other fonts on the system that might contain the characters in the text. Fallback is enabled by default. Most applications should not disable fallback.&lt;br /&gt;
*'''letter_spacing''': Inter-letter spacing in 1024ths of a point.&lt;br /&gt;
*'''gravity''': One of 'south', 'east', 'north', 'west', 'auto'.&lt;br /&gt;
*'''gravity_hint''': One of 'natural', 'strong', 'line'.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In 1.6, Wesnoth uses older text formatting options&lt;br /&gt;
* A tilde (~) as the first character causes the line to be boldfaced.&lt;br /&gt;
* An at symbol (@) as the first character causes the line to be green, as done with victory conditions.&lt;br /&gt;
* A pound symbol (#) as the first character causes the line to be red, as done with defeat conditions.&lt;br /&gt;
* An asterisk (*) as the first character causes the line to be bigger.&lt;br /&gt;
* A backquote (`) as the first character causes the line to be smaller.&lt;br /&gt;
* If used, the caption key text is boldfaced.&lt;br /&gt;
* An RGB colour code in the beginning causes the line to be the given colour. This can still be preceded by the above characters. Example: ''message=_&amp;quot;&amp;lt;255,0,0&amp;gt;Red!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
== [objectives] ==&lt;br /&gt;
The other tag used for plot development is '''[objectives]'''.&lt;br /&gt;
The '''[objectives]''' tag overwrites any previously set objectives,&lt;br /&gt;
and displays text which should describe the objectives of the scenario.&lt;br /&gt;
Scenario objectives are displayed on the player's first turn after the tag is used,&lt;br /&gt;
or as part of the event if it triggers during that player's turn.&lt;br /&gt;
Objectives can also be accessed at any time in a scenario using the&lt;br /&gt;
&amp;quot;Scenario Objectives&amp;quot; game menu option, making this tag useful for&lt;br /&gt;
scenario-specific information that the player may need to refer to during play.&lt;br /&gt;
&lt;br /&gt;
Attributes of '''[objectives]''':&lt;br /&gt;
* '''side''': Default '0'. The side to set the objectives for. A value of 0 sets objectives for all sides. note: There are side-specific objectives and default objectives, which are used in case a side doesn't have specific ones. Specifying 0 sets the default ones.&lt;br /&gt;
* '''[[StandardSideFilter]]''' {{DevFeature1.11}} tags and keys: Sets the objectives of all matching sides to these passed specifications (the rest of this [objectives] tag). If no sides (such as when passing side=0) or all sides match, sets the default objectives, and the side specific ones for the matching sides otherwise.&lt;br /&gt;
* '''bullet''': Default '• '. Replaces the default bullet, with whatever is passed, for all objectives, gold carryover notes, and notes defined with [note].&lt;br /&gt;
* '''summary''': Displayed first in the objectives text, this should describe the basic objective for the overall scenario.  Can be omitted.&lt;br /&gt;
* '''note''': Displayed last in the objectives text, this is sometimes used for hints or additional information.  Can be omitted.&lt;br /&gt;
* '''victory_string''': Default ' _ &amp;quot;Victory:&amp;quot;', this text precedes the victory objectives.&lt;br /&gt;
* '''defeat_string''': Default ' _ &amp;quot;Defeat:&amp;quot;', this text precedes the defeat objectives.&lt;br /&gt;
* '''gold_carryover_string''': Default ' _ &amp;quot;Gold carryover:&amp;quot;', this text precedes the gold carryover information.&lt;br /&gt;
* '''notes_string''': Default ' _ &amp;quot;Notes:&amp;quot;', this text precedes the notes.&lt;br /&gt;
* '''silent''': Default: not present. If set to &amp;quot;yes&amp;quot;, the objectives are silently changed. Else, they will be shown to the user when appropriate.&lt;br /&gt;
&lt;br /&gt;
Tags of '''[objectives]''':&lt;br /&gt;
* '''[objective]''': describes a win or loss condition. Most scenarios have multiple win or loss conditions, so use a separate [objective] subtag for each line; this helps with translations.&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet, with whatever is provided, for the objective defined by the [objective] block.&lt;br /&gt;
** '''red''': Default '0' for winning objectives, '255' for losing objectives. Overrides the default red coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''green''': Default '255' for winning objectives, '0' for losing objectives. Overrides the default green coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''blue''': Default '0'. Overrides the default blue coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''description''': text for the specific win or loss condition.&lt;br /&gt;
** '''condition''': The color and placement of the text. Values are 'win'(colored green, placed after ''victory_string'') and 'lose'(colored red, placed after ''defeat_string'')&lt;br /&gt;
** '''show_turn_counter''': If set to yes, displays the number of turns remaining in the scenario. Default is no.&lt;br /&gt;
** '''[show_if]''': A condition that disables the objective if it doesn't hold. Conditional objectives are refreshed at '''[show_objectives]''' time only.&lt;br /&gt;
* '''[gold_carryover]''': describes how the gold carryover works in this scenario. This is intended to be a more convenient way of displaying carryover information than using the note= key in [objectives].&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided.&lt;br /&gt;
** '''red''': Default '255'. Overrides the default red coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''green''': Default '255'. Overrides the default green coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''blue''': Default '192'. Overrides the default blue coloring of the entire objective, including the bullet.&lt;br /&gt;
** '''bonus''' (boolean): whether an early finish bonus is granted. If omitted, early finish bonus is not mentioned.&lt;br /&gt;
** '''carryover_percentage''': the amount of carryover gold. If omitted, the amount is not mentioned.&lt;br /&gt;
* '''[note]''': describes a note, usually used for hints or additional information. This is an easier way of adding several notes than concatenating them together into a single string to use with the ''note='' key.&lt;br /&gt;
** '''bullet''': Default '• ' or whatever is set in the parent [objectives] block. Replaces the default bullet with whatever is provided for the note defined by the [note] block.&lt;br /&gt;
** '''red''': Default '255'. Overrides the default red coloring of the entire note, including the bullet.&lt;br /&gt;
** '''green''': Default '255'. Overrides the default green coloring of the entire note, including the bullet.&lt;br /&gt;
** '''blue''': Default '255'. Overrides the default blue coloring of the entire note, including the bullet.&lt;br /&gt;
** '''description''': the text of the note.&lt;br /&gt;
** {{DevFeature1.11}} '''[show_if]''': The note will not be shown if the specified condition isn't met. Conditional notes are refreshed at '''[show_objectives]''' time only.&lt;br /&gt;
&lt;br /&gt;
== [set_menu_item] ==&lt;br /&gt;
This tag is used to add a custom option in the right-click context menu which can then be used to trigger arbitrary WML commands.&lt;br /&gt;
The user can also assign hotkeys to these WML commands unless specified otherwise. When the hotkey is pressed the event fill be fired/filtered at the current mouse position.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' Due to limitations in portable devices where there are no scroll bars for context menus, there is a hard-coded limit of 7 custom WML menu items. If you really need to have more than 7 menu items, try combining some of them in a submenu.&lt;br /&gt;
&lt;br /&gt;
* '''id''': the unique id for this menu item. If a menu item with this id already exists, it allows you to set specific changes to that item.&lt;br /&gt;
* '''description''': the in-game text that will appear for this item in the menu.&lt;br /&gt;
* '''image''': the image to display next to this item.&lt;br /&gt;
* '''needs_select''': if ''yes'' (default ''no''), then the latest select event (see [[EventWML]]) that triggered before this menu item was chosen will be transmitted over the network before this menu item action will be. This only has any effect in networked multiplayer, and is intended to allow more elaborate menu item behaviour there without causing out of sync errors. If you don't know what this means, just leave it false.&lt;br /&gt;
* '''use_hotkey''' {{DevFeature1.11}}: if ''no'' (default ''yes''), then the user cannot assign hotkeys to this menu item. If ''only'', the menu item is only accessible via hotkeys, not via right-click context; you can use this in combination with [default_hotkey] if you want custom hotkeys in your campaign/mp. &lt;br /&gt;
* '''[show_if]''': If present, the menu item will only be available if the conditional statement (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML]]) within evaluates to true. When this is evaluated, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked, so it's possible to for example only enable the option on empty hexes or on a particular unit.&lt;br /&gt;
* '''[filter_location]''': contains a location filter similar to the one found inside Single Unit Filters (see [[FilterWML]]). The menu item will only be available on matching locations.&lt;br /&gt;
* '''[default_hotkey]''' {{DevFeature1.11}}: contains a hotkey WML to specify what hotkey to assign to this, '''if the user has no hotkey assigned to this yet'''. (Unlike the rest of a menu item definition, modifying this tag has no effect on the game; it is only effective when initially defining a menu item.) Hotkey WML matches the format in the preferences file and contains the following keys:&lt;br /&gt;
** '''key''': a string that contains the key to assign to this.&lt;br /&gt;
** '''alt''', '''shift''', '''cmd'''(apple only), '''ctrl''':  boolean values.&lt;br /&gt;
* '''[command]''': contains the WML actions to be executed when the menu item is selected. Again, the WML variables ''$x1'' and ''$y1'' will point to the location on which the context menu was invoked on.&lt;br /&gt;
** '''delayed_variable_substitution ''' {{DevFeature1.11}} (boolean yes|no, default: yes): If no, forces a variable substitution run onto the wml included in this [command] block. Use this, if you want variables which are to substitute to get the values they have at execution time of the event where this set_menu_item appears. Other than that, they get the values they have at invocation time of the menu item.&lt;br /&gt;
&lt;br /&gt;
== [clear_menu_item] ==&lt;br /&gt;
{{DevFeature1.11}}&lt;br /&gt;
&lt;br /&gt;
Removes a menu item from the scenario.&lt;br /&gt;
Normally menu items are, including all their defining wml, automatically carried over between scenarios. This tag prevents this. (The behavior is comparable to set_variable/clear_variable).&lt;br /&gt;
* '''id''': (string): id of the menu item to clear. Can be a comma-separated list.&lt;br /&gt;
&lt;br /&gt;
== Other interface tags ==&lt;br /&gt;
&lt;br /&gt;
The following tags are also action tags:&lt;br /&gt;
=== [item] ===&lt;br /&gt;
Makes a graphical item appear on a certain hex. Note this only places the graphics for an item. It does not make the item do anything. Use a moveto event to make moving onto the item do something. &amp;lt;tt&amp;gt;''('''Hint:''' There are a number of predefined items that are used in various campaigns that you can make use of. You can find [http://www.wesnoth.org/macro-reference.xhtml#file:items.cfg a list of them] if you look into the items.cfg file in the wesnoth install directory (under /data/core/macros).)''&amp;lt;/tt&amp;gt;&lt;br /&gt;
* '''x''', '''y''': the location to place the item. (only for [event][item]: full [[StandardLocationFilter|SLF]] support)&lt;br /&gt;
* '''image''': the image (in ''images/'' as .png) to place on the hex. This image is aligned with the top-left of the hex (which is 72 pixels wide and 72 pixels tall). It is drawn underneath units. ''('''Hint:''' If using an image smaller than 72x72, then it might be useful to [[ImagePathFunctionWML#Blit_Function|BLIT]] the image onto &amp;lt;tt&amp;gt;misc/blank-hex.png&amp;lt;/tt&amp;gt; (a blank 72x72 image).)''&lt;br /&gt;
* '''halo''': an image to place centered on the hex. It is drawn on top of units. Use this instead of ''image'' if the image is bigger than the hex or if you want to animate an image.&lt;br /&gt;
''Example (where the integer after the colon is the duration of each frame or square bracket expansion as per AnimationWML is used): halo=scenery/fire1.png:100,scenery/fire2.png:100,scenery/fire3.png:100,scenery/fire4.png:100,scenery/fire5.png:100,scenery/fire6.png:100,scenery/fire7.png:100,scenery/fire8.png:100''&lt;br /&gt;
or equivalently (requires Wesnoth 1.11.2+):&lt;br /&gt;
''halo=scenery/fire[1~8].png:100''&lt;br /&gt;
* '''team_name''': name of the team for which the item is to be displayed (hidden for others). For multiple teams just put all the names in one string, for example separated by commas.&lt;br /&gt;
* '''visible_in_fog''': whether the item should be visible through fog or not. Default yes.&lt;br /&gt;
* '''redraw''': {{DevFeature1.11}}(boolean yes|no, default: yes): If no, disables implicit calls to [[InterfaceActionsWML#.5Bredraw.5D|[redraw]]] when placing the items.&lt;br /&gt;
&lt;br /&gt;
=== [remove_item] ===&lt;br /&gt;
Removes any graphical items on a given hex.&lt;br /&gt;
* [[StandardLocationFilter]]: the hexes to remove items off&lt;br /&gt;
* '''image''' if specified, only removes the given image item (This image name must include any [[ImagePathFunctionWML|image path functions]] appended to the original image name.)&lt;br /&gt;
&lt;br /&gt;
=== [print] ===&lt;br /&gt;
Displays a message across the screen. The message will disappear after a certain time.&lt;br /&gt;
* '''text''': (translatable) the text to display.&lt;br /&gt;
* '''size''': (default=12) the pointsize of the font to use&lt;br /&gt;
* '''duration''': (default=50) the length of time to display the text for. This is measured in the number of 'frames'. A frame in Wesnoth is usually displayed for around 30ms.&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255.&lt;br /&gt;
=== [move_unit_fake] ===&lt;br /&gt;
Moves an image of a unit along a certain path on the map. The path does not need to be a continuous list of adjacent hexes, so for example only the start and end points can be given, in which case the straightest line between those points will be calculated and used.&lt;br /&gt;
* '''type''': the type of the unit whose image to use&lt;br /&gt;
* '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
* '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
* '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
* '''gender''': the gender of the fake unit. Example: gender=female&lt;br /&gt;
* '''variation''': the variation of the fake unit. Example: variation=undead&lt;br /&gt;
* '''image_mods''': [[ImagePathFunctionWML|image path functions]] sequence to be applied on the fake unit.&lt;br /&gt;
* {{DevFeature1.11}} '''force_scrolling''':  Whether to scroll the map or not even when [[#.5Block_view.5D|[lock_view]]] is in effect or ''Follow Unit Actions'' is disabled in ''Advanced Preferences''. Defaults to ''yes'' starting with version '''1.11.6'''; the attribute did not exist in previous versions and this action behaved as if ''no'' was passed instead.&lt;br /&gt;
&lt;br /&gt;
=== [move_units_fake] ===&lt;br /&gt;
moves multiple images of units along paths on the map. These units are moved in lockstep.&lt;br /&gt;
* '''[fake_unit]''': A fake unit to move&lt;br /&gt;
** '''type''': the type of unit whose image to use&lt;br /&gt;
** '''x''': a comma-separated list of x locations to move along&lt;br /&gt;
** '''y''': a comma-separated list of y locations to move along (x and y values are matched pairs)&lt;br /&gt;
** '''side''': the side of the fake unit, used for team-coloring the fake unit&lt;br /&gt;
** '''skip_steps''': the number of steps to skip before this unit starts moving&lt;br /&gt;
=== [hide_unit] ===&lt;br /&gt;
Temporarily prevents the engine from displaying the given unit. The unit does not become invisible, as it would be with the '''[hides]''' ability; it is still the same plain unit, but without an image. Useful in conjunction with '''[move_unit_fake]''': to move a leader unit into position on-screen. Until 1.8 each '''[hide_unit]''' tag only hides one unit.&lt;br /&gt;
* [[StandardUnitFilter]]: All matching units will be hidden&lt;br /&gt;
&lt;br /&gt;
=== [unhide_unit] ===&lt;br /&gt;
Stops the currently hidden units from being hidden.&lt;br /&gt;
* [[StandardUnitFilter]]: Only the matching units will be unhidden&lt;br /&gt;
&lt;br /&gt;
=== [lock_view] ===&lt;br /&gt;
{{DevFeature1.11}} Locks gamemap view scrolling for human players, so they cannot scroll the gamemap view until it is unlocked. WML or Lua actions such as '''[scroll_to]''' will continue to work normally, as they ignore this restriction; the locked/unlocked state is preserved when saving the current game.&lt;br /&gt;
&lt;br /&gt;
This feature is generally intended to be used in cutscenes to prevent the player scrolling away from scripted actions. &lt;br /&gt;
&lt;br /&gt;
=== [unlock_view] ===&lt;br /&gt;
{{DevFeature1.11}} Unlocks gamemap view scrolling for human players.&lt;br /&gt;
&lt;br /&gt;
=== [scroll] ===&lt;br /&gt;
Scroll a certain number of pixels in a given direction. Useful for earthquake/shaking effects.&lt;br /&gt;
* '''x''', '''y''': the number of pixels to scroll along the x and y axis&lt;br /&gt;
* {{DevFeature1.11}} '''side''': the side or sides for which this should happen. By default, the [scroll] happens for everyone.&lt;br /&gt;
* {{DevFeature1.11}} '''[filter_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [scroll_to] ===&lt;br /&gt;
Scroll to a given hex&lt;br /&gt;
* '''x''', '''y''': the hex to scroll to&lt;br /&gt;
* {{DevFeature1.11}} [[StandardLocationFilter]], do not use a [filter_location] sub-tag. If more than one location matches the filter, only the first matching location will be used.&lt;br /&gt;
* '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* {{DevFeature1.11}} '''immediate''': whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to ''false'').&lt;br /&gt;
* {{DevFeature1.11}} '''side''': the side or sides for which this should happen. By default, the [scroll_to] happens for everyone.&lt;br /&gt;
* {{DevFeature1.11}} '''[filter_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll_to] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [scroll_to_unit] ===&lt;br /&gt;
Scroll to a given unit&lt;br /&gt;
* [[StandardUnitFilter]]&lt;br /&gt;
* '''check_fogged''': whether to scroll even to locations covered in fog or shroud. Possible values ''true'' (don't scroll to fog) and ''false'' (scroll even to fog), with ''false'' as the default.&lt;br /&gt;
* {{DevFeature1.11}} '''immediate''': whether to instantly warp to the target hex regardless of the scroll speed setting in Preferences (defaults to ''false'').&lt;br /&gt;
* {{DevFeature1.11}} '''for_side''': the side or sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.&lt;br /&gt;
* {{DevFeature1.11}} '''[for_side]''': a [[StandardSideFilter]] to select the sides for which this should happen. By default, the [scroll_to_unit] happens for everyone.&lt;br /&gt;
&lt;br /&gt;
=== [select_unit] ===&lt;br /&gt;
Selects a given unit.&lt;br /&gt;
* [[StandardUnitFilter]]: The first unit found will be selected.&lt;br /&gt;
* '''fire_event''': whether a ''select'' event should be triggered or not (def. ''no''). (Note that select events aren't multiplayer save.)&lt;br /&gt;
* '''highlight''': whether the unit's current hex should be highlighted (def. ''yes'').&lt;br /&gt;
&lt;br /&gt;
=== [sound]===&lt;br /&gt;
Plays a sound&lt;br /&gt;
* '''name''': the filename of the sound to play (in ''sounds/'' as .wav or .ogg)&lt;br /&gt;
* '''repeat''': repeats the sound for a specified additional number of times (default=0)&lt;br /&gt;
=== [sound_source] ===&lt;br /&gt;
Creates a sound source. &amp;quot;Sound sources&amp;quot; is a general name for a mechanism which makes possible for map elements to emit sounds according to some rules, where &amp;quot;map elements&amp;quot; can be specific locations or terrain types. For now, only sound sources tied to locations are supported.&lt;br /&gt;
* '''id''': a unique identification key of the sound source&lt;br /&gt;
* '''sounds''': a list of comma separated, randomly played sounds associated with the sound source&lt;br /&gt;
* '''delay''': a numerical value (in milliseconds) of the minimal delay between two playbacks of the source's sound if the source remains visible on the screen; if one scrolls out and back in, the source will be considered as ready to play&lt;br /&gt;
* '''chance''': a percentage (a value from 0 to 100) describing the chance of the source being activated every second after the delay has passed or when the source's location appears on the screen (note that it cannot play more than one file at the same time)&lt;br /&gt;
* '''check_fogged''': possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are fogged&lt;br /&gt;
* '''check_shrouded''': possible values &amp;quot;true&amp;quot; and &amp;quot;false&amp;quot; - if true the source will not play if its locations are shrouded&lt;br /&gt;
* '''x,y''': similar to x,y as found in a [[StandardLocationFilter]], these are the locations associated with the sound source&lt;br /&gt;
* '''fade_range''' (default = 3): distance in hexes that determines a &amp;quot;circular&amp;quot; area around the one specified by '''full_range''' where sound volume fades out linearly&lt;br /&gt;
* '''full_range''' (default = 14): distance in hexes that determines a &amp;quot;circular&amp;quot; area where source plays with full volume, relative to screen center&lt;br /&gt;
* '''loop''': number of times a sound sample should be looped if it stays visible. -1 means infinite (~65000)&lt;br /&gt;
&lt;br /&gt;
=== [remove_sound_source] ===&lt;br /&gt;
Removes a previously defined sound source.&lt;br /&gt;
* '''id''': the identification key of the sound source to remove&lt;br /&gt;
&lt;br /&gt;
=== [music]===&lt;br /&gt;
Switches to playing different music&lt;br /&gt;
* '''name''': the filename of the music to play (in ''music/'' as .ogg)&lt;br /&gt;
* see [[MusicListWML]] for the correct syntax&lt;br /&gt;
===[volume]===&lt;br /&gt;
Changes the game volume to a percent of the preferences volume for the game being played. Values can go from 0 to 100:  &lt;br /&gt;
* '''music''':  Changes the music volume.&lt;br /&gt;
* '''sound''':  Changes the sound volume.&lt;br /&gt;
=== [color_adjust]===&lt;br /&gt;
Tints the color of the screen.&lt;br /&gt;
* '''red''', '''green''', '''blue''': values from -255 to 255, the amount to tint by for each color&lt;br /&gt;
=== [delay] ===&lt;br /&gt;
Pauses the game.&lt;br /&gt;
* '''time''': the time to pause in milliseconds&lt;br /&gt;
=== [redraw] ===&lt;br /&gt;
Redraws the screen (this normally isn't done during events, although some of the other interface actions cause the screen or parts of it to be redrawn).&lt;br /&gt;
* '''clear_shroud''' (boolean yes|no, default no): If yes, clears fog and shroud around existing units. Useful if you, for example, spawn friendly units in the middle of an event and want the shroud to update accordingly (otherwise units that spawn inside fog would remain invisible for the duration of the event, since the fog would not automatically get cleared around them).&lt;br /&gt;
* '''[[StandardSideFilter]]''': the sides for which to recalculate fog and shroud.&lt;br /&gt;
* '''side''': If used (forces clear_shroud=yes), clears fog and shroud for that side.&lt;br /&gt;
&lt;br /&gt;
=== [unit_overlay] ===&lt;br /&gt;
Sets an image that will be drawn over a particular unit, and follow it around&lt;br /&gt;
* [[StandardUnitFilter]]: All matching units will get the overlay (do not use [filter])&lt;br /&gt;
* '''image''': the image to place on the unit&lt;br /&gt;
&lt;br /&gt;
=== [remove_unit_overlay] ===&lt;br /&gt;
removes a particular overlayed image from a unit&lt;br /&gt;
* [[StandardUnitFilter]]: The overlay will get removed from all matching units (do not use [filter])&lt;br /&gt;
* '''image''': the image to remove from the unit&lt;br /&gt;
&lt;br /&gt;
=== [animate_unit] ===&lt;br /&gt;
Uses an animation of a unit to animate it on screen (if the unit has the corresponding animation).&lt;br /&gt;
* '''flag''': The key to find the custom animation in the unit description (see the '''[extra_anim]''' description in [[AnimationWML]]). Standard animations can be triggered with the following keywords: ''leading recruited standing idling levelout levelin healing healed poisoned movement defend attack death victory pre_teleport post_teleport''&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument, see [[FilterWML]]. By default, the unit at the event location will be animated. You can use this tag to choose any other unit to animate.&lt;br /&gt;
* '''[primary_attack]''': If this tag is not present, the filter for animation will be triggered with no attack. If it is here, all attacks from the unit will be filtered, and a matching one will be used to filter the animation. Takes a weapon filter as argument, see [[FilterWML]].&lt;br /&gt;
* '''[secondary_attack]''': Similar to '''[primary_attack]'''. May be needed to trigger a defense animation correctly, if there are more than one animations available for the defending unit.&lt;br /&gt;
* '''hits''': yes/no/hit/miss/kill: which according variation of a attack/defense animation shall be chosen (required)&lt;br /&gt;
* '''text''': a text to hover during the animation &lt;br /&gt;
* '''red''': red value for the text color (0-255)&lt;br /&gt;
* '''green''': green value for the text color&lt;br /&gt;
* '''blue''': blue value for the text color&lt;br /&gt;
* '''with_bars''': yes/no: whether to display the status bars during the animation (e.g. the hitpoint bar)&lt;br /&gt;
* '''[animate]''': a sub block with the same syntax as '''[animate_unit]''' except that the '''[filter]''' block is mandatory to find the unit. This block will find and animate another unit simultaneously.&lt;br /&gt;
* '''[facing]''': a [[StandardLocationFilter]] specifying what direction the unit should be facing when animated&lt;br /&gt;
&lt;br /&gt;
=== [label] ===&lt;br /&gt;
Places a label on the map.&lt;br /&gt;
* '''x''', '''y''': the location of the label&lt;br /&gt;
* '''text''': what the label should say&lt;br /&gt;
* '''team_name''': if specified, the label will only be visible to the given team.&lt;br /&gt;
* '''color''': color of the label. The format is r,g,b; r, g and b are numbers between 0 and 255.&lt;br /&gt;
* '''visible_in_fog''': whether the label should be visible through fog or not. Default yes.&lt;br /&gt;
* '''visible_in_shroud''': whether the label should be visible through shroud or not. Default no.&lt;br /&gt;
* '''immutable''': whether this label is protected from being removed or changed by players. Default yes.&lt;br /&gt;
=== [floating_text]===&lt;br /&gt;
Floats text (similar to the damage and healing numbers) on the given locations.&lt;br /&gt;
* [[StandardLocationFilter]]: the text will be floated on all matching locations simultaneously.&lt;br /&gt;
* '''text''': the text to display.&lt;br /&gt;
&lt;br /&gt;
The default text color is &amp;lt;span style=&amp;quot;color: #6b8cff;&amp;quot;&amp;gt;'''#6b8cff'''&amp;lt;/span&amp;gt;. To change the color, use [[#Formatting|Pango markup]]. For example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
# Float some golden yellow text at 20,20.&lt;br /&gt;
[floating_text]&lt;br /&gt;
   x,y=20,20&lt;br /&gt;
   text=&amp;quot;&amp;lt;span color='#cccc33'&amp;gt;&amp;quot; + _ &amp;quot;Your text here&amp;quot; + &amp;quot;&amp;lt;/span&amp;gt;&amp;quot;&lt;br /&gt;
[/floating_text]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== [deprecated_message] ===&lt;br /&gt;
Shows a deprecated message in the message area, this feature is only intended to be used to warn about deprecated macros in mainline. The message is not translatable.&lt;br /&gt;
* '''message''': the message to show.&lt;br /&gt;
=== [wml_message] ===&lt;br /&gt;
Outputs a message to Wesnoth's console output. Intended for campaign designers to output silent text to the console, without annoying the player; then, that text might contain information useful for later bug-reporting. The log domain for it is '''wml''', and the '''debug/dbg''' log level is available for use with the '''logger''' attribute. Depending on the current log level ('''error''' by default), which may be changed with the in-game :log command, or the --log-&amp;lt;level&amp;gt;=wml command line switch, the messages are echoed to the in-game chat.&lt;br /&gt;
* '''message''': the message to show.&lt;br /&gt;
* '''logger''': the Wesnoth engine output logger that should catch the text; this might be 'err' (the errors log level), 'warn'/'wrn' (the warnings log level) or anything else (the information log level). Not all information will be displayed depending on the log level chosen when starting Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Note: As of 1.9.4/1.9.5 (r48805) the following &amp;quot;loggers&amp;quot; should work: If in [wml_message]: err/error, warn/wrn/warning, debug/dbg; using the :log command: Only the long forms error, warning, info and debug (this part gathered by trying rather than source inspecting). The long forms are most likely also the only ones working when starting wesnoth with --log-&amp;lt;level&amp;gt;=wml.&lt;br /&gt;
For log level warning or error (as during normal play), only wml_messages with logger error or warning display (for both). With logger info or debug, additionally wml_messages with logger info or debug display (for both).&lt;br /&gt;
&lt;br /&gt;
=== [open_help] ===&lt;br /&gt;
Opens the in-game help.&lt;br /&gt;
* '''topic''': the id of the topic to open&lt;br /&gt;
=== [show_objectives] ===&lt;br /&gt;
refreshes the objectives defined by [objectives] and its [show_if] tags, and displays them. (It is also called whenever the user explicitly asks for the objectives; this matters only if the tag was overridden by a [[LuaWML#register_wml_action|Lua]] script.)&lt;br /&gt;
* '''side''': the side to show the objectives. If not set, all sides are used.&lt;br /&gt;
* '''[[StandardSideFilter]]''' {{DevFeature1.11}} tags and keys: Tag affects the matching sides instead of just all or the one given by the integer value of the side= key.&lt;br /&gt;
&lt;br /&gt;
=== [chat] ===&lt;br /&gt;
Displays a message in the chat area.&lt;br /&gt;
* '''speaker''': (default=&amp;quot;WML&amp;quot;) A string for the name of the sender of the message.&lt;br /&gt;
* '''message''': The message that should be displayed.&lt;br /&gt;
* '''[[StandardSideFilter]]''' tags and keys as argument; if the same client controls multiple sides that match, then the message will only be displayed once.&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for interface actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{HIGHLIGHT_UNIT}''' Highlight a unit on the map. Use this to show important units&lt;br /&gt;
* '''{HIGHLIGHT_IMAGE}''' Places and highlights an image on the map. Use this to show important items or locations&lt;br /&gt;
* '''{SET_IMAGE}''' Places an image on the map which has no other function.&lt;br /&gt;
* '''{QUAKE &amp;lt;soundfile&amp;gt;}''' Creates a tremor-like screenshake and plays &amp;lt;soundfile&amp;gt;. For example, '''{QUAKE (rumble.ogg)}'''.&lt;br /&gt;
* '''{FLASH_WHITE}''' Flash the screen white momentarily. You can also replace WHITE with RED, BLUE or GREEN for a different colour.&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[DirectActionsWML]]&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52517</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52517"/>
		<updated>2013-11-27T18:34:25Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Calão do jogo */  dates in game&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abridos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|-&lt;br /&gt;
| BW (Before Wesnoth)&lt;br /&gt;
| AW (Antes do Reino de Wesnoth)&lt;br /&gt;
|-&lt;br /&gt;
| AW (After Wesnoth)&lt;br /&gt;
| CW ([segundo a] Cronologia de Wesnoth / nas crónicas de Wesnoth)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52196</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52196"/>
		<updated>2013-10-16T18:55:17Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Processo da Equipa de Português */  shortened section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans Github].&lt;br /&gt;
&lt;br /&gt;
Após terem obtido o(s) ficheiro(s) *.po(s) estes podem ser abridos com o editor preferido para começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52195</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52195"/>
		<updated>2013-10-16T18:51:09Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Estilos e vocabulário */ removed obsolete sections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da github.&lt;br /&gt;
&lt;br /&gt;
Em sistemas *nix:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Descarregar os ficheiros:&lt;br /&gt;
 git clone git://github.com/trewe/wesn-pt-trans.git &amp;amp;&amp;amp; cd wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ver o que pode ser editado:&lt;br /&gt;
 git branch -a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um branch local para editar:&lt;br /&gt;
 git checkout -b my_branch &amp;lt;STARTING POINT&amp;gt;&lt;br /&gt;
:(onde &amp;lt;STARING POINT&amp;gt; é o nome da branch/tag da qual quiserem começar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abrir o(s) ficheiro(s) *.po(s) com o editor preferido e começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aplicar o trabalho feito:&lt;br /&gt;
 git commit -a -m 'updated translation'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um patch:&lt;br /&gt;
 git format-patch &amp;lt;PARENT&amp;gt; --stdout &amp;gt; my_translation.patch&lt;br /&gt;
:(parent é a branch da qual fizeram o fork)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52137</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=52137"/>
		<updated>2013-09-29T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Estado desconhecido */  added misterious user (appears in the repo history)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
* lokakuu&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da github.&lt;br /&gt;
&lt;br /&gt;
Em sistemas *nix:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Descarregar os ficheiros:&lt;br /&gt;
 git clone git://github.com/trewe/wesn-pt-trans.git &amp;amp;&amp;amp; cd wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ver o que pode ser editado:&lt;br /&gt;
 git branch -a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um branch local para editar:&lt;br /&gt;
 git checkout -b my_branch &amp;lt;STARTING POINT&amp;gt;&lt;br /&gt;
:(onde &amp;lt;STARING POINT&amp;gt; é o nome da branch/tag da qual quiserem começar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abrir o(s) ficheiro(s) *.po(s) com o editor preferido e começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aplicar o trabalho feito:&lt;br /&gt;
 git commit -a -m 'updated translation'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um patch:&lt;br /&gt;
 git format-patch &amp;lt;PARENT&amp;gt; --stdout &amp;gt; my_translation.patch&lt;br /&gt;
:(parent é a branch da qual fizeram o fork)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
Todo o trabalho corrente é baseado na norma de 1911.&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=51502</id>
		<title>DirectActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=DirectActionsWML&amp;diff=51502"/>
		<updated>2013-06-23T12:41:57Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* [recall] */  special case: multiple leaders scenario&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== Direct actions ==&lt;br /&gt;
&lt;br /&gt;
Direct actions are actions that have a direct effect on gameplay. They can be used inside of [[EventWML|events]].&lt;br /&gt;
&lt;br /&gt;
The following tags are actions:&lt;br /&gt;
&lt;br /&gt;
=== [endlevel] ===&lt;br /&gt;
Ends the scenario.&lt;br /&gt;
* '''result''': before the scenario is over, all events with ''name=result'' are triggered. If ''result=victory'', the player progresses to the next level (i.e., the next scenario in single player); if ''result=defeat'', the game returns to the main menu. &lt;br /&gt;
&lt;br /&gt;
When the result is &amp;quot;victory&amp;quot; the following keys can be used:&lt;br /&gt;
* '''bonus''': whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out). The default is bonus=yes.&lt;br /&gt;
* '''carryover_report''': whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.&lt;br /&gt;
* '''save''': whether a start-of-scenario save should be created for the next scenario, the default is save=yes. Do not confuse this with saving of replays for the current scenario.&lt;br /&gt;
