https://wiki.wesnoth.org/api.php?action=feedcontributions&user=Lea&feedformat=atomThe Battle for Wesnoth Wiki - User contributions [en]2024-03-29T10:22:26ZUser contributionsMediaWiki 1.31.16https://wiki.wesnoth.org/index.php?title=Ageless_Era&diff=58716Ageless Era2017-07-25T05:53:27Z<p>Lea: removed duplicate "than" word</p>
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|+<big><big> http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.8.3/data/core/images/scenery/monolith1.png '''Ageless Era''' http://svn.gna.org/viewcvs/*checkout*/wesnoth/tags/1.8.3/data/core/images/scenery/monolith1.png <br><br />
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|'''Author''' || Mnewton1<br />
|-<br />
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|'''Maintainer(s)''' || Ravana<br />
|-<br />
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|'''Factions''' || 88<br />
|-<br />
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|'''Current Version(s)''' || 4.12.1<br />
|-<br />
|'''Wesnoth Version(s)''' || 1.12<br />
|-<br />
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|'''Forum Thread''' || [http://www.wesnoth.org/forum/viewtopic.php?f=19&t=25274 AE Thread]<br />
|-<br />
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|'''Unit Trees''' || [http://units.wesnoth.org/1.12/Ageless_Era/en_US/Ageless%20Era.html Unit tree]<br />
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|'''Status''' || Active<br />
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|'''Credits'''|| [http://wiki.wesnoth.org/Ageless_Era_Credits Wiki]<br />
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<br />
Ageless Era is a compilation of the most popular eras and factions on the add-on server. It is more an Era Pack than an Era.<br />
The current version of the era is '''4.12.1''' and is currently being worked on for version '''1.12''' of Wesnoth.<br />
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''The most important thing for anybody to know about Ageless Era is that it is made from eras and factions already published on the add-on server by hardworking authors. If you like any of the eras/factions in Ageless Era, I encourage you to download their original add-ons off of the add-on server. These are always more up-to-date and balanced.''<br />
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'''[https://github.com/ProditorMagnus/Ageless-for-1-11 Ageless Era GitHub Link]'''<br />
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==Ageless Era Factions==<br />
__NOTOC__<br />
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|<center><big>'''Table of Contents'''<br><br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Default_Era_Factions Default Era Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Extended_Era_Factions Extended Era Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Archaic_Era_Factions Archaic Era Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Era_of_Four_Moons_Factions Era of Four Moons Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Era_of_the_Future_Factions Era of the Future Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#BEEM_Factions BEEM Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Custom_Factions Custom Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Era_of_Myths_Factions Era of Myths Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Feudal_Era_Factions Feudal Era Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Imperial_Era_Factions Imperial Era Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Era_of_Strife_Factions Era of Strife Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Era_of_Magic_Factions Era of Magic Factions]<br />
|-<br />
|'''[http://wiki.wesnoth.org/Ageless_Era#Mercenaries_Era_Faction Mercenaries Era Factions]<br />
|}<br />
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===[[Default Era | Default Era Factions]]===<br />
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====http://www.wesnoth.org/units/trunk/pics/00189_lieutenant.png Loyalists====<br />
''Main article: [[Loyalists]]<br />
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The Loyalists are a faction of Humans who are loyal to the throne of Wesnoth. Humans are a versatile race who specialize in many different areas. Similarly, the Loyalist faction is a very versatile melee-oriented faction with important ranged support from bowmen and mages.<br />
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<hr><br />
====http://www.wesnoth.org/units/trunk/pics/00069_captain.png Rebels====<br />
''Main article: [[Rebels]]<br />
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The Rebels are a faction of [[Elves]] and their various forest-dwelling allies. They get their human name, Rebels, from the time of [http://wiki.wesnoth.org/HeirtotheThrone Heir to the Throne], when they started the rebellion against the evil Queen Asheviere. Elves are a magical race that are masters of the bow and are capable of living many years longer than humans. In harmony with nature, the elves find allies with the human mages, certain merfolk, and tree creatures called "Woses." Rebels are best played taking advantage of their high forest defense, mastery of ranged attacks, and the elves' neutral alignment.<br />
<hr><br />
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====http://www.wesnoth.org/units/trunk/pics/00277_warrior.png Northerners====<br />
''Main article: [[Northerners]]<br />
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The Northerners are a faction of [[Orcs]] and their allies who live in the north of the Great Continent, thus their name. Northerners consist of the warrior orcs race, the enslaved goblins, trolls who are tricked into combat by the orcs, and the serpentine naga. The Northerners play best by taking advantage of having many low-cost and high HP soldiers.<br />
<hr><br />
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====http://www.wesnoth.org/units/trunk/pics/00114_dark-sorcerer.png Undead====<br />
''Main article: [[Undead]]<br />
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The Undead are a faction of undead creatures and human practitioners of dark arts that usually accompany them. Often, these "Dark Adepts" are the units that do the most damage for the faction, but they have a major vulnerability - their practicing of this forbidden, evil magic has consumed all their energy and so they have no melee attack at all. The Undead are a very aggressive faction and the most powerful Default Era faction at nighttime.<br />
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====http://www.wesnoth.org/units/trunk/pics/00036_steelclad.png Knalgan Alliance====<br />
''Main article: [[Knalgan Alliance]]<br />
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The Knalgan Alliance is a faction of [[Dwarves]] and their outlaw [[Humans|Human]] allies. Dwarves are an old race who live underground and have tough, but short, warriors. The outlaws are humans who are not socially acceptable among others of their race, but have become allies of the dwarves due to common enemies. This leads to a combination of tough and defensive dwarves who are only good on certain terrain and humans who can cover ground that dwarves are not good at fighting in.<br />
<hr><br />
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====http://www.wesnoth.org/units/trunk/pics/00009_flare.png Drakes====<br />
''Main article: [[Drakes]]<br />
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The Drakes are a faction of dragon-like [[Drakes (race)|Drakes]] and their lizard Saurian allies. Drakes are descendants of dragons, but smaller in size. Saurians are far smaller and from different ancestry. Together, the Drake faction has high mobility but low defense, leading to unusual tactics for a Default faction.<br />
<hr><br />
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===[[Extended_Era | Extended Era Factions]]===<br />
====http://www.wesnoth.org/units/1.6/pics/00106_lieutenant.png Loyalists====<br />
''Main article: [[Loyalists]]<br />
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The Loyalists are a faction of Humans who are loyal to the throne of Wesnoth. Humans are a versatile race who specialize in many different areas. Similarly, the Loyalist faction is a very versatile melee-oriented faction with important ranged support from bowmen and mages.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/shaman-3.png Sylvans====<br />
''Main article: [[Sylvans]]<br />
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The Sylvans are a faction of [[Elves]] and their various forest-dwelling allies. Elves are a magical race that are masters of the bow and are capable of living many years longer than humans. In harmony with nature, these elves find allies with certain merfolk, Fire fairies, and tree creatures called "Woses." Sylvans are best played taking advantage of their high forest defense, mastery of ranged attacks, and the elves' neutral alignment.<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/dwarves/runesmith-.png Dwarves====<br />
''Main article: [[Dwarves]]<br />
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Dwarves are an old race who live underground and have tough, but short, warriors. Some dwarves carry around 'thundersticks' which create a deafening noise and are terrifying to behold. Other dwarves have study the power of runes and the magic they control.<br />
<hr><br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-outlaws/shadow-mage.png Outlaws====<br />
''Main article: N/A<br />
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The outlaws are humans who are not socially acceptable among most other races. The Outlaws consist of petty criminals and poachers, but every so often a Rogue Mage is sighted. The Outlaws have also made allies with Ogres and the Nagi.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/orcs/elder.png Northerners====<br />
''Main article: [[Northerners]]<br />
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The Northerners are a faction of [[Orcs]] and their allies who live in the north of the Great Continent, thus their name. Northerners consist of the warrior orcs race, the enslaved goblins, trolls who are tricked into combat by the orcs, and the serpentine naga. The Northerners play best by taking advantage of having many low-cost and high HP soldiers.<br />
<hr><br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/undead/death-baron.png Undead====<br />
''Main article: [[Undead]]<br />
