<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wisdomless</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Wisdomless"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Wisdomless"/>
	<updated>2026-06-09T19:05:14Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.31.16</generator>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=3437</id>
		<title>FAQ</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=FAQ&amp;diff=3437"/>
		<updated>2005-10-03T20:20:22Z</updated>

		<summary type="html">&lt;p&gt;Wisdomless: /* There's too much luck in this game! */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Frequently Asked Questions=&lt;br /&gt;
&lt;br /&gt;
== General ==&lt;br /&gt;
&lt;br /&gt;
===What is Battle for Wesnoth?===&lt;br /&gt;
Battle for Wesnoth is a fantasy turn-based strategy game.&lt;br /&gt;
&lt;br /&gt;
===What license is the game distributed under?===&lt;br /&gt;
The project is distributed under the [http://www.fsf.org/copyleft/gpl.html GPL]. All contributors retain copyright on the portions of the project that they contribute.&lt;br /&gt;
&lt;br /&gt;
===How to get informed about new releases?===&lt;br /&gt;
Subscribe to new releases at [http://freshmeat.net/subscribe/38720/?url=%2Fprojects%2Fwesnoth%2F Freshmeat].&lt;br /&gt;
&lt;br /&gt;
===A new version is out, but where is the download for [Windows, Mac OS, etc.]?===&lt;br /&gt;
The downloads are NOT part of the official project.  The BFW team only releases the game's source code.  Binary executables or applications are always contributed by community volunteers.  If not for these volunteers, there would never be any downloads for us to enjoy.  The volunteers compile the game and upload it on their own time, and sometimes they cannot do this in a timely fashion (or at all, at times)  Although there are usual packagers designated for each operating system, there are times when other members of the community are asked to step in and contribute when the usual people cannot.&lt;br /&gt;
&lt;br /&gt;
Every time a new version is released, the usual volunteers are always notified by the project leaders.  '''Please refrain from making forum posts asking where your download is''' because it doesn't help anything - the packagers already know, and they will get to it as soon as they can.  In the past, the Windows and Mac communities have come together to produce home-grown unofficial builds for the community to use, and the renewed interest in community and learning how to compile is generally a good thing.&lt;br /&gt;
&lt;br /&gt;
===Why does Wesnoth not have my favorite feature?===&lt;br /&gt;
Because we are building this game for ourselves and for our preferences, not for you. If you like the game as we like it - that is good. If you hate the game - that is also fine.&lt;br /&gt;
So what is the point of asking for ideas? Because the developers are just common people, although we come up with many ideas, our players certainly do as well, and often ones we don't think of ourselves. If a player comes up with an idea we like - we might implement it. Not because you asked for it - we do it because we like the feature.&lt;br /&gt;
At the moment there will be no features added because of the feature freeze in preparation for the release of v1.0. But after the release, there will be many new things again.&lt;br /&gt;
You are free to re-use any work in Wesnoth, as long as you follow the rules of the [http://www.fsf.org/copyleft/gpl.html GPL], to build the game that you like. Don't expect us to build that game for you.  Building this game is our hobby, not our profession - you did not pay us to make it; rather, we are the ones who have paid for it, in time and labor.&lt;br /&gt;
&lt;br /&gt;
===Do you want help making this game? How can I help?===&lt;br /&gt;
Yes, we want your help. Whether you're a programmer, artist, musician, writer, translator, level designer, playtester, or just have some great suggestions, you're welcome to contribute. How?  You can:&lt;br /&gt;
* join the [http://www.wesnoth.org/wiki/Project Project]&lt;br /&gt;
* share your point of view at the [http://www.wesnoth.org/forum/ Forum]&lt;br /&gt;
* talk with us on [irc://irc.wesnoth.org/wesnoth IRC]&lt;br /&gt;
* report bugs you find at [[ReportingBugs]]&lt;br /&gt;
* update the wiki&lt;br /&gt;
* play against us via the Multiplayer menu&lt;br /&gt;
* vote for Wesnoth at your favorite gaming web site&lt;br /&gt;
* Spread the word!&lt;br /&gt;
&lt;br /&gt;
=== What are the system requirements? ===&lt;br /&gt;
&lt;br /&gt;