* '''replay_save''': whether a replay save for the current scenario is allowed, the default is replay_save=yes. If yes, the player's settings in preferences will be used to determine if a replay is saved. If no, will override and not save a replay.&lt;br /&gt;
* '''linger_mode''': If ...=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes.&lt;br /&gt;
* '''reveal_map''': (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.&lt;br /&gt;
* '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played.  All units that side 1 controls at this point become available for recall in ''next_scenario''.&lt;br /&gt;
* '''carryover_percentage''': by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.&lt;br /&gt;
* '''carryover_add''': if true the gold will be added to the starting gold the next scenario, if false the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario. Default is false.&lt;br /&gt;
* '''music''': (default specified in '''[scenario]''' or '''[game_config]''' tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed; by default, victory_music is used on victory, and defeat_music on defeat.&lt;br /&gt;
* '''end_credits''': {{DevFeature1.11}} Whether to display the credits screen at the end of a single-player campaign. Defaults to ''yes''. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text''': (translatable) Text that is shown centered in a black screen at the end of a campaign. Defaults to &amp;quot;The End&amp;quot;. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
* '''end_text_duration''': Delay, in milliseconds, before displaying the game credits at the end of a campaign. In other words, for how much time '''end_text''' is displayed on screen. Defaults to 3500. Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. See also [[CampaignWML]].&lt;br /&gt;
&lt;br /&gt;
=== [unit] ===&lt;br /&gt;
Places a unit on the map.  For syntax see [[SingleUnitWML]].&lt;br /&gt;
* {{Short Note:Predefined Macro|GENERIC_UNIT}}&lt;br /&gt;
* '''to_variable''':  spawn directly into a variable instead of on the map.&lt;br /&gt;
&lt;br /&gt;
=== [recall] ===&lt;br /&gt;
Recalls a unit taking into account any [http://wiki.wesnoth.org/SingleUnitWML filter_recall] of the leader.   The unit is recalled free of charge, and is placed near its leader, e.g., if multiple leaders are present, near the first found which would be able to normally recall it.&lt;br /&gt;
&lt;br /&gt;
If neither a valid map location is provided nor a leader on the map would be able to recall it, the tag is ignored.&lt;br /&gt;
 &lt;br /&gt;
* [[StandardUnitFilter]]: the first matching unit will be recalled.  If no units match this tag is ignored. Do not use a [filter] tag. If a comma separated list is given, every unit currently considered for recall is checked against all the types (not each single one of the types against all units).&lt;br /&gt;
* '''x,y''': the unit is placed here instead of next to the leader.&lt;br /&gt;
* '''show''': yes/no, default yes: whether the unit is animated (faded in) or instantly displayed&lt;br /&gt;
* '''fire_event''': boolean yes|no (default no); whether any according prerecall or recall events shall be fired.&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit (a nearby passable hex is chosen).&lt;br /&gt;
&lt;br /&gt;
=== [teleport] ===&lt;br /&gt;
Teleports a unit on map. {{Short Note:Predefined Macro|TELEPORT_UNIT}}&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the first unit matching this filter will be teleported.&lt;br /&gt;
* '''x,y''': the position to teleport to.&lt;br /&gt;
* '''clear_shroud''': should shroud be cleared on arrival&lt;br /&gt;
* '''animate''': should a teleport animation be played (if the unit doesn't have a teleport animation, it will fade out/fade in)&lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): normally, units will not be teleported into terrain that is impassable for them. Setting this attribute to &amp;quot;no&amp;quot; permits it.&lt;br /&gt;
&lt;br /&gt;
(Note: There is also a ability named teleport, see [[AbilitiesWML]].)&lt;br /&gt;
&lt;br /&gt;
=== [terrain_mask] ===&lt;br /&gt;
Changes the terrain on the map.  See [[TerrainMaskWML]].&lt;br /&gt;
&lt;br /&gt;
=== [terrain] ===&lt;br /&gt;
Changes the terrain on the map.&lt;br /&gt;
* '''terrain''': the character of the terrain to use.  See [[TerrainCodesWML]] to see what letter a type of terrain uses.&lt;br /&gt;
* [[StandardLocationFilter]]. This [[StandardLocationFilter]]'s terrain= key is used for the new terrain, filtering by terrain can be done with a nested [[StandardLocationFilter]]: [and]terrain=terrain_string_to_be_filtered_for.&lt;br /&gt;
* '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
* '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit loose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [gold] ===&lt;br /&gt;
Gives sides gold.&lt;br /&gt;
* '''amount''': the amount of gold to give.&lt;br /&gt;
* '''side''': (default=1) the number of the side to give the gold to. Can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument {{DevFeature1.11}}: [gold][filter_side] is deprecated, use the new inline SSF.&lt;br /&gt;
&lt;br /&gt;
=== [unstore_unit] ===&lt;br /&gt;
Creates a unit from a game variable, and activates it on the playing field.  This must be a specific variable describing a unit, and may not be an array -- to unstore an entire array, iterate over it.  The variable is not cleared.  See also [[InternalActionsWML#.5Bstore_unit.5D|[store_unit]]], [[ConditionalActionsWML#.5Bwhile.5D|[while]]] and [[InternalActionsWML#.5Bclear_variable.5D|[clear_variable]]].&lt;br /&gt;
* '''variable''': the name of the variable.&lt;br /&gt;
* '''find_vacant''': whether the unit should be placed on the nearest vacant tile to its specified location.  If this is set to 'no'(default), then any unit on the same tile as the unit being unstored will be destroyed. &lt;br /&gt;
* '''check_passability''': (boolean yes|no, default yes): If yes, checks for terrain passability when placing the unit. This key has no effect if find_vacant=no (no check performed then). Before 1.9 this key is always &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''text''': (translatable) floating text to display above the unit, such as a damage amount&lt;br /&gt;
* '''red''', '''green''', '''blue''': (default=0,0,0) the color to display the text in. Values vary from 0-255. You may find it convenient to use the {COLOR_HARM} or {COLOR_HEAL} macro instead. (Use {COLOR_HARM} or {COLOR_HEAL} instead of the whole red,green,blue= line.)&lt;br /&gt;
* '''advance''': (default=true) if true the unit is advanced if it has enough XP. When modifying XP make sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors especially when several advancement paths exist. Note that advance and post advance events are called, so infinite loops can happen.&lt;br /&gt;
* '''fire_event''': (boolean yes|no, default no) Whether any advance/post advance events shall be fired if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''animate''': {{DevFeature1.11}} (boolean yes|no, default yes) Whether &amp;quot;levelout&amp;quot; and &amp;quot;levelin&amp;quot; (or fade to white and back) animations shall be played if an advancement takes place, no effect otherwise.&lt;br /&gt;
* '''x''' ,'''y''': override unit location, &amp;quot;x,y=recall,recall&amp;quot; will put the unit on the unit's side's recall list.&lt;br /&gt;
Units can be unstored with negative (or zero) hit points. This can be useful if modifying a unit in its last_breath event (as the unit's death is already the next step), but tends to look wrong in other cases. In particular, it is possible to have units with negative hit points in play. Such units are aberrations, subject to unusual behavior as the game compensates for them. (For example, such units are currently automatically hit&amp;amp;ndash;and killed&amp;amp;ndash;in combat.) The details of the unusual behavior are subject to change between stable releases without warning.&lt;br /&gt;
&lt;br /&gt;
=== [allow_recruit] ===&lt;br /&gt;
Allows a side to recruit units it couldn't previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is being allowed to recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [allow_extra_recruit] ===&lt;br /&gt;
Allows a leader to recruit units it couldn't previously recruit.&lt;br /&gt;
These types add to the types the leader can recruit because of [side]recruit=.&lt;br /&gt;
* '''extra_recruit''': the types of units that the unit can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_recruit] ===&lt;br /&gt;
Prevents a side from recruiting units it could previously recruit.&lt;br /&gt;
* '''type''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that may no longer recruit the units. This can be a comma-separated list note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_extra_recruit] ===&lt;br /&gt;
Prevents a leader from recruiting units it could previously recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the side can no longer recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [set_recruit] ===&lt;br /&gt;
Sets the units a side can recruit.&lt;br /&gt;
* '''recruit''': the types of units that the side can now recruit.&lt;br /&gt;
* '''side''': (default=1) the number of the side that is having its recruitment set. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
&lt;br /&gt;
=== [set_extra_recruit] === &lt;br /&gt;
Sets the units a leader can recruit.&lt;br /&gt;
* '''extra_recruit''': the types of units that the leader can now recruit.&lt;br /&gt;
* '''[[StandardUnitFilter]]''': All units matching this filter are modified. Does not match on recall list units.&lt;br /&gt;
&lt;br /&gt;
=== [modify_side] ===&lt;br /&gt;
Modifies some details of a given side in the middle of a scenario.  '''The following listed properties are the only properties that [modify_side] can affect!'''&lt;br /&gt;
* '''side''': (default=1) the number of the side that is to be changed. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* '''income''': the income given at the begining of each turn.&lt;br /&gt;
* '''recruit''': a list of unit types, replacing the side's current recruitment list.&lt;br /&gt;
* '''team_name''': the team in which the side plays the scenario.&lt;br /&gt;
* '''user_team_name''': a translatable string representing the team's description. This has no effect on alliances. Defaults to ''team_name''.&lt;br /&gt;
* '''gold''': the amount of gold the side owns.&lt;br /&gt;
* '''village_gold''': the income setting per village for the side.&lt;br /&gt;
* '''controller''': the identifier string of the side's controller. Uses the same syntax of the ''controller'' key in the [[SideWML|[side]]] tag.&lt;br /&gt;
* '''fog''': a boolean string (yes/no) describing the status of Fog for the side.&lt;br /&gt;
* '''shroud''': a boolean string describing the status of Shroud for the side.&lt;br /&gt;
* '''hidden''': a boolean string specifying whether side is shown in status table.&lt;br /&gt;
* '''color''': {{DevFeature1.11}} a team color range specification, name (e.g. &amp;quot;red&amp;quot;, &amp;quot;blue&amp;quot;), or number (e.g. &amp;quot;1&amp;quot;, &amp;quot;2&amp;quot;) for this side. The default color range names, numbers, and definitions can be found in data/core/team_colors.cfg.&lt;br /&gt;
* '''[ai]''': replaces a side's AI parameters with the new specified ones. Uses the same syntax described in [[AiWML]].  Note that [modify_side][ai] works for all simple AI parameters and some, but not all of the more complex ones. If in doubt, use [http://wiki.wesnoth.org/AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag [modify_ai]] instead, which always works.&lt;br /&gt;
* '''switch_ai''': replaces a side ai with a new AI from specified file(ignoring those AI parameters above). Path to file follows the usual WML convention.&lt;br /&gt;
* '''reset_maps''': {{DevFeature1.11}} If set to &amp;quot;yes&amp;quot;, then the shroud is spread to all hexes, covering the parts of the map that had already been explored by the side, including hexes currently seen. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if shroud is on, but this is evaluated after shroud= (and before shroud_data=).&lt;br /&gt;
* '''reset_view''': {{DevFeature1.11}} If set to &amp;quot;yes&amp;quot;, then the fog of war is spread to all hexes, covering the parts of the map that had already been seen this turn by the side, including hexes currently seen, excluding hexes affected by multi-turn {{tag|DirectActionsWML|lift_fog}}. (Seen hexes will be cleared at the end of most events; they can also be manually cleared with {{tag|InterfaceActionsWML|redraw}}.) This is only effective if fog is on, but this is evaluated after fog=.&lt;br /&gt;
* '''share_maps''': change the share_maps side attribute. Be sure to use shroud=yes for that side and have it as an ally&lt;br /&gt;
* '''share_view''': change the share_view side attribute. Be sure to use fog=yes for that side and have it as an ally&lt;br /&gt;
* '''shroud_data''': changes to the side's shroud, using the same format as when defining the [side].&lt;br /&gt;
* '''suppress_end_turn_confirmation''': {{DevFeature1.11}} Boolean value controlling whether or not a player is asked for confirmation when skipping a turn.&lt;br /&gt;
&lt;br /&gt;
=== [modify_turns] ===&lt;br /&gt;
Modifies the turn limit in the middle of a scenario.&lt;br /&gt;
* '''value''': the new turn limit.&lt;br /&gt;
* '''add''': if used instead of ''value'', specifies the number of turns to add to the current limit (can be negative).&lt;br /&gt;
* '''current''': changes the current turn number after applying turn limit modifications, if any. It is not possible to change the turn number to exceed the turn limit (1 &amp;lt;= current turns &amp;lt;= max turns).&lt;br /&gt;
&lt;br /&gt;
=== [allow_end_turn] ===&lt;br /&gt;
Allows human players to end their turn through the user interface if they were previously affected by the '''[disallow_end_turn]''' action. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
=== [disallow_end_turn] ===&lt;br /&gt;
Disallows human players to end their turn through the user interface. This action doesn't take any arguments.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' on Wesnoth versions prior to 1.10.6, there are two bugs affecting this WML action. First, its effect was lost when reloading from a saved game ([https://gna.org/bugs/?20350 bug #20350]); second, its effect persisted when advancing scenarios in a campaign ([https://gna.org/bugs/?20351 bug #20351]).&lt;br /&gt;
&lt;br /&gt;
A known workaround for both issues would be to use [[PreprocessorRef#.23ifver_and_.23ifnver|#ifver]]-based preprocessor macros to include additional code for Wesnoth 1.10.5 and earlier taking advantage of unique ''preload'', ''victory'', and ''defeat'' [[EventWML|event handlers]], such as the following:&lt;br /&gt;
&lt;br /&gt;
 #ifver WESNOTH_VERSION &amp;gt; 1.10.5&lt;br /&gt;
 &lt;br /&gt;
 #define DISALLOW_END_TURN&lt;br /&gt;
     [disallow_end_turn][/disallow_end_turn]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 #define ALLOW_END_TURN&lt;br /&gt;
     [allow_end_turn][/allow_end_turn]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 #else&lt;br /&gt;
 &lt;br /&gt;
 #define DISALLOW_END_TURN&lt;br /&gt;
     [disallow_end_turn][/disallow_end_turn]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         id=bug_20350_workaround&lt;br /&gt;
         name=preload&lt;br /&gt;
 &lt;br /&gt;
         [disallow_end_turn][/disallow_end_turn]&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         id=bug_20351_workaround&lt;br /&gt;
         name=victory,defeat&lt;br /&gt;
 &lt;br /&gt;
         [allow_end_turn][/allow_end_turn]&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 #define ALLOW_END_TURN&lt;br /&gt;
     [allow_end_turn][/allow_end_turn]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         id=bug_20350_workaround&lt;br /&gt;
         remove=yes&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         id=bug_20351_workaround&lt;br /&gt;
         remove=yes&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 #endif&lt;br /&gt;
&lt;br /&gt;
=== [capture_village] ===&lt;br /&gt;
Changes the ownership of a village.&lt;br /&gt;
* [[StandardLocationFilter]]: all village locations matching the filter are affected.&lt;br /&gt;
* '''side''': the side that takes control of the village. This side needs to have a leader (canrecruit=yes). If the side key is not given, the village will become neutral (unless [filter_side] is present, in which case that side fiter decides, see below).&lt;br /&gt;
* '''[filter_side]''' with [[StandardSideFilter]] tags and keys as arguments; if both this tag and inline side= are present it's an error. Otherwise, the first matching side gets ownership (or the village becomes neutral if none match).&lt;br /&gt;
* '''fire_event''' (boolean yes|no, default: no): Whether any capture events shall be fired.&lt;br /&gt;
&lt;br /&gt;
=== [kill] ===&lt;br /&gt;
Removes all units (including units in a recall list) that match the filter from the game.&lt;br /&gt;
* [[StandardUnitFilter]]: Selection criterion; do not use a [filter] tag.&lt;br /&gt;
* '''animate''': if 'yes', displays the unit dying (fading away).&lt;br /&gt;
* '''fire_event''': if 'yes', triggers any appropriate 'die' events (See [[EventWML]]). Note that events are only fired for killed units that have been on the map (as opposed to recall list).&lt;br /&gt;
* '''[secondary_unit]''' with a [[StandardUnitFilter]] as argument. Do not use a [filter] tag. Has an effect only if fire_event=yes. The first on-map unit matching the filter becomes second_unit in any fired die and last breath events. If an on-map unit matches and if there are several units killed with a single [kill] tag, second_unit is this same unit for all of them. If no on-map unit matches or [secondary_unit] isn't present, the variable second_unit in each of the die and last breath events is always the same as the variable unit (the dying unit).&lt;br /&gt;
&lt;br /&gt;
=== [move_unit] ===&lt;br /&gt;
works like the MOVE_UNIT macro.&lt;br /&gt;
* [[StandardUnitFilter]] as argument; do not use a [filter] tag. All units matching the filter are moved. If the target location is occupied, the nearest free location is chosen.&lt;br /&gt;
* '''to_x''' (unsigned integer): The units are moved to this x coordinate. Can be a comma-separated list, in which case the unit follows this given path during the move.&lt;br /&gt;
* '''to_y''' (unsigned integer): The units are moved to this y coordinate. Can be a comma-separated list.&lt;br /&gt;
* '''fire_event''' (optional, boolean yes|no, default no): Whether any according moveto events shall be fired. The target location ($x1, $y1 in the event) may not be the same location that the unit was tried to be moved to, if the original target location is occupied or impassable.&lt;br /&gt;
* '''check_passability''' (boolean yes|no, default yes): Whether the terrain the unit is moved to should be checked for suiting the unit. (If it does not, a nearby suitable hex is chosen.)&lt;br /&gt;
&lt;br /&gt;
=== [modify_ai] ===&lt;br /&gt;
Changes AI objects (aspects, goals, candidate actions or stages) for a specified side. See [[AiWML#Adding_and_Deleting_Aspects_with_the_.5Bmodify_ai.5D_Tag|AiWML]] for full description.&lt;br /&gt;
&lt;br /&gt;
* '''action''' (string): Takes values 'add', 'change', 'delete' or 'try_delete' to do just that for the AI object.&lt;br /&gt;
* '''path''' (string): Describes which AI object is to be modified.  &lt;br /&gt;
* '''[facet]''', '''[goal]''', '''[candidate_action]''' or '''[stage]''': Details about the AI object to be modified.&lt;br /&gt;
* [[StandardSideFilter]] {{DevFeature1.11}} tags and keys; default for empty side= is all sides, as usual in a SSF.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument {{DevFeature1.11}}: [modify_ai][filter_side] is deprecated, use the new inline SSF.&lt;br /&gt;
&lt;br /&gt;
=== [modify_unit] ===&lt;br /&gt;
works similar to the MODIFY_UNIT macro.&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter are modified. Matches on recall list units too.&lt;br /&gt;
* Accepts generally the syntax inside of wml unit variables created by [store_unit] which can be viewed in a savefile or by using the :inspect command. Can add traits with immediate effect. Cannot remove things. Subtags with the same name must be written in the correct order to match them with the tag they are supposed to modify.&lt;br /&gt;
example usage (see also the test scenario):&lt;br /&gt;
 [modify_unit]&lt;br /&gt;
   [filter]&lt;br /&gt;
     x,y=38,6&lt;br /&gt;
   [/filter]&lt;br /&gt;
   hitpoints=10&lt;br /&gt;
   {TRAIT_HEALTHY}&lt;br /&gt;
 [/modify_unit]&lt;br /&gt;
&lt;br /&gt;
The unit which is currently modified is accessible via $this_unit, e.g. hitpoints = &amp;quot;$($this_unit.hitpoints / 2)&amp;quot; to set the hitpoints of all units to half of their particular maxima. This this_unit variable is independent from the this_unit variable available in the SUF used to determine which units to modify (first all matching units are gathered, and then all those are modified).&lt;br /&gt;
&lt;br /&gt;
note: The syntax allowed is somehow vague. Just try things and possibly correct/add/modify this documentation. (a [http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=31676&amp;amp; forum thread] discusses some related issues).&lt;br /&gt;
&lt;br /&gt;
=== [transform_unit] ===&lt;br /&gt;
Transforms every unit matching the filter to the given unit type. Keeps intact hit points, experience and status. If the unit is transformed to a non-living type (undead or mechanical), it will be also unpoisoned.&lt;br /&gt;
{{DevFeature1.11}} Hit points will be changed if necessary to respect the transformed unit's maximum hit points.&lt;br /&gt;
* [[StandardUnitFilter]]: do not use a [filter] tag.&lt;br /&gt;
* '''transform_to''': the unit type in which all the units matching the filter will be transformed. If missing, the units will follow their normal advancement.&lt;br /&gt;
&lt;br /&gt;
=== [petrify] ===&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are petrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [unpetrify] ===&lt;br /&gt;
* [[StandardUnitFilter]] as an argument. Do not use a [filter] tag. All units matching this filter are unpetrified. Recall list units are included.&lt;br /&gt;
&lt;br /&gt;
=== [object] ===&lt;br /&gt;
Gives some unit an object which modifies their stats in some way.&lt;br /&gt;
* '''id''': (Optional) when the object is picked up, a flag is set for ''id''.  The object cannot be picked up if a flag for ''id'' has been set.  This means that any object with an id can only be used once, even if first_time_only=no is set for the event. This restriction is per level. In a campaign objects with the same id can be assigned once per level.&lt;br /&gt;
* '''delayed_variable_substitution''' (boolean yes|no, default no): If set to &amp;quot;yes&amp;quot;, the wml block contained in this [object] is not variable-substituted at execution time of the event where this [object] is within. You need this to work around a bug when adding ABILITY_TELEPORT via an [object] or when using [object][effect][filter]with a $this_unit (see http://gna.org/bugs/index.php?18893).&lt;br /&gt;
* '''[effect]''': one or more effect elements may be listed.  See [[EffectWML]] for a description of [effect].&lt;br /&gt;
* '''duration''':&lt;br /&gt;
**if 'level', effects only last until the end of the level (note : 'level' is the scenario, so this doesn't mean it last until the unit levels-up). {{DevFeature1.11}} 'level' has been renamed to 'scenario'.&lt;br /&gt;
**if 'forever' or not set, effects never wear off.&lt;br /&gt;
** {{DevFeature1.11}} if 'turn', effects only last until the start of the unit's next turn (when the unit refreshes movement and attacks). (Like other start-of-turn behavior, objects with a duration of &amp;quot;turn&amp;quot; won't expire before turn 2.)&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. The first unit found that matches the filter will be given the object. Only on-map units are considered. If no unit matches or no [filter] is supplied, it is tried to apply the object to the unit at the $x1,$y1 location of the event where this [object] is in. The case of no unit being at that spot is handled in the same way as no unit matching a given filter ([else] commands executed, cannot_use_message displayed)&lt;br /&gt;
* '''[then]''': a subtag that lets you execute actions if the filter conditions are met.  The most common action that should be inside here is a '''[remove_item]''' tag, but you could probably put any tags that otherwise work in a [then] tag.&lt;br /&gt;
* '''[else]''': a subtag that lets you execute actions if the filter conditions are *not* met.&lt;br /&gt;
* '''silent''': whether or not messages should be suppressed. Default is &amp;quot;no&amp;quot;.&lt;br /&gt;
* '''image''': the displayed image of the object.&lt;br /&gt;
* '''name''': (translatable) displayed as a caption of the image.&lt;br /&gt;
&lt;br /&gt;
* '''description''': (translatable) displayed as a message of the image.&lt;br /&gt;
* '''cannot_use_message''': (translatable) displayed instead of '''description''' if no unit passes the filter test.&lt;br /&gt;
&lt;br /&gt;
=== [remove_shroud] ===&lt;br /&gt;
Removes some shroud from the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to remove shroud. This can be a comma-separated list of sides. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles for which shroud should be removed&lt;br /&gt;
&lt;br /&gt;
=== [place_shroud] ===&lt;br /&gt;
Places some shroud on the map for a certain side (only relevant for sides that have shroud=yes).&lt;br /&gt;
* '''side''': (default=1) the side for which to place shroud. This can be a comma-separated list. note: Default side=1 for empty side= is deprecated.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] as argument&lt;br /&gt;
* [[StandardLocationFilter]]: the range of tiles on which shroud should be placed&lt;br /&gt;
&lt;br /&gt;
=== [lift_fog] ===&lt;br /&gt;
{{DevFeature1.11}}Lifts the fog of war from parts of the map for a certain side (only relevant for sides that have fog=yes), allowing a player to witness what occurs there even if that player has no units within vision range.&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the tiles from which fog should be lifted.&lt;br /&gt;
* '''multiturn''': ''yes/no, default:no''. The default (not multiturn) causes fog to be removed in the same way that normal vision works; the cleared tiles will remain cleared until fog is recalculated (which normally happens when a side ends its turn). When multiturn is set to &amp;quot;yes&amp;quot;, the cleared tiles remain clear until {{tag||reset_fog}} cancels the clearing. This allows tiles to remain clear for multiple turns, or to be refogged before the end of the current turn (without also refogging all tiles). Multiturn lifted fog is not shared with allies (even when share_view=yes).&lt;br /&gt;
&lt;br /&gt;
=== [reset_fog] ===&lt;br /&gt;
{{DevFeature1.11}}The primary use of this tag is to remove multiturn lifted fog (created by {{tag||lift_fog}}), which causes the fog to reset to what it would have been had WML not interfered. (That is, hexes that a side's units could not see at any point this turn will be re-fogged, while seen hexes remain defogged.)&lt;br /&gt;
* '''[filter_side]''' with a [[StandardSideFilter]] indicating which sides should be affected.&lt;br /&gt;
* [[StandardLocationFilter]]: the fog reset will be restricted to these tiles.&lt;br /&gt;
* '''reset_view''': ''yes/no, default: no'' If set to &amp;quot;yes&amp;quot;, then in addition to removing multiturn fog, the side's current view is canceled (independent of the SLF). This means that all hexes will become fogged for the side unless multiturn fog exists outside the tiles selected by the SLF. Normally, one would want the currently seen hexes to become clear of fog; this is done automatically at the end of many events, and it can be done manually with {{tag|InterfaceActionsWML|redraw}}.&lt;br /&gt;
Omitting both the SSF and the SLF would cancel all earlier uses of [lift_fog].&lt;br /&gt;
Additionally setting reset_view=&amp;quot;yes&amp;quot; would cause the side's entire map to be fogged (unless an ally keeps hexes clear by sharing its view).&lt;br /&gt;
&lt;br /&gt;
=== [allow_undo] ===&lt;br /&gt;
&lt;br /&gt;
Normally when an event with a handler fires, the player's undo stack is cleared, preventing all actions performed so far from being undone. Including this tag in the event handler prevents the stack from being cleared for this reason, allowing the player to undo actions. (However, the stack might still be cleared for other reasons, such as fog being cleared or combat occurring.) In the common cases, this means '''[allow_undo]''' allows the current action to be undone even though an event was handled. There is a less common case, though &amp;amp;mdash; specifically when handling a menu item, where there is no current action &amp;amp;mdash; and in this case, '''[allow_undo]''' means merely that earlier actions can still be undone.&lt;br /&gt;
* {{DevFeature1.11}} Using this tag in a menu item has an additional side effect in 1.11. Starting with version 1.11.1, executing a WML menu item normally counts as doing something as far as the &amp;quot;you have not started your turn yet&amp;quot; dialog is concerned. However, a menu item whose handler includes '''[allow_undo]''' will not count.&lt;br /&gt;
&lt;br /&gt;
This tag does nothing during recruit and recall actions, as the game incorrectly ignores whether or not an event fired during those times. {{DevFeature1.11}} This has been fixed in the latest development release.&lt;br /&gt;
&lt;br /&gt;
The types of actions that can be undone are movement, recruitment, recalling, and dismissing a unit from the recall list. If an action is undone, only the position (or existence) of the involved unit will be restored; any altered variables or changes to the game will remain changed after the action is undone.  It is up to the scenario designer to avoid abusing this command.&lt;br /&gt;
* Technically, if '''[allow_undo]''' is inside an '''[event]''' with ''first_time_only=yes'' (the default setting), and the user undoes the event, then the state of the game has changed in this way: the event will not fire a second time, even though the user undid the action the first time.&lt;br /&gt;
&lt;br /&gt;
=== [heal_unit] ===&lt;br /&gt;
Heal a unit. The variable '''$heal_amount''' will be set to the exact number of points healed (i.e can be lesser than the parameter '''amount''' if the unit is fully healed). $heal_amount contains only the number of hitpoints the first unit that was found got healed.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] All matching on-map units are healed. If no filter is supplied, it is tried to take the unit at $x1, $y1.&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] all the units matching the filter ''and'' having the ''heals'' ability will have their animation played (if ''animate'' is set to true) for each of the units healed.&lt;br /&gt;
*  '''amount''': (integer, default full) the maximum points the unit(s) will be healed. Can't set below 1 or above max_hitpoints. If &amp;quot;full&amp;quot;, sets hitpoints to max_hitpoints. Before 1.9 the default is 0.&lt;br /&gt;
*  '''animate''': a boolean which indicate if the healing animations must be played. (default no)&lt;br /&gt;
*  '''moves''': (integer, default 0) The maximum current movement points the units will be &amp;quot;healed&amp;quot;. Can't set below 0 or above max_moves. If &amp;quot;full&amp;quot;, sets moves to max_moves.&lt;br /&gt;
* '''restore_attacks''': (boolean, default no) Whether the units' attacks_left should be reset to their max_attacks (usually 1).&lt;br /&gt;
* '''restore_statuses''': (boolean, default yes) Whether standard statuses should be reset to &amp;quot;no&amp;quot;. This affects poisoned, slowed, petrified and unhealable. Before 1.9 this is always &amp;quot;no&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=== [harm_unit] ===&lt;br /&gt;
Harms every unit matching the filter, for the specific damage amount.&lt;br /&gt;
*  '''[filter]''': [[StandardUnitFilter]] all matching units will be harmed (required).&lt;br /&gt;
*  '''[filter_second]''': [[StandardUnitFilter]] if present, the first matching unit will attack all the units matching the filter above.&lt;br /&gt;
*  '''amount''': the amount of damage that will be done (required).&lt;br /&gt;
*  '''alignment''': (default neutral) applies an alignment to the damage, this means that if alignment=chaotic, the damage will be increased at night and reduced at day.&lt;br /&gt;
*  '''damage_type''': if present, amount will be altered by unit resistance to the damage type specified.&lt;br /&gt;
*  '''kill''': (default yes) if yes, when a harmed unit goes to or below 0 HP, it is killed; if no its HP are set to 1.&lt;br /&gt;
*  '''fire_event''': (default no) if yes, when a unit is killed by harming, the corresponding events are fired. {{DevFeature1.11}} If yes, also the corresponding advance and post advance events are fired.&lt;br /&gt;
*  '''animate''': (default no) if yes, scrolls to each unit before harming it and plays its defense (or attack, if it's the harmer) and death animations. Special values supported, other than the usual yes and no, are &amp;quot;attacker&amp;quot;, that means only the harmer will be animated, and &amp;quot;defender&amp;quot;, that means only the harmed units will be animated. {{DevFeature1.11}} If the supplied value is yes, attacker or defender also advancement animations are played.&lt;br /&gt;
*  '''[primary_attack], [secondary_attack]''': these set the weapon against which the harmed units will defend, and that the harming unit will use to attack, respectively (notice this is the opposite of '''[filter]''' and '''[filter_second]''' above). This allows for playing specific defense and attack animations. Both tags are expected to contain a [[FilterWML#Filtering_Weapons|Standard Weapon Filter]].&lt;br /&gt;
*  '''delay''': if animate=yes, sets the delay (in milliseconds, default 500) between each unit harming.&lt;br /&gt;
*  '''variable''': if present, the damage caused to the unit, altered by resistances, will be stored in a WML array with the given name, under the &amp;quot;harm_amount&amp;quot; key.&lt;br /&gt;
*  '''poisoned, slowed, petrified, unhealable''': (default no) if yes, every harmed unit that doesn't already have such status will have it set.&lt;br /&gt;
*  '''experience''': if yes, and there is a harmer, experience will be attributed like in regular combat.&lt;br /&gt;
*  '''resistance_multiplier''': {{DevFeature1.11}} the harmed unit's resistance is multiplied by the supplied value; this means that a value lower than 1 increases it, and a value greater than 1 decreases it. Default value is 1, that means no modification.&lt;br /&gt;
&lt;br /&gt;
=== [time_area] ===&lt;br /&gt;
How a day should progress in a given area. Everywhere not specified in a [time_area] tag is affected by the [time] tags in the [scenario] tag.&lt;br /&gt;
* [[StandardLocationFilter]]: the locations to affect. ''note: only for [event][time_area]s - at scenario toplevel [time_area] does not support [[StandardLocationFilter]], only location ranges''&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
* '''id''': an unique identifier assigned to a time_area. Optional, unless you want to remove the time_area later. Can be a comma-separated list when removing time_areas, see below.&lt;br /&gt;
* '''remove''': (boolean) yes/no value. Indicates whether the specified time_area should be removed. Requires an identifier. If no identifier is used, however, all time_areas are removed.&lt;br /&gt;
&lt;br /&gt;
''Example:'' (caves in parts of a map)&lt;br /&gt;
 [time_area]&lt;br /&gt;
     x=1-2,4-5&lt;br /&gt;
     y=1-2,1-2&lt;br /&gt;
     {UNDERGROUND}&lt;br /&gt;
 [/time_area]&lt;br /&gt;
&lt;br /&gt;
=== [end_turn] ===&lt;br /&gt;
End the current side's turn. The current event is finished before the turn is ended. Also, if the current event (where the tag appears) has been fired by another event, that event (and the complete stack of other possible parent events) is ended before [end_turn] comes into affect. Also, events following the event stack that fired [end_turn] are not omitted (e.g. [end_turn] is used by a side turn event and a turn refresh event does something afterwards).&lt;br /&gt;
&lt;br /&gt;
=== [replace_map] ===&lt;br /&gt;
&lt;br /&gt;
Replaces the entire map.&lt;br /&gt;
* '''map''': Content of a wesnoth map file. example:&lt;br /&gt;
 map=&amp;quot;{campaigns/Heir_To_The_Throne/maps/01_The_Elves_Besieged.map}&amp;quot;&lt;br /&gt;
* '''expand''': if 'yes', allows the map size to increase. The expansion direction is currently always bottom-right.&lt;br /&gt;