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The Undead are a faction of undead creatures and human practitioners of dark arts that usually accompany them. Often, these "Dark Adepts" are the units that do the most damage for the faction, but they have a major vulnerability - their practicing of this forbidden, evil magic has consumed all their energy and so they have no melee attack at all. The Undead are a very aggressive faction and the most powerful Default Era faction at nighttime.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/warrior-1.png Chaos====<br />
''Main article: [[Chaos]]<br />
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These warriors of darkness have given their souls so that they might serve the Gods of Chaos alongside their demonic followers. Their ranks include both [[Humans]] and [[Demons]], and they are devastating when played very aggressively, especially at night.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/ghazi.png Khalifate====<br />
''Main article: [[Kalifa]]<br />
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A faction based on the armies of the Persian Empire, the Khalifate are strong in melee combat and have sturdy units, but poor ranged abilities and relatively poor mobility. '''The faction was mainlined in version 1.9.6 and the name was changed from 'kalifa' to 'Khalifate'.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-dark/warrior.png Dark Elves====<br />
''Main article: [[Dark Elves]]<br />
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Cave-dwelling [[Elves]] who have devoted themselves to darkness and delight in cruelty. They are accomplished in both magic and swordplay, and do well within their cave homes, but are unaccustomed to the outside world.<br />
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===Archaic Era Factions===<br />
====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/pyradalon.png Khthon====<br />
''Main article: N/A''<br />
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These ancient enemies of the Primeval Forces are difficult to comprehend. They are best described as spirits that animate the bodies of victims, and slowly cause those victims to undergo transformations. The Primeval Forces have developed an immunity to this, but the more modern inhabitants of the continent (with the exception of the non-living) are vulnerable."<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/tomb_sentinel.png Phantoms====<br />
''Main article: N/A''<br />
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As Huric's rule came to a close and the orcs began reclaiming Ukian territory, many of the human forces were slain. Somehow the dead continue to roam the tundra, but unlike ghosts, they are not slaves to practioners of Necromancy. Instead, they are slaves to their own desires for revenge."<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/phantomsoldier.png Despair====<br />
''Main article: N/A''<br />
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As Huric's rule came to a close and the orcs began reclaiming Ukian territory, many of the human forces were slain. Somehow the dead continue to roam the tundra, but unlike ghosts, they are not slaves to practioners of Necromancy. Instead, they are slaves to their own desires for revenge."<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/dogface.png Primeval====<br />
''Main article: [[AE Primevals | Primevals]]''<br />
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The Primeval forces are beings from a time long, long ago. They share many traits of the modern races, it is possible that they are ancestors.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/able.png South-Seas====<br />
''Main article: [[AE South-Seas | South-Seas]]''<br />
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South-Seas humans are regular humans, but have not had much contact with the people of Wesnoth.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/northern-soldier.png Ukians====<br />
''Main article: N/A''<br />
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The Ukians are from the frozen North. Lost descendants of an ill-advised Wesnoth settlement program, they were cut off from civilization. Surrounded by hostile orcs, they needed to develope stratagies for survival that did not involve vast resources or brute strength, but rather rapid communication and mobiliziation. Every man and woman had to be able to survive an orcish assault, so there was no time for studying. However, with their recent reacquaintance with the people of Wesnoth, they have just started training mages."<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/fire-line.png Northern Orcs====<br />
''Main article: N/A''<br />
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The Orcs that moved to the far north learned that they would need to adapt. Unlike the Northerners, the Northern Orcs ride Oxen and Storks. Some Orcs also carry whips or torches.<br />
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===Era of Four Moons Factions===<br />
====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/oliephant-RC-magenta-1-red.png Highlanders====<br />
''Main article: [[Highlanders]]<br />
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The highlanders are a nomadic people who have never developed metal working. They have a very strong sense of spirituality to their culture and have been known to walk with many beasts (most famously the mighty elephant). They give great honor to both the herder and the hunter; both the warrior and the wiseman. Although they tend to grow larger and stronger than the men of most other nations the lack of armor tends to balance things out. They are much more adept at fighting in the hills than in the open.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/centurion-RC-magenta-1-red.png Imperialists====<br />
''Main article: [[Imperialists]]<br />
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The imperialist empire is the largest power on the continent. Starting as a mere city state it discovered a new brand of tactics that allowed it to spread outward. It's conquests and power have made it proud and even though its expansion has slowed it continues to spread the idea that its culture is superior. It widely regards itself as doing a favor to the slaves that it captures and promotes the virtues of patriotism. In battle the imperialists are most adept at fighting in the plains. Their discipline and high moral gives their formations a great deal of resilience but the strictness of their training inhibits their aggressive capabilities.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/retainer-RC-magenta-1-red.png Sea States====<br />
''Main article: [[Sea States]]<br />
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The sea states are a fairly large number of mercantile city states. The sea states compete with each other through intricate intrigues, alliances, economic games, and outright war. The cities tend to be run by the economic elite who can afford to fiance the merchants that help make the land prosperous, pay the artists and craftsmen who can make cities beautiful, and, most importantly, hire the hordes of mercenaries that come to the region looking for work. In battle the sea states troops tend to be well equipped and trained but expensive.<br />
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====http://i387.photobucket.com/albums/oo317/mnewton1/Wesnoth%20Stuff/stalker-RC-magenta-1-red.png Darklanders====<br />
''Main article: [[Darklanders]]<br />
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The Darklanders are a loose confederation of jungle tribes. Known for their callous cruelty and harsh ways most other nations leave them alone. This has backfired during the rare occasions when one of their priests has convinced an entire army to come with him and attempt to slay everyone in the world but none of them have ever gotten anywhere. As an odd quirk the darklanders are also known for their skill in metalwork and art. In battle the darklanders fare much better in their home terrain than in the open. The mad aura of their priests and the frenzy of their warriors makes a powerful combination.<br />
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===Era of the Future Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/Welkin/Mentor.png Welkins====<br />
''Main article: [[Welkins]]<br />
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The Welkin are a form of woodland elves that had evolved over many periods of time. The Welkin share many things in common with normal elves, specifically physical features. However, these adapted elves have many inhabitants that have wings. These wings enable them to fly and fight from above.The Welkin left the forest because of the difficulty to fly in search of better suited terrain. They populate mostly mountainous areas, along with hills. Dwarves are usually competing for land with the Welkin, which leads to distrust and wars. The Welkin sometimes ally trolls if needed during wars, since they have a common enemy.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/Brungar/Council_Member.png Brungar====<br />
''Main article: [[Brungar]]<br />
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The Brungar are dwarves who grew tired of the caves in ages past and thus ventured forth from their mighty empires in search of a different life. They settle in the rock of lakes and oceans and eventually, after living centuries in and out of the water, evolved gills and thus were able to create great underwater caverns, rivalled by only their ancestors mountain realms. The Brungar have not left all of their dwarven traits behind them however for they still continue to make great contraptions that have helped in the making of their underwater fortress and also in hunting and protecting their caverns.<br />
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===BEEM Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/anakes/daemon_fly1.png Anakes====<br />
''Main article: [[Anakes]]<br />
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The Anakes are legendary demons, personifications of death and corruption whose only goal is to prepare the Prime Material Plane to be recreated by their god Ba'al and the other Dark Gods.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/calydonians/strategos.png Calidonians====<br />
''Main article: [[Calidonians]]<br />
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Hellenic people get together in the calydonian Hegemony after many centuries of war between city-state. The Calydonian domination transformed the hellenic people in a warlike population, perfectly organized in a warlike and expansionist society.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/guerrieri_della_selva/fauno/fauno_tiratore_scelto.png Wood Warriors====<br />