We are not completely certain, but an x86 running at 600MHz with 128MB RAM should be adequate.  Slower machines will have trouble scrolling large maps or processing AI turns with many units.  See the [http://www.wesnoth.org/forum/viewtopic.php?t=7384 forum thread] about minimum and recommended system requirements.&lt;br /&gt;
&lt;br /&gt;
=== I'm bored; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
There are several preferences you can change to shorten the time that the AI takes to make its moves. &amp;quot;Accelerated Speed&amp;quot; will make units move and fight faster. &amp;quot;Skip AI Moves&amp;quot; will not show the AI's units moving from hex to hex. Finally, you can turn off all combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.&lt;br /&gt;
&lt;br /&gt;
=== My computer is too slow; how do I speed the game up? ===&lt;br /&gt;
&lt;br /&gt;
First, turn off the music and sound effects. Turning off the color cursors will make your cursor respond faster. If scrolling the map is slow, run the game in &amp;quot;Full Screen&amp;quot; mode, not in a window.  Turn off combat animations via the &amp;quot;Show Combat&amp;quot; option on the Advanced tab.  You can try turning off halos and combat results, but this might make gameplay more difficult.&lt;br /&gt;
&lt;br /&gt;
=== Post more questions here ===&lt;br /&gt;
&lt;br /&gt;
== Gameplay and Controls ==&lt;br /&gt;
&lt;br /&gt;
=== How do I learn to play? ===&lt;br /&gt;
&lt;br /&gt;
If you just want to jump right in, start the game and play the tutorial.  If you like reading documentation, see [[WesnothManual]], which is also distributed as a PDF file.  At any time while playing, you can select help from the menu button (or hit F1). The online help is quite extensive and provides information on terrains, weapons, traits, abilities, units and a good overview of how to play.&lt;br /&gt;
&lt;br /&gt;
=== My unit leveled up but didn't improve. What happened? ===&lt;br /&gt;
&lt;br /&gt;
This is called &amp;quot;After Maximum Level Advancement&amp;quot; or AMLA for short. While most level 0, 1, and 2 units can advance, some cannot.  However, some level 3 units can advance to level 4, or even 5. You can see whether a unit can advance further by right clicking and selecting &amp;quot;description.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
After a unit reaches the highest level it can get, every time it gains 100 experience it gains 3 hitpoints. It does not heal when this happens. This is a minor bonus so that experience gained by maxed out units is not altogether wasted. It is generally better to give experience to lower level units, rather than continue to advanced units that have reached their maximum level.&lt;br /&gt;
&lt;br /&gt;
If the unit in question is the Necrophage, this is not a bug.  The Necrophage eats the corpses of the dead, allowing it to periodically completely heal.  Leveling into itself is how this is carried out.&lt;br /&gt;
&lt;br /&gt;
=== I tried to trap an enemy with several weak units, but it still escaped. What happened? ===&lt;br /&gt;
&lt;br /&gt;
Most units exert a zone of control (or ZOC).  IF an enemy moves into one of the six adjacent hexes, the zone of control will prevent it from moving any farther.  However some weak units are level 0, meaning they are so weak that they do not have a ZOC. You can still surround an enemy unit entirely with level 0 units to keep it from escaping, but if there is any gap in your ranks, it could escape.&lt;br /&gt;
&lt;br /&gt;
Also, some units have the &amp;quot;skirmish&amp;quot; ability, which allows them to ignore ZOCs.&lt;br /&gt;
&lt;br /&gt;
=== How can I see where an enemy unit can move next turn? ===&lt;br /&gt;
&lt;br /&gt;
During you turn you can click on an enemy unit. Wesnoth will highlight all the hexes the unit can move to in the next turn. This is useful when trying to arrange your units to block an enemy's movement.&lt;br /&gt;
&lt;br /&gt;
=== There's too much luck in this game! ===&lt;br /&gt;
&lt;br /&gt;
Sooner or later, you will become frustrated when your archmage with four 70% attacks misses all four times.  This does not mean that the AI is cheating or the random number generator is futzed.  It means you are noticing negative random events more than positive ones.  During the development of the game, many mathematicians have done sophisticated statistical analysis of the combat system.  Likewise, programmers have examined the random number generator.  Wesnoth has been deliberately designed so that the streaks of &amp;quot;bad&amp;quot; and &amp;quot;good&amp;quot; luck are part of the gameplay.&lt;br /&gt;