* '''shrink''': if 'yes', allows the map size to decrease. If the map size is reduced, any units that would no longer be on the map due to its coordinates no longer existing will be put into the recall list.&lt;br /&gt;
Note: When a hex changes from a village terrain to a non-village terrain, and a team owned that village it loses that village. When a hex changes from a non-village terrain to a village terrain and there is a unit on that hex it does not automatically capture the village. The reason for not capturing villages it that there are too many choices to make; should a unit loose its movement points, should capture events be fired. It is easier to do this as wanted by the author in WML.&lt;br /&gt;
&lt;br /&gt;
=== [replace_schedule] ===&lt;br /&gt;
Replace the time of day schedule of the entire scenario.&lt;br /&gt;
* [[TimeWML]]: the new schedule.&lt;br /&gt;
&lt;br /&gt;
=== [tunnel] ===&lt;br /&gt;
&lt;br /&gt;
Create a tunnel between some locations, later usable by units to move from source hex to target hex (using the movement cost of unit on the target terrain). ([http://forums.wesnoth.org/viewtopic.php?f=21&amp;amp;t=14749&amp;amp;p=405667&amp;amp;hilit=tunnel#p405667 source])&lt;br /&gt;
&lt;br /&gt;
* '''id''' identifier for the tunnel, to allow removing (optional).&lt;br /&gt;
* '''remove''': (boolean) yes/no value. If yes, removes all defined tunnels with the same ID (then only id= is necessary). (default: no)&lt;br /&gt;
* '''bidirectional''': (boolean) if yes, creates also a tunnel in the other direction. (default: yes)&lt;br /&gt;
* '''always_visible''': (boolean) if yes, the possible movement of enemies under fog can be seen. (default: no)&lt;br /&gt;
* '''[source]''': [[StandardLocationFilter]] the source hex(es) (required).&lt;br /&gt;
* '''[target]''': [[StandardLocationFilter]] the target hex(es) (required).&lt;br /&gt;
* '''[filter]''': [[StandardUnitFilter]] the units which can use the tunnel (required). Leave empty for &amp;quot;all units&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
(Note: The tunnel tag can also be used inside the [[AbilitiesWML|[teleport]]] ability, without remove= and id=).&lt;br /&gt;
&lt;br /&gt;
== Useful Macros ==&lt;br /&gt;
There are some predefined macros that you find useful for direct actions. You can find a complete list along with a detailed explanation of how they work [http://www.wesnoth.org/macro-reference.xhtml here].&lt;br /&gt;
* '''{MOVE_UNIT}''': Moves a unit to another location in the map and the player sees the movement (unlike [teleport])&lt;br /&gt;
* '''{FULL_HEAL}''': Brings a unit to full HP&lt;br /&gt;
* '''{LOYAL_UNIT}''': Create a loyal unit&lt;br /&gt;
* '''{MODIFY_TERRAIN_MASK}''': Modify an area of terrain&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[InternalActionsWML]]&lt;br /&gt;
* [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=50228</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=50228"/>
		<updated>2013-04-17T13:08:29Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Bem-Vindo */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução portuguesa faz uso do sistema de controllo [http://git-scm.com/ Git] e os ficheiros actuais da tradução podem ser obtidos no repositório da github.&lt;br /&gt;
&lt;br /&gt;
Em sistemas *nix:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Descarregar os ficheiros:&lt;br /&gt;
 git clone git://github.com/trewe/wesn-pt-trans.git &amp;amp;&amp;amp; cd wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
ver o que pode ser editado:&lt;br /&gt;
 git branch -a&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um branch local para editar:&lt;br /&gt;
 git checkout -b my_branch &amp;lt;STARTING POINT&amp;gt;&lt;br /&gt;
:(onde &amp;lt;STARING POINT&amp;gt; é o nome da branch/tag da qual quiserem começar)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Abrir o(s) ficheiro(s) *.po(s) com o editor preferido e começar a traduzir, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Aplicar o trabalho feito:&lt;br /&gt;
 git commit -a -m 'updated translation'&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Criar um patch:&lt;br /&gt;
 git format-patch &amp;lt;PARENT&amp;gt; --stdout &amp;gt; my_translation.patch&lt;br /&gt;
:(parent é a branch da qual fizeram o fork)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o patch para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
Todo o trabalho corrente é baseado na norma de 1911.&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48921</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48921"/>
		<updated>2013-03-16T10:27:09Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Bem-Vindo */ release announcenment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
É com prazer que a equipa anuncia que a tradução portuguesa está completa a partir da versão 1.10.6 !&lt;br /&gt;
&lt;br /&gt;
 Porém:&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
Os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans github].&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
Todo o trabalho corrente é baseado na norma de 1911.&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48920</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48920"/>
		<updated>2013-03-16T10:18:52Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Translations */ pt_PT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: Ivica Đurenec (charlieh65) - [mailto:ivicaDOTdurenecATgmailDOTcom]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Jarkko Patteri (Jarkko) - [mailto:jarkkopatteriATgmailDOTcom], Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Pascal (Haldric) - Please use the translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Antonio Rosella - [mailto:arosellaATyahooDOTcom]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmaill.com]&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Zbigniew Banach - [mailto:zDOTbanachATwsisizDOTeduDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|European Portuguese]] - maintainer: trewe [mailto:sjrs456@yahoo.fr]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[Scottish_Gaelic_Translation|Scottish Gaelic]] - maintainer: GunChleoc- [mailto:fiosAIGforamnagaidhligDOTnet]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen913ATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]); comaintainer: Víctor Martínez Estrada (Darkmage) - [mailto:quianaaelonin@gmail.com])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Niklas Bolmdahl (dacovale) - [mailto:wesnothATniklasDOTbolmdahlDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: robson - [mailto:arobsonATyandexDOTru]&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48794</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48794"/>
		<updated>2013-03-10T10:37:07Z</updated>

		<summary type="html">&lt;p&gt;Trewe: Undo revision 48736 by Marsianen (Talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Переводы  ==&lt;br /&gt;
&lt;br /&gt;
Веснот переводится в настоящее время на языки представленные ниже. Инструкции о том, как внести находятся здесь:&lt;br /&gt;
[[WesnothПереводыЧтоКЧему]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - координатор: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - координатор: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - координатор: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - координатор: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - координатор: CloudiDust - [mailto:cloudidustATgmailDOTcom]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - координатор: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - координатор: Ivica Đurenec (charlieh65) - [mailto:ivicaDOTdurenecATgmailDOTcom]&lt;br /&gt;
* [[CzechTranslation|Czech]] - координатор: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - координатор: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - координатор: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - координатор: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - координатор: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - координатор: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - координатор: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - координатор: Jarkko Patteri (Jarkko) - [mailto:jarkkopatteriATgmailDOTcom], Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - координатор: Guillaume Pascal (Haldric) - Please use the translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - координатор:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - координатор: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - координатор: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - координатор: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - координатор: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - координатор: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - координатор: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - координатор: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - координатор: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - координатор: Antonio Rosella - [mailto:arosellaATyahooDOTcom]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - координатор: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - координатор: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - координатор: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - координатор: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - координатор: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - координатор: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - координатор: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - координатор: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - координатор: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - координатор: Steven Panek (Espreon) - [mailto:Majora700@gmaill.com]&lt;br /&gt;
* [[PolishTranslation|Polish]] - координатор: none&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - координатор: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|European Portuguese]] - координатор: Sérgio Lopes [mailto:knitter.is@gmail.com] co-maintainer trewe [mailto:sjrs456@yahoo.fr]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - координатор: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Русский]] - координатор: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[Scottish_Gaelic_Translation|Scottish Gaelic]] - координатор: GunChleoc- [mailto:fiosAIGforamnagaidhligDOTnet]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - координатор: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - координатор: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - координатор: Klemen Košir (nNa) - [mailto:klemen913ATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - координатор: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]); comaintainer: Víctor Martínez Estrada (Darkmage) - [mailto:quianaaelonin@gmail.com])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - координатор: Niklas Bolmdahl (dacovale) - [mailto:wesnothATniklasDOTbolmdahlDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - координатор: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - координатор: robson - [mailto:arobsonATyandexDOTru]&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - координатор: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - координатор: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Список Рассылки ==&lt;br /&gt;
&lt;br /&gt;
Теперь имеется рассылки, посвященный вопросам перевода. Это, в основном, предназначен для информирования перевод сопровождающих о важных изменениях, чтобы объявить строки замерзает и других специальных вещей.Каждый волен, чтобы подписаться на этот список. Вы можете найти этот список, имеющих право Wesnoth -i18n at список всех Parking списки рассылки:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
Архив за этот список можно найти [http://mail.gna.org/public/wesnoth-i18n/ сдесь].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  См. также  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Статистика Переводов (стабильный)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Статистика Переводов (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Категория:Переводы|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48519</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48519"/>
		<updated>2013-02-27T18:06:35Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Estilos e vocabulário */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
Os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans github].&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
Todo o trabalho corrente é baseado na norma de 1911.&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| ondim (Camões, Teofólio Braga)&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48518</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48518"/>
		<updated>2013-02-27T17:59:50Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Equipa da tradução */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
* trewe (maintainer) [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
* knitter aka Sérgio Lopes [mailto:knitter.is@gmail.com]&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
* Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
Os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans github].&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para&lt;br /&gt;
manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
O inglês usa capitalização extensiva neste jogo porém em português só palavras em destaque deverão estar.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar/Submeter&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar/processar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| tritão/ondim&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| sereia/ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=48417</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=48417"/>
		<updated>2013-01-25T22:13:27Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:225px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[AbilitiesWML|abilities]],&lt;br /&gt;
[[CampaignWML#Campaign credits|about]],&lt;br /&gt;
[[Lua_AI_Howto#Behavior_.28Sticky.29_Candidate_Actions|add_ai_behavior]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|adjacent_description]],&lt;br /&gt;
[[SingleUnitWML|advance]],&lt;br /&gt;
[[AdvancedPreferenceWML|advanced_preference]],&lt;br /&gt;
[[UnitTypeWML|advancefrom]],&lt;br /&gt;
[[UnitTypeWML#After_max_level_advancement_.28AMLA.29|advancement]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|advances]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|affect_adjacent]],&lt;br /&gt;
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|ai]],&lt;br /&gt;
[[StandardSideFilter|allied_with]], &lt;br /&gt;
[[DirectActionsWML#.5Ballow_end_turn.5D|allow_end_turn]],&lt;br /&gt;
[[DirectActionsWML#.5Ballow_extra_recruit.5D|allow_extra_recruit]],&lt;br /&gt;
[[DirectActionsWML#.5Ballow_recruit.5D|allow_recruit]],&lt;br /&gt;
[[DirectActionsWML#.5Ballow_undo.5D|allow_undo]],&lt;br /&gt;
[[ConditionalActionsWML#Meta-Condition_Tags|and]],&lt;br /&gt;
[[InterfaceActionsWML#.5Banimate_unit.5D|animate]],&lt;br /&gt;
[[InterfaceActionsWML#.5Banimate_unit.5D|animate_unit]],&lt;br /&gt;
[[AnimationWML|animation]],&lt;br /&gt;
[[VariablesWML#Array|array]],&lt;br /&gt;
[[AiWML#A_Bit_More_on_Simple_vs._Composite_Aspects|aspect]],&lt;br /&gt;
[[UnitTypeWML#Attacks|attack]],&lt;br /&gt;
[[AnimationWML|attack_anim]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|attacks]],&lt;br /&gt;
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[UnitTypeWML#Other_tags|base_unit]], &lt;br /&gt;
[[AbilitiesWML|berserk]], &lt;br /&gt;
[[BinaryPathWML|binary_path]], &lt;br /&gt;
[[EditorWML#The_.5Bbrush.5D_tag|brush]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]],&lt;br /&gt;
[[Formula_AI_Howto#Setting_up_the_RCA_main_loop_Stage_and_Candidate_Actions|candidate_action]], &lt;br /&gt;
[[DirectActionsWML#.5Bcapture_village.5D|capture_village]],&lt;br /&gt;
[[ConditionalActionsWML#.5Bswitch.5D|case]],&lt;br /&gt;
[[MapGeneratorWML#The_Default_Generator|castle]], &lt;br /&gt;
[[MapGeneratorWML#The_Cave_Generator|chamber]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|chance_to_hit]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bchat.5D|chat]],&lt;br /&gt;
[[ReplayWML|choose]],&lt;br /&gt;
[[PersistenceWML|clear_global_variable]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bclear_menu_item.5D|clear_menu_item]],&lt;br /&gt;
[[InternalActionsWML#.5Bclear_variable.5D|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bcolor_adjust.5D|color_adjust]],&lt;br /&gt;
command&amp;amp;nbsp;([[ConditionalActionsWML#.5Bcommand.5D|action]], [[ReplayWML|replay]]),&lt;br /&gt;
[[MapGeneratorWML#The_Default_Generator|convert]], &lt;br /&gt;
[[AiWML#The_.5Bgoal.5D_Tag|criteria]];&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|damage]],&lt;br /&gt;
[[AnimationWML#death|death]], &lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|deaths]],&lt;br /&gt;
[[AnimationWML#default|default]], &lt;br /&gt;
[[AnimationWML#defend|defend]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],&lt;br /&gt;
[[UnitsWML#.5Bmovetype.5D|defense]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bdelay.5D|delay]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bdeprecated_message.5D|deprecated_message]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML#.5Bdisallow_end_turn.5D|disallow_end_turn]],&lt;br /&gt;
[[DirectActionsWML#.5Bdisallow_extra_recruit.5D|disallow_extra_recruit]],&lt;br /&gt;
[[DirectActionsWML#.5Bdisallow_recruit.5D|disallow_recruit]],&lt;br /&gt;
[[ConditionalActionsWML#.5Bwhile.5D|do]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|drains]], &lt;br /&gt;
[[AnimationWML#draw_weapon_anim|draw_weapon_anim]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[EditorWML#The_.5Beditor_group.5D_tag|editor_group]],&lt;br /&gt;
[[EditorWML#The_.5Beditor_music.5D_tag|editor_music]], &lt;br /&gt;
[[EditorWML#The_.5Beditor_times.5D_tag|editor_times]],&lt;br /&gt;
[[EditorWML#The_.5Beditor_tool_hint.5D_tag|editor_tool_hint]],&lt;br /&gt;
[[EffectWML|effect]],&lt;br /&gt;
else&amp;amp;nbsp;([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]]),&lt;br /&gt;
[[DirectActionsWML#.5Bendlevel.5D|endlevel]],&lt;br /&gt;
end_turn&amp;amp;nbsp;([[DirectActionsWML#.5Bend_turn.5D|action]], [[ReplayWML|replay]]),&lt;br /&gt;
[[StandardSideFilter|enemy_of]], &lt;br /&gt;
[[Customizing_AI_in_Wesnoth_1.8#AI_engines_.28_via_.5Bengine.5D_tags_.29|engine]], &lt;br /&gt;
[[CampaignWML#Campaign_credits|entry]], &lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|expenses]], &lt;br /&gt;
[[AnimationWML#Simplified_animation_blocks|extra_anim]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:''&lt;br /&gt;
[[AiWML#A_Bit_More_on_Simple_vs._Composite_Aspects|facet]],&lt;br /&gt;
[[InterfaceActionsWML#.5Banimate_unit.5D|facing]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bmove_units_fake.5D|fake_unit]], &lt;br /&gt;
[[UnitTypeWML#Other_tags|female]], &lt;br /&gt;
[[FilterWML|filter]],&lt;br /&gt;
[[StandardUnitFilter|filter_adjacent]], &lt;br /&gt;
[[StandardLocationFilter|filter_adjacent_location]], &lt;br /&gt;
[[FilterWML#Filtering_Weapons|filter_attack]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_attacker]], &lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|filter_base_value]], &lt;br /&gt;
[[EventWML#.5Bfilter_condition.5D|filter_condition]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_defender]], &lt;br /&gt;
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_enemy]],&lt;br /&gt;
[[StandardLocationFilter|filter_location]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_opponent]], &lt;br /&gt;
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_own]],&lt;br /&gt;
[[StandardLocationFilter|filter_owner]], &lt;br /&gt;
[[StandardLocationFilter|filter_radius]], &lt;br /&gt;
[[SingleUnitWML|filter_recall]], &lt;br /&gt;
[[StandardUnitFilter|filter_second]],&lt;br /&gt;
[[FilterWML#Filtering_Weapons|filter_second_attack]],&lt;br /&gt;
[[AbilitiesWML|filter_self]], &lt;br /&gt;
[[StandardSideFilter|filter_side]],&lt;br /&gt;
[[FilterWML#Filtering_Vision|filter_vision]],&lt;br /&gt;
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_weapon]], &lt;br /&gt;
[[StandardUnitFilter|filter_wml]],&lt;br /&gt;
[[InternalActionsWML#.5Bfind_path.5D|find_path]],&lt;br /&gt;
[[InternalActionsWML#.5Bfire_event.5D|fire_event]],&lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|firststrike]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bfloating_text.5D|floating_text]],&lt;br /&gt;
[[AnimationWML#Frames|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]],&lt;br /&gt;
[[MapGeneratorWML|generator]],&lt;br /&gt;
[[PersistenceWML|get_global_variable]],&lt;br /&gt;
[[AiWML#The_.5Bgoal.5D_Tag|goal]],&lt;br /&gt;
gold&amp;amp;nbsp;([[DirectActionsWML#.5Bgold.5D|action]], [[ThemeWML|theme]]),&lt;br /&gt;
[[InterfaceActionsWML#.5Bobjectives.5D|gold_carryover]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[DirectActionsWML#.5Bharm_unit.5D|harm_unit]],&lt;br /&gt;
[[StandardSideFilter|has_unit]], &lt;br /&gt;
[[ConditionalActionsWML#Condition_Tags|have_location]],&lt;br /&gt;
[[ConditionalActionsWML#Condition_Tags|have_unit]],&lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|heal_on_hit]], &lt;br /&gt;
[[DirectActionsWML#.5Bheal_unit.5D|heal_unit]],&lt;br /&gt;
[[AnimationWML#healed|healed_anim]], &lt;br /&gt;
[[AnimationWML#healing|healing_anim]], &lt;br /&gt;
[[AbilitiesWML|heals]], &lt;br /&gt;
[[MapGeneratorWML|height]], &lt;br /&gt;
[[UnitsWML#.5Bhide_help.5D|hide_help]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bhide_unit.5D|hide_unit]],&lt;br /&gt;
[[AbilitiesWML|hides]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[AnimationWML#idling|idle_anim]], &lt;br /&gt;
if&amp;amp;nbsp;([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]]),&lt;br /&gt;
[[AbilitiesWML|illuminates]], &lt;br /&gt;
[[TerrainGraphicsWML|image]],&lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|income]],&lt;br /&gt;
[[ReplayWML|init_side]],&lt;br /&gt;
[[InternalActionsWML#.5Binsert_tag.5D|insert_tag]],&lt;br /&gt;
[[InterfaceActionsWML#.5Binspect.5D|inspect]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bitem.5D|item]], &lt;br /&gt;
[[MapGeneratorWML#The_Cave_Generator|items]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[InternalActionsWML#.5Bset_variables.5D|join]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML#.5Bkill.5D|kill]],&lt;br /&gt;
[[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
label&amp;amp;nbsp;([[InterfaceActionsWML#.5Blabel.5D|map]], [[ThemeWML|theme]]),&lt;br /&gt;
[[LanguageWML|language]],&lt;br /&gt;
[[AiWML#The_.5Bai.5D_Tag:_Defining_Aspects|leader_goal]],&lt;br /&gt;
[[AbilitiesWML|leadership]], &lt;br /&gt;
[[AnimationWML#leading|leading_anim]], &lt;br /&gt;
[[AnimationWML#levelin|levelin_anim]],&lt;br /&gt;
[[AnimationWML#levelout|levelout_anim]], &lt;br /&gt;
[[DirectActionsWML#.5Blift_fog.5D|lift_fog]],&lt;br /&gt;
[[AiWML#Limiting_Recruiting_with_the_.27recruitment.27_Aspect|limit]],&lt;br /&gt;
[[InternalActionsWML#.5Bset_variables.5D|literal]], &lt;br /&gt;
[[LocaleWML|locale]],&lt;br /&gt;
[[InterfaceActionsWML#.5Block_view.5D|lock_view]],&lt;br /&gt;
[[LuaWML|lua]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML#.5Bmain_map.5D|main_map]],&lt;br /&gt;
[[ThemeWML#.5Bmain_map_border.5D|main_map_border]], &lt;br /&gt;
[[UnitTypeWML#Other_tags|male]], &lt;br /&gt;
[[ThemeWML#.5Bmenu.5D|menu]], &lt;br /&gt;
[[SavefileWML|menu_item]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bmessage.5D|message]],&lt;br /&gt;
[[Micro AIs|micro_ai]],&lt;br /&gt;
[[ThemeWML#.5Bmini_map.5D|mini_map]],&lt;br /&gt;
[[AnimationWML#The_content_of_a_frame|missile_frame]],&lt;br /&gt;
[[ModificationWML|modification]],&lt;br /&gt;
[[SingleUnitWML|modifications]],&lt;br /&gt;
[[DirectActionsWML#.5Bmodify_ai.5D|modify_ai]],&lt;br /&gt;
[[DirectActionsWML#.5Bmodify_side.5D|modify_side]],&lt;br /&gt;
[[DirectActionsWML#.5Bmodify_turns.5D|modify_turns]],&lt;br /&gt;
[[DirectActionsWML#.5Bmodify_unit.5D|modify_unit]],&lt;br /&gt;
[[ReplayWML|move]],&lt;br /&gt;
[[DirectActionsWML#.5Bmove_unit.5D|move_unit]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bmove_unit_fake.5D|move_unit_fake]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bmove_units_fake.5D|move_units_fake]],&lt;br /&gt;
[[AnimationWML#movement|movement_anim]], &lt;br /&gt;
[[UnitsWML#.5Bmovetype.5D|movement costs]],&lt;br /&gt;
[[UnitsWML#.5Bmovetype.5D|movetype]],&lt;br /&gt;
[[ScenarioWML|multiplayer]],&lt;br /&gt;
[[EraWML|multiplayer_side]],&lt;br /&gt;
[[MusicListWML#.5Bmusic.5D|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[MapGeneratorWML|naming]], &lt;br /&gt;
[[ConditionalActionsWML#Meta-Condition_Tags|not]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bobjectives.5D|note]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML#.5Bobject.5D|object]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bobjectives.5D|objective]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bobjectives.5D|objectives]],&lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|observers]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bopen_help.5D|open_help]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bmessage.5D|option]],&lt;br /&gt;
[[OptionWML|options]],&lt;br /&gt;
[[ConditionalActionsWML#Meta-Condition_Tags|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML#.5Bpanel.5D|panel]], &lt;br /&gt;
[[IntroWML|part]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|petrifies]], &lt;br /&gt;
[[DirectActionsWML#.5Bpetrify.5D|petrify]], &lt;br /&gt;
[[DirectActionsWML#.5Bplace_shroud.5D|place_shroud]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|plague]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|poison]], &lt;br /&gt;
[[UnitTypeWML#Other_tags|portrait]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|position]],&lt;br /&gt;
[[AnimationWML#post_movement|post_movement_anim]], &lt;br /&gt;
[[AnimationWML#pre_movement|pre_movement_anim]], &lt;br /&gt;
[[FilterWML#Filtering_Weapons|primary_attack]], &lt;br /&gt;
[[StandardUnitFilter|primary_unit]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bprint.5D|print]], &lt;br /&gt;
[[AiWML#Deprecated_AI_Targeting_Aspects|protect_location]], &lt;br /&gt;
[[AiWML#Deprecated_AI_Targeting_Aspects|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML#.5Brace.5D|race]], &lt;br /&gt;
[[ReplayWML|random]], &lt;br /&gt;
recall&amp;amp;nbsp;([[DirectActionsWML#.5Brecall.5D|action]], [[ReplayWML|replay]]), &lt;br /&gt;
[[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], &lt;br /&gt;
[[AnimationWML#recruited|recruit_anim]], &lt;br /&gt;
[[AnimationWML#recruiting|recruiting_anim]], &lt;br /&gt;
[[StatisticalScenarioWML|recruits]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bredraw.5D|redraw]],&lt;br /&gt;
[[AbilitiesWML|regenerate]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bremove_item.5D|remove_item]], &lt;br /&gt;
[[DirectActionsWML#.5Bremove_shroud.5D|remove_shroud]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bremove_sound_source.5D|remove_sound_source]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bremove_unit_overlay.5D|remove_unit_overlay]],&lt;br /&gt;
[[DirectActionsWML#.5Breplace_map.5D|replace_map]], &lt;br /&gt;
[[DirectActionsWML#.5Breplace_schedule.5D|replace_schedule]], &lt;br /&gt;
[[ReplayWML|replay]], &lt;br /&gt;
[[SavefileWML|replay_start]],&lt;br /&gt;
[[DirectActionsWML#.5Breset_fog.5D|reset_fog]], &lt;br /&gt;
resistance&amp;amp;nbsp;([[AbilitiesWML|ability]], [[UnitsWML#.5Bmovetype.5D|unit]]),&lt;br /&gt;
[[ThemeWML|resolution]], &lt;br /&gt;
[[ReplayWML|results]], &lt;br /&gt;
[[MapGeneratorWML|road_cost]], &lt;br /&gt;
[[InternalActionsWML#.5Brole.5D|role]], &lt;br /&gt;
[[TerrainMaskWML|rule]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], &lt;br /&gt;
[[ScenarioWML|scenario]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bscroll.5D|scroll]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bscroll_to.5D|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bscroll_to_unit.5D|scroll_to_unit]], &lt;br /&gt;
[[FilterWML#Filtering_Weapons|secondary_attack]], &lt;br /&gt;
[[StandardUnitFilter|secondary_unit]], &lt;br /&gt;
[[HelpWML|section]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bselect_unit.5D|select_unit]], &lt;br /&gt;
[[ReplayWML|sequence]], &lt;br /&gt;
[[DirectActionsWML#.5Bset_extra_recruit.5D|set_extra_recruit]],&lt;br /&gt;
[[PersistenceWML|set_global_variable]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bset_menu_item.5D|set_menu_item]], &lt;br /&gt;
[[DirectActionsWML#.5Bset_recruit.5D|set_recruit]],&lt;br /&gt;
[[EffectWML|set_specials]], &lt;br /&gt;
[[InternalActionsWML#.5Bset_variable.5D|set_variable]], &lt;br /&gt;
[[InternalActionsWML#.5Bset_variables.5D|set_variables]], &lt;br /&gt;
[[MapGeneratorWML#The_Cave_Generator|settings]], &lt;br /&gt;
[[AnimationWML#sheath_weapon|sheath_weapon_anim]], &lt;br /&gt;
show_if&amp;amp;nbsp;([[InterfaceActionsWML#.5Bmessage.5D|message]], [[InterfaceActionsWML#.5Bset_menu_item.5D|set_menu_item]]),&lt;br /&gt;
[[InterfaceActionsWML#.5Bshow_objectives.5D|show_objectives]],&lt;br /&gt;
[[SideWML|side]], &lt;br /&gt;
[[ThemeWML|side_playing]], &lt;br /&gt;
[[AbilitiesWML|skirmisher]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|slow]], &lt;br /&gt;
[[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bsound.5D|sound]], &lt;br /&gt;
[[InterfaceActionsWML#.5Bsound_source.5D|sound_source]], &lt;br /&gt;
source&amp;amp;nbsp;([[ReplayWML|replay]], [[DirectActionsWML#.5Btunnel.5D|teleport]]),&lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|specials]], &lt;br /&gt;
[[InternalActionsWML#.5Bset_variables.5D|split]],&lt;br /&gt;
[[Customizing_AI_in_Wesnoth_1.8#Working_with_main_loop_of_the_RCA_AI|stage]], &lt;br /&gt;
[[AnimationWML#standing|standing_anim]], &lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],&lt;br /&gt;
status&amp;amp;nbsp;([[SingleUnitWML|single unit]], [[ThemeWML|theme]]), &lt;br /&gt;
[[InternalActionsWML#.5Bstore_gold.5D|store_gold]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_items.5D|store_items]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_locations.5D|store_locations]],&lt;br /&gt;
[[InternalActionsWML#.5Bstore_map_dimensions.5D|store_map_dimensions]],&lt;br /&gt;
[[InternalActionsWML#.5Bstore_reachable_locations.5D|store_reachable_locations]],&lt;br /&gt;
[[InternalActionsWML#.5Bstore_side.5D|store_side]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_starting_location.5D|store_starting_location]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_time_of_day.5D|store_time_of_day]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_turns.5D|store_turns]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_unit.5D|store_unit]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_unit_type.5D|store_unit_type]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_unit_type_ids.5D|store_unit_type_ids]], &lt;br /&gt;
[[InternalActionsWML#.5Bstore_villages.5D|store_villages]], &lt;br /&gt;
[[IntroWML|story]], &lt;br /&gt;
[[AbilitiesWML#The_.5Bspecials.5D_tag|swarm]], &lt;br /&gt;
[[ConditionalActionsWML#.5Bswitch.5D|switch]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[DirectActionsWML#.5Btunnel.5D|target]], &lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],&lt;br /&gt;
teleport&amp;amp;nbsp;([[AbilitiesWML|ability]], [[DirectActionsWML#.5Bteleport.5D|action]]),&lt;br /&gt;
[[AnimationWML#pre_teleport|teleport_anim]],&lt;br /&gt;
[[DirectActionsWML#.5Bterrain.5D|terrain]], &lt;br /&gt;
[[TerrainGraphicsWML|terrain_graphics]], &lt;br /&gt;
[[TerrainMaskWML|terrain_mask]], &lt;br /&gt;
[[TerrainWML|terrain_type]], &lt;br /&gt;
[[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bmessage.5D|text_input]], &lt;br /&gt;
[[WesCamp#The_textdomain_declaration|textdomain]],&lt;br /&gt;
[[ThemeWML|theme]], &lt;br /&gt;
[[ConditionalActionsWML#.5Bif.5D|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], &lt;br /&gt;
[[TimeWML|time]], &lt;br /&gt;
[[DirectActionsWML#.5Btime_area.5D|time_area]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], &lt;br /&gt;
[[HelpWML|toplevel]], &lt;br /&gt;
[[UnitsWML#.5Btrait.5D|trait]], &lt;br /&gt;
[[DirectActionsWML#.5Btransform_unit.5D|transform_unit]], &lt;br /&gt;
[[InternalActionsWML#.5Bfind_path.5D|traveler]], &lt;br /&gt;
[[DirectActionsWML#.5Btunnel.5D|tunnel]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|turn]], &lt;br /&gt;
[[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML#.5Bunhide_unit.5D|unhide_unit]], &lt;br /&gt;
[[SingleUnitWML|unit]],&lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_abilities]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_alignment]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_description]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_hp]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_image]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_level]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bunit_overlay.5D|unit_overlay]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_profile]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_status]],&lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_traits]], &lt;br /&gt;
[[UnitTypeWML|unit_type]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_weapons]],&lt;br /&gt;
[[InternalActionsWML|unit_worth]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bunlock_view.5D|unlock_view]],&lt;br /&gt;
[[DirectActionsWML#.5Bunpetrify.5D|unpetrify]], &lt;br /&gt;
[[DirectActionsWML#.5Bunstore_unit.5D|unstore_unit]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML#.5Bset_variables.5D|value]], &lt;br /&gt;
[[ConditionalActionsWML#Condition_Tags|variable]],&lt;br /&gt;
[[VariablesWML#The_.5Bvariables.5D_tag|variables]],&lt;br /&gt;
[[UnitTypeWML#Other_tags|variation]], &lt;br /&gt;
[[AnimationWML#victory|victory_anim]], &lt;br /&gt;
[[SideWML|village]],&lt;br /&gt;
[[MapGeneratorWML|village_naming]], &lt;br /&gt;
[[ThemeWML#.5Bstatus.5D|villages]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bvolume.5D|volume]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[ConditionalActionsWML#.5Bwhile.5D|while]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bwml_message.5D|wml_message]];&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;includeonly&amp;gt;[[Category:WML Reference]]&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;A box with all the WML tags, each one linking to the page and section they are described in. This box should be included in each of the WML reference pages.&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=48416</id>
		<title>InternalActionsWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=InternalActionsWML&amp;diff=48416"/>
		<updated>2013-01-25T22:10:04Z</updated>

		<summary type="html">&lt;p&gt;Trewe: added [unit_worth]&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
&lt;br /&gt;
Part of [[ActionWML]], Internal actions are actions that WML uses internally that do not directly affect game play (or, at least, are not readily apparent to the player). For example, storing a variable is an internal action.&lt;br /&gt;
&lt;br /&gt;
== Variable Actions ==&lt;br /&gt;
&lt;br /&gt;
These actions are focused, in one way or another, on [[VariablesWML|variables]]. Creating them, modifying them, capturing game data to them, you name it, these actions are all about the variables.&lt;br /&gt;
&lt;br /&gt;
=== [set_variable] ===&lt;br /&gt;
&lt;br /&gt;
The '''[set_variable]''' tag is used to create and manipulate WML variables. The [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE VARIABLE] macro is a quick syntactic shortcut for simple variable creation and the [http://www.wesnoth.org/macro-reference.xhtml#VARIABLE_OP VARIABLE_OP] macro is a quick syntactic shortcut for performing simple mathematical operations on variables.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''value''': set the variable to the given value (can be numeric or string).Use literal for no substitution. (see [[VariablesWML]])&lt;br /&gt;
&lt;br /&gt;
* '''literal''': set the variable to the given value (can be numeric or string). This does not interpret any dollars signs.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': set the variable to the value of the given variable, e.g. 'to_variable=temp' would be equivalent to 'value=$temp'.&lt;br /&gt;
&lt;br /&gt;
* '''add''': add the given amount to the variable.&lt;br /&gt;
&lt;br /&gt;
* '''sub''': subtract the given amount from the variable.&lt;br /&gt;
&lt;br /&gt;
* '''multiply''': multiply the variable by the given number. The result is a float.&amp;lt;br /&amp;gt;To negate a number, multiply by -1. If you negate 0, the result is a floating-point negative zero -0. To display -0 as 0, use a second tag with add=0; it will flip -0 to 0 but not affect other numbers.&lt;br /&gt;
&lt;br /&gt;