''Main article: [[Wood Warriors]]<br />
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Wood Warriors are a quite variegated population. Indeed, this faction isn't composed by only one race but by some different ones with some common traits. In addition to their shy and lone nature (that makes them very skilled in hiding and ambushes), these warriors have in common the choice of the forest as their habitat; some forced to it, others for their own will. The members of this group are mainly legendary creatures, whose existence is still ignored by some. Indeed those who had met this army rarely had such a long life to be able to tell it! Many legends are told about some of them, wherein sometimes they are evil wizards who draw their prey where they can be lethal (into the wood), other times they are told as good creatures living a nature-friendly and cheerful life. However, wise travelers usually avoid those places where the shadow of the trees eats the light and thousands glittering eyes are seen in the dark: sometimes to reveal the hidden in legends arcane can be a fatal error."<br />
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===Custom Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/yokai/lamia_warrior.png Yokai====<br />
''Main article: [[Yokai]]<br />
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The Yōkai are a whimsical and capricious lot that tend to follow a self-centered decision-making process similar to that of an average cat. They are most well known for being completely uncontrollable and are thus typically avoided by other races whenever possible.<br />
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As a faction the Yōkai gear themselves towards power, low prices and versatility. Many units can cover ground quickly on wide variety of different terrain and have good defense but poor resistances and hit points. All Yōkai are vulnerable to arcane magic.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-dark/horse-knight.png Dark Legion====<br />
''Main article: [[Dark Legion]]<br />
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Unknown origins, The Dark Legion is a faction similar to the Loyalists but with they fighter better during the dark. They have Naga as their allies. They are mostly a melee-oriented faction, with bowmen as the only range attacker. The faction lacks magic-based attacks. <br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-desert/sentinel.png Desert Elves====<br />
''Main article: [[Desert Elves]]<br />
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Formerly known as the 'Quenoth Elves', these elves resemble their wood elf counterparts, but have stronger melee attacks, and excellent mobility and defense in desert terrains. Unlike the wood elves, their forest defense and mobility is similar to that of humans and orcs. This is mainly due to the long centuries of living in the deserts where there are no forests.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-desert/sentinel.png Frozen====<br />
''Main article: [[Frozen]]<br />
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Insert description<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/steelhive/sparkgazer.png Steelhive====<br />
''Main article: [[Steelhive]]<br />
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Robot troops have been deployed from the Steelhive! The units are highly dangerous and must be destroyed at all costs!<br />
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=== [[Era of Myths| Era of Myths Factions]] ===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/celestials/claimant.png Celestials====<br />
''Main article: [[Celestials]]<br />
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The Celestials are a very spiritual race, believing that there is power in Light and Darkness; and they choose to side with the Light. They believe in this so heavily that they keep their settlements lit at night through bonfires and the aid of a rare species of pixie that radiates light from it's skin. They name these pixies Light Archons and worship them as demi-gods. Celestials also believe something to the effect of "the whole is greater than the sum of the parts." Working together they can achieve great accomplishments quickly.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/devlings/spikers.png Devlings====<br />
''Main article: [[Devlings]]<br />
<br />
Tiny (but very angry) demons who delight in pestering other races and causing general mischief. Their small size makes them very weak, but they have large numbers and employ many sneaky tactics to overwhelm their enemies.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elementals/air-zephyr.png Elementals====<br />
''Main article: [[Elementals]]<br />
<br />
Spirits of nature, bound into physical form by magic. Most are strongly tied to specific terrains, and can heal when stationed there.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/shifters/defender.png Therians====<br />
''Main article: [[Therians]]<br />
<br />
The Therians, a.k.a. Shifters, are a community of humans seperated from the rest of Wesnoth in the lands to the south-east. Living their lives unaware of the turmoil the rest of Wesnoth faced, the Shifters focused on studying the arts of magic. Upon the discovery of the art of shapeshifting a new way of life began. Every village in the Therian community has a school dedicated to the arts of magic with a heavy emphasis on the art of shapeshifting. This is why they are known as the Shifters.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/vampires/noble.png Vampires====<br />
''Main article: [[Vampires]]<br />
<br />
The Vampires control several cities and villages. They feed upon the human (slave) population that lives there. Vampires themselves are very seductive and attractive creatures. Their mages use fire- and shadow magic, boiling the blood of their victims and destroying their souls.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/wargs/warrior.png Wargs====<br />
''Main article: [[Wargs]]<br />
<br />
These manwolves live mainly in (snowy) forests and hills. They are a very peacefull race, only fighting to protect their sacred Mother Nature. Their alliance of nature includes not only werewolves, but humans, Woses, and fairies.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/windsong/lorekeeper.png Windsong====<br />
''Main article: [[Windsong]]<br />
<br />
The Windsong are essentially historians: they spend centuries at a time hiding in their Foundation, located on an island in the frigid northern seas, simply watching and recording what goes on in the world outside. However, when the balance of power in the world seems to be tipping, they leave their sanctuary to set it right, believing that any nation which becomes too powerful will cause the world to end.<br />
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===Feudal Era Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-aragwaithi/flagbearer.png Aragwaithi====<br />
''Main article: [[Aragwaithi]]<br />
<br />
The Aragwaithi are the descendants of those [[Marauders]] and [[Arendians]] who remained in the north after the Lavinian empire fell. They continued to learn from the elves, and made an alliance with the [[High Elves]]. They live in the area vacated by the [[Issaelfr]] - the cold, harsh regions of the North.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-ceresians/lieutenant.png Ceresian League====<br />
''Main article: [[Ceresian League]]<br />
<br />
'''No information.'''<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/dwarves-clockwork/marshal.png Clockwork Dwarves====<br />
''Main article: [[Clockwork Dwarves]]<br />
<br />
'''No information.'''<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-high/schiltron.png High Elves====<br />
''Main article: [[High Elves]]<br />
<br />
The High Elves are the descendants of the Frost and Sidhe Elves. They reside in what was once Silvia. Silvia has remained a plainsland ever since the Lavinians cleared it, so the High Elves have much less of a wilderlands-based culture than that of their predecessors.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/orcs-khaganate/juggernaut.png Orcish Khaganates====<br />
''Main article: [[Khaganates]]<br />
<br />
Upon the fall of the Lavinian Empire, the Orcish peoples revealed their true power, coming out of the west and doing great damage to the lands of Arendia and Ceresia. They were ruled by the Khans, and their realms were called Khaganates.<br />
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=== [[Imperial Era|Imperial Era Factions]] ===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-arendians/mounted-warrior.png Arendians====<br />
''Main article: [[Arendians]]<br />
<br />
The Arendians are a nomadic culture, living in clans that move around following the herds of game animals which roam the Arendian plains, which lie to the north of the land of Lavinia. They do however have a few permanent settlements for trade reasons.<br>Despite their nomadic culture they have a king and royal family, whose origins came from one of their warriors of myth, who slew the greatest dragon to blacken the Old Continent's skies, Gresh. In achieving this he united the clans into one nation and founded Arendia as it is today.<br>The Arendians people are obsessed with honour and bravery, to the extent of throwing out people who break their word, commit adultery, or flee from battles, these lone wanderers roam the lands attempting to redeem themselves in the eyes of their people.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-frost/ice-roamer.png Issaelfr====<br />
''Main article: [[Issaelfr]]<br />
<br />
When the Orcs first arrived in the lands north of Wesnoth, many Elves were forced to flee their ancient homes. While some crossed the ocean to the north of the Old Continent, most took refuge in the forests that have ever since housed the North Elves. Adjusting gradually to their new environment, these Elves survived and their descendants became quite adept at survival in the arctic wastes. They have become great hunters and skilled beast-tamers, and have developed some highly specialized units that maximize their snowy, icy environment.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-lavinians/decurion.png Lavinians====<br />
''Main article: [[Lavinians]]<br />
<br />
The Lavinian Empire, based in the plains of Lavinia in the center of the Old Continent, is the dominant force there, rivaled only by the Aiyira. They are threatened occasionally by the northern Marauders, and they are not good sailors, but on land they are unstoppable. This is true especially of their homeland, and of the Nemidian lands to their southwest. <br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/human-marauders/pillager.png Marauders====<br />