&lt;br /&gt;
Note that saving your game right before a combat, and restoring and trying again, will often generate the same result.  This is expected, because the random number generator is &amp;quot;seeded&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Since Wesnoth is GPLed, it is possible that, after the 1.0 release, a new development team will &amp;quot;fork&amp;quot; the source and produce a version more like Heroes of Might &amp;amp; Magic, with no randomness.  Until then, don't charge with your horsemen against rock trolls at night...&lt;br /&gt;
&lt;br /&gt;
=== The (random unit) is overpowered/underpowered! ===&lt;br /&gt;
&lt;br /&gt;
The development team has spent years tweaking the units in the game.  Each unit has had its gold cost, attack types, combat damage, defensive values, resistances, upgrade paths, and other stats carefully scrutinized and loudly discussed in the forum.  However, the game code and the units were being modified right up until the 1.0 release, so some unbalanced units may have slipped through.&lt;br /&gt;
&lt;br /&gt;
If you have evidence to back up your claim, search the forum for past discussions about this unit, and then try posting.&lt;br /&gt;
&lt;br /&gt;
=== The (random scenario) is too hard/easy! ===&lt;br /&gt;
&lt;br /&gt;
See above answer about random units.&lt;br /&gt;
&lt;br /&gt;
=== Post more questions here ===&lt;br /&gt;
&lt;br /&gt;
== Maps, Scenarios and Campaigns ==&lt;br /&gt;
&lt;br /&gt;
=== How do I beat scenario _______ ? ===&lt;br /&gt;
&lt;br /&gt;
If you are stuck on a scenario in a campaign, you'll probably find a walkthrough at [[MainlineScenarios]].  Or check out the &amp;quot;Strategies and Tips&amp;quot; forum at http://www.wesnoth.org/forum/viewforum.php?f=3&lt;br /&gt;
&lt;br /&gt;
=== Are there any tools to help me create maps and scenarios? ===&lt;br /&gt;
Yes, there is a tool called wesnoth_editor. It is a normal map-editor that should be a good help for creating the plain maps. For creating the scenarios there already is a scenario-editor included in the mac build. But this editor is rather outdated and it exists only for MacOS X. At the moment some community members are working on creating a nice and working scenario editor. You can have a look at the [http://www.wesnoth.org/forum/viewtopic.php?t=6925 forum post] about this tool. You will also find more info at [[CampGen]].&lt;br /&gt;
&lt;br /&gt;
=== How do I download user campaigns? ===&lt;br /&gt;
Choose &amp;quot;Campaigns&amp;quot; in the main Wesnoth menu. Then scroll down to the bottom and choose &amp;quot;Get More Campaigns...&amp;quot;. This connects you to the campaign server. In the campaign server you can view a list of all available campaigns and download them, as well as posting or deleting your own campaigns. If you are behind a firewall you may not be able to connect the the campaign server; in this case try contacting the author of the campaign via the forums to see if there is another way you can get the campaign.&lt;br /&gt;
&lt;br /&gt;
=== I already created a campaign and published it on the campaign server. How can I get translations for the campaign? ===&lt;br /&gt;
Just have a look at [[WesCamp]]. This project is the easiest way to get translations for your campaign. All the info you need you can find at [[WesCamp]].&lt;br /&gt;
&lt;br /&gt;
===How do I place an object or unit on my map with the map editor?===&lt;br /&gt;
You can't.  You need to make a multiplayer scenario file.  There are more details on the [[BuildingMaps|maps]] page.&lt;br /&gt;
&lt;br /&gt;
=== Post more questions here ===&lt;br /&gt;
&lt;br /&gt;
== Multiplayer ==&lt;br /&gt;
&lt;br /&gt;
===How to find players for multiplayer game?===&lt;br /&gt;
Hang around for a while on multiplayer servers and you might find someone to play with. If you observe other people playing you will get informed when someone joins the servers. Maybe you find someone willing to play in the irc channel dedicated to mp: #wesnoth-mp at irc.freenode.net.&lt;br /&gt;
You can also join #wesnoth at irc.freenode.net.&lt;br /&gt;
&lt;br /&gt;
=== Post more questions here ===&lt;br /&gt;
&lt;br /&gt;
== Translations ==&lt;br /&gt;
&lt;br /&gt;
=== Post your questions here ===&lt;/div&gt;</summary>
		<author><name>Wisdomless</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=BuildingUnits&amp;diff=3352</id>
		<title>BuildingUnits</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=BuildingUnits&amp;diff=3352"/>
		<updated>2005-09-30T16:57:48Z</updated>

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