* '''divide''': divide the variable by the given number. The result is a float. Wesnoth 1.9 and later no longer uses integer division. Use a second tag with round=floor if you relied on this.&lt;br /&gt;
&lt;br /&gt;
* '''modulo''': returns the remainder of a division.&lt;br /&gt;
&lt;br /&gt;
* '''rand''': the variable will be randomly set.&amp;lt;br&amp;gt;You may provide a comma separated list of possibilities, e.g. 'random=Bob,Bill,Bella'.&amp;lt;br&amp;gt;You may provide a range of numbers (integers), e.g. 'random=3..5'.&amp;lt;br&amp;gt;You may combine these, e.g. 'random=100,1..9', in which case there would be 1/10th chance of getting 100, just like for each of 1 to 9. See [[BuildingMultiplayerExamples]] for more info on the MP case.&lt;br /&gt;
&lt;br /&gt;
* '''time=stamp''': Retrieves a timestamp in milliseconds since wesnoth was started, can be used as timing aid. Don't try to use this as random value in MP since it will cause an OOS.&lt;br /&gt;
&lt;br /&gt;
* '''string_length''': Retrieves the length in characters of the string passed as this attribute's value; such string is parsed and variable substitution applied automatically (see [[VariablesWML]] for details).&lt;br /&gt;
&lt;br /&gt;
* '''[join]''' joins an array of strings to create a textual list&lt;br /&gt;
** '''variable''': name of the array&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to connect the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
* '''ipart''': Assigns the integer part (the part to the left of the comma) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''fpart''': Assigns the decimal part (the part to the right of the comma) of the referenced variable.&lt;br /&gt;
&lt;br /&gt;
* '''round''': Rounds the variable to the specified number of digits of precision. Negative precision works as expected (rounding 19517 to -2 = 19500). Special values:&lt;br /&gt;
**'''round=ceil''': Rounds upward to the nearest integer.&lt;br /&gt;
**'''round=floor''': Rounds down to the nearest integer.&lt;br /&gt;
&lt;br /&gt;
=== [set_variables] ===&lt;br /&gt;
&lt;br /&gt;
Manipulates a WML array or container&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the array or container to manipulate&lt;br /&gt;
&lt;br /&gt;
* '''mode''': one of the following values:&lt;br /&gt;
** ''replace'': will clean the array '''name''' and replace it with given data&lt;br /&gt;
** ''append'': will append given data to the current array&lt;br /&gt;
** ''merge'': will merge in the given data into '''name'''&lt;br /&gt;
** ''insert'': will insert the given data at the index specified in the '''name''' attribute, such as name=my_array[1]. The default index is zero, which will insert to the front of the array. '''Note:''' if an invalid index is used, empty containers will be created before the insertion is performed. In other words, do not attempt to insert at an index greater than (or equal to) the array's current length. This limitation may be removed in future versions.&lt;br /&gt;
&lt;br /&gt;
* '''to_variable''': data will be set to the given array&lt;br /&gt;
&lt;br /&gt;
* '''[value]''': the WML inside the [value] tags will be stored in data, variables will be interpolated directly, use $| in order to escape the $ sign, you can store arrays of WML by supplying multiple [value] tags. ([[#Using_.5Bset_variables.5D_to_Create_Arrays_of_WML|See Example]])&lt;br /&gt;
&lt;br /&gt;
* '''[literal]''': same as '''[value]''', but variables will not be substituted, '''[literal]''' and '''[value]''' can not be used in the same [set_variables] tag, i.e. you can not create arrays by piling a mix of '''[value]''' and '''[literal]''' tags&lt;br /&gt;
&lt;br /&gt;
*'''[split]''' splits a textual list into an array which will then be set to data&lt;br /&gt;
** '''list''': textual list to split&lt;br /&gt;
** '''key''': the key of each array element(array[$i].foo) in which the strings are stored&lt;br /&gt;
** '''separator''': separator to separate the elements&lt;br /&gt;
** '''remove_empty''': whether to ignore empty elements&lt;br /&gt;
&lt;br /&gt;
=== Capturing Game Data ===&lt;br /&gt;
&lt;br /&gt;
These actions capture different bits of game data and store them to variables so they can be examined and/or manipulated.&lt;br /&gt;
&lt;br /&gt;
==== [store_gold] ====&lt;br /&gt;
&lt;br /&gt;
Stores a side's gold into a variable.&lt;br /&gt;
&lt;br /&gt;
* '''[[StandardSideFilter]]''': The first matching side's gold will be stored in the variable &amp;quot;variable&amp;quot;.&lt;br /&gt;
* '''variable''': (default='gold') the name of the variable to store the gold in&lt;br /&gt;
&lt;br /&gt;
==== [store_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations that pass certain criteria into an array. Each member of the array has members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side' (villages only). The array will include any unreachable border hexes, if applicable.&lt;br /&gt;
&lt;br /&gt;
* [[StandardLocationFilter]]: a location or location range which specifies the locations to store. By default, all locations on the map are stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_reachable_locations] ====&lt;br /&gt;
&lt;br /&gt;
Stores locations reachable by the given units. Can store either the movement, attack or vision ranges.&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''': a [[StandardUnitFilter]]. The locations reachable by any of the matching units will be stored.&lt;br /&gt;
* '''[filter_location]''': (optional) a [[StandardLocationFilter]]. Only locations which also match this filter will be stored.&lt;br /&gt;
* '''range''': possible values ''movement'' (default), ''attack'', ''vision''. If ''movement'', stores the locations within the movement range of the unit, taking Zone of Control into account. If ''attack'', stores the attack range (movement range + 1 hex). If ''vision'', stores the vision range (movement range ignoring Zone of Control + 1 hex).&lt;br /&gt;
* '''moves''':  possible values ''current'' (default), ''max''. Specifies whether to use the current or maximum movement points when calculating the range.&lt;br /&gt;
* '''viewing_side''': (optional) the side whose vision to use when calculating the reach. This only has meaning in the presence of fog, shroud, or units with the ambush ability. If left out, then fog, shroud and ambushers are ignored and the real reach of the units is stored.&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations.&lt;br /&gt;
&lt;br /&gt;
==== [store_map_dimensions] ====&lt;br /&gt;
&lt;br /&gt;
Stores the map dimensions in a variable.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable where the values will be saved into. If it is skipped, a variable 'map_size' is used, and its contents overridden, if they existed already. The result is a container variable, with members ''width'' and ''height''.&lt;br /&gt;
&lt;br /&gt;
==== [store_side] ====&lt;br /&gt;
&lt;br /&gt;
Stores information about a certain side in a variable.&lt;br /&gt;
&lt;br /&gt;
'''Keys:'''&lt;br /&gt;
* '''[[StandardSideFilter]]''': All matching sides are stored. (An array is created if several sides match - access it with side[2].team_name and so on.)&lt;br /&gt;
* '''variable''': the name of the variable to store the information in (default: &amp;quot;side&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
'''Result'''&lt;br /&gt;
&lt;br /&gt;
Variable will contain following members:&lt;br /&gt;
* '''color''': It indicates team color. Can be one of the following:&lt;br /&gt;
{| border = 1&lt;br /&gt;
| ''color''&lt;br /&gt;
| red&lt;br /&gt;
| blue&lt;br /&gt;
| green&lt;br /&gt;
| purple&lt;br /&gt;
| black&lt;br /&gt;
| brown&lt;br /&gt;
| orange&lt;br /&gt;
| white&lt;br /&gt;
| teal&lt;br /&gt;
|-&lt;br /&gt;
| ''value''&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
|}&lt;br /&gt;
* '''colour''': Same as above.&lt;br /&gt;
* '''controller''': Indicates type of player that control this side. ''In networked multiplayer, the controller attribute is ambiguous. Be very careful or you have OOS errors.''&lt;br /&gt;
** '''human''': Human player&lt;br /&gt;
** '''human_ai''': If human player was replaced by AI player by &amp;quot;droid&amp;quot; command.&lt;br /&gt;
** '''null''': If players assigns &amp;quot;Empty&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
** '''ai''': If players assigns &amp;quot;Computer Player&amp;quot; to &amp;quot;Player/Type&amp;quot; in game lobby&lt;br /&gt;
* '''fog''': Indicates whether this side is affected by fog of war.&lt;br /&gt;
* '''gold''': The amount of gold the side have.&lt;br /&gt;
* '''hidden''': (boolean) If 'yes', side is not shown in status table.&lt;br /&gt;
* '''income''': Base income for this side (without villages).&lt;br /&gt;
* '''name''': Name of player.&lt;br /&gt;
* '''recruit''': A comma-separated list of unit types that can be recruited by this side.&lt;br /&gt;
* '''shroud''': Whether this side is affected by shroud.&lt;br /&gt;
* '''side''': The $side_number of the side belonging to this container&lt;br /&gt;
* '''team_name''': String representing the team's description.&lt;br /&gt;
* '''user_team_name''': Translated string representing the team's description.&lt;br /&gt;
* '''village_gold''': The amount of gold given to this side per village it controls per turn.&lt;br /&gt;
&lt;br /&gt;
==== [store_starting_location] ====&lt;br /&gt;
&lt;br /&gt;
Stores the starting location of a side's leader in a variable. The variable is a composite type which will have members 'x', 'y', 'terrain' and 'owner_side' (villages only)&lt;br /&gt;
&lt;br /&gt;
* [[StandardSideFilter]]: The starting locations of all matching sides will be stored. If multiple sides are matched, a WML array will be created.&lt;br /&gt;
* '''variable''': (default='location'): the name of the variable to store the location in&lt;br /&gt;
&lt;br /&gt;
==== [store_time_of_day] ====&lt;br /&gt;
&lt;br /&gt;
Stores time of day information from the current scenario into a WML variable container.&lt;br /&gt;
&lt;br /&gt;
* '''x, y''': Location to store the time for. [[DirectActionsWML#.5Btime_area.5D|Time areas]] matter; illumination does not. If this is omitted, the global (location-independent) time is stored.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='time_of_day') name of the container on which to store the information. The container will be filled with the same attributes found on [[TimeWML]].&lt;br /&gt;
&lt;br /&gt;
* '''turn''': (defaults to the current turn number) changes the turn number for which time of day information should be retrieved.&lt;br /&gt;
&lt;br /&gt;
Prior to 1.11.1, the variable was treated as an array, and the container with the time of day information was appended to the end. The upshot of which is that in 1.10, you probably want to [[#.5Bclear_variable.5D|clear]] the &amp;lt;code&amp;gt;time_of_day&amp;lt;/code&amp;gt; variable before storing information in it.&lt;br /&gt;
&lt;br /&gt;
==== [store_turns] ====&lt;br /&gt;
&lt;br /&gt;
Stores the turn limit (the maximum number of turns). If there is no limit, this stores ''-1''.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': (default='turns') the name of the variable in which to store the turn limit.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit] ====&lt;br /&gt;
&lt;br /&gt;
Stores details about units into a [[VariablesWML#Container|container]] variable. When a unit is stored, all keys and tags in the unit definition may be manipulated, including some others, with [[InternalActionsWML#.5Bset_variable.5D|[set_variable]]]. A sample list of these tags and keys can be found [[InternalActionsWMLUnitTags|here]]. If you have a doubt about what keys are valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the '''[unit]''' tag(s) in any save file).&lt;br /&gt;
&lt;br /&gt;
Common usage is to manipulate a unit by using '''[store_unit]''' to store it into a variable, followed by manipulation of the variable, and then [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] to re-create the unit with the modified variables.&lt;br /&gt;
&lt;br /&gt;
''Note: stored units also exist on the field, and modifying the stored variable will not automatically change the stats of the units. You need to use [unstore_unit]. See also [[DirectActionsWML#.5Bunstore_unit.5D|[unstore_unit]]] and [http://www.wesnoth.org/macro-reference.xhtml#FOREACH FOREACH].''&lt;br /&gt;
&lt;br /&gt;
* '''[filter]''' with a [[StandardUnitFilter]] as argument. All units matching this filter will be stored. If there are multiple units, they will be stored into an array of variables. The units will be stored in order of their internal ''underlying_id'' attribute, which is usually in creation order (but you normally should not depend on the order).&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit(s)&lt;br /&gt;
&lt;br /&gt;
* '''mode''': defaults to ''always_clear'', which clears the variable, whether or not a match is found. If mode is set to ''replace'', the variable will not be cleared, and units which match the filter will overwrite existing elements at the start of the array, leaving any additional elements intact if the original array contained more elements than there are units matching the filter. If mode is set to ''append'', the variable will not be cleared, and units which match the filter will be added to the array after the existing elements.&lt;br /&gt;
&lt;br /&gt;
* '''kill''': if 'yes' the units that are stored will be removed from play. This is useful for instance to remove access to a player's recall list, with the intent to restore the recall list later.&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type] ====&lt;br /&gt;
&lt;br /&gt;
* '''type''': (required) the defined ID of the unit type, for example &amp;quot;Goblin Knight&amp;quot;. Do not use a translation mark or it will not work correctly for different languages. A comma-separated list of IDs may also be used to store an array of unit types.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store the unit type information (default &amp;quot;unit_type&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
==== [store_unit_type_ids] ====&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable into which to store a comma-separated list of all unit type IDs&lt;br /&gt;
&lt;br /&gt;
==== [store_villages] ====&lt;br /&gt;
&lt;br /&gt;
Stores a series of locations of villages that pass certain criteria into an array. Each member of the result array will have members 'x' and 'y' (the position) and 'terrain' (the terrain type) and 'owner_side'. note: The only advantage/difference this tag has, in comparison to using [store_locations]terrain=*^V*, is that the amount of hexes which are considered for a possible match is previously restricted to those with villages.&lt;br /&gt;
&lt;br /&gt;
* '''variable''': the name of the variable (array) into which to store the locations (default: &amp;quot;location&amp;quot;)&lt;br /&gt;
* '''[[StandardLocationFilter]]''' tags and keys as arguments&lt;br /&gt;
&lt;br /&gt;
==== [store_items] ====&lt;br /&gt;
&lt;br /&gt;
Stores current items in the scenario into an array. Each entry has at least members x and y and can have all of the other keys listed in the documentation of [[InterfaceActionsWML#.5Bitem.5D|[item]]] (depending on what was set during creating the item).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': name of the wml variable array to use (default &amp;quot;items&amp;quot;)&lt;br /&gt;
*'''[[StandardLocationFilter]]''' keys as arguments: only items on locations matching this [[StandardLocationFilter]] will be stored&lt;br /&gt;
&lt;br /&gt;
==== [find_path] ====&lt;br /&gt;
&lt;br /&gt;
A WML interface to the pathfinder. Calculates the path between a unit and a location and returns the result in a WML variable, that contains also an array for every step of the path.&lt;br /&gt;
&lt;br /&gt;
*'''[traveler]''': [[StandardUnitFilter]], only the first matching unit will be used for calculation&lt;br /&gt;
*'''[destination]''': [[StandardLocationFilter]], only the first matching nearest hex will be used&lt;br /&gt;
*'''variable''': the variable name where the result will be stored, if no value is supplied 'path' will be used as default name. Each step will be stored in a [step] array inside that variable.&lt;br /&gt;
*'''allow_multiple_turns''': default no, if yes also moves that require more than one turn will be calculated.&lt;br /&gt;
*'''check_visibility''': default no, if yes the path will not be computed if some hexes are not visible due to shroud.&lt;br /&gt;
*'''check_teleport''': default yes, if no teleport won't be taken in account while computing path.&lt;br /&gt;
*'''check_zoc''': default yes, if no unit ZOCs won't be considered while calculating the path.&lt;br /&gt;
This is the structure of the variable returned by [find_path]:&lt;br /&gt;
 [path]&lt;br /&gt;
 	length = the total length of the path&lt;br /&gt;
 		if the path is calculated to an impassable hex, or the move requires multiple turns&lt;br /&gt;
 		and allow_multiple_turns is no, its value will be 0.&lt;br /&gt;
 	hexes = in 1.11, this will replace the length key above&lt;br /&gt;
 	from_x, from_y = location of the unit&lt;br /&gt;
 	to_x, to_y = destination&lt;br /&gt;
 	movement_cost = total movement cost required by unit to reach that hex&lt;br /&gt;
 	required_turns = total turns required by unit to reach that hex&lt;br /&gt;
 	[step]&lt;br /&gt;
 		x, y = location of the step&lt;br /&gt;
 		terrain = terrain of the step&lt;br /&gt;
 		movement_cost = movement cost required by unit to reach that hex&lt;br /&gt;
 		required_turns = turns required by unit to reach that hex&lt;br /&gt;
 	[/step]&lt;br /&gt;
 [/path]&lt;br /&gt;
To read the total length of the path on 1.10, use ''path.step.length''.&amp;lt;br&amp;gt;&lt;br /&gt;
{{DevFeature1.11}} ''length'' is replaced by ''hexes'' in the output array.&lt;br /&gt;
&lt;br /&gt;
==== [unit_worth] ====&lt;br /&gt;
Takes only an inline [[StandardUnitFilter]] (only the first matching unit will be used for calculation) and outputs the following variables: &lt;br /&gt;
*''cost'', the current unit cost;&lt;br /&gt;
*''next_cost'', the cost of the most expensive advancement;&lt;br /&gt;
*''health'', the health of the unit in percentage;&lt;br /&gt;
*''experience'', current experience in percentage;&lt;br /&gt;
*''unit_worth'', how much the unit is worth.&lt;br /&gt;
&lt;br /&gt;
Mainly used for internal AI checks, but one could in theory just do anything with it.&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     [unit_worth]&lt;br /&gt;
        x,y=$x1,$y1&lt;br /&gt;
     [/unit_worth]&lt;br /&gt;
     [message]&lt;br /&gt;
         id=$unit.id&lt;br /&gt;
         message=_&amp;quot;I cost $cost gold, with $health|% of my hitpoints and $experience|% on the way to cost $next_cost|.&lt;br /&gt;
 I am estimated to be worth $unit_worth&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
     [clear_variable]&lt;br /&gt;
         name=cost,next_cost,health,experience,unit_worth&lt;br /&gt;
     [/clear_variable]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
=== [clear_variable] ===&lt;br /&gt;
&lt;br /&gt;
This will delete the given variable. This tag can delete a scalar or an entire array; it can also delete one container at an array index. The macro [http://www.wesnoth.org/macro-reference.xhtml#CLEAR_VARIABLE CLEAR_VARIABLE] is a shortcut for this tag.&lt;br /&gt;
&lt;br /&gt;
This action is good to use to clean up the set of variables; for example, a well-behaved scenario will delete any variables that should not be kept for the next scenario before the end of the scenario. One can also clear tags and variables of stored units; for example, one can remove [trait]s and [object]s.&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of the variable to clear. This can also be a comma-separated list of multiple variable names.&lt;br /&gt;
** If a name ends with an array index, then it deletes that one container, and shifts the indexes of all subsequent containers. For example, &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[2]}&amp;lt;/code&amp;gt; deletes &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, but then moves &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[2]&amp;lt;/code&amp;gt;, moves &amp;lt;code&amp;gt;my_awesome_array[4]&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;my_awesome_array[3]&amp;lt;/code&amp;gt;, and so on until the end of the array.&lt;br /&gt;
** Note that &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array}&amp;lt;/code&amp;gt; deletes the entire array, but &amp;lt;code&amp;gt;{CLEAR_VARIABLE my_awesome_array[0]}&amp;lt;/code&amp;gt; deletes only the first container.&lt;br /&gt;
&lt;br /&gt;
== Other Internal Actions ==&lt;br /&gt;
&lt;br /&gt;
Believe it or not, there are some internal actions that are not focused primarily on variables. They are all grouped here.&lt;br /&gt;
&lt;br /&gt;
=== [fire_event] ===&lt;br /&gt;
&lt;br /&gt;
Trigger a WML event&lt;br /&gt;
&lt;br /&gt;
* '''name''': the name of event to trigger&lt;br /&gt;
&lt;br /&gt;
* '''[primary_unit]''': ''(Optional)'' Primary unit for the event. Will never match on a recall list unit. The first unit matching the filter will be chosen.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_unit]''': ''(Optional)'' Same as '''[primary_unit]''' except for the secondary unit.&lt;br /&gt;
**[[StandardUnitFilter]] as argument. Do not use a [filter] tag.&lt;br /&gt;
&lt;br /&gt;
* '''[primary_attack]''': Information passed to the primary attack filter and $weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
* '''[secondary_attack]''': Information passed to the second attack filter and $second_weapon variable on the new event.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] ===&lt;br /&gt;
&lt;br /&gt;
Inserts a variable as WML. In other words, the value of the passed [[VariablesWML#Container|container variable]] will be injected into the game as if they had been written out in WML form. ([[#.5Binsert_tag.5D_Example|See Example]]).&lt;br /&gt;
&lt;br /&gt;
Tag insertion is a special case in that it can be used in places where other ActionWML cannot be used. The basic rule is that anywhere that $variable syntax works, tag insertion will also work. In practice this means pretty much everywhere except directly within top-level scenario tags.&lt;br /&gt;
&lt;br /&gt;
*'''name''': The [&amp;quot;name&amp;quot;] to be given to the tag. This must be a tag which would be valid at the place where [insert_tag] is used, for anything to happen. (For example, if used as ActionWML, it should be a [[ActionWML]] tag name, and it may be a recognized subtag such as &amp;quot;option&amp;quot; when used within a [message]).&lt;br /&gt;
&lt;br /&gt;
*'''variable''': Name of the container variable which will have its value inserted into the tag.&lt;br /&gt;
&lt;br /&gt;
=== [role] ===&lt;br /&gt;
&lt;br /&gt;
Tries to find a unit to assign a role to.&amp;lt;br&amp;gt;This is useful if you want to choose a non-major character to say some things during the game. Once a role is assigned, you can use '''role=''' in a unit filter to identify the unit with that role (See [[FilterWML]]).&amp;lt;br&amp;gt;However, there is no guarantee that roles will ever be assigned. You can use '''[have_unit]''' (see [[ConditionalActionsWML#Condition_Tags|Condition Tags]]) to see whether a role was assigned. This tag uses a [[StandardUnitFilter]] (without [filter]) with the modification to order the search by type, mark only the first unit found with the role, and the role attribute is not used in the search. If for some reason you want to search for units that have or don't have existing roles, you can use one or more [not] filters. The will check recall lists in addition to units on the map. In normal use, you will probably want to include a ''side'' attribute to force the unit to be on a particular side.&lt;br /&gt;
&lt;br /&gt;
* '''role''': the value to store as the unit's role. This role is not used in the [[StandardUnitFilter]] when doing the search for the unit to assign this role to.&lt;br /&gt;
&lt;br /&gt;
* '''type''': a comma-separated list of possible types the unit can be. If any types are given, then units will be searched by type in the order listed. If no type is given, then no particular order with respect to type is guaranteed.&lt;br /&gt;
&lt;br /&gt;
* [[StandardUnitFilter]], do not use a [filter] sub-tag. SUF's role= and type= keys are not used: if you want to use them, use a nested SUF wrapped inside a [and] tag.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
&lt;br /&gt;
=== Using [set_variables] to Create Arrays of WML ===&lt;br /&gt;
&lt;br /&gt;
 [set_variables]&lt;br /&gt;
     name=arr&lt;br /&gt;
     mode=replace&lt;br /&gt;
     [value]&lt;br /&gt;
         foo=bar&lt;br /&gt;
     [/value]&lt;br /&gt;
     [value]&lt;br /&gt;
        foo=more&lt;br /&gt;
     [/value]&lt;br /&gt;
 [/set_variables]&lt;br /&gt;
 {DEBUG_MSG $arr[0].foo}&lt;br /&gt;
 {DEBUG_MSG $arr[1].foo}&lt;br /&gt;
&lt;br /&gt;
This will produce two output messages, first one saying '''bar''' and next one saying '''more'''.&lt;br /&gt;
&lt;br /&gt;
=== [insert_tag] Example ===&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.speaker&lt;br /&gt;
         value=Konrad&lt;br /&gt;
     [/set_variable]&lt;br /&gt;
     &lt;br /&gt;
     [set_variable]&lt;br /&gt;
         name=temp.message&lt;br /&gt;
         value= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/set_variable]    &lt;br /&gt;
     &lt;br /&gt;
     [insert_tag]&lt;br /&gt;
         name=message&lt;br /&gt;
         variable=temp&lt;br /&gt;
     [/insert_tag]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
This is effectively identical to:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=moveto&lt;br /&gt;
     &lt;br /&gt;
     [message]&lt;br /&gt;
         speaker=Konrad&lt;br /&gt;
         message= _ &amp;quot;Yo Kalenz!&amp;quot;&lt;br /&gt;
     [/message]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[VariablesWML]]&lt;br /&gt;
* [[ActionWML]]&lt;br /&gt;
** [[ConditionalWML]]&lt;br /&gt;
** [[DirectActionsWML]]&lt;br /&gt;
** [[InterfaceActionsWML]]&lt;br /&gt;
* [[EventWML]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: WML Reference]]&lt;br /&gt;
[[Category: ActionsWML]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=48406</id>
		<title>WSNPP</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WSNPP&amp;diff=48406"/>
		<updated>2013-01-20T21:52:00Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Wesnoth Strategy for New or Professional Players ==&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome to '''Wesnoth Strategy for New or Professional Players'''. We are the WSNPP and our aim is to provide Wesnoth players both new and old with guides to improve their gameplay to become one of the top players in Wesnoth.&lt;br /&gt;
&lt;br /&gt;
Also feel free to check out our Blog: &amp;quot;http://wsnpp.blogspot.com/&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Moving along, we plan on sharing my ideas, thoughts, theories, etc through weekly guides for everyone. There will be at least 1 guide for PWP and NWP per week&lt;br /&gt;
&lt;br /&gt;
There will be two types of guides that we will be making:&lt;br /&gt;
&lt;br /&gt;
* NWP - New Wesnoth Player guides&lt;br /&gt;
* PWP - Professional/Intermediate Wesnoth Player guides&lt;br /&gt;
&lt;br /&gt;
NOTE: With PWP guides we will assume you know most of the Wesnoth game mechanics.&lt;br /&gt;
&lt;br /&gt;
This will occur weekly and it will either be a NWP or PWP guide or both (depending on the time we have). Each guide will tackle different tactics, situations and the what to do and what not's and more. we will try to use diagrams or images to help you understand the explanation more and in some cases we might do videos in the future (This is still being discuessed).&lt;br /&gt;
&lt;br /&gt;
At any time feel free to add comment on my guides or add ideas and theories of your own. That said, we hope you all find our guides useful. The team is also opened to any suggestions on improving WSNPP, whether it's graphics related, design or something else&lt;br /&gt;
&lt;br /&gt;
Follow our blog for weekly updates.&lt;br /&gt;
&lt;br /&gt;
=== NWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[Terrain you Pain]]&lt;br /&gt;
* '''Edition #2:''' [[ZOC]]&lt;br /&gt;
* '''Edition #3:''' [[Going Backwards]]&lt;br /&gt;
* '''Edition #4:''' [[Basic Build Orders]]&lt;br /&gt;
* '''Edition #5:''' [[Our love for villages]]&lt;br /&gt;
* '''Edition #6:''' [[Resistances]]&lt;br /&gt;
* '''Edition #7:''' [[Terrain Defence]]&lt;br /&gt;
* '''Edition #8:''' [[Traits]]&lt;br /&gt;
* '''Edition #9:''' [[NWP: Weapon abilities]]&lt;br /&gt;
* '''Edition #10:''' [[NWP: &amp;quot;Special forces. On my mark!&amp;quot;]]&lt;br /&gt;
* '''Edition #11:''' [[NWP: The Wesnoth GUI]] (Video)&lt;br /&gt;
&lt;br /&gt;
=== PWP Guides ===&lt;br /&gt;
&lt;br /&gt;
* '''Edition #1:''' [[The Do's and Dont's of 2v2 Battles]]&lt;br /&gt;
* '''Edition #2:''' [[Auxiliary Build Orders]]&lt;br /&gt;
* '''Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
* '''Edition #4:''' [[What use are bats]]&lt;br /&gt;
* '''Edition #5:''' [[The power of 2]]&lt;br /&gt;
* '''Edition #6:''' [[Flank the Flank]]&lt;br /&gt;
* '''Edition #7:''' [[PWP: Unit composition]]&lt;br /&gt;
* '''Edition #8:''' [[PWP: The power of FOG]]&lt;br /&gt;
* '''Edition #9:''' [[PWP: Banking, &amp;quot;No tax, no fees, no interest&amp;quot;]]&lt;br /&gt;
* '''Edition #10:''' [[PWP: 1hp = full hp... say what!?!]]&lt;br /&gt;
&lt;br /&gt;
=== The Team ===&lt;br /&gt;
&lt;br /&gt;
* '''WSNPP Director: - Sarom'''&lt;br /&gt;
* '''Guide Author: - Sarom'''&lt;br /&gt;
* '''Art Director: - Zaine'''&lt;br /&gt;
* '''FunChillWesnoth Podcasts - So, it seems that around 20 of the voters turn out to be non-wesnoth players... I believe. SO for those who voted sincerely I will occasionally create vids of wesnoth fun ;) Other vids will be for designed for NWP and PWP.'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_2&amp;diff=48405</id>
		<title>PWP: The power of 2</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PWP:_The_power_of_2&amp;diff=48405"/>
		<updated>2013-01-20T21:51:08Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #5''' “The power of 2”&lt;br /&gt;
&lt;br /&gt;
Hello all and welcome once again to another PWP guide. In this edition, we’ll be going back to team battles, the power of 2! We’re going to follow up on guide 2 about the do’s and don’ts of 2v2 and take it to the next level.&lt;br /&gt;
&lt;br /&gt;
Think to yourself, how many 2v2’s have you played (with a random team player you don’t know) and lost. Now ask yourself why? Is it because your teammate isn’t experienced enough? Is he/she playing for the first time? Is your teammate reluctant to co-operate to plans? Is it because you both aren’t co-operating each other? OR is it because of you? Well, it could be all of these or any of them OR it could be none of these questions that fit the reason as to why you failed.&lt;br /&gt;
&lt;br /&gt;
Take this for example: You and a friend are experienced players, you both co-operate and communicate well with each other and you just know all your stuff about Wesnoth. However you still lose the game and you wonder why. Well the answer is, you just did not integrate your strategies with each other. A slight mistake between the synchronisation between two or more players will definitely defeat. How, you might wonder?&lt;br /&gt;
&lt;br /&gt;
(To simplify things say we have 4 players P1,P2,P3,P4. P1 and P2 vs P3 and P4)&lt;br /&gt;
Well to put it simply, you did not combine your forces. Each player, should, start off evenly out however what happens when P1 pushes on the left side of the map and P2 pushes on the right side of the map? Well most of the time you’d win since you can surround, trap and kill the enemy leaders. It’s a good tactic but what happens when the enemy team (P3,P4) both pushes on the left side of the map. That one army is now going against two armies (P1 vs P3 and P4).&lt;br /&gt;
&lt;br /&gt;
Several things can occur but the most likely case scenario is that players 3 and 4 would win with little or no casualties. Now hang on a sec not all is lost, player 2 still has his army and is advancing with no confrontation on the right side of the map. The leaders are undefended and vulnerable to player’s 2 attacks. You might celebrate, you might feel wonderful and you might win but the chances of that are slim. Why? Well P2 is trying to kill two leaders with just one army (P1 can’t do much at this stage) and P3 &amp;amp; P4 are attacking two leaders with an army the size of two. Seeing the picture here? Whilst P2 attacks the leaders of P3 and P4 with one army, P3 and P4 are attacking P1 and P2’s leaders. P3 and P4 are going to kill the leader faster than P2 kills theirs. Yes both players can recruit more men for defence but the most likely end result is that P1 and P2 loses.&lt;br /&gt;
&lt;br /&gt;
What I am trying to express here is the importance of combining forces and moving as one large force. Strategy won’t be helpful if the enemy kills off one whole army and the last surviving army has to defend and attack two players. Not to mention the combined army may or may not have level 2’s or have units that are about to level. The same goes for 3v3’s or 4v4’s or 3v1’s etc. No matter what mind blowing strategy you have, if your friend loses his army to a giant rolling ball of death spikes, your team will most likely lose (fortunately as a TBS game relying on luck, you might win anyway) and the chances that you win are very slim.&lt;br /&gt;
&lt;br /&gt;
Notice how I’m prioritising this over strategy? After all this is a strategy game so why isn’t strategy the number 1 requirement? I’m not disregarding strategy as useless and pointless. Knowing tactics can also mean between life and death but it is more useful in a 1v1 (or FFA’s) game rather than a team battle.&lt;br /&gt;
&lt;br /&gt;
Generally you’ll find that in most of the favoured maps, players don’t start off really close to each other. The ideal solution is to set up a rendezvous point to combine your armies before moving out. Other cases, you share the same keep and other times you are away from each other but the map is quite small. (Isar’s Cross is an example).&lt;br /&gt;
&lt;br /&gt;
Going back to ‘Luck’, almost all the time luck will always screw absolutely anything up. Who knows, your combined army might lose to an army the size of one. Bad luck, nothing you can do about it really there. Or your enemy might kill your leaders faster than your combined army does. Once again bad luck. That doesn’t mean that you should stop combining your forces. Most of the time you will win, whether you’re lucky or not so lucky (if you’re really unlucky then just try again some other time).&lt;br /&gt;
&lt;br /&gt;
Unit composition (or unit combinations FYI) can also make a huge difference. Say both players decide to join forces... good 1 star for both teams. One team has troll whelps and the other team just has horsemen. Well... the most likely outcome is this: after turn 5 the troll whelps starts to engage one enemy leader whilst the horsemen kill off one leader and start engaging the other. What’s the issue here? You lacked speed but fear not, you did nothing wrong. The only reason why the orc players lost is because they got rushed with horsemen and that’s that. Those loyalist players chose a good unit composition, no players did anything wrong they just made the wrong choice of units and that happens in many wesnoth games. The only thing you could do is scout out ahead first but we’ll leave that to another guide.&lt;br /&gt;
&lt;br /&gt;
Hope this one helps your 2v2’s!&lt;br /&gt;
&lt;br /&gt;
'''Previous edition - #4''' [[What use are bats]]&lt;br /&gt;
&lt;br /&gt;
'''Next edition - #6''' [[Flank the flank]]&lt;br /&gt;
&lt;br /&gt;
'''Main menu''' – [[WSNPP]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=48404</id>
		<title>What use are bats?!?</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=What_use_are_bats%3F!%3F&amp;diff=48404"/>
		<updated>2013-01-20T21:50:36Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''WSNPP: PWP – Edition #4: What use are bats?!?'''&lt;br /&gt;
&lt;br /&gt;
There was once a bat called pat,&lt;br /&gt;
&lt;br /&gt;
He ate a feline called cat,&lt;br /&gt;
&lt;br /&gt;
He ate all day,&lt;br /&gt;
&lt;br /&gt;
And failed to pay,&lt;br /&gt;
&lt;br /&gt;
And became the Vampire bat.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Like the poem? As it implies, bats are useful and annoying at the same time. SO how useful are bats? Well believe it or not, they can change the tides of many battles in your favour or the enemies depending on how you use them.&lt;br /&gt;
&lt;br /&gt;
Most people don’t use them and I understand why too. They cost 13gp and they’re a level 0 unit that can be killed in one shot with a Heavy infantry during dawn or dusk (not counting traits). However if you’re an undead player don’t neglect the usefulness of a bat or a few bats.&lt;br /&gt;