''Main article: [[Marauders]]<br />
<br />
The Marauders are a group of humans, isolated in the cold north, and toughened by the lack of Allies, they live as tribes and each tribe can be from a small village to a large set villages led by a Warlord. Diverse in skills but they do not meddle in magic. Having to defend themselves against all foes they are as strong and hardy as any and fear is no barrier to them.<br>The Marauders' lone ally is the North Elves, and they are only allies because any war between them would be fruitless and a waste of lives, and because of their mutual enemy, the Wild Elves.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/orcs-magni/provocator.png Orcei Gladiatores====<br />
''Main article: [[Orcei Gladiatores]]<br />
<br />
These orcs and goblins are forced by the Lavinian Empire to participate in vicious gladiatorial games. However, they have recently begun to rebel and put their fighting skills to use, breaking free from their masters.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/elves-wild/herald.png Sidhe====<br />
''Main article: [[Sidhe]]<br />
<br />
The Wild Elves live in the forests to the east of the Marauders. They are a solitary folk, disdaining all men and defending their borders with their lives. They have a strict sense of honor, and they see themselves as the only true elves left. All other elves they view as traitors.<br />
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===Era of Strife Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/eventide/Diu_Bowmistress.png Eventide====<br />
''Main article: [[Eventide]]<br />
<br />
'''No information.'''<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/dwarves/ballista.png Triththa====<br />
''Main article: [[Triththa]]<br />
<br />
'''No information.'''<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/saurians/warrior1.png Free Saurians====<br />
''Main article: [[Free Saurians]]<br />
<br />
Decades ago the saurians broke free from the iron grip of thier dragonkin overseers. Killing many of the great bests who's magic and might had held them at bay. Now, a new creature has appeared at the edges of the great swamp of Sraal-vex, and the Saurians will not allow history to repeat itself.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/eltireans/hydromancer.png Eltireans====<br />
''Main article: [[Eltireans]]<br />
<br />
The nation living in a few cities in the sky called flying Isles. These cities seem like clouds from the ground and are even magicaly hidden, so no flyers can come so near to the cloud, that they would be able to recognise them as cities. Their only enemy was the race of silver drakes (faction to be done after this one). These creatures found out the way to get through the magic barrier of the cities and found them a very good place to settle new nests. So the long fight began. Even with their excellent knowledge of magic the fight didnt seem to come to the good end. The high council of Eltireans decided to send some of the people to the surface to make new settlements in case sky cities will fall to the enemy`s hands. Eltire, patron of Eltireans, former mage of light, who possesed so incredible power that he became the half god in the form of pure light, agreed to use his magic to open the gate for the people to get to the surface. It was decided to send mostly young people lead by some of the patriarchs. They were given all the necessary equipment, weapons, food and scrolls containing knowledge of the nation and finally set for the long journey. <br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/minotaurs/slayer.png Minotaurs====<br />
''Main article: [[Minotaurs]]<br />
<br />
The Minotaurs are fearful creatures which are of ancient origin, they used to be humans which lived in the ancient times on the Great Continent, but a curse was placed upon the ancient civilization of these humans due to their disobedience towards their deity and creator. However some of the cursed ones prayed to their deity for forgiveness and therefore were rewarded with the inability to die by aging and therefore could only be killed by other means.<br />
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===Era of Magic Factions===<br />
====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/barbarians-orcs/barbarian.png Barbarians====<br />
''Main article: [[AE Barbarians|Barbarians]]<br />
<br />
The Barbarians are the best in hand-to-hand combat. This multi-cultural society divided into Goblins, Orcs, Cyclops, Trolls, and Rocs with their own advantages and disadvantages can be a tough opponent, but separately they are very weak.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/darkblood-saurians/mystic.png Darkblood Alliance====<br />
''Main article: [[Darkblood Alliance]]<br />
<br />
The Darkblood Alliance is a faction composed of agile lizards, humungous frogs, gigantic wyverns, and salamanders, who have perfected the art of disguise. At the head of the community stand shamans known for their water magic, which is used in battle as well as in healing. <br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/enlightened/mysticwarrior.png Sky Kingdom====<br />
''Main article: [[Sky Kingdom]]<br />
<br />
They are a race powerful magi of all kinds. Their knowledge allows them to cast amazing spells and summon creatures like unstopable Golems or mysterious Mus. Masters of Elements and Gurus are one of the most powerful human beings in this Era.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/kharos-sun/brownwarrior.png Kharos====<br />
''Main article: [[Kharos]]<br />
<br />
Kharos is the name of beautiful country ruled by prophets of Light. These peaceful people are masters of defense and support. Their formations of healers and Shielders assisted by Silver Warriors, who can teleport between friendly villages, are very hard to destroy.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/units/ancient_dwarves/ad-dwarves/heavywarrior.png Runemasters====<br />
''Main article: [[Runemasters]]<br />
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The Runemasters use runic magic and equipment. They are also well known because of their protection against magic. The Runemasters create steam machines like Gyrocopters, Robots and even mighty Mechanical Dragons. Units from this faction are very resistant but slow.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/al-kamija-elementals/avatar-earth.png Al-Kamija ====<br />
''Main article: [[Al-Kamija]]<br />
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The Al-Kamija are proud people who are good warriors and spell casters. They use magical circles and scrolls to summon amazing creatures like Jinns or elementals from another dimension called Abyss. These creatures can't be poisoned, which is a great advantage.<br />
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====https://agelessera.svn.sourceforge.net/svnroot/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.3/Ageless_Era/images/tharis-monsters/deephydra.png Tharis====<br />
''Main article: [[Tharis]]<br />
<br />
The fearsome Tharis faction is very dangerous, especially at night. The cruel Dark Elves with their black magic and dreadful monsters like Hydras can demolish everything standing on their way. Being so powerful in attack, Warlocks faction hasn't got a healer unit, so they must push forward at all costs, or die from there injuries.<br />
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===Mercenaries Era Faction===<br />
====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/highlanders/barbarian.png Highlanders====<br />
''Main article: [[Highlanders]]<br />
<br />
'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/enchanters/forge.png Enchanters====<br />
''Main article: [[Enchanters]]<br />
<br />
'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/avians/skylord.png Avians====<br />
''Main article: [[Avians]]<br />
<br />
The Avians are a race of bird human hybrids, who have the torso, head, and arms of a human, but adorn large wings and the legs and feet of a bird or gryphon like creature. While their natural tongue is of a birdlike tone, they are able to speak english if taught. This is rare though because of how solitary the race is, living in cliff and mountain encampments and being quite protective of their territory. They can all predominantly fly, and have a class system based on the size and ability of their wings. The larger the wings of an Avian the higher class it is. Females have generally larger wings than males, and also have plumed chests but no feathers on their legs. While they are very high class, because of the avians chivalrous ways, they would be treated just as highly if they had the smallest. Avian females are only alloud by law to show their legs when they are carrying an egg, or in labor. Avian children spend about 1 year in a very hard shelled egg, which are kept in compound nests with the females. Avians cannot interbreed with humans, which suggests that they are more birdlike, but the slight similarities between the two opened up basic communications and diplomacy between these sentient beings.<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/slavers/overseer.png Slavers====<br />
''Main article: [[Slavers]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/mercenaries/bouncer.png Mercenaries====<br />
''Main article: [[Mercenaries]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/equestrians/champion.png Equestrians====<br />
''Main article: [[Equestrians]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/emperorguard/samuraicaptain.png Emperor's Guard====<br />
''Main article: [[Emperor's Guard]]<br />
<br />
'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/oracles/clergyman.png Oracles====<br />
''Main article: [[Oracles]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/holyorder/crusader.png Holy Order====<br />
''Main article: [[Holy Order]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/cult/rebel.png The Cult====<br />
''Main article: [[The Cult]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/fanatics/devoted.png Fanatics====<br />
''Main article: [[Fanatics]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/tribe/decapitator.png Tribalists====<br />
''Main article: [[Tribalists]]<br />
<br />
'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/hive/queen.png Hive====<br />
''Main article: [[Hive]]<br />
<br />