&lt;br /&gt;
Let’s take a look at ‘bat’ in general, I won’t go to specific details such as defences and resistance but we should all know the basic and common thoughts of bats which is the fact that bats are fast but weak starting off. Upon reaching level  1 (Blood Bats) they’re still pretty bad compared to a spearman or skeleton soldier. However once they reach level  2 (Vampire Bats), they are fairly deadly.&lt;br /&gt;
&lt;br /&gt;
A level 0 bat can be very useful when used correctly. In, the rare cases, where you fight a player who uses bats the most likely strategy that the player will utilised would be village capturing. This is a valid and the most useful tactic however we can go further and level bats. *In some rare cases bats are used as cannon fodder (or bait): not the best tactic but it does work sometimes.*&lt;br /&gt;
&lt;br /&gt;
Level 1 bats or blood bats are basically stronger versions of bats. They have an increase in hp and damage. Same goes for vampire bats (level 2). If you do level your bats you’ll find how efficient they can be. Thanks to their drain and high defences they are good for recon, hit and run or picking of retreating 1 hp units. If utilised correctly you can trap your enemy from behind and the front using the bat’s speed and ZoC. And if you don’t wish to do that, you can always be a pain in the neck and take their villages.&lt;br /&gt;
&lt;br /&gt;
All of these strategies with bats can tip of the balance between victory and defeat. I won’t explain how since you guys could predict the outcome of the tactic. Yes luck can also change the tide of battle but that’s for another edition. ;)&lt;br /&gt;
&lt;br /&gt;
So ultimately bats are balanced, they’re useful and ridiculously annoying to fight against, especially in the hands of an expert. So if you’re undead next time, practise using them. Small things can make a big difference.&lt;br /&gt;
&lt;br /&gt;
'''Next Edition – Edition #5:''' [[The power of 2]]&lt;br /&gt;
&lt;br /&gt;
'''Previous Edition – Edition #3:''' [[Dynamic strategies; 1 plan failed, 100 more to go]]&lt;br /&gt;
&lt;br /&gt;
'''Main Menu:''' [[WSNPP]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Tactics]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=SlovakDictionary&amp;diff=48403</id>
		<title>SlovakDictionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=SlovakDictionary&amp;diff=48403"/>
		<updated>2013-01-20T21:45:59Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{SlovakMenu}}&lt;br /&gt;
&lt;br /&gt;
Táto stránka obsahuje často používané slová a názvy. Prekladateľom odporúčame dodržiavať tieto dohodnuté názvy kvôli konzistentnosti prekladov. K niektorým prekladom je uvedené vysvetlenie. Privítame doplnenie tohto spoločného slovníka. Ak máte návrh na vylepšenie niektorého názvu, prekonzultujte ho najprv s koordinátorom prekladu. Prípadné zmeny názvov je totiž potrebné vykonať jednotne naprieč všetkými prekladanými súbormi.&lt;br /&gt;
&lt;br /&gt;
== Rasy ==&lt;br /&gt;
&lt;br /&gt;
=== Človek (Human) ===&lt;br /&gt;
&lt;br /&gt;
==== Hrdinovia ====&lt;br /&gt;
&lt;br /&gt;
 * Mladík (Youth)&lt;br /&gt;
  - Vojak (Fighter)&lt;br /&gt;
   + Veliteľ (Commander)&lt;br /&gt;
    # Šľachtic (Lord)&lt;br /&gt;
&lt;br /&gt;
 * Starší mág (Elder Mage)&lt;br /&gt;
&lt;br /&gt;
 * Princezná (Princess)&lt;br /&gt;
  - Bojovná princezná (Battle Princess)&lt;br /&gt;
&lt;br /&gt;
 * Temná kráľovná (Dark Queen)&lt;br /&gt;
&lt;br /&gt;
 * Mladý šľachtic (Noble Youth)&lt;br /&gt;
  - Šľachtic bojovník (Noble Fighter)&lt;br /&gt;
   + Šľachtic veliteľ (Noble Commander)&lt;br /&gt;
    # Šľachtic (Noble Lord)&lt;br /&gt;
&lt;br /&gt;
 * Zbojnícka princezná (Outlaw Princess)&lt;br /&gt;
  - Zbojnícka kráľovná (Outlaw Queen)&lt;br /&gt;
&lt;br /&gt;
 * Bojovný kráľ (Warrior King)&lt;br /&gt;
&lt;br /&gt;
 * Vojak jazdy (Mounted Fighter)&lt;br /&gt;
  - Bojovník jazdy (Mounted Warrior)&lt;br /&gt;
   + Pán jazdy (Horse Lord)&lt;br /&gt;
&lt;br /&gt;
==== Základné jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Čatár (Sergeant)&lt;br /&gt;
  - Poručík (Lieutenant)&lt;br /&gt;
   + Generál (General)&lt;br /&gt;
    # Vrchný veliteľ (Grand Marshal)&lt;br /&gt;
&lt;br /&gt;
 * Jazdec kavalérie (Cavalryman)&lt;br /&gt;
  - Dragún (Dragoon)&lt;br /&gt;
   + Elitný jazdec (Cavalier)&lt;br /&gt;
&lt;br /&gt;
 * Jazdec (Horseman)&lt;br /&gt;
  - Rytier (Knight)&lt;br /&gt;
   + Paladín (Paladin)&lt;br /&gt;
   + Starší rytier (Grand Knight)&lt;br /&gt;
  - Útočník (Lancer)&lt;br /&gt;
&lt;br /&gt;
 * Šermiar (Fencer)&lt;br /&gt;
  - Duelista (Duelist)&lt;br /&gt;
   + Majster zbraní (Master at Arms)&lt;br /&gt;
&lt;br /&gt;
 * Burič (Ruffian)&lt;br /&gt;
  - Poskok (Footpad)&lt;br /&gt;
   + Štvanec (Outlaw)&lt;br /&gt;
    # Utečenec (Fugitive)&lt;br /&gt;
  - Hrdlorez (Thug)&lt;br /&gt;
   + Bandita (Bandit)&lt;br /&gt;
    # Zbojník (Highwayman)&lt;br /&gt;
&lt;br /&gt;
 * Ťažký pešiak (Heavy Infantryman)&lt;br /&gt;
  - Špeciálny pešiak (Shock Trooper)&lt;br /&gt;
   + Miesiželezo (Iron Mauler)&lt;br /&gt;
&lt;br /&gt;
 * Mág (Mage)&lt;br /&gt;
  - Biely mág (White Mage)&lt;br /&gt;
   + Mág svetla (Mage of Light)&lt;br /&gt;
  - Červený mág (Red Mage)&lt;br /&gt;
   + Archmág (Arch Mage)&lt;br /&gt;
    # Veľký mág (Great Mage)&lt;br /&gt;
   + Strieborný mág (Silver Mage)&lt;br /&gt;
&lt;br /&gt;
 * Sedliak (Peasant)&lt;br /&gt;
  - Oštepník (Spearman)&lt;br /&gt;
   + Bojovník (Swordsman)&lt;br /&gt;
    # Kráľovský gardista (Royal Guard)&lt;br /&gt;
   + Kopijník (Pikeman)&lt;br /&gt;
    # Halapartník (Halbardier)&lt;br /&gt;
   + Oštepár (Javelineer)&lt;br /&gt;
  - Lukostrelec (Bowman)&lt;br /&gt;
   + Strelec z dlhého luku (Longbowman)&lt;br /&gt;
    # Majster lukostrelec (Master Bowman)&lt;br /&gt;
&lt;br /&gt;
 * Horal (Woodsman)&lt;br /&gt;
  - Pytliak (Poacher)&lt;br /&gt;
   + Stopár (Trapper)&lt;br /&gt;
    # Lovec (Huntsman)&lt;br /&gt;
    # Zálesák (Ranger)&lt;br /&gt;
&lt;br /&gt;
 * Zlodej (Thief)&lt;br /&gt;
  - Lupič (Rogue)&lt;br /&gt;
   + Zabijak (Assassin)&lt;br /&gt;
&lt;br /&gt;
==== Zriedkavé jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Mladík/Dievčina (Peasant Youth)&lt;br /&gt;
  - Stráca/Strákyňa (Watchman)&lt;br /&gt;
   + Pohraničiar/Pohraničiarka (Borderer)&lt;br /&gt;
&lt;br /&gt;
 * Dedinčan (Villager)&lt;br /&gt;
  - Dedinský starší (Village Elder)&lt;br /&gt;
   + Dedinský starešina (Senior Village Elder)&lt;br /&gt;
&lt;br /&gt;
 * Poľovník (Peasant Hunter)&lt;br /&gt;
  - Pasciar (Peasant Trapper)&lt;br /&gt;
   + Tulák (Peasant Huntsman)&lt;br /&gt;
&lt;br /&gt;
 * Túlavý mág (Rogue Mage)&lt;br /&gt;
  - Tieňový mág (Shadow Mage)&lt;br /&gt;
   + Pán tieňov (Shadow Lord)&lt;br /&gt;
&lt;br /&gt;
=== Elf (Elf) ===&lt;br /&gt;
&lt;br /&gt;
==== Hrdinovia ====&lt;br /&gt;
&lt;br /&gt;
  - Elfský šľachtic (Elvish Lord)&lt;br /&gt;
   + Elfský veľmož (Elvish High Lord) &lt;br /&gt;
&lt;br /&gt;
 * Elfská šľachtičná (Elvish Lady) &lt;br /&gt;
&lt;br /&gt;
==== Základné jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Elfský lukostrelec (Elvish Archer)&lt;br /&gt;
  - Elfský hraničiar (Elvish Ranger)&lt;br /&gt;
   + Elfský pomstiteľ (Elvish Avenger)&lt;br /&gt;
  - Elfský ostrostrelec (Elvish Marksman)&lt;br /&gt;
   + Elf ostreľovač (Elvish Sharpshooter)&lt;br /&gt;
&lt;br /&gt;
 * Elfský vojak (Elvish Fighter)&lt;br /&gt;
  - Elfský kapitán (Elvish Captain)&lt;br /&gt;
   + Elfský maršal (Elvish Marshal)&lt;br /&gt;
  - Elfský hrdina (Elvish Hero)&lt;br /&gt;
   + Elfský šampión (Elvish Champion)&lt;br /&gt;
&lt;br /&gt;
 * Elfský zved (Elvish Scout)&lt;br /&gt;
  - Elfský jazdec (Elvish Rider)&lt;br /&gt;
   + Elfský prieskumník (Elvish Outrider)&lt;br /&gt;
&lt;br /&gt;
 * Elfská šamanka (Elvish Shaman)&lt;br /&gt;
  - Elfská druidka (Elvish Druid)&lt;br /&gt;
   + Elfská víla (Elvish Shyde)&lt;br /&gt;
  - Elfská čarodejnica (Elvish Sorceress)&lt;br /&gt;
   + Elfská zaklínačka (Elvish Enchantress)&lt;br /&gt;
    # Elfská sylfa (Elvish Sylph)&lt;br /&gt;
&lt;br /&gt;
=== Goblin (Goblin) ===&lt;br /&gt;
&lt;br /&gt;
 * Goblin kopijník (Goblin Spearman)&lt;br /&gt;
  - Goblin napichovač (Goblin Impaler)&lt;br /&gt;
  - Goblin provokatér (Goblin Rouser)&lt;br /&gt;
&lt;br /&gt;
=== Gryf (Gryphon) ===&lt;br /&gt;
&lt;br /&gt;
 * Jazdec na gryfovi (Gryphon Rider)&lt;br /&gt;
  - Pán gryfov (Gryphon Master)&lt;br /&gt;
&lt;br /&gt;
=== Hadí človek (Naga) ===&lt;br /&gt;
&lt;br /&gt;
 * Hadí vojak (Naga Fighter)&lt;br /&gt;
  - Hadí bojovník (Naga Warrior)&lt;br /&gt;
   + Hadí majster (Naga Myrmidon)&lt;br /&gt;
&lt;br /&gt;
=== Jašter (Drake) ===&lt;br /&gt;
&lt;br /&gt;
Anglické &amp;quot;Drake&amp;quot; sa prekladá ako &amp;quot;jašter&amp;quot;, pretože to nie je drak (&amp;quot;Dragon&amp;quot;), ale menší príbuzný druh.&lt;br /&gt;
&lt;br /&gt;
 * Jašter opekač (Drake Burner)&lt;br /&gt;
  - Ohnivý jašter (Fire Drake)&lt;br /&gt;
   + Pekelný jašter (Inferno Drake)&lt;br /&gt;
  - Žiarivý jašter (Drake Flare)&lt;br /&gt;
   + Plamenný jašter (Drake Flameheart)&lt;br /&gt;
&lt;br /&gt;
 * Jašter úderník (Drake Clasher)&lt;br /&gt;
  - Jašter mlátič (Drake Thrasher)&lt;br /&gt;
   + Jašter dozorca (Drake Enforcer)&lt;br /&gt;
  o Jašter vyjednávač (Drake Arbiter)&lt;br /&gt;
   + Jašter strážca (Drake Warden)&lt;br /&gt;
&lt;br /&gt;
 * Jašter vojak (Drake Fighter)&lt;br /&gt;
  - Jašter bojovník (Drake Warrior)&lt;br /&gt;
   + Jašter šermiar (Drake Blademaster)&lt;br /&gt;
&lt;br /&gt;
 * Plachtiaci jašter (Drake Glider)&lt;br /&gt;
  - Lietajúci jašter (Sky Drake)&lt;br /&gt;
   + Búrkový jašter (Hurricane Drake)&lt;br /&gt;
&lt;br /&gt;
 * Jašter &amp;quot;dych pekla&amp;quot; (Armageddon Drake)&lt;br /&gt;
&lt;br /&gt;
=== Lesný muž (Wose) ===&lt;br /&gt;
&lt;br /&gt;
 * Lesný muž (Wose)&lt;br /&gt;
  - Starý lesný muž (Elder Wose)&lt;br /&gt;
   + Prastarý lesný muž (Ancient Wose)&lt;br /&gt;
&lt;br /&gt;
=== Morský človek (Merman) ===&lt;br /&gt;
&lt;br /&gt;
 * Morská novicka (Mermaid Initiate)&lt;br /&gt;
  - Morská kňažka (Mermaid Priestess)&lt;br /&gt;
   + Morská veštkyňa (Mermaid Diviner)&lt;br /&gt;
  - Morská zaklínačka (Mermaid Enchantress)&lt;br /&gt;
   + Siréna (Mermaid Siren)&lt;br /&gt;
&lt;br /&gt;
 * Morský vojak (Merman Fighter)&lt;br /&gt;
  - Morský bojovník (Merman Warrior)&lt;br /&gt;
   + Triton (Merman Triton)&lt;br /&gt;
   + Morský ťažký pešiak (Merman Hoplite)&lt;br /&gt;
&lt;br /&gt;
 * Morský lovec (Merman Hunter)&lt;br /&gt;
  - Morský kopijník (Merman Spearman)&lt;br /&gt;
   + Morský oštepník (Merman Javelineer)&lt;br /&gt;
  - Morský vrhač sietí (Merman Netcaster)&lt;br /&gt;
   + Morský zamotávač (Merman Entangler)&lt;br /&gt;
&lt;br /&gt;
=== Nemŕtvy (Undead) ===&lt;br /&gt;
&lt;br /&gt;
==== Základné jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Temný učeň (Dark Adept)&lt;br /&gt;
  - Temný čarodejník (Dark Sorcerer)&lt;br /&gt;
   + Černokňažník (Necromancer)&lt;br /&gt;
   + Kostej (Lich)&lt;br /&gt;
&lt;br /&gt;
 * Duch (Ghost)&lt;br /&gt;
  - Mátoha (Wraith)&lt;br /&gt;
   + Prízrak (Spectre)&lt;br /&gt;
  - Tieň (Shadow)&lt;br /&gt;
   + Nočný des (Nightgaunt)&lt;br /&gt;
&lt;br /&gt;
 * Ghúl (Ghoul)&lt;br /&gt;
  - Mrchožrút (Necrophage)&lt;br /&gt;
&lt;br /&gt;
 * Kostlivec (Skeleton)&lt;br /&gt;
  - Umrlec (Revenant)&lt;br /&gt;
   + Kostlivý hrdina (Draug)&lt;br /&gt;
  - Kostlivý šermiar (Deathblade)&lt;br /&gt;
&lt;br /&gt;
 * Kostlivec lukostrelec (Skeleton Archer)&lt;br /&gt;
  - Kostlivec ostreľovač (Bone Shooter)&lt;br /&gt;
   + Prekliaty luk (Banebow)&lt;br /&gt;
&lt;br /&gt;
 * Chodiaca mŕtvola (Walking Corpse)&lt;br /&gt;
  - Bezduchý (Soulless)&lt;br /&gt;
&lt;br /&gt;
==== Zriedkavé jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Učeň (Initiate)&lt;br /&gt;
  - Pán smrti (Deathmaster)&lt;br /&gt;
   + Starší kostej (Demilich)&lt;br /&gt;
    # Prakostej (Dread Lich)&lt;br /&gt;
&lt;br /&gt;
 * Prastarý kostej (Ancient Lich)&lt;br /&gt;
&lt;br /&gt;
 * Čokobon (Chocobone)&lt;br /&gt;
&lt;br /&gt;
 * Temný duch (Dark Spirit)&lt;br /&gt;
&lt;br /&gt;
 * Drak kostlivec (Skeletal Dragon)&lt;br /&gt;
&lt;br /&gt;
 * Panoš smrti (Death Squire)&lt;br /&gt;
  - Rytier smrti (Death Knight)&lt;br /&gt;
&lt;br /&gt;
 * Kostlivý jazdec (Skeleton Rider)&lt;br /&gt;
  - Kostlivý rytier (Bone Knight)&lt;br /&gt;
&lt;br /&gt;
=== Netopier (Bat) ===&lt;br /&gt;
&lt;br /&gt;
 * Pani upírov (Vampire Lady)&lt;br /&gt;
&lt;br /&gt;
 * Netopier upír (Vampire Bat)&lt;br /&gt;
  - Krvavý netopier (Blood Bat)&lt;br /&gt;
&lt;br /&gt;
=== Ohyzd (Ogre) ===&lt;br /&gt;
&lt;br /&gt;
 * Mladý ohyzd (Young Ogre)&lt;br /&gt;
  - Ohyzd (Ogre)&lt;br /&gt;
&lt;br /&gt;
=== Ork (Orc) ===&lt;br /&gt;
&lt;br /&gt;
==== Základné jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Ork veliteľ (Orcish Leader)&lt;br /&gt;
  - Ork vládca (Orcish Ruler)&lt;br /&gt;
   + Ork náčelník (Orcish Sovereign)&lt;br /&gt;
&lt;br /&gt;
 * Ork lukostrelec (Orcish Archer)&lt;br /&gt;
  - Ork kušostrelec (Orcish Crossbowman)&lt;br /&gt;
   + Ork ostreľovač (Orcish Slurbow)&lt;br /&gt;
&lt;br /&gt;
 * Ork vrah (Orcish Assassin)&lt;br /&gt;
  o Ork zabijak (Orcish Slayer)&lt;br /&gt;
&lt;br /&gt;
 * Ork pešiak (Orcish Grunt)&lt;br /&gt;
  - Ork bojovník (Orcish Warrior)&lt;br /&gt;
   + Ork vojvoda (Orcish Warlord)&lt;br /&gt;
&lt;br /&gt;
==== Zriedkavé jednotky ====&lt;br /&gt;
&lt;br /&gt;
 * Morský ork (Sea Orc)&lt;br /&gt;
&lt;br /&gt;
 * Ork mladý šaman (Novice Orcish Shaman)&lt;br /&gt;
  - Ork šaman (Orcish Shaman)&lt;br /&gt;
   + Ork starý šaman (Old Orcish Shaman)&lt;br /&gt;
&lt;br /&gt;
Názov ork skloňujeme nasledovne (v poradí podľa pádov):&lt;br /&gt;
*ork&lt;br /&gt;
*orka&lt;br /&gt;
*orkovi&lt;br /&gt;
*orka&lt;br /&gt;
*orkovi&lt;br /&gt;
*orkom&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*orkovia&lt;br /&gt;
*orkov&lt;br /&gt;
*orkom&lt;br /&gt;
*orkov&lt;br /&gt;
*orkoch&lt;br /&gt;
*orkmi / orkami&lt;br /&gt;
&lt;br /&gt;
Prídavné mená:&lt;br /&gt;
*orkský (otrasné, ale ak dobre vidím zatiaľ nikto v prekladoch nepoužil &amp;quot;orčí&amp;quot;)&lt;br /&gt;
*orkského&lt;br /&gt;
*orkskému&lt;br /&gt;
*orkského&lt;br /&gt;
*orkskom&lt;br /&gt;
*orkským&lt;br /&gt;
&lt;br /&gt;
=== Saur (Saurian) ===&lt;br /&gt;
&lt;br /&gt;
 * Saur prieskumník (Saurian Skirmisher)&lt;br /&gt;
  - Saur zákerák (Saurian Ambusher)&lt;br /&gt;
   + Saur prepadávač (Saurian Flanker)&lt;br /&gt;
&lt;br /&gt;
 * Saur šaman (Saurian Augur)&lt;br /&gt;
   o Saur veštec (Saurian Oracle)&lt;br /&gt;
   o Saur liečiteľ (Saurian Soothsayer)&lt;br /&gt;
&lt;br /&gt;
=== Trol (Troll) ===&lt;br /&gt;
&lt;br /&gt;
 * Trol hrdina (Troll Hero)&lt;br /&gt;
  - Veľký troll (Great Troll)&lt;br /&gt;
&lt;br /&gt;
 * Trol mláďa (Troll Whelp)&lt;br /&gt;
  - Trol (Troll)&lt;br /&gt;
   + Trol bojovník (Troll Warrior)&lt;br /&gt;
  - Trol vrhač (Troll Rocklobber)&lt;br /&gt;
&lt;br /&gt;
 * Trol šaman (Troll Shaman)&lt;br /&gt;
&lt;br /&gt;
=== Trpaslík (Dwarf) ===&lt;br /&gt;
&lt;br /&gt;
 * Trpaslík vojak (Dwarvish Fighter)&lt;br /&gt;
  - Trpaslík obrnenec (Dwarvish Steelclad)&lt;br /&gt;
   + Trpaslík šľachtic (Dwarvish Lord)&lt;br /&gt;
&lt;br /&gt;
 * Trpaslík strážca (Dwarvish Guardsman)&lt;br /&gt;
  - Trpaslík obranca (Dwarvish Stalwart)&lt;br /&gt;
   + Trpaslík ochranca (Dwarvish Sentinel)&lt;br /&gt;
&lt;br /&gt;
 * Trpaslík hromobijca (Dwarvish Thunderer)&lt;br /&gt;
  - Trpaslík hromový strážca (Dwarvish Thunderguard)&lt;br /&gt;
   + Trpaslík dračí strážca (Dwarvish Dragonguard)&lt;br /&gt;
&lt;br /&gt;
 * Trpaslík zurvalec (Dwarvish Ulfserker)&lt;br /&gt;
  - Trpaslík zúrivec (Dwarvish Berserker)&lt;br /&gt;
&lt;br /&gt;
 * Trpaslík učenec (Dwarvish Runemaster)&lt;br /&gt;
&lt;br /&gt;
=== Vlk (Wolf) ===&lt;br /&gt;
&lt;br /&gt;
 * Vlčí jazdec (Wolf Rider)&lt;br /&gt;
  - Goblin rytier (Goblin Knight)&lt;br /&gt;
   + Vlčí pán (Direwolf Rider)&lt;br /&gt;
  - Goblin rabovač (Goblin Pillager)&lt;br /&gt;
&lt;br /&gt;
=== Potvory (Monsters) ===&lt;br /&gt;
&lt;br /&gt;
 * Blatovec (Mudcrawler)&lt;br /&gt;
  - Veľký blatovec (Giant Mudcrawler)&lt;br /&gt;
&lt;br /&gt;
 * Chápadlo z hlbín (Tentacle of the Deep)&lt;br /&gt;
&lt;br /&gt;
 * Morský had (Sea Serpent)&lt;br /&gt;
&lt;br /&gt;
 * Obrí škorpión (Giant Scorpion)&lt;br /&gt;
&lt;br /&gt;
 * Obrí pavúk (Giant Spider)&lt;br /&gt;
&lt;br /&gt;
 * Ohnivý drak (Fire Dragon)&lt;br /&gt;
&lt;br /&gt;
 * Sépia (Cuttle Fish)&lt;br /&gt;
&lt;br /&gt;
 * Yeti (Yeti)&lt;br /&gt;
&lt;br /&gt;
 * Chiméra (Cockatrice)&lt;br /&gt;
&lt;br /&gt;
=== Ostatné ===&lt;br /&gt;
&lt;br /&gt;
 * Brána (Gate)&lt;br /&gt;
 * Strážna veža (Watch Tower)&lt;br /&gt;
 * Galeóna (Galleon)&lt;br /&gt;
 * Obchodná loď (Transport Galleon)&lt;br /&gt;
 * Pirátska loď (Pirate Galleon)&lt;br /&gt;
 * Ohnivá guľa (Fireball)&lt;br /&gt;
&lt;br /&gt;
== Frakcie (Fractions) ==&lt;br /&gt;
&lt;br /&gt;
 * Náhodná (Random)&lt;br /&gt;
&lt;br /&gt;
 * Aliancia Knalgy (Knalgan Alliance)&lt;br /&gt;
 * Jašteri (Drakes)&lt;br /&gt;
 * Lojalisti (Loyalists)&lt;br /&gt;
 * Nemŕtvi (Undead)&lt;br /&gt;
 * Rebeli (Rebels)&lt;br /&gt;
 * Severania (Northerners)&lt;br /&gt;
&lt;br /&gt;
 * Aliancia svetla (Alliance of Light)&lt;br /&gt;
 * Aliancia temnoty (Aliance of Darkness)&lt;br /&gt;
&lt;br /&gt;
== Vlastnosti (Traits) ==&lt;br /&gt;
&lt;br /&gt;
 * nebojácny (fearless)&lt;br /&gt;
 * inteligentný (intelligent)&lt;br /&gt;
 * odolný (resilient)&lt;br /&gt;
 * silný (strong)&lt;br /&gt;
 * rýchly (quick)&lt;br /&gt;
 * obratný (dextrous)&lt;br /&gt;
 * životaschopný (healthy)&lt;br /&gt;
 * hlúpy (dim)&lt;br /&gt;
 * weak (slabý)&lt;br /&gt;
 * verný (loyal)&lt;br /&gt;
 * nemŕtvy (undead)&lt;br /&gt;
 * mechanický (mechanical)&lt;br /&gt;
 * divoký (feral)&lt;br /&gt;
 * elementálny (elemental) [napadá niekoho lepší preklad? &amp;quot;živelný&amp;quot; tiež nie je úplne ono]&lt;br /&gt;
 * starý (aged)&lt;br /&gt;
&lt;br /&gt;
 * poriadok (lawful)&lt;br /&gt;
 * neutrál (neutral)&lt;br /&gt;
 * chaos (chaotic)&lt;br /&gt;
 * na rozhraní (liminal) [napadá niekoho lepší preklad?]&lt;br /&gt;
&lt;br /&gt;
== Schopnosti (Abilities) ==&lt;br /&gt;
&lt;br /&gt;
 * kŕmenie (feeding)&lt;br /&gt;
 * lieči (cures)&lt;br /&gt;
 * neoblomný (steadfast)&lt;br /&gt;
 * nočné zakrádanie (nightstalk)&lt;br /&gt;
 * osvetľuje (illuminates)&lt;br /&gt;
 * ponorenie (submerge)&lt;br /&gt;
 * prepad (ambush)&lt;br /&gt;
 * priebojný (skirmisher)&lt;br /&gt;
 * regeneruje (regenerates)&lt;br /&gt;
 * teleport (teleport)&lt;br /&gt;
 * utajenie (concealment)&lt;br /&gt;
 * uzdravuje (heals)&lt;br /&gt;
 * velenie (leadership)&lt;br /&gt;
&lt;br /&gt;
== Špeciálne zbrane (Weapon specials) ==&lt;br /&gt;
&lt;br /&gt;
 * húf (swarm)&lt;br /&gt;
 * choroba (plague)&lt;br /&gt;
 * jed (poison)&lt;br /&gt;
 * magický (magical)&lt;br /&gt;
 * presný (marksman)&lt;br /&gt;
 * prvý úder (firststrike)&lt;br /&gt;
 * spomaľuje (slow)&lt;br /&gt;
 * výpad (charge)&lt;br /&gt;
 * vysaje (drains)&lt;br /&gt;
 * zákerný (backstab)&lt;br /&gt;
 * zúrivý (berserk)&lt;br /&gt;
&lt;br /&gt;
 * skamenenie (pertify)&lt;br /&gt;
&lt;br /&gt;
== Útok (Attack) ==&lt;br /&gt;
&lt;br /&gt;
 * sečný (blade)&lt;br /&gt;
 * bodný (pierce)&lt;br /&gt;
 * tupý (impact)&lt;br /&gt;
 * oheň (fire)&lt;br /&gt;
 * mráz (cold)&lt;br /&gt;
 * mystický (arcane)&lt;br /&gt;
&lt;br /&gt;
 * úder (strike)&lt;br /&gt;
 * zranenie (damage)&lt;br /&gt;
&lt;br /&gt;
== Terén (Terrain) ==&lt;br /&gt;
&lt;br /&gt;
 * odkrývanie mapy (shroud) (= zatiaľ neobjavený terén)&lt;br /&gt;
 * hmla (fog [of war])&lt;br /&gt;
&lt;br /&gt;
=== Neprekonateľný (impassable) ===&lt;br /&gt;
&lt;br /&gt;
 * stena jaskyne (cave wall)&lt;br /&gt;
 * neprekonateľné hory (impassable mountains)&lt;br /&gt;
&lt;br /&gt;
=== Neschodný (unwalkable) ===&lt;br /&gt;
&lt;br /&gt;
 * kaňon (canyon)&lt;br /&gt;
 * trhlina (chasm)&lt;br /&gt;
 * priepasť (abyss)&lt;br /&gt;
 * láva (lava)&lt;br /&gt;
&lt;br /&gt;
=== Podzemný (underground) ===&lt;br /&gt;
&lt;br /&gt;
 * jaskyňa (cave)&lt;br /&gt;
 * osvetlená jaskyňa (illuminated cave)&lt;br /&gt;
 * skalnatá jaskyňa (rockbound cave)&lt;br /&gt;
&lt;br /&gt;
=== Vodný (water) ===&lt;br /&gt;
&lt;br /&gt;
 * hlboká voda (deep water)&lt;br /&gt;
 * plytká voda (shallow water)&lt;br /&gt;
 * riečny brod (river ford)&lt;br /&gt;
 * pobrežný útes (coastal reef)&lt;br /&gt;
&lt;br /&gt;
=== Stavby ===&lt;br /&gt;
&lt;br /&gt;
 * pevnosť (keep)&lt;br /&gt;
 * hrad (castle)&lt;br /&gt;
 * tábor (encampment)&lt;br /&gt;
&lt;br /&gt;
 * dedina (village)&lt;br /&gt;
 * dedina v púšti (desert village)&lt;br /&gt;
 * dedina v tropickom lese (tropical forrest village)&lt;br /&gt;
 * zasnežená dedina (snow village)&lt;br /&gt;
 * ponorená dedina (submerged village)&lt;br /&gt;
&lt;br /&gt;
 * trpasličí hrad (dwarven castle)&lt;br /&gt;
 * ruina, zatopená ruina, ruina v močiari (ruin, sunken ruin, swamp ruin)&lt;br /&gt;
&lt;br /&gt;
 * most (bridge)&lt;br /&gt;
 * veterný mlyn (windmill)&lt;br /&gt;
&lt;br /&gt;
=== Ostatný ===&lt;br /&gt;
&lt;br /&gt;
 * močiar (swamp)&lt;br /&gt;
 * piesok, púšť (sand, desert)&lt;br /&gt;
 * sneh, ľad (snow, ice)&lt;br /&gt;
&lt;br /&gt;
 * rovina, cesta, prach, savana (flat/grassland, road, dirt, savanna)&lt;br /&gt;
 * les, tropický les, zasnežený les, oáza (forrest, tropical forrest, snow forrest, oasis)&lt;br /&gt;
 * listnatý les, zmiešaný les (deciduos forrest, mixed forrest)&lt;br /&gt;
 * kopce, púštne kopce, zasnežené kopce (hills, desert hills, snow hills)&lt;br /&gt;
&lt;br /&gt;
 * hory, púštne hory (mountains, desert mountains)&lt;br /&gt;
 * hubový porast (mushroom grove)&lt;br /&gt;
&lt;br /&gt;
== Denná doba (time of day) ==&lt;br /&gt;
&lt;br /&gt;
 * svitanie (dawn)&lt;br /&gt;
 * ráno (morning)&lt;br /&gt;
 * popoludnie (afternoon)&lt;br /&gt;
 * súmrak (dusk)&lt;br /&gt;
 * prvá hliadka (first watch)&lt;br /&gt;
 * druhá hliadka (second watch)&lt;br /&gt;
&lt;br /&gt;
 * podzemie (underground)&lt;br /&gt;
&lt;br /&gt;
== Všeobecné slová ==&lt;br /&gt;
&lt;br /&gt;
 * scéna (scenario)&lt;br /&gt;
 * denná doba (time of day)&lt;br /&gt;
 * výprava (campaign), niekedy aj príbeh&lt;br /&gt;
 * zlato, zlatky (gold)&lt;br /&gt;
 * úroveň [jednotky] (level)&lt;br /&gt;
 * životy (HP, hitpoints)&lt;br /&gt;
 * skúsenosti (XP, experience [points])&lt;br /&gt;
 * R.W. (YW) [= roku Wesnothu, letopočet]&lt;br /&gt;
&lt;br /&gt;
== Všeobecné poznámky ==&lt;br /&gt;
&lt;br /&gt;
V prekladoch je nutné dávať pozor na gramatické odlišnosti angličtiny a slovenčiny. Napríklad radové číslovky majú v slovenčine na konci bodku. Takže &amp;quot;Garard II&amp;quot; -&amp;gt; &amp;quot;Garard II.&amp;quot; alebo &amp;quot;YW&amp;quot; -&amp;gt; &amp;quot;R.W.&amp;quot;, pretože ide o skratku z &amp;quot;Rok Wesnothu&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Taktiež je možné niektoré krkolomné mená hrdinov poslovenčiť (napr. &amp;quot;Asheviere&amp;quot; -&amp;gt; &amp;quot;Aševiera&amp;quot;). Ale nie je to nutnosť, záleží od pocitu prekladateľa.&lt;br /&gt;
&lt;br /&gt;
Z tohto pohľadu by sa napríklad &amp;quot;th&amp;quot; v názvoch malo poslovenčiť na &amp;quot;t&amp;quot;. Avšak potom by vznikol &amp;quot;Wesnoth&amp;quot; -&amp;gt; &amp;quot;Wesnot&amp;quot;, čo by zase bolo veľmi zvláštne, keďže je to samotný názov a značka hry.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=48402</id>
		<title>NotSpellingMistakes</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=NotSpellingMistakes&amp;diff=48402"/>
		<updated>2013-01-20T21:40:22Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page exists to collect some notes for non-native speakers of English, who have a tendency to read certain archaic dialect words and usages as incorrect.&lt;br /&gt;
&lt;br /&gt;
== Not Broken, Don't Fix It ==&lt;br /&gt;
&lt;br /&gt;
For the plural of &amp;quot;dwarf&amp;quot; we use Tolkien's form &amp;quot;dwarves&amp;quot;, not &amp;quot;dwarfs&amp;quot;. This is probably expected by native speakers, as it has become general in English since the early 1970s.&lt;br /&gt;
&lt;br /&gt;
In ''An Orcish Incursion'' and elsewhere, &amp;quot;march&amp;quot; is ''not'' a typo for &amp;quot;marsh&amp;quot;; also, in ''Liberty'', &amp;quot;marchlander&amp;quot; is not a typo for &amp;quot;marshlander&amp;quot;.  &amp;quot;The marches&amp;quot; is archaic English for the border country of a kingdom.  The word was originally Norse &amp;quot;mark&amp;quot; and is related to the ordinary English word &amp;quot;mark&amp;quot;; it also appears as an element in the place name &amp;quot;the Estmark Hills&amp;quot; which is &amp;quot;the hills of the eastern border&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', the phrasing &amp;quot;the River Bork&amp;quot; is correct.  Modern English usage would favor &amp;quot;the Bork River&amp;quot;, but &amp;quot;the River Bork&amp;quot; is historically common and still used in fantasy literature.  &lt;br /&gt;
&lt;br /&gt;
In ''Son Of The Black Eye'', &amp;quot;whupping&amp;quot; is a Southern American rural dialect word - a rather rough and rude one - that means &amp;quot;a severe beating&amp;quot;, either as verb or noun. It is an appropriate word for Orcs to use.&lt;br /&gt;
&lt;br /&gt;
In ''Liberty'' and ''Two Brothers'' we make an exception to the normal rule of using American spellings in preference to British in the base text.  Thus, &amp;quot;Grey Woods&amp;quot; rather than &amp;quot;Gray woods&amp;quot;. We do this because to anyone who notices the difference, &amp;quot;Grey&amp;quot; will probably sound slightly archaic.&lt;br /&gt;
&lt;br /&gt;
In ''Sceptre of Fire'' we make another exception: &amp;quot;scepter&amp;quot; is spelled British fashion, for the same reason. &lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, do not mistakenly change the verb 'preying' to 'praying'. They mean different things.&lt;br /&gt;
&lt;br /&gt;
In ''Northern Rebirth'' and elsewhere, &amp;quot;to espy&amp;quot; is an early-modern-English variant of the verb &amp;quot;to spy&amp;quot; inserted as a deliberate archaism. The form &amp;quot;espied&amp;quot; occurs as well. (compare &amp;quot;espionage&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
In ''Heir To The Throne'', the word &amp;quot;thutter&amp;quot; is not a misspelling of &amp;quot;thunder&amp;quot;. It is a rare and specialized word describing a fast series of striking or slapping sounds, found mainly in SF novels and possibly invented by the writer Poul Anderson. In modern English one might speak, for example, of the thutter of helicopter blades.&lt;br /&gt;
&lt;br /&gt;
In the Dwarvish unit descriptions and elsewhere, the correct plural of &amp;quot;staff&amp;quot; is not &amp;quot;staffs&amp;quot; but &amp;quot;staves&amp;quot;.  Thus &amp;quot;one Dragonguard's staff&amp;quot; but &amp;quot;the staves of the Dragonguards&amp;quot;.  Compare &amp;quot;hoof&amp;quot; vs. &amp;quot;hooves&amp;quot; and &amp;quot;dwarf&amp;quot; vs. &amp;quot;dwarves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Remember that we capitalize the name of a race when (and only when) referring to the entire race.  Thus: &amp;quot;the lore of the Elves&amp;quot;, but &amp;quot;a band of elves&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Usages to Avoid==&lt;br /&gt;
&lt;br /&gt;
* '''alot''' &amp;amp;ndash; 'a lot' should be two words, unless you intended to write 'allot', meaning 'allocate'.&lt;br /&gt;
&lt;br /&gt;
* '''alright''' &amp;amp;ndash; Technically, 'alright' ''is'' correct; it's a back formation, derived in the same way as 'already', and it can be traced back for decades. But it looks very modern. As we usually want a more archaic tone for Wesnoth, please use '''all right''' as two words instead.  Consider using &amp;quot;Very well.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
* '''anymore''' &amp;amp;ndash; No, this ''is'' wrong. '''any more''' should be two words.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;being through with&amp;lt;/b&amp;gt;' &amp;amp;ndash; Constructs such as 'I am through dealing with these people' are also modern. Use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Great.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, but very modern, especially when used ironically.&lt;br /&gt;
&lt;br /&gt;
* '''guys''' &amp;amp;ndash; Very modern usage. Please avoid.&lt;br /&gt;
&lt;br /&gt;
* '''malus''' &amp;amp;ndash; The opposite of bonus. Unfortunately, while it's a convenient coinage this word is not yet widely accepted. It appears in the Urban Dictionary, but no other online authorities list it yet. A better opposite for 'bonus' is ''penalty''.&lt;br /&gt;
&lt;br /&gt;
* '''nevermind''' &amp;amp;ndash; Two words, please.&lt;br /&gt;
&lt;br /&gt;
* '''OK, okay''' &amp;amp;ndash; Modern; avoid.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Princess&amp;lt;/b&amp;gt;' &amp;amp;ndash; Addressing a princess as 'Princess' is an egregious, tin-eared piece of George Lucas-level modern phrasing. It's not even correct in the real world. Correct Earth etiquette is to call her 'Your Royal Highness' when you first meet her, thereafter, 'Ma'am' (pronounced 'mam'). Search for 'Correct terms of address' if you have characters in your campaign for whom you need to get it right, or check this (and other) etiquette link(s) on Wikipedia: [http://en.wikipedia.org/wiki/Forms_of_address_in_the_United_Kingdom]. Any character born a noble ''will'' know this stuff, and will automatically get it right; to them, it's ingrained habit. Other characters might not, unless they're higher-level, better-educated, or have been briefed on what to do. But in formal encounters, such as meeting a (potential) enemy noble for the first time, characters will often at least try to be polite. Of course, Wesnoth etiquette is not necessarily the same as Earth etiquette. We haven't defined the rules for Wesnoth etiquette yet, and the Wikipedia article linked above is far more detailed than we'll ever need. Nevertheless, when we eventually do define our etiquette rules, they will be mostly Earth-like, and not George Lucas-like. Also look up the rules on l&amp;amp;egrave;se majest&amp;amp;eacute; (although those rules do only apply to sovereigns, not mere princesses), and bear in mind that any poor ignoramus who did address a princess as &amp;quot;Princess&amp;quot; would probably be taken away and flogged. This applies to other noble titles as well, to a greater or lesser degree. At least use phrases such as 'milady', 'my lord' and so on.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Right.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Not necessarily wrong, and preferable to 'Great.', but still very modern, especially when used ironically. Try 'Aye', or 'Yes', or 'Yea' instead.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;technically&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern; use sparingly.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;Uh, Um, Er,&amp;lt;/b&amp;gt;' &amp;amp;ndash; When they appear, these noises tend to be used in a modern way. You'll find 'O' and 'Oh' and 'Ah' and 'Ho' and 'Ha' in Shakespeare, but not 'Uh'. Instead of starting a sentence with 'Uh,' try to find a more archaic way of phrasing it.&lt;br /&gt;
&lt;br /&gt;
* '&amp;lt;b&amp;gt;'Yeah.&amp;lt;/b&amp;gt;' &amp;amp;ndash; Modern phrasing.&lt;br /&gt;
&lt;br /&gt;
===Fantasy, archaic and other terms clarified===&lt;br /&gt;
&lt;br /&gt;
* '''alternate/alternative'''&lt;br /&gt;
&lt;br /&gt;
''Alternate'' means 'one, then the other, then the first, and so on', ''alternative'' means ''an''other. 90% of the time, people incorrectly use 'alternate' when they should be using 'alternative'. If it's a choice of two, you should use '''alternative'''.&lt;br /&gt;
&lt;br /&gt;
* '''behold'''&lt;br /&gt;
&lt;br /&gt;
''Behold'' means 'see'. This means you can't behold sounds, or smells.&lt;br /&gt;
&lt;br /&gt;
* '''besieged/beset'''&lt;br /&gt;
&lt;br /&gt;
You can only be ''besieged'' if you're on some sort of defensible structure, but you don't have to be outmatched.&lt;br /&gt;
&lt;br /&gt;
You can be ''beset'' in the middle of a flat featureless plain, but only if you're outmatched or close to it.&lt;br /&gt;
&lt;br /&gt;
* '''breech/breach'''&lt;br /&gt;
&lt;br /&gt;
A ''breach'' is a break. Breach can also be a verb.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Once more unto the breach, dear friends!&amp;quot;, as King Henry V once said.&lt;br /&gt;
&lt;br /&gt;
A ''breech'' is part of a gun. Breech can't be a verb.&lt;br /&gt;
&lt;br /&gt;
* '''breeches'''&lt;br /&gt;
&lt;br /&gt;
''Breeches'' also means a type of trousers or pants that usually extend to the knee. Hence also 'knee breeches'. May sometimes be known as 'breeks'.&lt;br /&gt;
&lt;br /&gt;
* '''Hear hear'''&lt;br /&gt;
&lt;br /&gt;
Never 'Here here'. 'Hear hear' is short for 'Hear him, hear him', and originated in the English parliament in the 18th century.&lt;br /&gt;
&lt;br /&gt;
* '''horde/hoard'''&lt;br /&gt;
&lt;br /&gt;
A ''horde'' of barbarians.&lt;br /&gt;
&lt;br /&gt;
A ''hoard'' of treasure. Hoard can also be a verb.&lt;br /&gt;
&lt;br /&gt;
*'''prey/pray'''&lt;br /&gt;
&lt;br /&gt;
Predators ''prey'' on their ''prey''. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
Priests ''pray'' prayers. (verb and noun)&lt;br /&gt;
&lt;br /&gt;
The insects are known as ''praying mantises''.&lt;br /&gt;
&lt;br /&gt;
* '''ravish/ravage'''&lt;br /&gt;
&lt;br /&gt;
''Ravish'' has sexual connotations which ''ravage'' does not.&lt;br /&gt;
&lt;br /&gt;
You can ravish a fair maiden, and an old crone could have ravaged features.&lt;br /&gt;
&lt;br /&gt;
You can ravage the land. You can't ravish the land, however.&lt;br /&gt;
&lt;br /&gt;
* '''rise up'''&lt;br /&gt;
&lt;br /&gt;
'Rise up' usually means 'rebel', and it is a rather inelegant term for 'advance'.&lt;br /&gt;
&lt;br /&gt;
* '''wield'''&lt;br /&gt;
&lt;br /&gt;
''Wield'' is a verb referring to carrying or using a weapon. A phrase such as 'he wields his father's enchanted sword and boots' implies the existence of a new martial art of some kind. Presumably you tie the laces together and use the boots as a sort of bola...&lt;br /&gt;
&lt;br /&gt;
== UTF-8==&lt;br /&gt;
&lt;br /&gt;
The mainline campaigns are being switched to UTF-8. We are adopting the use of the following glyphs:&lt;br /&gt;
&lt;br /&gt;
 en dash:            &amp;amp;#x2013; U+2013 (8211)   &lt;br /&gt;
 em dash:            &amp;amp;#x2014; U+2014 (8212)&lt;br /&gt;
 horizontal bar:     &amp;amp;#x2015; U+2015 (8213) aka quotation bar&lt;br /&gt;
 minus sign:         &amp;amp;#x2212; U+2212 (8722)&lt;br /&gt;
 apostrophe:         &amp;amp;#x2019; U+2019 (8217) same character as the right single quote&lt;br /&gt;
 left single quote:  &amp;amp;#x2018; U+2018 (8216)&lt;br /&gt;
 right single quote: &amp;amp;#x2019; U+2019 (8217) same character as the apostrophe&lt;br /&gt;
 left double quote:  &amp;amp;#x201C; U+201C (8220)&lt;br /&gt;
 right double quote: &amp;amp;#x201D; U+201D (8221)&lt;br /&gt;
&lt;br /&gt;
This replaces the current uses of - ' and -- in dialogue, most of which have already been cleared out. If you see characters such as &amp;quot;'''... the land&amp;amp;acirc;&amp;amp;euro;&amp;amp;trade;s very heart...'''&amp;quot; instead of &amp;quot;'''... the land&amp;amp;#x2019;s very heart...'''&amp;quot; (the exact triplet shown may vary depending on your operating system), your system/editor/viewer/whatever is not displaying UTF-8 characters correctly.&lt;br /&gt;
&lt;br /&gt;
We are also adopting the use of Pango-style markup, allowing us to mark up text with colours, bold, italics and large or small text.&lt;br /&gt;
&lt;br /&gt;
[[Category:Writing]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=MP_Tutorial&amp;diff=48401</id>
		<title>MP Tutorial</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=MP_Tutorial&amp;diff=48401"/>
		<updated>2013-01-20T21:24:03Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &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;
If you want to play Multiplayer games and are unsure of how, or seek more information on the workings of Wesnoth multiplayer, this is the place for you. Welcome to our MP tutorial.&lt;br /&gt;
&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;&lt;br /&gt;
This tutorial was designed for version 1.4 of Battle for Wesnoth, but most information here is still accurate.&lt;br /&gt;
&amp;lt;BR/&amp;gt;&amp;lt;BR/&amp;gt;&lt;br /&gt;
Don't be daunted by the length of this page. It's not a required read, meant mostly as a bulletproof description on how to do everything on multiplayer and you can skim through it pretty quickly. &lt;br /&gt;
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=== Multiplayer menu ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://img140.imageshack.us/img140/1740/menu1zw9.png http://img140.imageshack.us/img140/1740/menu1zw9.th.png]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Battle for Wesnoth main menu&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first thing you need to do if you want to play a multiplayer game is to choose which kind of game you want to play. &lt;br /&gt;