Of the last of the 3 races who came and infected the lands of Humanity was the Hive. Their origins are unknown to any human who lives, and the only thing we know for sure about them is that they resemble the insects of Wesnoth, except not quite so small. They have a general fear of flames, and though they have tough exoskeletons covering their body they share the similar weakness to being slain easily by crushing blows to the body. Their venom, along with their size, has grown much worse for the humans as it is now worse than that of most manmade poisons. Afew scouts have noted that the main of them stays around a large artificial structure made by hive workers, which no human has entered alive.<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/fiends/demon.png Infernai====<br />
''Main article: [[Infernai]]<br />
<br />
As the time of darkness came upon the land, monstrosities never seen by humanity came from the Earth and spread across the lands. Of these atrocities the Infernai were the worst. Though they were the most intelligent of the three bringers of darkness, they were also the fiercest and most bloodthirsty. They did not simply fight to eat, they fought for much more crude reasons: To spread fear, enslave, maim, rend. They fought simply for the fun of it, and did a damn good job.<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/refugees/defender.png Refugees====<br />
''Main article: [[Refugees]]<br />
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'''No information.'''<br />
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====http://agelessera.svn.sourceforge.net/viewvc/agelessera/tags/Wesnoth/1.8/Ageless_Era/4.5/Ageless_Era/images/units/blight/zombie.png Blight====<br />
''Main article: [[Blight]]<br />
<br />
The last of the three great signs of the Apocalypse was the blight. Corpses risen from death to eat the flesh of others and spread a disease caused strange creatures that seemed to control them like puppets. While little was originally known about these creatures a group of oracle scholars pent up in a heavily fortified University with help of magus stasis fields were able to capture and study these unholy beasts to find that they are controlled by small microbes and a later evolution of which is a large flesh burrowing parasite. As a whole they are necrophagial but spread easily and take over the corpses of any dead, it is believed because of these facts that they are the worst of the three plagues upon humanity, and the most likely to be unstoppable. This archive of research is in memory of the now infected scholar: Bik<br />
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[[Category:Eras]]<br />
[[Category:Ageless Era]]</div>Leahttps://wiki.wesnoth.org/index.php?title=EventWML&diff=57972EventWML2016-10-19T14:36:56Z<p>Lea: /* attack */</p>
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<div>{{WML Tags}}<br />
== The [event] Tag ==<br />
<br />
This tag is a subtag of the [scenario], [unit_type] and [era] tags which is used to describe a set of [[ActionWML|actions]] which trigger at a certain point in a scenario. When used in a [scenario] tag (also includes [multiplayer], [tutorial] and [test]), the event only occurs in that scenario. When used in a [unit_type] tag, the event will occur in all scenarios in which a unit of that type appears in (only after such a unit appears during the scenario, however). When used in an [era], the event will occur in any scenario which is played using that era.<br />
<br />
This tag has keys and child tags that control when and if the event actions will be triggered. Most important of these is the '''name''' key. Without it, no error will be raised but the event will never fire. Therefore, from a practical standpoint, it can be considered mandatory. All of the others can be used or not and the event actions will fire either way.<br />
<br />
'''Lexicon side note:''' ''The word "event" in the [event] tag itself may be considered an abbreviation of the word "event handler" because it is technically not a game "event" but an event '''handler''' for the game events fired with the given 'name'. However, this distinction is usually unimportant in most discussions and the event handlers are therefore simply referred to as "events" in this documentation.''<br />
<br />
=== The 'name' Key (Mandatory) ===<br />
<br />
Usage:<br />
name=<value><br />
<br />
This key defines which game event or trigger your [event] tag will be handling. This 'name' key should not be confused with a descriptive comment; it is rather a precise value which must match the predefined game event's name to be valid.<br />
<br />
The '''name''' key can accept a list of comma separated values describing when the event will be triggered.* These values may be either predefined event types or custom event names not matching any predefined type.<br />
<br />
For example:<br />
<br />
name=attacker misses,defender misses<br />
<br />
''* Note that unless you use [[#first_time_only|first_time_only=no]], the event will fire only once, '''not''' once for each listed type.''<br />
<br />
All predefined event types are listed here along with a description of when this value will cause the event to be triggered. Any value ''not'' listed here is a custom event name which can be triggered only by a '''[fire_event]''' tag somewhere else. <br />
<br />
Spaces in event names can be interchanged with ''underscores'' (for example, '''name=new turn''' and '''name=new_turn''' are equivalent).<br />
<br />
==== Predefined Events Without Filters ====<br />
<br />
These events do not take filter parameters (except [filter_condition] which works for all events).<br />
<br />
===== preload =====<br />
<br />
Triggers before a scenario 'prestarts' and when loading a savegame -- before anything is shown on the screen at all. Can be used to set up the [[LuaWML|Lua]] environment: loading libraries, defining helper functions, etc.<br />
<br />
'''Note:''' Unlike prestart and start, the preload event '''must be able to fire more than once!''' This is because it is triggered each time a savegame is loaded in addition to the initial time when it loads before the scenario 'prestart'. This means that it is effectively ''mandatory'' to have the [[#first_time_only|first_time_only=no]] key value in a preload event. <br />
<br />
===== prestart =====<br />
<br />
Triggers before a scenario 'starts' -- before anything is shown on the screen at all. Can be used to set up things like village ownership. For things displayed on-screen such as character dialog, use '''start''' instead.<br />
<br />
'''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''<br />
<br />
===== start =====<br />
<br />
Triggers after the map is shown but before the scenario begins -- before players can 'do' anything.<br />
<br />
'''Note:''' ''This value makes the [[#first_time_only|first_time_only]] key irrelevant since, by definition, it can only fire once.''<br />
<br />
===== new turn =====<br />
<br />
Triggers at the start of every turn (not side turn). See also [[#first_time_only|first_time_only=no]]. Before any events of this type trigger, the value of the WML variable '''turn_number''' is set to the number of the turn that is beginning.<br />
<br />
===== turn end =====<br />
<br />
Triggers at the end of every turn (not side turn). See also [[#first_time_only|first_time_only=no]]. The WML variable '''side_number''' will contain the side that ended their turn.<br />
<br />
===== turn ''X'' end =====<br />
<br />
Triggers at the end of turn ''X''.<br />
<br />
===== side turn =====<br />
<br />
Triggers when a side is about to start its turn. Before events of this type trigger, the value of the WML variable '''side_number''' is set to the number of the side of the player about to take their turn. This is before any healing takes place for that side, before calculating income, and before restoring unit movement and status.<br />
<br />
===== ai turn =====<br />
<br />
Triggered just before the AI is invoked for a side. This is called after ''side turn'', and thus the WML variable '''side_number''' still holds the number of this side. Note that this event might be called several times per turn in case that fallbacks to human or droiding is involved. I.e. it happens at the middle of turn of human side 1 if the human player droids his side. It happens after the selection of ai to play the turn but before AI is told that new turn has come.<br />
<br />
'''Note:''' ''This event currently breaks replays since it is not explicitly saved in a replay and there is no AI involved in replays...''<br />
<br />
===== turn refresh =====<br />
<br />
Like '''side turn''', triggers just before a side is taking control but '''after''' healing, calculating income, and restoring unit movement and status.<br />
<br />
Note that the turn refresh event does occur on turn 1, even though healing, income and unit refreshing do not.<br />
<br />
===== turn ''X'' =====<br />
<br />
Triggers at the start of turn ''X''. It's the first side initialization event. <br />
<br />
Side initialization events go in the order of: <br />
<br />
# '''turn ''X''''' <br />
# '''new turn''' <br />
# '''side turn''' <br />
# '''side ''X'' turn''' <br />
# '''side turn ''X''''' <br />
# '''side ''X'' turn ''Y''''' <br />
# '''turn refresh''' <br />
# '''side ''X'' turn refresh''' <br />
# '''turn ''X'' refresh''' <br />
# '''side ''X'' turn ''Y'' refresh'''<br />
<br />
===== side ''X'' turn ''Y'' =====<br />
<br />
This event triggers at the start of turn ''Y'' of side X <br />
<br />
===== side ''X'' turn =====<br />
<br />
This event triggers at the start of any turn of side X<br />
<br />
'''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''<br />
<br />
===== side turn ''X'' =====<br />
<br />
This event triggers at the start of any side on turn X<br />
<br />
'''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''<br />
<br />
===== side X turn Y refresh =====<br />
<br />
This event triggers at the turn refresh for side X on turn Y<br />
<br />
===== side ''X'' turn refresh =====<br />
<br />
This event triggers at the turn refresh for side X<br />
<br />
'''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''<br />
<br />
===== turn ''X'' refresh =====<br />
<br />
This event triggers for any side at the refresh of turn X.<br />
<br />
'''Note:''' ''Of course, [[#first_time_only|first_time_only=no]] is needed for this event to be triggered more than once.''<br />
<br />
===== side turn end =====<br />
<br />
Triggers after a side ends its turn. Like side turn, there are also some variations for specific combinations of side number and turn number. Here is the order in which the turn end events trigger:<br />
<br />
# '''side turn end''' <br />
# '''side ''X'' turn end''' <br />
# '''side turn ''X'' end''' <br />
# '''side ''X'' turn ''Y'' end''' <br />
# '''turn end''' <br />
# '''turn ''X'' end''' <br />
<br />
===== time over =====<br />
<br />
Triggers on turn ''turns''. (''turns'' is specified in [scenario])<br />
<br />
===== enemies defeated =====<br />
<br />
Triggers when all sides that are not defeated are allied and if there is at least one human (or human networked) side among them. Especially this event triggers in a situaltion that would normaly cause a victory due to enemies defeated. (regardless of whether this was disabled with victory_when_enemies_defeated=no). <br />
<br />
===== victory =====<br />
<br />
In this scenario, any tag of the form '''[endlevel] result=victory [/endlevel]''' will be automatically preceded by all actions in this tag. It helps debugging if the victory event allows you to safely advance to any of the possible next maps after using the ":n" command. Scenarios where key units are picked up before the victory, or where some action chosen earlier determines which map to advance to, make it hard to quickly test scenarios in a campaign. (See also: [endlevel], [[DirectActionsWML]]). This event is not synchonized in networked mp or in replays. The reason is that it is possible to have diffrent results in a mp game (one player wins so a '''victory''' event is fired on that client, other player loses so a '''defeat''' event is fired on his client)<br />
<br />
===== defeat =====<br />
<br />
In this scenario, any tag of the form '''[endlevel] result=defeat [/endlevel]''' will be automatically preceded by all actions in this tag. (See also [endlevel], [[DirectActionsWML]]). Like '''victory''', this event is not synchonized in networked mp or in replays.<br />
<br />
==== Predefined Events With Filters ====<br />
<br />
Filters (except [filter_condition] which is for all sorts of events) can be applied to the following event triggers (see [[FilterWML]]; see also below). The actions specified in the event tag will be executed only if the filter returns true. <br />
These event triggers are all actions by units ('''moveto''', '''attack''') or things that happen to units ('''recruit''', '''advance'''). When one of these events is triggered, the position of the active unit (referred to as the '''primary unit''') is stored in the variables '''x1''' and '''y1''' and the position of any unit that primary unit does something to is stored in the variables '''x2''' and '''y2''' (this unit is referred to as the '''secondary unit''' below). '' These units are also automatically stored in the variables 'unit' and 'second_unit' as if they had been stored using the '''[store_unit]''' tag. see [[SingleUnitWML]]. weapon and second_weapon variables are available inside attack, attacker_hits, defender_hits, die and last_breath events. See [[VariablesWML#Automatically_Stored_Variables|automatically stored variables]] for more information.<br />
<br />
===== moveto =====<br />
<br />
Triggers after the primary unit moves. Typically this is used when the primary unit gets to a particular location and a filter for the location of the primary unit is included; remember that this is the location that the primary unit lands on, not the location it started on or any location it travels on. If the unit moves to a village, the capture event will be fired before this event. <br />''An '''[allow_undo]''' tag anywhere within a moveto event will cancel any lack of undo functionality the event would have caused. Note that undo functionality will only move the unit back to its former location; it will not undo other changes to the game caused by the event. Thus it is up to the scenario designer to use this tag correctly.'' $x2 and $y2 refer to the hex the unit came from.<br />
<br />
===== sighted =====<br />
<br />
A '''sighted''' event is triggered by a unit becoming visible to a side (other than the unit's own side). This is mostly useful when the side seeing the unit uses [[fog of war]] or [[shroud]], but they still fire even when fog/shroud is not in use, and they do take into account the {{tag2|AbilitiesWML#The_.5Babilities.5D_tag|hides}} ability (for a moving unit and for ambushers). The ''primary unit'' is the unit that became visible, and the ''secondary unit'' belongs to the side that now sees the primary unit. In some cases, sighted events can be delayed from when they "should" occur. If that happens, the secondary unit will be filtered as if it was at the location where the event "should" have occurred, and ''x2,y2'' will store that location (not the current position of the secondary unit). To understand when sighted events fire, it is helpful to distinguish the times the acting unit sights other units from the times when the acting unit is sighted.<br />
<br />
An acting unit can sight other units when it is recruited, recalled, leveled, or moved, and when fog or shroud is cleared from occupied hexes as a result. In these cases, the acting unit is always the ''secondary unit''. For the first three actions, there are two events associated with the action; clearing occurs between these events, but any sighted events are fired after the second event. (For example, when a unit is recruited, the ''prerecruit'' event fires, then fog is cleared, then the ''recruit'' event fires, then ''sighted'' events fire.) For movement, the sighted events fire between ''enter_hex'' and ''exit_hex'' events, but sometimes sighted events are postponed until the moving unit reaches a good place to stop (e.g. not in an occupied hex). As a major exception to the above, players have the option to delay shroud (and fog) updates. If the player delays shroud updates, sighted events are also delayed until the shroud is updated.<br />
<br />
An acting unit can be sighted by other sides when it is recruited, recalled, leveled (in rare cases), or moved. In these cases, the acting unit is always the ''primary unit''. These events fire after sightings by the acting unit (unless the player delayed shroud updates). For the first two, the sighted event fires for all sides that can see the unit, other than the unit's own side (even if those sides use neither fog nor shroud). For leveling units, sides that could see the unit before it leveled are excluded. (This is why these events are rare &ndash; the leveling unit must have lost a [hides] ability as a result of leveling in order to be seen after, but not before, leveling.) For movement, a sighted event is fired for each side that could see the unit after movement, but not before. In particular, only the starting and ending hexes are considered; a unit that moves through seen hexes but ends movement in a fogged hex does not trigger a sighted event for itself. In all cases where the acting unit is sighted, a (single) ''secondary unit'' is chosen from the sighting team. This choice should be considered arbitrary, but units within their sight range of the acting unit are chosen in preference to units further away.<br />
<br />
Sighted events are not triggered by a ''hides'' ability becoming inactive, unless it becomes inactive due to that unit's movement or to that unit ambushing another. (To detect a ''nightstalk'' ability becoming inactive due to time of day, use a ''new_turn'' event. Custom ''hides'' abilities might need similar handling.)<br />
<br />
Sighted events have some special caveats for WML authors. First and foremost, {{tag|DirectActionsWML|allow_undo}} should generally be avoided in sighted events. It can be used if current unit positions have no bearing on the event, but otherwise it could cause a replay to go out of sync if a player delays shroud updates and undoes a move. This should not be an onerous restriction, though, as clearing fog will block the ability to undo, regardless of what happens within an event. Secondly, it is currently possible for WML to kill a unit involved in a sighted event before that event fires. If that happens, filters on the killed unit will not match anything and the event may seem to have not fired.<br />
<br />
===== enter_hex =====<br />
<br />
Triggers for each hex entered during movement, with $x1,$y1 identifying the hex entered and $x2,$y2 identifying the previous hex (just exited). If this event is handled without using {{tag|DirectActionsWML|allow_undo}}, then movement is interrupted, stopping the unit where it is.<br />
<br />
'''Note:''' This event behaves a bit unusually if the hex is occupied (and the moving unit is simply passing through). When this happens, $x1,$y1 is still the hex where the event was triggered, but the moving unit (stored in $unit) will be located somewhere earlier in the route (the most recent unoccupied hex). That is, $x1,$y1 will not equal $unit.x,$unit.y (a condition that can be used to detect when the entered hex is occupied). The moving unit will have already spent its movement points to enter the event's hex even though it is has not actually moved from the most recent unoccupied hex.<br />
<br />
===== exit_hex =====<br />
<br />
Triggers for each hex exited during movement, with $x1,$y1 identifying the hex exited and $x2,$y2 identifying the next hex (to be entered). If this event is handled without using {{tag|DirectActionsWML|allow_undo}}, then movement is interrupted, stopping the unit where it is.<br />
<br />
'''Note:''' This event behaves a bit unusually if the hex is occupied (and the moving unit is simply passing through). When this happens, $x1,$y1 is still the hex where the event was triggered, but the moving unit (stored in $unit) will be located somewhere earlier in the route (the most recent unoccupied hex). That is, $x1,$y1 will not equal $unit.x,$unit.y (a condition that can be used to detect when the exited hex is occupied). The moving unit will have already spent its movement points to enter the event's hex even though it is has not actually moved from the most recent unoccupied hex.<br />
<br />
<br />
===== attack =====<br />
<br />
Triggers when the primary unit attacks the secondary unit. Variables $weapon and $second_weapon contain weapons used for this attack by primary and secondary units respectively for all attack-related events (attack_end, attacker_hits, attacker_misses, defender_hits, defender_misses, die and last_breath).<br />
<br />
===== attack end =====<br />
<br />
Similar to '''attack''', but is triggered ''after'' the fight instead of before. Note that if either unit is killed during the fight, this event triggers before any '''die''' events.<br />
<br />
===== attacker hits =====<br />
<br />
Triggers when the the primary unit (the attacker) hits the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the attacker.<br />
<br />
===== attacker misses =====<br />
<br />
Same as ''attacker hits'', but is triggered when the attacker misses.<br />
<br />