&lt;br /&gt;
* Click the multiplayer button in the general menu of wesnoth.&lt;br /&gt;
&lt;br /&gt;
A new window will pop-up, asking you what kind of multiplayer game you want to play :&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://img142.imageshack.us/img142/1139/menu2lu0.png http://img142.imageshack.us/img142/1139/menu2lu0.th.png]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Pop-up window&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Put your username on the top.&lt;br /&gt;
&lt;br /&gt;
Your username is how you will appear on the servers and during games. The next time you will click on the multiplayer button on the main screen, this username will be automatically set, but you will be able to change it anytime you come back to this pop-up window.  It is advised that you keep the same username (in 1.5, you are reserved your forum name), as players are often recognized by their names, and so you will build a reputation if you use the same name each time you play.&lt;br /&gt;
&lt;br /&gt;
* Choose the kind of game you want to play.&lt;br /&gt;
&lt;br /&gt;
Under your username, you now have three choices: &lt;br /&gt;
* Join official server : Allows you to join the official Battle for Wesnoth server, where most of the multiplayer games are played.&lt;br /&gt;
* Connect to host/server : Allows you to connect to a different server, useful when the official server is down for example...&lt;br /&gt;
* Local game : Allows you to play a multiplayer game on a sole computer, this is Battle for Wesnoth &amp;quot;Hot-Seat&amp;quot; mode.&lt;br /&gt;
&lt;br /&gt;
Double click on the selected option or press the OK button to start playing. A click on the cancel button will bring you back to the main menu.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Welcome to the official server ====&lt;br /&gt;
&lt;br /&gt;
When you connect to the server, a welcome message appears in the chat area at the bottom. It contains some useful directions and occasionally some current information.&amp;lt;br&amp;gt;&lt;br /&gt;
Perhaps the most important part of it is the link to the official server's [[MP_CodeOfConduct|Code of Conduct]]. All players who stay on the server are supposed to have read it, but of course we can't force anyone. : )&lt;br /&gt;
&lt;br /&gt;
=== The lobby ===&lt;br /&gt;
The multiplayer '''lobby''' is a game screen with interactive list of games, of players and a [[MP_Tutorial#Talking_to_players|simple chat interface]].&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://img76.imageshack.us/img76/628/lobby3ar3.png http://img76.imageshack.us/img76/628/lobby3ar3.th.png]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Official server&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;The lobby looks like the image on the right. (without the green lines of course)&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It is divided into four areas, each further described below:&lt;br /&gt;
&lt;br /&gt;
* 1: [[MP_Tutorial#Menu|Menu]].&lt;br /&gt;
* 2: [[MP_Tutorial#Game_legend|Games]].&lt;br /&gt;
* 3: [[MP_Tutorial#Players|Players]].&lt;br /&gt;
* 4: [[MP_Tutorial#Talking_to_players|Chat Area]].&lt;br /&gt;
&lt;br /&gt;
==== Menu ==== &lt;br /&gt;
&lt;br /&gt;
The server menu allows you to join, observe or create a game. &lt;br /&gt;
&lt;br /&gt;
* To join a game, click on a game and then click on the &amp;quot;Join Game&amp;quot; button. We will see which games you can join and which you can not join in the Game legend section.&lt;br /&gt;
* To observe a game, click on the game you want to observe, then click the &amp;quot;Observe Game&amp;quot; button. If you want to go straight to the current turn of the game, check the &amp;quot;Quick Replays&amp;quot; box, if this box is unchecked, you will be able to see all the moves of each player during all the turns of the game.&lt;br /&gt;
* To create a game, click the &amp;quot;Create Game&amp;quot; button. We will go back to this in the &amp;quot;Create a game&amp;quot; section.&lt;br /&gt;
* &amp;quot;Preferences&amp;quot; allows you to change Battle for Wesnoth configuration, sound, video... this button brings you to the same menu that the &amp;quot;Preferences&amp;quot; button on the title page of Battle for Wesnoth.&lt;br /&gt;
* The &amp;quot;Quit&amp;quot; button brings you back to the title menu.&lt;br /&gt;
&lt;br /&gt;
==== Game legend ====&lt;br /&gt;
&lt;br /&gt;
Games appear in the lobby in different colors :&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black; color:#FFFFFF;&amp;quot;&amp;gt;&amp;amp;nbsp;'''White'''&amp;amp;nbsp;&amp;lt;/span&amp;gt; are games that already have started. You can only observe those games.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black; color:#FF2C13;&amp;quot;&amp;gt;&amp;amp;nbsp;'''Red'''&amp;amp;nbsp;&amp;lt;/span&amp;gt; are games that have started and that you can't observe.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black; color:#00FF00;&amp;quot;&amp;gt;'''&amp;amp;nbsp;Green&amp;amp;nbsp;'''&amp;lt;/span&amp;gt; are games you can join or observe and which haven't started yet.&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black; color:#EFEF00;&amp;quot;&amp;gt;'''&amp;amp;nbsp;Yellow&amp;amp;nbsp;'''&amp;lt;/span&amp;gt; are reloaded games, only people with the same name as the original players can join.&lt;br /&gt;
&lt;br /&gt;
Here is an example of a &amp;quot;green&amp;quot; game, it's to say a game you are able to play :&lt;br /&gt;
http://img155.imageshack.us/img155/2041/gamefk7.png&lt;br /&gt;
&lt;br /&gt;
* On the left appears a thumbnail of the map.&lt;br /&gt;
* On the top, in green, appears the name of the game : in this example &amp;quot;remfarkas jateka&amp;quot; (remfarkas's game)&lt;br /&gt;
* On the top right corner appears the number of players needed for the game to start, or &amp;quot;vacant slot&amp;quot;. In our example you can learn that the game is designed for four players and that three players are already waiting for the game to start.&lt;br /&gt;
&lt;br /&gt;
Next comes a white line where you can see a description of what is needed to play :&lt;br /&gt;
* First comes the &amp;quot;era&amp;quot; (Default in this example). '''&amp;quot;Default&amp;quot; means that everyone can join''' the game to play. In some other cases, you will need a specific era to play. &lt;br /&gt;
* Just right to the era appears the size of the map, in remfarkas's game, 20x20 tiles (which means this is a small map).&lt;br /&gt;
* Then comes the number of players the map is designed for (4p in the same example).&lt;br /&gt;
* And last is the name of the map : &amp;quot;Isar's Cross&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
The last line shows some icons :&lt;br /&gt;
&lt;br /&gt;
* The eye : http://img154.imageshack.us/img154/2681/eye1gs1.png means that you can observe this game. When you can't observe a game, this eye is scratched in red.&lt;br /&gt;
* The gold pile : http://img83.imageshack.us/img83/9238/goldpileak2.png tells you the number of gold you get each turn per village (in this example two gold per village per turn).&lt;br /&gt;
* The experience needed to level up a unit is described near this icon : http://img504.imageshack.us/img504/9579/xperienceqh7.png (70% is the required experience using map settings most of the time).&lt;br /&gt;
* This icon: http://img147.imageshack.us/img147/1123/fogmk5.png shows if there will be fog of war or no fog during the game.&lt;br /&gt;
* At last can in some cases be seen &amp;quot;Use Map Settings&amp;quot; this tells you that the game is set with the original configuration developers gave to their map.&lt;br /&gt;
 &lt;br /&gt;
Here are some other examples, with different configurations:&lt;br /&gt;
&lt;br /&gt;
http://img293.imageshack.us/img293/6357/game2bc3.png&lt;br /&gt;
&lt;br /&gt;
&amp;quot;jeu de Prince&amp;quot; (prince's game) needed that you had the &amp;quot;era_magic&amp;quot; to play, anyway it's a &amp;quot;white game&amp;quot; so you can't join.&lt;br /&gt;
&lt;br /&gt;
'''''Eras can be downloaded on the main screen of Battle for Wesnoth, in the &amp;quot;Add-ons&amp;quot; menu.'''''&lt;br /&gt;
&lt;br /&gt;
Also, please be sure to have the appropriate era before joining a game, if you do not have it and that the game starts, you will crash while other players will be less likely to play with you again.&lt;br /&gt;
&lt;br /&gt;
On the top-right corner you can see that the game has already started and is currently at turn 1.&lt;br /&gt;
The game can be observed (once more, you need the appropriate era).&lt;br /&gt;
Players get 5 gold per village per turn, units need 30% of experience to level up and there is no fog of war.&lt;br /&gt;
&lt;br /&gt;
Some other games are reserved, most of the times the word &amp;quot;reserved&amp;quot; appears in the name of the game. Ladder games are reserved for ladder players only for example.&lt;br /&gt;
http://img187.imageshack.us/img187/74/laddergamepg6.png&lt;br /&gt;
&lt;br /&gt;
This game also uses a timer. Players will have 270 seconds per turn, a 200 seconds reserve and a 20 seconds action bonus (they will get 20 seconds more each time they do an action).&lt;br /&gt;
&lt;br /&gt;
'''In any case, please read the name of the game before joining''', a lot of informations is written here by the game hosts.&lt;br /&gt;
&lt;br /&gt;
==== Players ====&lt;br /&gt;
&lt;br /&gt;
You may have noticed that players on the right panel can appear in different colors :&lt;br /&gt;
* Players &amp;lt;span style=&amp;quot;background-color:black; color:#BBBFFF;&amp;quot;&amp;gt;&amp;amp;nbsp;in blue&amp;amp;nbsp;&amp;lt;/span&amp;gt; are those in the currently selected game (as players or as observers).&lt;br /&gt;
* Players &amp;lt;span style=&amp;quot;background-color:black; color:#FF2C13;&amp;quot;&amp;gt;&amp;amp;nbsp;'''in red'''&amp;amp;nbsp;&amp;lt;/span&amp;gt; are players currently involved in a game.&lt;br /&gt;
* Players &amp;lt;span style=&amp;quot;background-color:black; color:#FFFFFF;&amp;quot;&amp;gt;&amp;amp;nbsp;in white&amp;amp;nbsp;&amp;lt;/span&amp;gt; are on the lobby, they are not playing and may be available for a game.&lt;br /&gt;
&lt;br /&gt;
Your name appears first, then appear the names of your friends.&lt;br /&gt;
&lt;br /&gt;
Names are sorted alphabetically (once with major caps and then with minor caps) for each color type.&lt;br /&gt;
&lt;br /&gt;
==== Talking to players ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You might need to talk to other players, for example to set up a game. It's not always easy to find players so you may have to ask who is interested for what kind of games... Or maybe you just want to ask something.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;You have two ways to talk on the official server :&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Using the chat box. Just type your message then press &amp;quot;return/enter&amp;quot;. Your message will be visible for everyone on the lobby.&lt;br /&gt;
* Send a 'private message' also know as 'whisper' to a player -- it will only be visible for the player you send it to...&lt;br /&gt;
:'''*''' Double click on a player name on the right panel, a window will pop-up, then type your message and press Enter.&lt;br /&gt;
:'''*''' When combined with [[MP_Tutorial#Tips|tab-completion]], the faster way to whisper is by typing in the following command and pressing Enter:&amp;lt;BR&amp;gt;&lt;br /&gt;
:::: &amp;quot;/m username message&amp;quot;, changing &amp;quot;username&amp;quot; the the desired nickname. To see more useful commands check the following page: [[MP_CodeOfConduct#Useful_commands|Useful_commands]]&lt;br /&gt;
&lt;br /&gt;
==== Hosts ====&lt;br /&gt;
Any player who creates a game is that game's host.&amp;lt;br&amp;gt;&lt;br /&gt;
He/she is in charge of solving any in-game issues or disputes between players, possibly with the aid of the host-only [[MP_CodeOfConduct#command_type_2|commands]].&lt;br /&gt;
&lt;br /&gt;
=== Time To Play ===&lt;br /&gt;
&lt;br /&gt;
==== Joining a game ====&lt;br /&gt;
&lt;br /&gt;
To join a game, double click on a green game or click a game and then press the &amp;quot;Join Game&amp;quot; button.&lt;br /&gt;
You will then be asked to choose a faction and a leader, you can also choose to play with a random faction and leader.&lt;br /&gt;
&lt;br /&gt;
If you decide to change faction/hero, you can ask the host to change it for you while the game hasn't started yet.&lt;br /&gt;
&lt;br /&gt;
==== Creating a game ==== &lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumb tright&amp;quot;&amp;gt;&amp;lt;div&amp;gt;&lt;br /&gt;
[http://img505.imageshack.us/img505/9342/creategamekd1.png http://img505.imageshack.us/img505/9342/creategamekd1.th.png]&lt;br /&gt;
&amp;lt;div class=&amp;quot;thumbcaption&amp;quot;&amp;gt;Creating a game&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
When pressing the create game button, you should see something like this :&lt;br /&gt;
&lt;br /&gt;
This window will allow you to configure the game you want to play. Different options are available.&lt;br /&gt;
&lt;br /&gt;
* On the top of the screen, put the desired name for your game. Battle for Wesnoth will automatically name your game &amp;quot;username's game&amp;quot; (in the language you use Battle for Wesnoth), but you can change this name just clicking in the text field.&lt;br /&gt;
* Under the name of your game, you have to choose the map on which you want to play. 2p maps are designed for two players, 3p for three players etc... A thumbnail of the map will appear on the left.&lt;br /&gt;
* Under the picture of your map, you have two buttons, &amp;quot;Default&amp;quot; is the current era for the map, you can change it by clicking, a list will show you the available eras.&lt;br /&gt;
* You can set a password by clicking the &amp;quot;Set Password...&amp;quot; button. When trying to join your game, people will be asked for this password. Useful for reserved games.&lt;br /&gt;
&lt;br /&gt;
The right of the screen contains more gameplay options:&lt;br /&gt;
&lt;br /&gt;
* The first horizontal scroll bar allows you to choose a determined number of turns before the game stops. At maximum the game will not have turn limit.&lt;br /&gt;
* The second scroll bar will determine the number of gold a player gains each turn by holding a village.&lt;br /&gt;
* The third scroll bar determines the experience required for any unit to level up.&lt;br /&gt;
&lt;br /&gt;
''''' You may not be able to change some of the configurations if the box &amp;quot;Use map settings&amp;quot; is set.'''''&lt;br /&gt;
&lt;br /&gt;
Then come check boxes :&lt;br /&gt;
&lt;br /&gt;
* Use map settings, when checked, the game will be played with the developers configuration.&lt;br /&gt;
* Observers, allows observers to watch your game when checked.&lt;br /&gt;
* Time limit, when checked determines a time limit for each turn, you can set this time limit with the little scroll bars, where (in seconds) :&lt;br /&gt;
*** &amp;quot;Init. Limit&amp;quot; is the initial amount of time a player have.&lt;br /&gt;
*** &amp;quot;Turn Bonus&amp;quot; is the amount of time a player gets each turn.&lt;br /&gt;
*** &amp;quot;Reservoir&amp;quot; is a granted number of seconds each turn to complete the turn bonus.&lt;br /&gt;
*** &amp;quot;Action Bonus&amp;quot; is a granted number of seconds for each unit who have done an action this turn.&lt;br /&gt;
&lt;br /&gt;
The right options can only be checked/unchecked when you don't use the map settings:&lt;br /&gt;
&lt;br /&gt;
* Fog of war : if unchecked both player can see the whole map when playing. If checked, each player will only be able to see as far as his/her units can move next turn + one hexagon.&lt;br /&gt;
* Shroud of war : this is a kind of fog of war, but darker ;).&lt;br /&gt;
* Random start time : instead of starting at sunrise, game will start at a random time of the day.&lt;br /&gt;
&lt;br /&gt;
When you have set all the desired options, press OK, if you don't want to continue further, press cancel and you'll get back to the lobby.&lt;br /&gt;
&lt;br /&gt;
Once you have pressed OK, choose your faction and your hero and wait for other players. &lt;br /&gt;
You're also able to toggle position between players by clicking a player name. (The player whom name comes first will play first)&lt;br /&gt;
&lt;br /&gt;
=== Other servers/ Local games ===&lt;br /&gt;
&lt;br /&gt;
You now know all to play on any [[MultiplayerServers|other server]] or to play a local game, those work exactly the same way as described above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
These assorted bits of advice could make your stay on the server more comfortable.&lt;br /&gt;
&lt;br /&gt;
==== Registering a nickname ====&lt;br /&gt;
registering a nick has a number of advantages:&lt;br /&gt;
* it makes it harder for someone to impersonate you, and people will immediately know it's you&lt;br /&gt;
* you can kick an old instance of your connection by reconnecting (remove the 'ghost')&lt;br /&gt;
&lt;br /&gt;
&amp;amp;emsp;you can register a nickname by going [http://forum.wesnoth.org/ucp.php?mode=register here]&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
'''Tab-completion'''&amp;lt;br&amp;gt;&lt;br /&gt;
Instead of typing a person's whole name, you can have the remainder of it filled-in by pressing the Tab key.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
To catch a person's attention, send them a PM or type out their whole nick as it's written. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;span style=&amp;quot;font-size:85%&amp;quot;&amp;gt;(NOTE: sending PM's to people who don't know you might offend them)&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Final Word ===&lt;br /&gt;
&lt;br /&gt;
Hope this tutorial has helped you, good luck, have fun ;).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== See Also ===&lt;br /&gt;
&lt;br /&gt;
* [[MP_CodeOfConduct|Wesnoth Code of Conduct]]&lt;br /&gt;
* [[GettingStarted|Getting Started]]&lt;br /&gt;
* [[CommandMode|Useful Commands]]&lt;br /&gt;
Maybe also some :&lt;br /&gt;
* [[BasicStrategy|Basic Strategy]] or&lt;br /&gt;
* [[AdvancedTactics|Advanced Tactics]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Playing_Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=48400</id>
		<title>Invasion of Eliador</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=48400"/>
		<updated>2013-01-20T21:12:22Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Invasion of Eliador =&lt;br /&gt;
&lt;br /&gt;
A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.&lt;br /&gt;
&lt;br /&gt;
== Summarize ==&lt;br /&gt;
&lt;br /&gt;
You start the campaign at Eliador, the north country of the green Isle never truly explored as read in ''The Rise of Wesnoth''.&lt;br /&gt;
&lt;br /&gt;
At first there will be three different paths that can be chosen, ''Mt. Sinon'', ''Bay of Heldurin'' and ''Woods of Glorienda''. Play the the three in any order you want.&lt;br /&gt;
&lt;br /&gt;
While playing more branches will be unlocked. After the three initial the suggested order is the following:&lt;br /&gt;
&lt;br /&gt;
#Caves of Anwar&lt;br /&gt;
#Zilead's Treasure&lt;br /&gt;
#Bay of Heldurin (again)&lt;br /&gt;
#Beach of Balas&lt;br /&gt;
#Coast of Kelroth&lt;br /&gt;
#Swamp of Illien&lt;br /&gt;
#Plains of Varad&lt;br /&gt;
&lt;br /&gt;
After defeating all puzzles, the map will lead to the final confrontation against the Invaders of Eliador.&lt;br /&gt;
&lt;br /&gt;
== Scenarios [SPOILER ALARM] ==&lt;br /&gt;
&lt;br /&gt;
;Mt. Sinon&lt;br /&gt;
:Save as many horses you can (9-10 on easy 6-7 on hard) from the spreading lava, by moving one of your heroes next to them and moving to an hill. But remember to save a place for the kids (which cannot climb mountains) on an hill too. At the end move Ardella to safety e.g. a mountain.&lt;br /&gt;
&lt;br /&gt;
;Bay of Heldurin&lt;br /&gt;
:Talk only&lt;br /&gt;
&lt;br /&gt;
;Woods of Glorienda&lt;br /&gt;
:capture more villages than your opponent. Each village which you have visited more than the enemy will join the cause of Eliador.&lt;br /&gt;
&lt;br /&gt;
;Caves of Anwar&lt;br /&gt;
:Explore the dark and dangerous caves of Anwar and recruit their habitants. '''Tip:''' Ignore Ardella and move (and fight) with the kids.&lt;br /&gt;
&lt;br /&gt;
;Zilead's Treasure&lt;br /&gt;
:Ardella has to find, open and bring back to the entrance a treasure chest. For that she should go directly to it ignoring any threads. Lure the monsters with your kids to start a fight amongst themselves.&lt;br /&gt;
&lt;br /&gt;
;Beach of Balas&lt;br /&gt;
:While Ardella, the Monsters and any elves from Glorienda will battle and kill all fencers on the beach, move the kids into water and mount sea serpents too rescue the human prisoners.&lt;br /&gt;
&lt;br /&gt;
;Coast of Kelroth&lt;br /&gt;
:A task for your bored horseman. Hunt down all invaders while the kids '''''should''''' mount a gryphon and search the sea for survivors.&lt;br /&gt;
&lt;br /&gt;
;Swamps of Illien&lt;br /&gt;
:You have to play a game of [http://en.wikipedia.org/wiki/Reversi Reversi] against the crazy wizard called Othello. Move Ardella to a row/column to place an unit on the board, wait for Othello doing the same on his turn and continue reverting his moves until the board is full or (very rare) neither leader can do a move. All ''normal'' Reversi rules apply (Othello variant). Some [http://www.samsoft.org.uk/reversi/strategy.htm Strategy].&lt;br /&gt;
&lt;br /&gt;
;Plains of Varad&lt;br /&gt;
:A Wizard duel. The scenario will continue until one of the wizard dies. '''Hint:''' Keep your thieves save and backstab whenever you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you return to the main map, you will have at least 60 soldiers: enough to fight and win the battle. And if you keep the heroes alive they will even bring reinforcements.&lt;br /&gt;
&lt;br /&gt;
The witch will arrive later and you win by killing her. Don't be scared about her defenses (70% everywhere), they are proportional to her health, meaning that the more wounded the witch will be, less defense she will have. Mages, monsters and horseman are pretty much able to deal with her.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* the kids aren't that bad in combat - use them!&lt;br /&gt;
* level up Ardella, her inspire is worth it&lt;br /&gt;
* maximize experience, there isn't that much to grab&lt;br /&gt;
* the kids are the main heroes - use them!&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
&lt;br /&gt;
Campaign written by Genosuke and taken over by trewe too lift it to Wesnoth 1.6 and later. Current version is 1.0.4 founded on the official server.&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=48399</id>
		<title>Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Elensefar&amp;diff=48399"/>
		<updated>2013-01-20T20:58:13Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Elensefar is a coastal city-state among the realm of Wesnoth, situated along the Great River Delta. It is believed to have been founded soon after humans came to the Great Continent. Its name, Elensefar, also shows some connections to the elves, as the elvish capital of Lintanir forest is named Elensia. In addition, Delfador even once referred to it as the &amp;quot;Elense city-state&amp;quot;, further showing connections to the elves. In all likelihood, Elensefar is a mixed city, containing populations of both elves and men.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The main city-state is a part of the broader province of Elensefar, including the surrounding lands. Its Eastern border is the city Carcyn, a point sometimes disputed by Wesnoth. Along the north lies the Great River, while the south stretches to the Bay of Pearls. The Western end of the province is the shore of the Great Ocean. Though it often allies with Wesnoth (and is considered by many to be entirely subject to Weldyn), it is not always under complete control of the Wesnothian Crown. Indeed, on more than one occasion the diverse rulers of the city have taken pains to distance themselves from Weldyn. Two such notable occasions were in 123 YW (under the leadership of the elf Meneldur) and 501 YW (under Lord Maddock), when Elenesfar directly announced itself an independent power from Wesnoth, being somewhat at odds with that great country.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
One notable person to lead Elensefar was the elf Meneldur. An outcast from the Wesmere elves, he lived in the city for ten years as a sailor until it was captured by orcs in 122 YW. Setting sail once again, Meneldur found the aid of a piratical mage known as &amp;quot;Black the Red&amp;quot;. After a long voyage gaining help from Black's less-than-desirable friends, Meneldur retook the city in 123 YW, and declared it independent from Wesnoth. It wasn't until forty years had gone by, in 163 YW, that Elensefar rejoined itself to the Crown of Wesnoth.&lt;br /&gt;
&lt;br /&gt;
[[Category:World_of_Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=48398</id>
		<title>Campaign/Invasion of Arendia</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Campaign/Invasion_of_Arendia&amp;diff=48398"/>
		<updated>2013-01-20T20:52:37Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Invasion of Arendia ==&lt;br /&gt;
&lt;br /&gt;
This is the Invasion of Arendia campaign wiki, basically it's purpose is to allow other users to easily modify the campaign, and submit the results to me (Ranger M), and also so that people can download new scnearios as I make them, and edit them where they can improve them. You can edit any scenario you wish and fix typing or WML errors or even contribute to the dialogues in order to make them more immersive.&lt;br /&gt;
There is a story page which outlines my purpose for the storyline one or two scenarios ahead, and has a general map of the whole thing.&lt;br /&gt;
&lt;br /&gt;
;Spoiler Warning&lt;br /&gt;
Be aware that this is a complete spoiler. If you wish to contribute adequately you'll have no choice but to see the storyline.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's what you can edit right now&lt;br /&gt;
=== Scenarios ===&lt;br /&gt;
*1. [[Campaign/Invasion_of_Arendia/01_Reths_Beginning | Reth's Beginning]]&lt;br /&gt;
*2. [[Campaign/Invasion_of_Arendia/02_Reths_Training | Reth's Training]]&lt;br /&gt;
*3. [[Campaign/Invasion_of_Arendia/03_Border_Disturbance | Border Disturbance]]&lt;br /&gt;
*4. [[Campaign/Invasion_of_Arendia/04_Midnight_Raiding | Midnight Raiding]]&lt;br /&gt;
*5. [[Campaign/Invasion_of_Arendia/05_Threats | Threats]]&lt;br /&gt;
*6. [[Campaign/Invasion_of_Arendia/06_Black_Hand_Attack | Black Hand Attack]]&lt;br /&gt;
*7. [[Campaign/Invasion_of_Arendia/07_The_Enemy_Of_My_Enemy | The Enemy of my Enemy]]&lt;br /&gt;
*8. [[Campaign/Invasion_of_Arendia/08_Turlins_Fall | Turlin's Fall]]&lt;br /&gt;
*9. [[Campaign/Invasion_of_Arendia/09_Fleeing_East | Fleeing East]]&lt;br /&gt;
*10. [[Campaign/Invasion_of_Arendia/10_Sneaking_Around | Sneaking Around]]&lt;br /&gt;
*11. [[Campaign/Invasion_of_Arendia/11_Thrashan | Thrashan]]&lt;br /&gt;
*12. [[Campaign/Invasion_of_Arendia/12_Freeing_Nagas | Freeing Nagas]]&lt;br /&gt;
*13. [[Campaign/Invasion_of_Arendia/13_Naga_Temple | Naga Temple]]&lt;br /&gt;
*14. [[Campaign/Invasion_of_Arendia/14_Saving_Thrashan | Saving Thrashan]]&lt;br /&gt;
*15. [[Campaign/Invasion_of_Arendia/15_Through_Water_and_Stone | Through Water and Stone]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns - Invasion of Arendia]][[Category:Campaigns - Invasion of Arendia - Development]][[Category:Campaigns_-_by_Title]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=48396</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=48396"/>
		<updated>2013-01-20T18:46:18Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* The Three Elves */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733. Please edit, it is a wiki.''&lt;br /&gt;
&lt;br /&gt;
=== Blueprint ===&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
* Broken = Does not work at all&lt;br /&gt;
* Incomplete = Partially written, no progress&lt;br /&gt;
* WIP = Partially written, progress&lt;br /&gt;
* Complete = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
* Finished = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
'''Length:'''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
* Easy&lt;br /&gt;
* Normal&lt;br /&gt;
* Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
* Survival = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye&lt;br /&gt;
* Simulation = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
* Boss battle = a recurring feature of Invasion of the Unknown&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:'''&lt;br /&gt;
&lt;br /&gt;
* Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
'''Custom units:'''&lt;br /&gt;
&lt;br /&gt;
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
'''Forum:'''&lt;br /&gt;
&lt;br /&gt;
* Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
''Campaigns available in the 1.10.x stable version.''&lt;br /&gt;
&lt;br /&gt;
=== Aldur The Great ===&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
=== Alfhelm the Wise ===&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
[Maintainers Note: Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
=== Antar, Son of Rheor ===&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
=== A Story of the Northlands ===&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
=== A Vision Blinded ===&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' AxalaraFlame&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.6&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
=== Besieged Druids ===&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
=== Cities of the Frontier ===&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
=== Considerate Dead ===&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
=== Count Kromire ===&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
=== The Dark Hordes ===&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
=== The Earth's Gut ===&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 21 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.11&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; and is intended to be challenging for experienced players on hard whilst suitably easy on easy.&lt;br /&gt;
&lt;br /&gt;
=== Elvish Dynasty RPG ===&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
=== The Epic of Vaniyera ===&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
[Maintainers note: Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
=== Fall of Silvium ===&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
[Note: The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.]&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Wesnoth ===&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
=== Fate of a Princess ===&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, simonsmith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.17&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Kingdom ===&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
=== Forward they Cried ===&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lord-Knightmare &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
=== The Founding of Borstep ===&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''&lt;br /&gt;
&lt;br /&gt;
''Note(beetlenaut--author): In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.''&lt;br /&gt;
&lt;br /&gt;
=== Galuldur's First Journey ===&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
=== Grnk the Mighty ===&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
=== Invasion from the Unknown ===&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
''Note (taptap): Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.''&lt;br /&gt;
&lt;br /&gt;
=== Invasion of Eliador ===&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
=== Langrisser Sample Campaign ===&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Invincibles ===&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' WiP (but Part I might be considered complete)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 135 (+6 talk-only) scenarios at the moment&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.4.0&lt;br /&gt;
&lt;br /&gt;
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''&lt;br /&gt;
&lt;br /&gt;
=== The Library of Kratemaqht ===&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
=== Panther Lord ===&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
=== Return of the Monster ===&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
=== Return to Noelren ===&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
=== Return to Ruins ===&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ulfsark (Jeff Stevens)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.0&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
=== Saving Elensefar ===&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[SeafaringCampaign]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Labeled as Expert, recruit list changes in all scenarios&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Roar of the Woses ===&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
=== The Three Elves ===&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
=== Salt Wars ===&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
=== The Sojournings of Grog ===&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
=== Unlikely Alliance ===&lt;br /&gt;
&lt;br /&gt;
''Play as the members of an alliance between the elves, drakes, and undead after the Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Creativity&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken ( Abandoned )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 2 broken scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' -&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' -&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Did not work at all. Seems abandoned.&lt;br /&gt;
&lt;br /&gt;
=== Up from Slavery ===&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
[Maintainer's Note: At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
=== Warmaster ===&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Way of Dragon ===&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
''Campaigns available in the 1.11.x development version.''&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
=== Antar, Son of Rheor ===&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign currently did not work with BfW 1.11.0, so please use BfW version 1.11.1!&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Invincibles ===&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' WiP (but Part I might be considered complete)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 135 (+6 talk-only) scenarios at the moment&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.4.0&lt;br /&gt;
&lt;br /&gt;
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''&lt;br /&gt;
&lt;br /&gt;
=== Ruthless ===&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=48364</id>
		<title>Guide to UMC Content</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Guide_to_UMC_Content&amp;diff=48364"/>
		<updated>2013-01-18T13:58:01Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This is a guide to the current (1.10.x/1.11.x) UMC campaigns for players. It aims to provide all the information not only about the story, but also about completion, difficulty and playing style of the campaign. See http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37476 for further information, for currently non-available UMC-content please refer to http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36733. Please edit, it is a wiki.''&lt;br /&gt;
&lt;br /&gt;
=== Blueprint ===&lt;br /&gt;
&lt;br /&gt;
'''Status:'''&lt;br /&gt;
* Broken = Does not work at all&lt;br /&gt;
* Incomplete = Partially written, no progress&lt;br /&gt;
* WIP = Partially written, progress&lt;br /&gt;
* Complete = Completely written, but buggy as well as potential balance issues.&lt;br /&gt;
* Finished = Completely written, minimal to no bugs, slight balance issues possible. &lt;br /&gt;
&lt;br /&gt;
'''Length:'''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' if not maintained by the author anymore.&lt;br /&gt;
&lt;br /&gt;
'''Description:'''&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
Please note: Often campaigns introducing new mechanics are listed as expert level on the add-on server, here difficulty means the raw difficulty after the mechanics are understood.&lt;br /&gt;
&lt;br /&gt;
* Unbalanced = If you can't beat the hard mode, it isn't necessarily unbalanced, but if the difficulty changes erraticly from one scenario to the next and only people using the debug mode have seen the final, then it is.&lt;br /&gt;
* Easy&lt;br /&gt;
* Normal&lt;br /&gt;
* Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' &lt;br /&gt;
&lt;br /&gt;
Please note: Many campaigns will feature more than one style. Please list the most significant ones.&lt;br /&gt;
&lt;br /&gt;
* Skirmish = small to medium sized armies, your standard Wesnoth gameplay&lt;br /&gt;
* Dungeon = long and narrow tunnels (not every underground scenario is a dungeon, a dungeon isn't necessarily underground)&lt;br /&gt;
* RPG = role playing game elements such as talking with non-player-characters, item collection, dependency on a party of very few adventurers without or limited recruits&lt;br /&gt;
* Survival = being exposed to changing, spawning enemies while remaining on the same map&lt;br /&gt;
* Large Battle = Eastern Flank in Northern Rebirth, Civil War in Son of the Black-Eye&lt;br /&gt;
* Simulation = campaigns feat. terrain modification, alternative resources&lt;br /&gt;
* Boss battle = a recurring feature of Invasion of the Unknown&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:'''&lt;br /&gt;
&lt;br /&gt;
* Era for the whole campaign and more specifically the faction or unit composition you field.&lt;br /&gt;
&lt;br /&gt;
'''Custom units:'''&lt;br /&gt;
&lt;br /&gt;
* Link to the unit tree for cases that don't feel sufficiently described by Faction / Era entry.&lt;br /&gt;
&lt;br /&gt;
'''Forum:'''&lt;br /&gt;
&lt;br /&gt;
* Links to the feedback and development threads at forums.wesnoth.org&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.10.x - stable ==&lt;br /&gt;
&lt;br /&gt;
''Campaigns available in the 1.10.x stable version.''&lt;br /&gt;
&lt;br /&gt;
=== Aldur The Great ===&lt;br /&gt;
&lt;br /&gt;
''This is a story about Aldur the Great.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' pintercsabi&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete, but unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Short unbalanced campaign, maybe abandoned. You fight with Peasants, Ruffians and Woodsman against Orcs&lt;br /&gt;
&lt;br /&gt;
=== Alfhelm the Wise ===&lt;br /&gt;
&lt;br /&gt;
''This is the tale of Alfhelm, called by some the Wise, son of Alfric Conqueror. This is the tale of his victories over his enemies, and his rise to power in the clans of Marauderdom. This is the tale of his journey south and his destruction of the Lavinian Empire. And this is the tale of his demise in the dark forests far to the east of his homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 15 gameplay scenarios &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Moderate&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Marauders.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=17144&lt;br /&gt;
&lt;br /&gt;
[Maintainers Note: Though this campaign is complete and playable the whole way through, the code is four years old and pretty buggy. If you notice any errors while playing, please let me know and I'll incorporate the fixes into my next revision as soon as possible.]&lt;br /&gt;
&lt;br /&gt;
=== Antar, Son of Rheor ===&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
=== A Story of the Northlands ===&lt;br /&gt;
&lt;br /&gt;
''A story of life and death in a remote village of the Northlands. Your village has been overrun by an orcish raid. You fight for its freedom while you wait for help to arrive.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' zepko&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + additions: you play with a custom faction of outlaws and with a custom party of loyalist knights.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Story_of_the_Northlands/en_US/A_Story_of_the_Northlands.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.0&lt;br /&gt;
&lt;br /&gt;
=== A Vision Blinded ===&lt;br /&gt;
&lt;br /&gt;
''Defend the northern forest against what appeared like a routine orcish raid, and unravel the greater conspiracies that lie below its waves.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' LemonTea&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' AxalaraFlame&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves (+ Trolls, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/A_Vision_Blinded/en_US/A_Vision_Blinded.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.6&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23463&amp;amp;hilit=a+vision+blinded&lt;br /&gt;
&lt;br /&gt;
=== Besieged Druids ===&lt;br /&gt;
&lt;br /&gt;
''A elvish school for druids comes under attack by goblins. It seems more than just a routine raid; is there something more sinister behind this attack? - In Beseiged Druids, you control Eärendil, the surviving teacher at the school, and the many and varied initiates. Not all of these are ordinary students; many have been experimenting with other forms of magic, while others are simply overachievers in some area of study. Unfortunately, they are not especially good at combat, at least initially. Together with a very small contingent of surviving guards, it is up to these students to save the island of Aleron from disaster.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Celtic Minstrel&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/DruidSiege/en_US/celmin-druid-siege.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37342&lt;br /&gt;
&lt;br /&gt;
=== Cities of the Frontier ===&lt;br /&gt;
&lt;br /&gt;
''Settle a new town in the wilds north of the Great River.''&lt;br /&gt;
	&lt;br /&gt;
''This campaign makes several changes to the standard Wesnoth game mechanics, and focuses on city-building and gold management.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' esci&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' Not fixed, approximately 6-10 seasons of 36 turns each&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Simulation, Survival&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalist&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Cities_of_the_Frontier/en_US/Cities_of_the_Frontier.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36004&lt;br /&gt;
&lt;br /&gt;
=== Considerate Dead ===&lt;br /&gt;
&lt;br /&gt;
''As the wind goes on and on, people discover necromancer aren't always bad. Made by tribes45 - No scenarios are done, 4 playable out of ??.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' tribes45 aka tribes55&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete, unbalanced, abandoned&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default&lt;br /&gt;
&lt;br /&gt;
'''Version:''' .009&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36522&lt;br /&gt;
&lt;br /&gt;
=== Count Kromire ===&lt;br /&gt;
&lt;br /&gt;
''You are the blood son of a vampire lord, however when the might of the celestial crusades comes knocking, and your father is slain, you flee your lands. However you intend to return, to restore the lands of Kromire to the Kromires, to avenge your father, and most importantly, to make sure that no celestial ever dares come into your mountains again.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' currently none&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Myths, Vampires&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=21560&lt;br /&gt;
&lt;br /&gt;
=== The Dark Hordes ===&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete/WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 11/?&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Circon&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Various&lt;br /&gt;
&lt;br /&gt;
'''Description:''' Lead fugitive dark sorcerer Gwiti Ha’atel to mastery of the undead hordes.&lt;br /&gt;
&lt;br /&gt;
'''Version: '''&lt;br /&gt;
&lt;br /&gt;
'''Requirements:'''&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:'''&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default undead&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Dark_Hordes/en_US/The_Dark_Hordes_1.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Walkthrough:''' [[TheDarkHordes]]&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [[http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=16576&amp;amp;]]&lt;br /&gt;
&lt;br /&gt;
=== The Earth's Gut ===&lt;br /&gt;
&lt;br /&gt;
''The year is 515YW. You are the young dwarven leader Hamel. Your tribe in the caves of Knalga is under pressure from its enemies, and resources are growing scarce. In order to forge the weapons required to resist your enemies, you must set forth and collect what ores and minerals remain.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Anonymissimus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 21 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, dwarves.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Earths_Gut/en_US/the_earths_gut.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.11&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26800&lt;br /&gt;
&lt;br /&gt;
'''Note:''' This campaign is a &amp;quot;Dwarvish dungeon crawler&amp;quot; and is intended to be challenging for experienced players on hard whilst suitably easy on easy.&lt;br /&gt;
&lt;br /&gt;
=== Elvish Dynasty RPG ===&lt;br /&gt;
&lt;br /&gt;
''You are the new ruler of an elvish kingdom! Can you lead your people to glory? This campaign is highly randomized so it will be different every time you play!''&lt;br /&gt;
&lt;br /&gt;
''Sequel to Ooze Mini-Campaign''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' spencelack&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Wesbane&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 years, in each year choice between dialogue and fighting scenario (selected out of a large pool of possible scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.9b&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=28627&lt;br /&gt;
&lt;br /&gt;
=== The Epic of Vaniyera ===&lt;br /&gt;
&lt;br /&gt;
''The expansionist Lavinian Legion, led by the Imperator himself, has invaded the northern forests of the Sidhe, or Wild Elves. It is up to Leithan the Thunderblade and his advisor Vaniyera to push its armies back where they came from...''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  oreb, turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard (Don't be fooled by &amp;quot;novice level&amp;quot; in the campaign description, this one is very hard.) &lt;br /&gt;
&lt;br /&gt;
[Maintainers note: Working on this issue, the next release (due at the end of November, hah!) should bring easy difficulty back to the level of a reasonable introduction to the IE, while the hard difficulty will also become slightly easier. With any luck, this will be the last release before version 1.0 of the campaign].&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Sidhe.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=19490&lt;br /&gt;
&lt;br /&gt;
=== Fall of Silvium ===&lt;br /&gt;
&lt;br /&gt;
''You are Caius Regilius, Tribune of the province of Silvia, located in the northmost reaches of the Lavinian Empire at the height of its power. But the Empire has overextended itself, The city of Silvium lies seperated from the rest of the Empire by the mountains of Arendia, and is sandwiched between the Marauders and the Sidhe... war is inevitable, and the province of Silvia will almost certainly fall.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Medium&lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Lavinian Legion.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=31&amp;amp;t=24356&lt;br /&gt;
&lt;br /&gt;
[Note: The final level of this campaign is not supposed to be winnable. It's a final blaze of glory and chance to use all your high-powered units, but to 'win' the campaign, you must lose...the ending is similar to a certain mainline campaign, but predates it.]&lt;br /&gt;
&lt;br /&gt;
=== The Fall of Wesnoth ===&lt;br /&gt;
&lt;br /&gt;
''As the beloved human empire of Wesnoth becomes lazy and arrogant in its peaceful state of happiness, Emperor Dantair demands the creation of another sun in a bid to destroy all evil. Or is it all for a different purpose? A man named Alitar sees it that way, and now he must survive the most evil inhabited lands if he is to stop chaos from rising, and Wesnoth from falling... This is the story of The Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pewskeepski&lt;br /&gt;
&lt;br /&gt;
'''Status:''' 1st part complete, 2nd WIP.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 playable scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Outlaws&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Fall_of_Wesnoth/en_US/The_Fall_of_Wesnoth-1.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.8&lt;br /&gt;
&lt;br /&gt;
=== Fate of a Princess ===&lt;br /&gt;
&lt;br /&gt;
''Part I: Baldres, a notorious robber baron, flees Wesnoth with his followers and sets off into the northlands to evade the king's justice. The baron's deeds and misdeeds are to change the balance of power between orcs and non-orcs throughout the northlands, and will carry consequences long after his eventual death.''&lt;br /&gt;
&lt;br /&gt;
''Part II: The Greenwood elves face a crisis which demands the return of the queen's estranged half-elven half-sister, Baldres' daughter. Two brave young elves must make a perilous journey to find her and bring her back to her former home. If they fail, the whole northlands will be engulfed in war with the resurgent orcs...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne, mich, simonsmith&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26-29 scenarios (some dialogue-only), 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play two different, unique cross-faction combinations in each part.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Fate_of_a_Princess/en_US/Fate_of_a_Princess.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.17&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.12 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=26327&lt;br /&gt;
&lt;br /&gt;
=== Forgotten Kingdom ===&lt;br /&gt;
&lt;br /&gt;
''Help Orlog, a troll chieftan, lead his people to safety in the underground and discover an ancient power long forgotten.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Limabean&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Chrysophylax&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Incomplete ( but all scenarios playable and balanced )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Goblins, Trolls&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Forgotten_Kingdom/en_US/Forgotten_Kingdom.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23483&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) This campaign includes a custom Troll line. A good campaign, I hope Limabean and/or Chrysophylax will finish it.&lt;br /&gt;
&lt;br /&gt;
=== Forward they Cried ===&lt;br /&gt;
&lt;br /&gt;
''You are the leader of an advanced detachment that has been tasked with capturing a bridgehead while the main army prepares to attack. It should be a simple enough assignment.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Glowing Fish&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lord-Knightmare &lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 scenario ( rather a single scenario than a campaign )&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=23656&amp;amp;p=350126&amp;amp;hilit=forward+they+cried#p350126&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Only a single scenario, but a great scenario.&lt;br /&gt;
(UnwiseOwl) You wouldn't want to stop thinking for a turn, and it's good for the first few turns, but this one leaves me wanting more.&lt;br /&gt;
&lt;br /&gt;
=== The Founding of Borstep ===&lt;br /&gt;
&lt;br /&gt;
''The chieftain of your tribe has become decadent and weak. Take over, and lead your people to a better home--whether it is already occupied or not. The Northlands in year 9W are a barbaric place, but anyone who stands in your way will learn the power of orcs!''	&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Beetlenaut&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 and 1 dialogue only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Northerners&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Founding_of_Borstep/en_US/The_Founding_of_Borstep.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1b&lt;br /&gt;
&lt;br /&gt;
''Note(Kanzil): I find the protagonist hard to sympathise with. Also, most scenarios contain interesting twists. For example, in one, each time you killed a boar it gives you extra health.''&lt;br /&gt;
&lt;br /&gt;
''Note(beetlenaut--author): In most Orcish campaigns the leader is heroic or just wants peace. Krag-Ubor wants plunder and battle like all enemy Orcs in other campaigns. I '''hope''' you don't sympathize too strongly, but I don't think you need to in order to enjoy the game play.''&lt;br /&gt;
&lt;br /&gt;
=== Galuldur's First Journey ===&lt;br /&gt;
&lt;br /&gt;
''While the belligerence of orcs is nothing new, their intensifying attacks on a fledgling colony of elves in Pindir Forest begin to show signs of a deeper malice, forcing Galuldur, the young son of the colony's adventurous founder Galur, to venture out of his forest's friendly trees in search of help. His simple errand quickly turns into a frantic quest to unearth the roots of the mysterious evil threatening his people. As you lead him through unknown lands, Galuldur, forced to match wits with unexpected adversaries at nearly every turn in a desperate attempt to save his world, quickly learns that the world is neither a friendly nor a simple place.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 8-9 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Galuldur/en_US/Galuldur.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.1.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31895&lt;br /&gt;
&lt;br /&gt;
=== Grnk the Mighty ===&lt;br /&gt;
&lt;br /&gt;
''All his life, puny little goblin Grnk the Frail had been dreaming about leaving the orcs and starting a better life.  When he finally arrives in the human town of Shmaltupp, he realizes that the world is not as black and white as he had imagined.  He also discovers that he is no ordinary goblin.  Follow Grnk the Frail on his path to becoming Grnk the Mighty.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' mattsc&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Part I complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 13 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, changing (no standard army building gameplay)&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Grnk/en_US/Grnk.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.9.5 or later&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34970&lt;br /&gt;
&lt;br /&gt;
=== Invasion from the Unknown ===&lt;br /&gt;
&lt;br /&gt;
''Episode I - Seeking the Light: Long after the Fall, the last forest elves are forced to abandon their safe valley, and find themselves resorting to the dark means of necromancy in order to survive the perils and challenges of this new harsh world. May they finally free the Great Continent from its chaos, or perish in the foolish attempt of restoring peace and life to the lands.''&lt;br /&gt;
&lt;br /&gt;
''Episode II - Armageddon: As the shadow of Chaos covers the entire continent, an assorted group of foolish heroes prepares a counter-attack to the Empire, with one unique goal in their minds: defeat the evil Emperor, whoever it is. Lead these courageous living and non-living warriors to victory, and rediscover lost secrets of the history.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' shadowmaster &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Espreon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios in two episodes&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Boss battle&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Unique. You play Elves and Undead throughout the campaign + in the 2nd part Northerners and Aragwaithi.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.90.6&lt;br /&gt;
&lt;br /&gt;
''Note (taptap): Despite its acknowledged flaws (generic hero, plot holes, deus ex machina moments, gameplay issues in the 2nd part) this is undoubtedly the most iconic campaign in UMC. It single-handedly redefines the elvish history and sketches a cosmology for the ages after the fall. With the Chaos empire and its various allies it introduces an era worth of factions to single-player play. At the same time it features some of the most beautiful maps in Wesnoth and stunning art on par with mainline campaigns.''&lt;br /&gt;
&lt;br /&gt;
=== Invasion of Eliador ===&lt;br /&gt;
''A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Sam M. (Genosuke)&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Style:''' RPG, Skirmish, Puzzle&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10 scenarios + epilogue&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=6556&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[Invasion_of_Eliador]]&lt;br /&gt;
&lt;br /&gt;
=== Langrisser Sample Campaign ===&lt;br /&gt;
&lt;br /&gt;
''The Imperial Knights of the Rayguard Empire have disrupted the peace of the village that was Hein's hometown, seeking only a girl named Liana. Fight to rescue Liana.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Morath&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 playable scenario&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Elves&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1.0.5&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36417&amp;amp;hilit=Langrisser&lt;br /&gt;
&lt;br /&gt;
'''Wikipedia:''' [http://en.wikipedia.org/wiki/Langrisser What is Langrisser]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Single scenario, different from usual Wesnoth behaviour.&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Invincibles ===&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' WiP (but Part I might be considered complete)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 135 (+6 talk-only) scenarios at the moment&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.4.0&lt;br /&gt;
&lt;br /&gt;
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''&lt;br /&gt;
&lt;br /&gt;
=== The Library of Kratemaqht ===&lt;br /&gt;
&lt;br /&gt;
''An ancient story from the old continent.''&lt;br /&gt;
&lt;br /&gt;
'''Author:'''  Rich Marinaccio (cephalo)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 17 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced (some scenarios are Easy - some rather Hard) &lt;br /&gt;
&lt;br /&gt;
'''Style:'''  Skirmish, RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Loyalists and custom units.&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Library_Of_Kratemaqht/en_US/The_Library_Of_Kratemaqht.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37798&lt;br /&gt;
&lt;br /&gt;
'''Notes:''' (Adamant14) This campaign has a thought-out story, shows a great love for detail;&lt;br /&gt;
It includes a great custom Dragon, some brilliant custom images (fire, burning houses, burning forest) that makes the scenery / maps look very nice.&lt;br /&gt;
&lt;br /&gt;
=== Panther Lord ===&lt;br /&gt;
&lt;br /&gt;
''The Imperialists ambitions of pushing into the Sea States have been repeatedly thwarted and now they turn their attentions elsewhere. You are an outcast Darklander now living as a mercenary in the Sea States and the rumors you hear indicate that they will be coming to your people. Though an outcast you do not wish to see them subjugated. The spirit whose friendship caused you to be an outcast has a plan that might allow you to save them.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 14 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Darklanders (+ a wide variety of mercenaries)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.2&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34318&lt;br /&gt;
&lt;br /&gt;
=== Return of the Monster ===&lt;br /&gt;
&lt;br /&gt;
''It was time for Amailoss, born from the naga queen's last egg, to leave home. Time for him to grow into a leader in his own right, and eventually become the guardian and leader of another naga city. But along the way, he became friends with an unusual mud-crawler, they met a strange young monster, discovered that a spirit had escaped from an orc prison, and the mystery of that spirit became a grave challenge for Amailoss and the many races in the region....''&lt;br /&gt;
&lt;br /&gt;
''A naga campaign, involving elves, orcs, saurians, turtle-like races, and some monsters.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' SkyOne&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 playable, 2 dialog scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with additions. You play a custom naga faction and carapaces (a turtle-like race).&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/Return_of_the_Monster/en_US/Return_of_the_Monster.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.7.1&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36438&lt;br /&gt;
&lt;br /&gt;
=== Return to Noelren ===&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete.&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 26 scenarios + 7 cut scenes&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Pyrophorus&lt;br /&gt;
&lt;br /&gt;
'''Description:''' ''A story in the first Dark Age of Wesnoth. See how various heroes stick together to shun the threat of black magics, restore the secret kingdom of Noelren and install Garard I on the throne of Wesnoth. This campaign features complex scenarios, unusual objectives and units, emphasizing more on story and adventures than hardcore fighting.''&lt;br /&gt;
&lt;br /&gt;
'''Version: ''' 0.7&lt;br /&gt;
&lt;br /&gt;
'''Requirements:''' BfW 1.10 (not tested on 1.11)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy, unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Large Battle, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default + custom units&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/ReturnToNoelren/en_US/ReturnToNoelren.html Custom Units]'''&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=34685#p501026&lt;br /&gt;
&lt;br /&gt;
=== Return to Ruins ===&lt;br /&gt;
&lt;br /&gt;
''The humble farmers of Vertegris are summoned by Erik the General of Weldyn to put an end to an orcish raiding party. If they knew what would befall their former home... They never would have left. This is a relatively short campaign with 8 scenarios, It is still undergoing changes.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Ulfsark (Jeff Stevens)&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy,Normal,Hard&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default,(Loyalists, Outlaws)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.5.0&lt;br /&gt;
&lt;br /&gt;
'''Required Wesnoth version:''' 1.10.x &lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37790&amp;amp;sid=9059f18497cda1219f42a626544d0ffd&amp;amp;p=540646#p540646&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) You play a short campaign with just a few units. Playable in a few hours, nevertheless it is fun to play.&lt;br /&gt;
&lt;br /&gt;
=== Saving Elensefar ===&lt;br /&gt;
''Meneldur, elvish mariner of Elensefar, is driven to sea by the same orcs who attacked the city. He must gather an army willing to fight for him to regain Elensefar, his adopted homeland.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 1 year (around 12 scenarios)&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, RPG, Simulation&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.5.2&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default Era&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0&lt;br /&gt;
&lt;br /&gt;
'''Wiki:''' [[SeafaringCampaign]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;Labeled as Expert, recruit list changes in all scenarios&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== The Roar of the Woses ===&lt;br /&gt;
&lt;br /&gt;
''When the construction of a dam threatens the existence of her home, Kylix is forced on a journey to stop it.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Alarantalara&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 10-11 scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default with Additions (primarily Saurians, Nagas, Woses)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=29830&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (author) Potentially unbalanced on Hard difficulty due to experiments with non-standard ways to increase difficulty. This issue does not exist on the lower difficulty levels.&lt;br /&gt;
&lt;br /&gt;
=== The Three Elves ===&lt;br /&gt;
''Three elves have just begun their adventure in the northern swampland. Will they become heroes or will they be responsible for another undead expansion?''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Stanislav Hoferek&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 6 scenarios + 2 dialogue&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (Elves)&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' (does it have one?)&lt;br /&gt;
&lt;br /&gt;
=== Salt Wars ===&lt;br /&gt;
&lt;br /&gt;
''Introductory campaign for the Era of Four Moons.''&lt;br /&gt;
&lt;br /&gt;
''As an officer of one of the Sea States you must defend your organization from aggressive rivals.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Velensk &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Lavender&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 5 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Easy&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Era of Four Moons, Sea States&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.2.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=31498&lt;br /&gt;
&lt;br /&gt;
=== The Sojournings of Grog ===&lt;br /&gt;
&lt;br /&gt;
''Grog (as starred in Under the Burning Suns) goes home.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Peter Christopher, Thomas Hockings &lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' Elvish_Hunter&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 18 playable scenarios in 2 parts&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Dungeon, Large Battle&lt;br /&gt;
&lt;br /&gt;
'''[http://units.wesnoth.org/1.10/The_Sojournings_of_Grog/en_US/The_Sojournings_of_Grog.html Custom units]'''&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default. Most of the time you play trolls and some desert elves accompanying Grog.&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 3.0.1&lt;br /&gt;
&lt;br /&gt;
=== Unlikely Alliance ===&lt;br /&gt;
&lt;br /&gt;
''Play as the members of an alliance between the elves, drakes, and undead after the Fall of Wesnoth.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Creativity&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Broken ( Abandoned )&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 2 broken scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Unbalanced&lt;br /&gt;
&lt;br /&gt;
'''Style:''' -&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' -&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.1&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' -&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Did not work at all. Seems abandoned.&lt;br /&gt;
&lt;br /&gt;
=== Up from Slavery ===&lt;br /&gt;
&lt;br /&gt;
''The Orcei are captives in the imperial city of Lavinium, gladiators performing for the emperor Optus Maximus. All it will take, however, is one orc to lead his people to freedom. The Samnis called Sparxus may be that orc.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' turin&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' UnwiseOwl&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Arena (= No recruit, small group gladiator fights)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Imperial Era, Orcei Gladiatores&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.6.0&lt;br /&gt;
&lt;br /&gt;
[Maintainer's Note: At some point, I am intending to completely re-work this campaign to be a multi-player campaign, with one side led by Sparxus and one by Gravirivus. If anyone would like to take this on or has ideas for how to accomplish this, let us know. Nevertheless, its playable as a single player campaign now with some nice ideas that could be developed further.]&lt;br /&gt;
&lt;br /&gt;
=== Warmaster ===&lt;br /&gt;
''One day the scout of your king brings a mysterious little stone, called Zrai-Stone, back from one of his trips. Soon that stone causes a lot of trouble...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Conkinator&lt;br /&gt;
&lt;br /&gt;
'''Maintainer:''' trewe&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.3.5&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 16 battle + 2 bonus + 1 epilogue scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Hard&lt;br /&gt;
&lt;br /&gt;
'''Faction:''' Default (loyalists)&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish, Survival&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=15527&lt;br /&gt;
&lt;br /&gt;
=== Way of Dragon ===&lt;br /&gt;
&lt;br /&gt;
''The story of what might happen if a person against his will transform into a dragon...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' DrakeDragon&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Complete &lt;br /&gt;
&lt;br /&gt;
'''Length:''' 7 playable scenarios + 1 dialogue-only&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish/RPG&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default Loyalists&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.2.0&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' [http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37876 Wesnoth Forum]    [http://uporoom.ru/index.php/topic,179.0.html Russian Forum]&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Promising short campaign, you play with just a few units.&lt;br /&gt;
&lt;br /&gt;
== Battle for Wesnoth 1.11.x - development ==&lt;br /&gt;
&lt;br /&gt;
''Campaigns available in the 1.11.x development version.''&lt;br /&gt;
&lt;br /&gt;
''Please note: Battle for Wesnoth 1.11.0 features a bug that messes up the selection of difficulty levels.''&lt;br /&gt;
&lt;br /&gt;
=== Antar, Son of Rheor ===&lt;br /&gt;
&lt;br /&gt;
''This is the story about a young Lord and his first mission; sent by his father the young Lord Antar has to relieve his neighbours; he has to convince the Elves and Dwarves to ally him; he has to fight against hordes of Orcs and Endless Undead; and finally he has to defeat Mal Kazur, the mastermind who is behind all the evil.''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Adamant14&lt;br /&gt;
&lt;br /&gt;
'''Status:''' WIP&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 9 playable scenarios / 1 cutscene &lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default, Loyalists and Elves (feat. fencer as main hero + various allies)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 0.9.7&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=36075&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) The campaign currently did not work with BfW 1.11.0, so please use BfW version 1.11.1!&lt;br /&gt;
&lt;br /&gt;
=== Legend of the Invincibles ===&lt;br /&gt;
&lt;br /&gt;
'''''Part I: Shrouded in Darkness''' (5 chapters, 90 scenarios) - A pair of heroes, after stopping an orcish thread, are outcast into caves, where they have no other choice than to become liches in order to survive. They preserved their human appearance and moral principles, and fight in various skirmishes against evil (although using evil methods sometimes), until the Fall, when they are buried alive under the ashes of the third sun.''&lt;br /&gt;
&lt;br /&gt;
'''''Part II: Into the Light''' (3 chapters, 46 scenarios at the moment) - Long after the Fall, the lich heroes awaken. Searching for more power, they manage to resurrect themselves as living beings, but this time more powerful and cleaned from the evil within them. But the evil from inside them continued to exist, and started a skirmish to conquest the world. Stopping the skirmish caused an even worse disaster...''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' Dugi &lt;br /&gt;
&lt;br /&gt;
'''Status:''' WiP (but Part I might be considered complete)&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 135 (+6 talk-only) scenarios at the moment&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal&lt;br /&gt;
&lt;br /&gt;
'''Style:''' mostly Skirmish and Dungeon (all other styles are present as well, but less frequently)&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Elves, Loyalists, Undead, Dwarves; but they advance past their usual maximum level&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 2.4.0&lt;br /&gt;
&lt;br /&gt;
''Note: The most unique feature of this campaign is its RPG-like unit development system, enemies drop items units can use, leaders are stronger than most usual units and all units get AMLA (after maximum level advancement) after reaching their maximum level (that is also increased by a load of additional level 4 units).''&lt;br /&gt;