===== defender hits =====<br />
<br />
Triggers when the primary unit (the attacker) is hit in retaliation by the secondary unit (the defender). The value of the WML variable '''damage_inflicted''' is set to the number of hitpoints inflicted by the defender.<br />
<br />
===== defender misses =====<br />
<br />
Same as ''defender hits'', but is triggered when the defender misses.<br />
<br />
===== petrified =====<br />
Triggers when the primary unit is hit by an attack with the 'petrifies' ability (See ''stones'', [[AbilitiesWML]]) by the secondary unit (the unit with the 'petrifies' ability).<br />
<br />
===== last breath =====<br />
<br />
Triggers when the primary unit is killed by the secondary unit, but before the death animation is triggered. Use this instead of name=die when you want the primary unit to make a final [message]. <br />
<br />
===== die =====<br />
<br />
Triggers when the primary unit is killed by the secondary unit. ''Note: The primary unit is not removed from the game until the end of this event. The primary unit can still be manipulated, will block other units from taking its hex, and will still be found by standard unit filters (except [have_unit]). To prevent this behavior, you can use [kill] to remove the unit immediately. However, this will stop any (still unfired) other events that also match the unit from firing afterwards, so use with caution.'' If you want to the primary unit to make a final [message], use name=last_breath, see above.<br />
<br />
===== capture =====<br />
<br />
Triggers when the primary unit captures a village. The village may have been previously neutral, or previously owned by another side; merely moving into your own villages does not constitute a capture. This event will be fired before the moveto event. Villages becoming neutral (via [capture_village]) do not fire capture events. The variable $owner_side contains the previous owner side of the village. 0 means neutral.<br />
<br />
===== recruit =====<br />
<br />
Triggers when the primary unit is recruited (by the secondary unit). (That is, when a unit is recruited it will trigger this event and this event's filter will filter that unit.).<br />
<br />
===== prerecruit =====<br />
<br />
Triggers when the primary unit is recruited (by the secondary unit) but before it is displayed.<br />
<br />
===== recall =====<br />
<br />
Triggers after the primary unit is recalled (by the secondary unit).<br />
<br />
===== prerecall =====<br />
<br />
Triggers when the primary unit is recalled (by the secondary unit) but before it is displayed.<br />
<br />
===== advance =====<br />
<br />
Triggers just before the primary unit is going to advance to another unit, or advance by AMLA. (This is after the player selects which advancement, if there is a choice). If this event removes the unit, changes the unit's type, or reduces the unit's experience below what it needs to advance, then the advancement is aborted. This also applies to advancement by AMLA.<br />
<br />
===== pre advance =====<br />
<br />
{{DevFeature1.13|0}} Triggers before the unit advancement dialog is shown. If this event removes the unit or reduces the unit's experience below what it needs to advance, then the advancement is aborted.<br />
<br />
===== post advance =====<br />
<br />
Triggers just after the primary unit has advanced to another unit, or advance by AMLA.<br />
<br />
===== select =====<br />
<br />
Triggers when the primary unit is selected. Prior to version 1.11, this also triggered when a move was interrupted, as the game keeps the moving unit selected by selecting it again at the end of movement. ''Note: in networked multiplayer, these events are only executed by the client on which the event is triggered, leading to out of sync errors if you modify the game state in the event.''<br />
<br />
===== menu item ''X'' =====<br />
<br />
Triggers when a WML menu item with id=''X'' is selected. ''Note: if the menu item has a [command], this event may be executed before or after the command; there is no guarantee.''<br />
<br />
===== unit placed {{DevFeature1.13|3}}=====<br />
<br />
Triggers when the primary unit is placed on the map, regardless of method. This includes but might not be limited to:<br />
* Leaders and units placed in side definitions (fired once for every unit right before prestart events)<br />
* Recruited and recalled units<br />
* Units placed on the map with the [unit] tag ('''not''' units created directly onto a recall list or variable)<br />
* Units placed by the wesnoth.put_unit() Lua function<br />
* Units created via debug mode<br />
* Units created by plague<br />
* Every use of [unstore_unit]<br />
This event is solely intended for special cases where no other event types suffice, for example if you must immediately apply a modification to every unit that ever appears. The event does '''not''' keep track of which units it has previously fired for, but can fire an unlimited number of times for the same unit as long the unit is "placed" several times and the event filter doesn't prevent it.<br />
<br />
==== Custom events ====<br />
<br />
An event with a custom name may be invoked using the [[InternalActionsWML#.5Bfire_event.5D|[fire_event]]] tag. Normally you'll use such custom events as named subroutines to be called by events with predefined types. One common case of this, for example, is that more than one '''sighted''' events might fire the same custom event that changes the scenario objectives. Also, custom events come very handy in [[Wml_optimisation]].<br />
<br />
Example:<br />
#The following is the definition of a custom event "unit recruited"<br />
[event]<br />
name=unit_recruited<br />
first_time_only=no<br />
[message]<br />
speaker=unit<br />
message=_ "Reporting for duty!"<br />
[/message]<br />
[/event]<br />
<br />
#This is a standard recruit event that triggers whenever a unit is recruited by side 1<br />
[event]<br />
name=recruit<br />
first_time_only=no<br />
[filter]<br />
[/filter]<br />
[filter_second]<br />
side=1<br />
[/filter_second]<br />
<br />
#And now a fire_event tag is used to trigger the previously defined event<br />
[fire_event]<br />
name=unit_recruited<br />
[/fire_event]<br />
<br />
#As a result, every time side 1 recruits a unit, this unit says "Reporting for duty!"<br />
[/event]<br />
<br />
=== Optional Keys and Tags ===<br />
<br />
These keys and tags are more complex ways to filter when an event should trigger:<br />
<br />
==== first_time_only ====<br />
: Whether the event should be removed from the scenario after it is triggered. This key takes a [[ConditionalActionsWML#Boolean_Values|boolean]]; for example:<br />
: ''first_time_only=yes''<br />
:: Default behavior if key is omitted. The event will trigger the first time it can and never again.<br />
: ''first_time_only=no''<br />
:: The event will trigger every time the criteria are met instead of only the first time.<br />
<br />
==== id ====<br />
: If an id is specified, then the event will not be added if another event with the same id already exists. An id will also allow the event to be removed, see below. Supplying a non-empty id= is mandatory in case of a [unit_type][event].<br />
<br />
==== remove ====<br />
: Whether to remove an event instead of adding a new one. This key takes a [[ConditionalActionsWML#Boolean_Values|boolean]]; if true, then the contents of the event are ignored and the event with the specified id is removed instead. {{DevFeature1.13|0}} May be a comma separated list.<br />
<br />
[event]<br />
id=id_of_event_to_remove<br />
remove=yes<br />
[/event]<br />
<br />
<b>Note:</b> {{DevFeature1.13|0}} You can now use [[InternalActionsWML#.5Bremove_event.5D|[remove_event]]] instead (the [event] remove= syntax still works). It also accepts a comma separated list.<br />
<br />
[remove_event]<br />
id=id_of_event_to_remove<br />
[/remove_event]<br />
<br />
==== [filter] ====<br />
: The event will only trigger if the primary unit matches this filter.<br />
:* [[StandardUnitFilter]]: selection criteria<br />
<br />
==== [filter_second] ====<br />
: Like [filter], but for the secondary unit.<br />
:* [[StandardUnitFilter]]: selection criteria<br />
<br />
==== [filter_attack] ====<br />
: Can be used to set additional filtering criteria based on the weapon used by the primary unit. This is usable in the events ''attack'', ''attacker hits'', ''attacker misses'', ''defender hits'', ''defender misses'', ''attack end'', ''last breath'', and ''die''. For more information and filter keys, see [[FilterWML#Filtering Weapons|Filtering Weapons]]. The most commonly used keys are the following.<br />
:* '''name''': the name of the weapon used.<br />
:* '''range''': the range of the weapon used.<br />
:* '''special''': filter on the attack's special power.<br />
<br />
==== [filter_second_attack] ====<br />
: Like [filter_attack], but for the weapon used by the secondary unit.<br />
<br />
==== [filter_condition] ====<br />
: This tag makes sense inside any sort of event - even those that don't have units, or custom events,... The event will only trigger if this condition evaluates to true.<br />
:* [[ConditionalActionsWML#Condition_Tags|Condition Tags]]<br />
: note: This tag is meant to be used when the firing of an event shall be based on variables/conditions which cannot be retrieved from the filtered units.<br />
<br />
==== [filter_side] ====<br />
: The current side (usually the side $side_number) must match the passed [[StandardSideFilter]] for the event to fire.<br />
:* SSF tags and keys as arguments as described in [[StandardSideFilter]].<br />
: note: This tag makes most sense in side turn and turn refresh events. However, all wml events have a current side so one could also prevent e.g. a moveto event from firing if you put a [filter_side] tag there and the moving unit's side doesn't match.<br />
<br />
==== delayed_variable_substitution ====<br />
: This key is only relevant inside of a [[#Delayed Variable Substitution|nested event]] and controls when variable substitution will occur in those special case actions.<br />
<br />
=== Actions triggered by [event] ===<br />
<br />
After the trigger conditions have been met, all [[ActionWML|action tags]] within the [event] tag are executed in the order they are written in.<br />
<br />
There are 3 main types of actions:<br />
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay<br />
* display actions ([[InterfaceActionsWML]]) which show something to the user<br />
* internal actions ([[InternalActionsWML]]) which are used by WML internally<br />
<br />
More details in [[ActionWML]].<br />
<br />
Several actions use standard filters to find out which units<br />