&lt;br /&gt;
=== Ruthless ===&lt;br /&gt;
&lt;br /&gt;
''A bard (an aging criminal) is walking in wasteland. Nothing but two hands in his pockets, and nothing but stones around. Suddenly he sees a knight on errand--a dangerous opponent, especially in broad daylight. The two strangers are soon sitting by the campfire, and the bard is telling a story.&lt;br /&gt;
(Beginner level, 10+ fights).''&lt;br /&gt;
&lt;br /&gt;
'''Author:''' homunculus&lt;br /&gt;
&lt;br /&gt;
'''Status:''' Finished&lt;br /&gt;
&lt;br /&gt;
'''Length:''' 12 playable scenarios + 5 cutscene scenarios&lt;br /&gt;
&lt;br /&gt;
'''Difficulty:''' Normal &lt;br /&gt;
&lt;br /&gt;
'''Style:''' Skirmish&lt;br /&gt;
&lt;br /&gt;
'''Faction/Era:''' Default (Orcs)&lt;br /&gt;
&lt;br /&gt;
'''Version:''' 1.0.4&lt;br /&gt;
&lt;br /&gt;
'''Forum:''' http://forums.wesnoth.org/viewtopic.php?f=8&amp;amp;t=37874&lt;br /&gt;
&lt;br /&gt;
'''Note:''' (Adamant14) Recommendable campaign, with smart unusual ideas and a good detailed story.&lt;br /&gt;
You fight with few units on small but perfect maps. About the difficulty: The author describes his campaign as 'beginner level', but for me the difficulty is rather NORMAL than EASY.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48347</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48347"/>
		<updated>2013-01-13T12:22:08Z</updated>

		<summary type="html">&lt;p&gt;Trewe: update repository name&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
*trewe [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
*Sérgio Lopes (maintainer) [mailto:knitter.is@gmail.com]&lt;br /&gt;
*Carlos Sousa&lt;br /&gt;
*Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
Os ficheiros actuais da tradução podem ser obtidos no repositório da [https://github.com/trewe/wesn-pt-trans github].&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, [http://www.poedit.net PoEdit] ou [http://translate.sourceforge.net/wiki/virtaal/index Virtaal] são bons exemplos de programas open-source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução dum ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para&lt;br /&gt;
manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
O inglês usa capitalização extensiva neste jogo porém em português só palavras em destaque deverão estar.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar/Submeter&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar/processar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| tritão/ondim&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| sereia/ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48346</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48346"/>
		<updated>2013-01-13T12:11:10Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Contactos */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
*trewe [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
*Sérgio Lopes (maintainer) [mailto:knitter.is@gmail.com]&lt;br /&gt;
*Carlos Sousa&lt;br /&gt;
*Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
Para contactar a equipa de tradução basta enviarem um e-mail para o endereço acima ou por via IRC no servidor da freenode, canal #wesnoth (generalista) ou #wesnoth-pt.&lt;br /&gt;
Alternativamente pode-se utilizar a mailinglist do [http://sourceforge.net/projects/wesn-pt-trans/ sourceforge] (lento).&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução do Wesnoth é feita recorrendo aos serviços que o [http://sourceforge.net Sourceforge] oferece.&lt;br /&gt;
Desses serviços o projecto usa [https://sourceforge.net/mail/?group_id=209264 Mailing Lists], [https://sourceforge.net/svn/?group_id=209264 Repositório de Subversion] e sistema de [https://sourceforge.net/tracker/?group_id=209264 Bug Reports].&lt;br /&gt;
É assim necessário ter acesso a um cliente [http://subversion.tigris.org Subversion], aceder ao repositório do projecto de tradução e obter os ficheiros a traduzir.&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, http://www.poedit.net é um bom exemplo de um programa open source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução de um ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para&lt;br /&gt;
manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
O inglês usa capitalização extensiva neste jogo porém em português só palavras em destaque deverão estar.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar/Submeter&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar/processar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| tritão/ondim&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| sereia/ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=48342</id>
		<title>Invasion of Eliador</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Invasion_of_Eliador&amp;diff=48342"/>
		<updated>2013-01-09T21:55:13Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Invasion of Eliador =&lt;br /&gt;
&lt;br /&gt;
A peaceful island is about to be invaded by unknadd-ons foes travelling towards the eastern shore. It is up to a family of outlaws to warn the island's inhabitants before it's too late.&lt;br /&gt;
&lt;br /&gt;
== Summarize ==&lt;br /&gt;
&lt;br /&gt;
You start the campaign at Eliador, the north country of the green Isle never truly explored as read in ''The Rise of Wesnoth''.&lt;br /&gt;
&lt;br /&gt;
At first there will be three different paths that can be chosen, ''Mt. Sinon'', ''Bay of Heldurin'' and ''Woods of Glorienda''. Play the the three in any order you want.&lt;br /&gt;
&lt;br /&gt;
While playing more branches will be unlocked. After the three initial the suggested order is the following:&lt;br /&gt;
&lt;br /&gt;
#Caves of Anwar&lt;br /&gt;
#Zilead's Treasure&lt;br /&gt;
#Bay of Heldurin (again)&lt;br /&gt;
#Beach of Balas&lt;br /&gt;
#Coast of Kelroth&lt;br /&gt;
#Swamp of Illien&lt;br /&gt;
#Plains of Varad&lt;br /&gt;
&lt;br /&gt;
After defeating all puzzles, the map will lead to the final confrontation against the Invaders of Eliador.&lt;br /&gt;
&lt;br /&gt;
== Scenarios [SPOILER ALARM] ==&lt;br /&gt;
&lt;br /&gt;
;Mt. Sinon&lt;br /&gt;
:Save as many horses you can (9-10 on easy 6-7 on hard) from the spreading lava, by moving one of your heroes next to them and moving to an hill. But remember to save a place for the kids (which cannot climb mountains) on an hill too. At the end move Ardella to safety e.g. a mountain.&lt;br /&gt;
&lt;br /&gt;
;Bay of Heldurin&lt;br /&gt;
:Talk only&lt;br /&gt;
&lt;br /&gt;
;Woods of Glorienda&lt;br /&gt;
:capture more villages than your opponent. Each village which you have visited more than the enemy will join the cause of Eliador.&lt;br /&gt;
&lt;br /&gt;
;Caves of Anwar&lt;br /&gt;
:Explore the dark and dangerous caves of Anwar and recruit their habitants. '''Tip:''' Ignore Ardella and move (and fight) with the kids.&lt;br /&gt;
&lt;br /&gt;
;Zilead's Treasure&lt;br /&gt;
:Ardella has to find, open and bring back to the entrance a treasure chest. For that she should go directly to it ignoring any threads. Lure the monsters with your kids to start a fight amongst themselves.&lt;br /&gt;
&lt;br /&gt;
;Beach of Balas&lt;br /&gt;
:While Ardella, the Monsters and any elves from Glorienda will battle and kill all fencers on the beach, move the kids into water and mount sea serpents too rescue the human prisoners.&lt;br /&gt;
&lt;br /&gt;
;Coast of Kelroth&lt;br /&gt;
:A task for your bored horseman. Hunt down all invaders while the kids '''''should''''' mount a gryphon and search the sea for survivors.&lt;br /&gt;
&lt;br /&gt;
;Swamps of Illien&lt;br /&gt;
:You have to play a game of [http://en.wikipedia.org/wiki/Reversi Reversi] against the crazy wizard called Othello. Move Ardella to a row/column to place an unit on the board, wait for Othello doing the same on his turn and continue reverting his moves until the board is full or (very rare) neither leader can do a move. All ''normal'' Reversi rules apply (Othello variant). Some [http://www.samsoft.org.uk/reversi/strategy.htm Strategy].&lt;br /&gt;
&lt;br /&gt;
;Plains of Varad&lt;br /&gt;
:A Wizard duel. The scenario will continue until one of the wizard dies. '''Hint:''' Keep your thieves save and backstab whenever you can.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
When you return to the main map, you will have at least 60 soldiers: enough to fight and win the battle. And if you keep the heroes alive they will even bring reinforcements.&lt;br /&gt;
&lt;br /&gt;
The witch will arrive later and you win by killing her. Don't be scared about her defenses (70% everywhere), they are proportional to her health, meaning that the more wounded the witch will be, less defense she will have. Mages, monsters and horseman are pretty much able to deal with her.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
* the kids aren't that bad in combat - use them!&lt;br /&gt;
* level up Ardella, her inspire is worth it&lt;br /&gt;
* maximize experience, there isn't that much to grab&lt;br /&gt;
* the kids are the main heroes - use them!&lt;br /&gt;
&lt;br /&gt;
== Version ==&lt;br /&gt;
&lt;br /&gt;
Campaign written by Genosuke and taken over by trewe too lift it to Wesnoth 1.6 and later. Current version is 1.0.4 founded on the official server.&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=48341</id>
		<title>Saving Elensefar</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Saving_Elensefar&amp;diff=48341"/>
		<updated>2013-01-09T20:09:44Z</updated>

		<summary type="html">&lt;p&gt;Trewe: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Saving Elensefar ==&lt;br /&gt;
&lt;br /&gt;
''The tale of Meneldur's great Sea Voyage''&lt;br /&gt;
&lt;br /&gt;
:another campaign by turin&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Meneldur, the Elven Mariner, has docked in the city of Elensefar to discuss matters with the Admiral. Years ago he&lt;br /&gt;
removed himself from the Elven lands and assembled a motley crew of elven archers, spearman and fencers to roam the&lt;br /&gt;
seas, defending Elensefar which he has pledged his allegiance to. During the night when his ship The Explorer was in the harbor, the sound of harsh yells could be heard, and the air smelled of burning pitch. Elensefar was conquered, but Meneldur vowed to return some day and retake his adopted homeland...&lt;br /&gt;
&lt;br /&gt;
=== Features ===&lt;br /&gt;
&lt;br /&gt;
This campaign has a semilinear plot design hopping from one island to another. On the mainmap, you control where you move, and land on islands to reprovision your ship. There are ships of the enemy navy trying to attack you, and when they do you fight them in a sea battle.&lt;br /&gt;
&lt;br /&gt;
Your eventual objective is to go to an island in 5 months (30 turns) where Black the Red disclaims existing an army to get aid in saving Elensefar, until them you cannot return to Elensefar.&lt;br /&gt;
&lt;br /&gt;
=== Length ===&lt;br /&gt;
&lt;br /&gt;
:Currently there are 22 battle scenarios:&lt;br /&gt;
* 4 of these are are mandatory (2 at the beginning and 2 at the end)&lt;br /&gt;
* 18 are islands, all of which are optional, most of them provide something special &lt;br /&gt;
* 1 is &amp;quot;The High Seas&amp;quot;, which functions like the mainmap of most campaigns&lt;br /&gt;
* 1 is where you go to when enemy ships attack you&lt;br /&gt;
* 4 are scripting scenarios (like the &amp;quot;Elven Council&amp;quot; scenario in HttT)&lt;br /&gt;
&lt;br /&gt;
It is expected that around a third of the islands will be visited and battled 2-5 enemy ships, depending of difficulty and route taken.&lt;br /&gt;
&lt;br /&gt;
=== Tips ===&lt;br /&gt;
&lt;br /&gt;
Keep your recall list small, no leader needs more than a dozen of units, since all require upkeep (even when idling on the recall list). Always have an eye on the gold resources looting any single coin you can and spending wisely those you have, if you run out of gold the campaign is lost.&lt;br /&gt;
&lt;br /&gt;
Check the available recruits with every leader, in this campaign they change their recruits more often than their underwear.&lt;br /&gt;
&lt;br /&gt;
=== Version ===&lt;br /&gt;
&lt;br /&gt;
Current version as is 1.5.2 (released 9-12-12) downloadable from the official stable campaign server.&lt;br /&gt;
&lt;br /&gt;
The campaign is scenario-complete. Plotwise, it was finished as of version 0.7.6 (3-10-05). In version 1.5.0 an experimental branch was introduced with new features like multiple leaders and innovative upkeep.&lt;br /&gt;
&lt;br /&gt;
If anyone has balancing suggestions, typo fixes, or bug reports, post them in the ([http://wesnoth.org/forum/viewtopic.php?t=3072&amp;amp;start=0 forum thread] ) or send a PM or e-mail to the maintainer (trewe [mailto:sjrs456@yahoo.fr]).&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UserCampaigns]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaigns]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48147</id>
		<title>WesnothTranslations</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WesnothTranslations&amp;diff=48147"/>
		<updated>2012-12-23T15:02:05Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Translations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==  Translations  ==&lt;br /&gt;
&lt;br /&gt;
Wesnoth is currently being translated into the following languages. Instructions on how to contribute are found here:&lt;br /&gt;
[[WesnothTranslationsHowTo]].&lt;br /&gt;
* [[AfrikaansTranslation|Afrikaans]] - maintainer: Friedel Wolff - [mailto:friedelATSIGNtranslateDOTorgDOTza]&lt;br /&gt;
* [[ArabicTranslation|Arabic]] - maintainer: Amnay Mokhtari - [mailto:amnayAToperamailDOTcom]&lt;br /&gt;
* [[BasqueTranslation|Basque]] - maintainer: Alfredo Beaumont (ziberpunk) - [mailto:alfredo.beaumontATgmailDOTcom]&lt;br /&gt;
* [[BulgarianTranslation|Bulgarian]] maintainer: Nikolay Vladimirov (Turki) - [mailto:nikolayATvladimiroffDOTcom]&lt;br /&gt;
* [[CatalanTranslation|Catalan]] - maintainer: Jordà Polo (ettin) - [mailto:jordaATettinDOTorg]&lt;br /&gt;
* [[ChineseTranslation|Chinese]] - maintainer: CloudiDust - [mailto:cloudidustATgmailDOTcom]&lt;br /&gt;
* [[ChineseTaiwanTranslation|Chinese (Taiwan)]] - maintainer: 楊綮銘 (Taiwan) - [mailto:steven2880ATgmailDOTcom]&lt;br /&gt;
* [[CroatianTranslation|Croatian]] - maintainer: Ivica Đurenec (charlieh65) - [mailto:ivicaDOTdurenecATgmailDOTcom]&lt;br /&gt;
* [[CzechTranslation|Czech]] - maintainer: Vladimír Slávik - [mailto:slavikDOTvladimirATseznamDOTcz]&lt;br /&gt;
* [[DanishTranslation|Danish]] maintainer: Joe Hansen (joedalton) - [mailto:joedalton2ATyahooDOTdk]&lt;br /&gt;
* [[DutchTranslation|Dutch]] - maintainer: Alexander van Gessel (AI/AI0867) - [mailto:AI0867_AT_gmail.com]&lt;br /&gt;
* [[EnglishGBTranslation|English (GB)]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]&lt;br /&gt;
* [[EnglishShawTranslation|English (Shaw)]] - maintainer: Arc Riley - [mailto:ArcRileyATubuntu.com]&lt;br /&gt;
* [[Esperanto_translation|Esperanto]] - maintainer: Manuel Ortega - [mailto:manuelATelarteDOTcoop]&lt;br /&gt;
* [[EstonianTranslation|Estonian]] - maintainer: Kaido Kikkas (UncleOwl) - [mailto:kaidoDOTkikkasATkakupesaDOTnet]&lt;br /&gt;
* [[FilipinoTranslation|Filipino]] - maintainer: Karen Eso (keeve) - [mailto:eveUNDERSCOREesoATyahooDOTca]&lt;br /&gt;
* [[FinnishTranslation|Finnish]] - maintainer: Jarkko Patteri (Jarkko) - [mailto:jarkkopatteriATgmailDOTcom], Samu Voutilainen (Smar) - [mailto:samu.voutilainenATgmailDOTcom]&lt;br /&gt;
* [[FrenchTranslation|French]] - maintainer: Guillaume Pascal (Haldric) - Please use the translation team mailing list [mailto:wesnothATmlDOTfreeDOTfr]&lt;br /&gt;
* [[FriulianTranslation|Friulian]] - maintainer:  Michele Calligaris (MayBug) - [mailto:michele.calligaris-CAIUT-gmail.com]&lt;br /&gt;
* [[GalicianTranslation|Galician]] - maintainer: Adrián Chaves Fernández (Gallaecio) - [mailto:adriyetichavesATgmailDOTcom] [http://trasno.net Proxecto Trasno]&lt;br /&gt;
* [[GermanTranslation|German]] - maintainer: Christoph Berg (chrber) - [mailto:ChristophDOTBergATkpm-sportDOTde]&lt;br /&gt;
* [[GreekTranslation|Greek]] - maintainer: Konstantinos Egarhos [mailto:konsnoslATgmailDOTcom]&lt;br /&gt;
* [[HebrewTranslation|Hebrew]] - maintainer: Oron Peled - [mailto:oronATactcomDOTcoDOTil]&lt;br /&gt;
* [[HungarianTranslation|Hungarian]] - maintainer: Kádár-Németh Krisztián - [mailto:krisztian.kadATgmailDOTcom]; vice-maintainer: Udvari Gábor [mailto:gaborDOTudvariATgmailDOTcom]&lt;br /&gt;
* [[IcelandicTranslation|Icelandic]] - maintainer: Gabríel A. Pétursson [mailto:gabrielpATsimnetDOTis]&lt;br /&gt;
* [[IndonesianTranslation|Indonesian]] - maintainer: Yuristyawan Pambudi Wicaksana [mailto:yuris_wicaksana@yahoo.com]&lt;br /&gt;
* [[IrishTranslation|Irish]] - maintainer: Carson &amp;quot;Mountain_King&amp;quot; [mailto:tree_ringsATrocketmailDOTcom]&lt;br /&gt;
* [[ItalianTranslation|Italian]] - maintainer: Antonio Rosella - [mailto:arosellaATyahooDOTcom]&lt;br /&gt;
* [[JapaneseTranslation|Japanese]] - maintainer: IWAI, Masaharu (iwaim) - [mailto:iwaim.subATgmailDOTcom], Nobuhito Okada - [mailto:okyadaATgmailDOTcom]&lt;br /&gt;
* [[KoreanTranslation|Korean]] - maintainer: mistzone - [mailto:drier22ATgmailDOTcom]&lt;br /&gt;
* [[LatinTranslation|Latin]] - maintainer: Michael Babich ([[User:Aethaeryn|Aethaeryn]])&lt;br /&gt;
* [[LatvianTranslation|Latvian]] - maintainer: Reinis Danne - [mailto:rei4danATgmailDOTcom]&lt;br /&gt;
* [[LithuanianTranslation|Lithuanian]] - maintainer: Andrius Štikonas - [mailto:stikonasATgmailDOTcom] &lt;br /&gt;
* [[MarathiTranslation|Marathi]] - maintainer: Sujit R Jadhav - [mailto:sujitrjadhavATgmailDOTcom]&lt;br /&gt;
* [[MacedonianTranslation|Macedonian]] - maintainer: Dimitar Ilccov (Mythological)&lt;br /&gt;
* [[NorwegianTranslation|Norwegian]] - maintainer: Gaute Jao (Gauteamus) - [mailto:gauteamusATgmailDOTcom]&lt;br /&gt;
* [[OccitanTranslation|Occitan]] - maintainer: Nobody, currently&lt;br /&gt;
* [[OldEnglishTranslation|Old English]] - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmaill.com]&lt;br /&gt;
* [[PolishTranslation|Polish]] - maintainer: Zbigniew Banach - [mailto:zDOTbanachATwsisizDOTeduDOTpl]&lt;br /&gt;
* [[PortugueseTranslation|Portuguese Brazilian]] - maintainer: Diego Inácio Goergen - [mailto:thegoergenATgmailDOTcom]&lt;br /&gt;
* [[PortugueseContinentalTranslation|European Portuguese]] - maintainer: Sérgio Lopes [mailto:knitter.is@gmail.com] co-maintainer trewe [mailto:sjrs456@yahoo.fr]&lt;br /&gt;
* [[RomanianTranslation|Romanian]] - maintainer: Alexandru Szasz [mailto:alexxedATgmailDOTcom]&lt;br /&gt;
* [[RussianTranslation|Russian]] - maintainer: Victor Sergienko [mailto:singalenATgmailDOTcom]&amp;lt;!--Alexandr Menovchicov - [mailto:vamATkypiDOTru]--&amp;gt;&lt;br /&gt;
* [[Scottish_Gaelic_Translation|Scottish Gaelic]] - maintainer: GunChleoc- [mailto:fiosAIGforamnagaidhligDOTnet]&lt;br /&gt;
* [[SerbianTranslation|Serbian]] - maintainer: Srećko Toroman (freecraft)- [mailto:sreckotoromanATgmailDOTcom]&lt;br /&gt;
* [[SlovakTranslation#Preklad|Slovak]] - maintainer: Aceman&lt;br /&gt;
* [[SlovenianTranslation|Slovenian]] - maintainer: Klemen Košir (nNa) - [mailto:klemen913ATgmailDOTcom]&lt;br /&gt;
* [[SpanishTranslation|Spanish]]  - maintainer: Steven Panek (Espreon) - [mailto:Majora700@gmail.com]); comaintainer: Víctor Martínez Estrada (Darkmage) - [mailto:quianaaelonin@gmail.com])&lt;br /&gt;
* [[SwedishTranslation|Swedish]] - maintainer: Niklas Bolmdahl (dacovale) - [mailto:wesnothATniklasDOTbolmdahlDOTcom]&lt;br /&gt;
* [[TurkishTranslation|Turkish]] - maintainer: Nilgün Belma Bugüner - [mailto:nilgunATbelgelerDOTgenDOTtr]&lt;br /&gt;
* [[UkrainianTranslation|Ukrainian]] - maintainer: robson - [mailto:arobsonATyandexDOTru]&lt;br /&gt;
* [[Wesnoth-in-Valencian|Valencian]] - maintainer: Mario (Mavorte) - [mailto:mavorte1ATyahooDOTes]&lt;br /&gt;
* [[VietnameseTranslation|Vietnamese]] - maintainer: Huynh Yen Loc (hhyloc) - [mailto:nightgaunt13ATgmailDOTcom]&lt;br /&gt;
&lt;br /&gt;
== Mailing List ==&lt;br /&gt;
&lt;br /&gt;
There now is a mailinglist dedicated to translation matters. It is mainly intended to be used for informing translation maintainers about important changes, to announce string freezes and other special things. Everyone is free to subscribe to this list. You can find this list, entitled wesnoth-i18n at the listing of all Wesnoth mailing lists:&lt;br /&gt;
&lt;br /&gt;
[http://gna.org/mail/?group=wesnoth http://gna.org/mail/?group=wesnoth]&lt;br /&gt;
&lt;br /&gt;
The archive for this list is to be found [http://mail.gna.org/public/wesnoth-i18n/ here].&lt;br /&gt;
Please keep in mind that this list is not meant for discussing changes for one single translation but stuff that is relevant to all translations.&lt;br /&gt;
&lt;br /&gt;
==  See also  ==&lt;br /&gt;
&lt;br /&gt;
* [[WesnothTranslationsHowTo]]&lt;br /&gt;
* [[ImageLocalization]]&lt;br /&gt;
* [[GetText]]&lt;br /&gt;
* [http://gettext.wesnoth.org Translations statistics (stable)]&lt;br /&gt;
* [http://gettext.wesnoth.org/index.php?version=trunk&amp;amp;package=alloff Translations statistics (development)]&lt;br /&gt;
* [[WesCamp| Translating User made Campaigns (featuring WesCamp-i18n)]]&lt;br /&gt;
* [[SpellingMistakes]]&lt;br /&gt;
* [[CharactersStorys| Character descriptions for Translators (Spoiler Warning)]]&lt;br /&gt;
* [[TextdomainStatus]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations|*]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48146</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48146"/>
		<updated>2012-12-23T14:58:44Z</updated>

		<summary type="html">&lt;p&gt;Trewe: major overhaul of the portuguese page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Bem-Vindo=&lt;br /&gt;
&lt;br /&gt;
Bem-vindo à página de apresentação da tradução para português europeu do jogo &amp;quot;A Batalha por Wesnoth&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
O esforço da tradução pretende oferecer aos utilizadores de &amp;quot;Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
Todos podem ajudar neste processo, seja oferecendo o seu tempo a trabalhar activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
===Equipa da tradução===&lt;br /&gt;
&lt;br /&gt;
====Activos====&lt;br /&gt;
&lt;br /&gt;
*trewe [mailto:sjrs@yahoo.fr]&lt;br /&gt;
&lt;br /&gt;
====Estado desconhecido====&lt;br /&gt;
&lt;br /&gt;
*Sérgio Lopes (maintainer) [mailto:knitter.is@gmail.com]&lt;br /&gt;
*Carlos Sousa&lt;br /&gt;
*Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
A equipa de tradução pode ser contactada através do seu espaço no SourceForge, [http://sourceforge.net/projects/wesn-pt-trans/ wesn-pt-trans]. Nele podem encontrar a lista de discussão bem como um ponto de acesso aos ficheiros a traduzir.&lt;br /&gt;
&lt;br /&gt;
== Regras para os Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução do Wesnoth é feita recorrendo aos serviços que o [http://sourceforge.net Sourceforge] oferece.&lt;br /&gt;
Desses serviços o projecto usa [https://sourceforge.net/mail/?group_id=209264 Mailing Lists], [https://sourceforge.net/svn/?group_id=209264 Repositório de Subversion] e sistema de [https://sourceforge.net/tracker/?group_id=209264 Bug Reports].&lt;br /&gt;
É assim necessário ter acesso a um cliente [http://subversion.tigris.org Subversion], aceder ao repositório do projecto de tradução e obter os ficheiros a traduzir.&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, http://www.poedit.net é um bom exemplo de um programa open source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução de um ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, (trewe à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
==Estilos e vocabulário==&lt;br /&gt;
&lt;br /&gt;
Como o jogo decorre num ambiente medieval será boa ideia utilizar um vocabulário e estilo pendente, especialmente na prosa para&lt;br /&gt;
manter o espírito do jogo.&lt;br /&gt;
&lt;br /&gt;
O inglês usa capitalização extensiva neste jogo porém em português só palavras em destaque deverão estar.&lt;br /&gt;
&lt;br /&gt;
Os objectivos dos cenários e comandos gerais são sempre dirigidos ao utilizador.&lt;br /&gt;
&lt;br /&gt;
Nomes próprios normalmente mantêm-se, ou então são aportuguesados. A excepção vai para aqueles que têm significado (sub)entendido.&lt;br /&gt;
&lt;br /&gt;
A tradução das unidades em todas as línguas pode ser encontrada na [http://units.wesnoth.org/trunk/mainline/pt_PT/mainline.html Lista das Unidades].&lt;br /&gt;
&lt;br /&gt;
===Que norma ortográfica?===&lt;br /&gt;
&lt;br /&gt;
A livre escolha de cada tradutor. Apesar de ser verdade que agora existe um «acordo ortográfico» (em vigor no Brasil deste 2004 e em Portugal 2009); é utópico pensar que a língua utilizada nos países lusófonos mude de alguma forma. Haverá sempre diferenças nos diferentes dialectos até porque &amp;lt;b&amp;gt;não&amp;lt;/b&amp;gt; existe uma coisa como «português padrão».&lt;br /&gt;
&lt;br /&gt;
Para se ter uma ideia, o acordo muda cerca de 4% do vocabulário do português europeu e pouco menos de 3% do brasileiro.&lt;br /&gt;
&lt;br /&gt;
===O uso do «você»===&lt;br /&gt;
&lt;br /&gt;
Nunca. O utilizador é referido na segunda pessoa do singular. (Sempre no presente do indicativo e com o pronome omitido)&lt;br /&gt;
&lt;br /&gt;
E nos diálogos a preferência vai para a 2ª pessoa (singular como plural).&lt;br /&gt;
&lt;br /&gt;
===Discurso directo===&lt;br /&gt;
&lt;br /&gt;
Elfos - hipercorrectos e até algo «poético».&lt;br /&gt;
&lt;br /&gt;
Orcs - Normal mas com forte tendência pro-drop e utilização dos tempos compostos.&lt;br /&gt;
&lt;br /&gt;
Gnomos - Como os Orcs mas mais submissos.&lt;br /&gt;
&lt;br /&gt;
Trogloditas e Ogres - Sempre no infinitivo e na terceira pessoa (excepções confirmam a regra), evitam a passiva.&lt;br /&gt;
&lt;br /&gt;
Silvanos (Wose) - Forte adjectivação.&lt;br /&gt;
&lt;br /&gt;
Dragos - Metafóricos e «understatements»&lt;br /&gt;
&lt;br /&gt;
Répteis e Nagas - ênfase nos 'erres' e 'zês'.&lt;br /&gt;
&lt;br /&gt;
Anões - dialecto transmontano :)&lt;br /&gt;
&lt;br /&gt;
Humanos - Nada de especial (depende da posição social)&lt;br /&gt;
&lt;br /&gt;
Morto-Vivos - Nada de especial (como em vida), talvez algo submissos; os magos são humanos.&lt;br /&gt;
&lt;br /&gt;
Monstros - Normal ou dependendo do contexto.&lt;br /&gt;
&lt;br /&gt;
===Calão do jogo===&lt;br /&gt;
&lt;br /&gt;
Segue-se uma lista breve de termos frequentemente usados no jogo, para manter a consistência, não tem intenção ser completo nem canónico.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|- &lt;br /&gt;
| Screen&lt;br /&gt;
| Ecrã&lt;br /&gt;
|-&lt;br /&gt;
| chance&lt;br /&gt;
| hipótese&lt;br /&gt;
|-&lt;br /&gt;
| OK&lt;br /&gt;
| Confirmar/Submeter&lt;br /&gt;
|-&lt;br /&gt;
| Undo&lt;br /&gt;
| Anular&lt;br /&gt;
|-&lt;br /&gt;
| multiplayer&lt;br /&gt;
| jogo em rede&lt;br /&gt;
|-&lt;br /&gt;
| download&lt;br /&gt;
| carregar&lt;br /&gt;
|-&lt;br /&gt;
| load&lt;br /&gt;
| retomar/processar&lt;br /&gt;
|-&lt;br /&gt;
| game&lt;br /&gt;
| partida&lt;br /&gt;
|-&lt;br /&gt;
| game (the engine)&lt;br /&gt;
| jogo (o programa)&lt;br /&gt;
|-&lt;br /&gt;
| user&lt;br /&gt;
| utilizador&lt;br /&gt;
|-&lt;br /&gt;
| password&lt;br /&gt;
| palavra-passe&lt;br /&gt;
|-&lt;br /&gt;
| host&lt;br /&gt;
| anfitrião&lt;br /&gt;
|-&lt;br /&gt;
| whiteboard&lt;br /&gt;
| modo de planificação&lt;br /&gt;
|-&lt;br /&gt;
| hex&lt;br /&gt;
| hexágono&lt;br /&gt;
|-&lt;br /&gt;
| add-on&lt;br /&gt;
| Extra/Suplemento&lt;br /&gt;
|-&lt;br /&gt;
| mod&lt;br /&gt;
| modificação&lt;br /&gt;
|-&lt;br /&gt;
| AMLA (After Max Level Advancement)&lt;br /&gt;
| AANM (Avanço Após Nível Máximo)&lt;br /&gt;
|-&lt;br /&gt;
| melee&lt;br /&gt;
| curto [alcance]&lt;br /&gt;
|-&lt;br /&gt;
| ranged&lt;br /&gt;
| longo [alcance]&lt;br /&gt;
|-&lt;br /&gt;
|lawful&lt;br /&gt;
| diurno&lt;br /&gt;
|-&lt;br /&gt;
| chaotic&lt;br /&gt;
| nocturno&lt;br /&gt;
|-&lt;br /&gt;
| neutral&lt;br /&gt;
| neutro&lt;br /&gt;
|-&lt;br /&gt;
| liminal&lt;br /&gt;
| liminar&lt;br /&gt;
|-&lt;br /&gt;
| blade&lt;br /&gt;
| cortante&lt;br /&gt;
|-&lt;br /&gt;
| pierce&lt;br /&gt;
| perfurante&lt;br /&gt;
|-&lt;br /&gt;
| impact&lt;br /&gt;
| impacto&lt;br /&gt;
|-&lt;br /&gt;
| fire&lt;br /&gt;
| fogo&lt;br /&gt;
|-&lt;br /&gt;
| cold&lt;br /&gt;
| gelado&lt;br /&gt;
|-&lt;br /&gt;
| arcane&lt;br /&gt;
| arcano&lt;br /&gt;
|-&lt;br /&gt;
| movement&lt;br /&gt;
| [pontos de] movimentos&lt;br /&gt;
|-&lt;br /&gt;
| defense&lt;br /&gt;
| defesa&lt;br /&gt;
|-&lt;br /&gt;
| hitpoints/HP&lt;br /&gt;
| pontos de vida/PV&lt;br /&gt;
|-&lt;br /&gt;
| experience points/XP&lt;br /&gt;
| pontos de experiência/XP&lt;br /&gt;
|-&lt;br /&gt;
| trait&lt;br /&gt;
| característica&lt;br /&gt;
|-&lt;br /&gt;
| dextrous&lt;br /&gt;
| hábil&lt;br /&gt;
|-&lt;br /&gt;
| dim&lt;br /&gt;
| asno&lt;br /&gt;
|-&lt;br /&gt;
| level&lt;br /&gt;
| nível&lt;br /&gt;
|-&lt;br /&gt;
| ability&lt;br /&gt;
| habilidade&lt;br /&gt;
|-&lt;br /&gt;
| skirmisher&lt;br /&gt;
| escaramuçador&lt;br /&gt;
|-&lt;br /&gt;
| ambush&lt;br /&gt;
| emboscada&lt;br /&gt;
|-&lt;br /&gt;
| heal&lt;br /&gt;
| sarar&lt;br /&gt;
|-&lt;br /&gt;
| weapon special&lt;br /&gt;
| efeito da arma&lt;br /&gt;
|-&lt;br /&gt;
| marksman&lt;br /&gt;
| precisão&lt;br /&gt;
|-&lt;br /&gt;
| feeding&lt;br /&gt;
| canibalismo&lt;br /&gt;
|-&lt;br /&gt;
| faction&lt;br /&gt;
| facção&lt;br /&gt;
|-&lt;br /&gt;
| Rebels&lt;br /&gt;
| Rebeldes&lt;br /&gt;
|-&lt;br /&gt;
| Loyalists&lt;br /&gt;
| Leais&lt;br /&gt;
|-&lt;br /&gt;
| Northerners&lt;br /&gt;
| Nortistas&lt;br /&gt;
|-&lt;br /&gt;
| Drakes&lt;br /&gt;
| Dragos&lt;br /&gt;
|-&lt;br /&gt;
| Undead&lt;br /&gt;
| Morto-Vivos&lt;br /&gt;
|-&lt;br /&gt;
| Knalgan Alliance&lt;br /&gt;
| Aliança de Gnalga&lt;br /&gt;
|-&lt;br /&gt;
| Gameplay&lt;br /&gt;
| Regras do Jogo&lt;br /&gt;
|-&lt;br /&gt;
| Campaign Design&lt;br /&gt;
| Projecto da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Maintainer&lt;br /&gt;
| Manutenção da campanha&lt;br /&gt;
|-&lt;br /&gt;
| Artwork&lt;br /&gt;
|trabalho artístico&lt;br /&gt;
|-&lt;br /&gt;
| fighter&lt;br /&gt;
| soldado&lt;br /&gt;
|-&lt;br /&gt;
| warrior&lt;br /&gt;
| guerreiro&lt;br /&gt;
|-&lt;br /&gt;
| lord&lt;br /&gt;
| Lorde/Senhor/Mestre&lt;br /&gt;
|-&lt;br /&gt;
| Spearman&lt;br /&gt;
| Milícia/Hoste/Lançador (hoste e lançador são palavras medievais)&lt;br /&gt;
|-&lt;br /&gt;
| Horseman/Cavalry/Knight/Dragoon/Lancer&lt;br /&gt;
| Escuteiro/Cavalaria/Cavaleiro/Bridão/Ginete/Draconiano/Lanceiro&lt;br /&gt;
|-&lt;br /&gt;
| Shaman&lt;br /&gt;
| Bruxo(a) (¡nunca! como xamã)&lt;br /&gt;
|-&lt;br /&gt;
| merman&lt;br /&gt;
| tritão/ondim&lt;br /&gt;
|-&lt;br /&gt;
| mermaid&lt;br /&gt;
| sereia/ondina&lt;br /&gt;
|-&lt;br /&gt;
| Wose&lt;br /&gt;
| Silvano&lt;br /&gt;
|-&lt;br /&gt;
| Goblin&lt;br /&gt;
| Gnomo&lt;br /&gt;
|-&lt;br /&gt;
| Troll&lt;br /&gt;
| Troglodita&lt;br /&gt;
|-&lt;br /&gt;
| Naga&lt;br /&gt;
| Naga&lt;br /&gt;
|-&lt;br /&gt;
| Drake&lt;br /&gt;
| Drago&lt;br /&gt;
|-&lt;br /&gt;
| Saurian&lt;br /&gt;
| Réptil&lt;br /&gt;
|-&lt;br /&gt;
| elf&lt;br /&gt;
| elfo (substantivo)&lt;br /&gt;
|-&lt;br /&gt;
| elvish&lt;br /&gt;
| elfo (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Dark Elf&lt;br /&gt;
| Duende&lt;br /&gt;
|-&lt;br /&gt;
| Dark &amp;lt;...&amp;gt; (unit name)&lt;br /&gt;
| Obscuro/Trevas/Maligno (unidades)&lt;br /&gt;
|-&lt;br /&gt;
| orcish/dwarvish/drakish&lt;br /&gt;
| orc/anão/anã/drago (adjectivo)&lt;br /&gt;
|-&lt;br /&gt;
| Novice Level&lt;br /&gt;
| Nível Principiante&lt;br /&gt;
|-&lt;br /&gt;
| Intermediate Level&lt;br /&gt;
| Nível Intermediário&lt;br /&gt;
|-&lt;br /&gt;
| Expert Level&lt;br /&gt;
| Nível Veterano&lt;br /&gt;
|-&lt;br /&gt;
| Defeat all enemy leaders&lt;br /&gt;
| Derrota todos os líderes adversários&lt;br /&gt;
|-&lt;br /&gt;
| sir&lt;br /&gt;
| senhor&lt;br /&gt;
|-&lt;br /&gt;
| enemy&lt;br /&gt;
| adversário&lt;br /&gt;
|-&lt;br /&gt;
| healer&lt;br /&gt;
| curandeiro&lt;br /&gt;
|-&lt;br /&gt;
| village&lt;br /&gt;
| aldeia&lt;br /&gt;
|-&lt;br /&gt;
| gold&lt;br /&gt;
| peças de ouro&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Estado da tradução==&lt;br /&gt;
&lt;br /&gt;
=== Lista de Traduções ===&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[http://www.wesnoth.org/gettext/index.lang.php?lang=pt&amp;amp;version=trunk Estatísticas da tradução]&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
== Links Diversos ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48141</id>
		<title>PortugueseContinentalTranslation</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=PortugueseContinentalTranslation&amp;diff=48141"/>
		<updated>2012-12-22T22:51:54Z</updated>

		<summary type="html">&lt;p&gt;Trewe: /* Lista de Traduções */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introdução ==&lt;br /&gt;
Bemvindo à página de apresentação da tradução para português de Portugal do jogo &amp;quot;Battle for Wesnoth&amp;quot;&lt;br /&gt;
&lt;br /&gt;
O esforço de tradução pretende oferecer aos utilizadores de &amp;quot;Battle for Wesnoth&amp;quot; a possibilidade de jogarem o jogo na sua língua nativa e numa versão localizada ao seu país. Desta forma pretende-se que a experiência de jogo seja melhor e que mais pessoas possam usufruir deste jogo.&lt;br /&gt;
&lt;br /&gt;
A todos os que tiverem oportunidade pedimos ajuda neste processo, seja oferecendo o seu tempo trabalhando activamente na tradução, seja através de sugestões, dicas e indicações de pequenos erros ou falhas existentes.&lt;br /&gt;
&lt;br /&gt;
== Equipa de Tradução ==&lt;br /&gt;
&lt;br /&gt;
=== Elementos ===&lt;br /&gt;
Actualmente a equipa de tradução é composta por:&lt;br /&gt;
&lt;br /&gt;
* Sérgio Lopes (maintainer)&lt;br /&gt;
&lt;br /&gt;
* trewe (co-maintainer)&lt;br /&gt;
&lt;br /&gt;
Inactivos:&lt;br /&gt;
&lt;br /&gt;
* Carlos Sousa&lt;br /&gt;
&lt;br /&gt;
* Luís Passos&lt;br /&gt;
&lt;br /&gt;
=== Contactos ===&lt;br /&gt;
A equipa de tradução pode ser contactada através do seu espaço no SourceForge, [http://sourceforge.net/projects/wesn-pt-trans/ wesn-pt-trans]. Nele podem encontrar a lista de discussão bem como um ponto de acesso aos ficheiros a traduzir.&lt;br /&gt;
&lt;br /&gt;
== Regras para Tradutores ==&lt;br /&gt;
As seguintes regras pretendem introduzir futuros colaboradores no processo de tradução. São um ponto de partida a verificar, no entanto, qualquer dúvida pode ser colocada quer por e-mail quer na lista de discussão.&lt;br /&gt;
&lt;br /&gt;
=== Processo Geral ===&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslationsHowTo]]&lt;br /&gt;
&lt;br /&gt;
=== Processo da Equipa de Português ===&lt;br /&gt;
&lt;br /&gt;
A tradução do Wesnoth é feita recorrendo aos serviços que o [http://sourceforge.net Sourceforge] oferece.&lt;br /&gt;
Desses serviços o projecto usa [https://sourceforge.net/mail/?group_id=209264 Mailing Lists], [https://sourceforge.net/svn/?group_id=209264 Repositório de Subversion] e sistema de [https://sourceforge.net/tracker/?group_id=209264 Bug Reports].&lt;br /&gt;
É assim necessário ter acesso a um cliente [http://subversion.tigris.org Subversion], aceder ao repositório do projecto de tradução e obter os ficheiros a traduzir.&lt;br /&gt;
&lt;br /&gt;
Após terem sido obtidos os ficheiros será necessário usar um programa de edição de ficheiros *.po, http://www.poedit.net é um bom exemplo de um programa open source e multiplataforma que poderão usar.&lt;br /&gt;
&lt;br /&gt;
Quando iniciarem a tradução de um ficheiro, embora não seja necessário, é aconselhável que notifiquem um dos membros aqui listados. Quando terminarem uma tradução basta que enviem o(s) ficheiro(s) traduzido(s) para o responsável pelo projecto, ([mailto:knitter.is@gmail.com Sérgio Lopes] à data de escrita deste texto) para que os ficheiros sejam incluídos no repositório.&lt;br /&gt;
&lt;br /&gt;
O livre acesso ao repositório será fornecido após pedido e avaliação do trabalho feito.&lt;br /&gt;
&lt;br /&gt;
== Links importantes ==&lt;br /&gt;
&lt;br /&gt;
Página do projecto: &amp;lt;a definir&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Página de detalhes no sourceforge: http://sourceforge.net/projects/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Endereço do repositório: https://wesn-pt-trans.svn.sourceforge.net/svnroot/wesn-pt-trans&lt;br /&gt;
&lt;br /&gt;
Mailing Lists:&lt;br /&gt;
* wesn-pt-trans-commits &amp;lt;at.here&amp;gt; lists.sourceforge.net - registo de commits, lista para onde são enviados automaticamente as mensagens de commit.&lt;br /&gt;
* wesn-pt-trans-users &amp;lt;at.here&amp;gt; lists.sourceforge.net - lista geral, pode ser usada para qualquer tipo de contacto, pergunta ou comentário.&lt;br /&gt;
&lt;br /&gt;
== Lista de Traduções ==&lt;br /&gt;
&lt;br /&gt;
A seguinte lista pretende mostrar todas as traduções existentes ou futuras do jogo.&lt;br /&gt;
&lt;br /&gt;
[[WesnothTranslations]]&lt;br /&gt;
&lt;br /&gt;
[[Units]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Translations]]&lt;/div&gt;</summary>
		<author><name>Trewe</name></author>
		
	</entry>
</feed>