to execute the command on. These are denoted by the phrases<br />
"standard unit filter" and "standard location filter".<br />
<br />
=== Nested Events ===<br />
<br />
There is one special type of action: event creation. By placing an '''[event]''' tag inside another '''[event]''' tag, the nested event is spawned (created) when the parent (outer) event is encountered (when executing the contents of the parent event).<br />
<br />
([[#Nested Event Example|See Examples]])<br />
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==== Delayed Variable Substitution ====<br />
<br />
Variable substitution for a nested event can happen either when it is spawned by the parent event or when it is triggered itself. This is controlled with the key '''delayed_variable_substitution''' which is used in the nested event.<br />
<br />
If this key is set to ''yes'', the variables in the nested event will contain values from the turn in which the ''nested'' event was triggered. ''This is the default behavior if the key is omitted.'' If set to ''no'', the variables in the nested event are set at the time the ''parent'' event is triggered.<br />
<br />
This behavior can be fine tuned with a special syntax when referencing variables. Instead of the normal '''$variable''' syntax, use '''$|variable''' to cause a variable to contain values relevant to the turn in which the nested event was triggered even when '''delayed_variable_substitution''' is set to ''no''. In this way you can have a mix of variables relevant to the parent and nested event trigger times.<br />
<br />
([[#Delayed Variable Substitution Example|See Examples]])<br />
<br />
== Multiplayer safety ==<br />
<br />
In multiplayer it is only safe to use WML that might require synchronization with other players because of input or random numbers (like [message] with input or options or [unstore_unit] where a unit might advance) in the following events. This is because in these cases WML needs data from other players to work right and/or do the same thing for all players. This data is only available after a network synchronization.<br />
<br />
List of synchronized events:<br />
* moveto<br />
* enter hex<br />
* exit hex<br />
* sighted<br />
* last breath <br />
* menu item X<br />
* die<br />
* capture <br />
* recruit<br />
* prerecruit <br />
* recall <br />
* prerecall <br />
* advance<br />
* pre advance<br />
* post advance <br />
* attack<br />
* attack end <br />
* attacker hits <br />
* attacker misses <br />
* defender hits<br />
* defender misses <br />
* start<br />
* prestart (prestart are synced but [message][option] & [unstore_unit] advancement choices will do a random decision because UI things don't work during prestart events.)<br />
* new turn <br />
* side turn <br />
* turn X <br />
* side X turn <br />
* side X turn Y <br />
* turn refresh<br />
* side turn end<br />
* side X turn end<br />
* side turn X end<br />
* side X turn Y end<br />
* turn end<br />
* turn X end<br />
* {{DevFeature1.13|0}} enemies defeated<br />
* {{DevFeature1.13|0}} time over<br />
The following are <b>not</b> synced:<br />
* select<br />
* preload<br />
* victory<br />
* defeat<br />
* ai turn<br />
<br />
If an event is not listed here, ask someone to be sure.<br />
<br />
There is also the possibility of events that are normally synchronized when fired by the engine but can be non-synchronized when fired by WML tags from non-synchronized event. So when you are using them you must be extra careful. For example [unstore_unit] may trigger a unit advancement that will fire ''advance'' and ''post advance'' events.<br />
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== A Trap for the Unwary ==<br />
<br />
You need to beware of using macros to generate events. If you include a macro expanding to an event definition twice, the event will be executed twice (not once) each time the trigger condition fires. Consider this code:<br />
<br />
#define DOUBLE<br />
[event]<br />
name=multiply_by_2<br />
{VARIABLE_OP 2_becomes_4 multiply 2}<br />
[/event]<br />
#enddef<br />
<br />
{DOUBLE}<br />
{DOUBLE}<br />
<br />
{VARIABLE 2_becomes_4 2}<br />
<br />
[fire_event]<br />
name=multiply_by_2<br />
[/fire_event]<br />
<br />
{DEBUG_MSG "$2_becomes_4 should be 4"}<br />
<br />
After it executes, the debug message will reveal that the variable has been set to 8, not 4.<br />
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=== Event IDs ===<br />
<br />
This problem can be avoided by setting an '''id''' on the event, i.e.:<br />
<br />
#define DOUBLE<br />
[event]<br />
name=multiply_by_2<br />
id=doubler_event<br />
{VARIABLE_OP 2_becomes_4 multiply 2}<br />
[/event]<br />
#enddef<br />
<br />
Events with the same ID will only be accepted once by the engine no matter how many times they are included, and will only be saved once to the scenario's savefile. Events with an ID can also be removed by using the '''remove''' key, i.e.:<br />
<br />
[event]<br />
id=doubler_event<br />
remove=yes<br />
[/event]<br />
<br />
After that WML is encountered (at toplevel or after created from another event), the event with this ID is removed from the scenario wml, thus firing it has no effect. After an event is removed, it can still be re-added later.<br />
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== Miscellaneous Notes and Examples ==<br />
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=== Primary/Secondary Unit Speaker Example ===<br />
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In events, the primary unit can be referred to as '''unit''' and the secondary unit can be referred to as '''second_unit''' in [message] tags using the '''speaker''' key. For example:<br />
<br />
[event]<br />
name=die<br />
[message]<br />
speaker='''second_unit'''<br />
message= _ "Hahaha! I finally killed you!"<br />
[/message]<br />
<br />
[message]<br />
speaker='''unit'''<br />
message= _ "It's not over yet! I'll come back to haunt you!"<br />
[/message]<br />
[/event]<br />
<br />
=== Nested Event Example ===<br />
<br />
An event is created for a portal that opens on turn 10. The parent (or 'outer') event executes on turn 10 at which point the nested moveto event is created. This nested event executes when a player steps on a certain spot.<br />
<br />
[event]<br />
name=turn 10<br />
<br />
[event]<br />
name=moveto<br />
<br />
[filter]<br />
x,y=5,8<br />
[/filter]<br />
<br />
# moving to 5,8 will trigger this event only on turn 10 and after<br />
[/event]<br />
[/event]<br />
<br />
An equivalent way of doing this would be to create a single moveto event with an '''[if]''' statement to check for turn number but using nested '''[event]''' tags is a convenient shortcut to accomplish this task without resorting to '''[if]''' statements.<br />
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=== Delayed Variable Substitution Example ===<br />
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This code will display a message showing the turn number on which the nested ''moveto'' event happens.<br />
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[event]<br />
name=turn 10<br />
<br />
[event]<br />
name=moveto<br />
delayed_variable_substitution=yes<br />
<br />
[filter]<br />
x,y=5,8<br />
[/filter]<br />
<br />
{DEBUG_MSG "Turn $turn_number"} <br />
[/event]<br />
[/event]<br />
<br />
Since this is the default behavior for the '''delayed_variable_substitution''' key, the following example is identical.<br />
<br />
[event]<br />
name=turn 10<br />
<br />
[event]<br />
name=moveto<br />
<br />
[filter]<br />
x,y=5,8<br />
[/filter]<br />
<br />
{DEBUG_MSG "Turn $turn_number"} <br />
[/event]<br />
[/event]<br />
<br />
The following code will always display "Turn 10" when the nested ''moveto'' event happens. This is because the variable substitution is done when the parent event is triggered and spawns the nested event, ''not'' when the nested event is triggered.<br />
<br />
[event]<br />
name=turn 10<br />
<br />
[event]<br />
name=moveto<br />
delayed_variable_substitution=no<br />
<br />
[filter]<br />
x,y=5,8<br />
[/filter]<br />
<br />
{DEBUG_MSG "Turn $turn_number"} <br />
[/event]<br />
[/event]<br />
<br />
Finally, the following example is identical to the first two in that it will display a message showing the turn number on which the nested ''moveto'' event happens, despite the fact that the '''delayed_variable_substitution''' key is set to ''no''. This is because the special '''$|variable''' syntax is used.<br />
<br />
[event]<br />
name=turn 10<br />
<br />
[event]<br />
name=moveto<br />
delayed_variable_substitution=no<br />
<br />
[filter]<br />
x,y=5,8<br />
[/filter]<br />
<br />
{DEBUG_MSG "Turn $|turn_number"} <br />
[/event]<br />
[/event]<br />
<br />
=== Multiple Nested Events ===<br />
<br />
Every delayed_variable_substitution=no causes a variable substitution run on the subevent where it occurs at the spawn time of this event and on all following subevents. For any specific event, variable substitution happens at least one time when the event is executed. For each delayed=no key appearing in itself or in an event of an "older" generation, which is not the toplevel event, an additional variable substitution run is made.<br />
[event]# parent<br />
name=turn 2<br />
#delayed_variable_substitution=no # In the parent event, delayed= has no effect.<br />
<br />
[event]# child<br />
name=turn 3<br />
delayed_variable_substitution=no # Causes variable substitution in the child, grandchild and great-grandchild event<br />
# at execution time of the parent event = spawn time of the child event.<br />
<br />
[event]# grandchild<br />
name=turn 4<br />
delayed_variable_substitution=yes # no variable substitution in the grandchild and great-grandchild event<br />
# at execution time of the child event = spawn time of the grandchild event<br />
<br />
[event]# great-grandchild<br />
name=turn 5<br />
{DEBUG_MSG $turn_number}# output: 2 - value from the variable substitution at execution time of the parent event,<br />
# caused by delayed=no in the child event<br />
<br />
{DEBUG_MSG $||turn_number}# output: "$turn_number"<br />
# Each variable substitution transforms a "$|" to a "$" (except when no | left).<br />
<br />
{DEBUG_MSG $|turn_number}# output: 5 - from the variable substitution at execution time<br />
# of the great-grandchild event<br />
[/event]<br />
[/event]<br />
[/event]<br />
[/event]<br />
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== See Also ==<br />
<br />
* [[DirectActionsWML]]<br />
* [[InternalActionsWML]]<br />
* [[InterfaceActionsWML]]<br />
* [[FilterWML]]<br />
* [[ReferenceWML]]<br />
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[[Category: WML Reference]]</div>Lea