Difference between revisions of "SideWML"
From The Battle for Wesnoth Wiki
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The following keys are recognized: | The following keys are recognized: | ||
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* ''description'' the sides non translateable name. | * ''description'' the sides non translateable name. | ||
+ | |||
* ''user_description'' the sides translateable name. | * ''user_description'' the sides translateable name. | ||
− | * ''save_id'' default ''description''. | + | |
− | The ID of the side with respect to the previous and next scenarios. | + | * ''save_id'' default ''description''. The ID of the side with respect to the previous and next scenarios. Used to determine and store recall/recruitment list, gold. Also used for the side's displayed name in the victory gold-calculation dialog. See also ''persistent'' |
− | Used to determine and store recall/recruitment list, gold. | + | |
− | Also used for the side's displayed name in the victory gold-calculation dialog. | ||
− | See also ''persistent'' | ||
* ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). | * ''side'' a digit. The leader of this side is placed on the tile represented by this digit (see [[BuildingMaps]]). | ||
+ | |||
* ''controller'' how moves for this side should be inputted. | * ''controller'' how moves for this side should be inputted. | ||
** 'ai' the Wesnoth AI makes this side's moves. This is the default setting | ** 'ai' the Wesnoth AI makes this side's moves. This is the default setting | ||
** 'human' a player controls this side's moves. | ** 'human' a player controls this side's moves. | ||
− | ** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. | + | ** 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.) |
− | (It still can get units from [unit] tags in | + | |
− | the [side] tag.) | + | * ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. Default ''side''. |
− | * ''team_name'' a non translatable string representing the teams description. Sides with the same team_name are allied. | + | |
− | Default ''side''. | ||
* ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default | * ''user_team_name'' a translatable string representing the teams description. This has no effect on alliances. Default | ||
''team_name''. | ''team_name''. | ||
+ | |||
* ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2 | * ''colour'' if you want side 4 to be the same colour as side 2 normally is, put colour=2 | ||
+ | |||
* ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units | * ''recruit'' a list of unit types. At the beginning of the scenario, the side gains recruitment of these units | ||
+ | |||
* ''gold'' the starting gold for this side. Default 100 | * ''gold'' the starting gold for this side. Default 100 | ||
− | * ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine | + | |
− | the side's base income. (see | + | * ''income'' the base income for this side, default 0. This is added to ''base_income'', '''[game_config]''' to determine the side's base income. (see [[GameConfigWML]]) |
− | [[GameConfigWML]]) | + | |
* ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start | * ''fog'' if 'yes', this side cannot see any tiles it is not within vision of, except at the start | ||
+ | |||
* ''shroud'' if 'yes', this side cannot see any tiles it has not moved within vision of | * ''shroud'' if 'yes', this side cannot see any tiles it has not moved within vision of | ||
+ | |||
* ''shroud_data'' describes the area which this team has de-shrouded. | * ''shroud_data'' describes the area which this team has de-shrouded. | ||
− | * ''village_gold'' the amount of gold given to this side per village it controls per turn. | + | |
− | Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]) | + | * ''village_gold'' the amount of gold given to this side per village it controls per turn. Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]]) |
− | * ''share_maps'' whether sides allied with this side see all terrains that this side sees, | + | |
− | if they are on shroud | + | * ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud |
+ | |||
* ''share_view'' whether sides allied with this side see the units that this side sees, | * ''share_view'' whether sides allied with this side see the units that this side sees, | ||
if they are on FoW | if they are on FoW | ||
− | * ''name | + | |
+ | * ''name'', ''id'', ''leader'' not used; see [[EraWML]] | ||
+ | |||
* ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]) | * ''music'' music to play for this player. Default specified in [scenario] (see [[ScenarioWML]]) | ||
− | * ''persistent'' default '0'; when '''controller=human''', this is always '1'. | + | |
− | If '1', the side gets a recall/recruitment list, gold from the previous scenario. | + | * ''persistent'' default '0'; when '''controller=human''', this is always '1'. If '1', the side gets a recall/recruitment list, gold from the previous scenario. Also, the gold it gets (including end-of-level bonus) will be stored for the next scenario. See also ''save_id'' |
− | Also, the gold it gets (including end-of-level bonus) | + | |
− | will be stored for the next scenario. | + | * '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]] |
− | See also ''save_id'' | + | |
− | * '''[ai] | ||
* '''[village]''' describes a village the side begins in control of | * '''[village]''' describes a village the side begins in control of | ||
** ''x//,//y'' the location of the village | ** ''x//,//y'' the location of the village | ||
+ | |||
* '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]] | * '''[unit]''' describes a unit which begins on the side. See [[SingleUnitWML]] | ||
− | * ''no_leader'' if "no" (default), | + | |
− | then keys describing a unit which will begin on the side's keep | + | * ''no_leader'' if "no" (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the [side] tag, See [[SingleUnitWML]]. Note that if the keys ''x'', ''y'' are included, the leader will begin there regardless of keep location |
− | will be described in the remainder of the [side] tag, See [[SingleUnitWML]]. | ||
− | Note that if the keys ''x | ||
− | the leader will begin there regardless of keep location | ||
== See Also == | == See Also == | ||
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* [[ScenarioWML]] | * [[ScenarioWML]] | ||
* [[ReferenceWML]] | * [[ReferenceWML]] | ||
− |
Revision as of 16:52, 16 August 2005
the [side] tag
The [side] tag is used to describe a side in a particular scenario
The following keys are recognized:
- description the sides non translateable name.
- user_description the sides translateable name.
- save_id default description. The ID of the side with respect to the previous and next scenarios. Used to determine and store recall/recruitment list, gold. Also used for the side's displayed name in the victory gold-calculation dialog. See also persistent
- side a digit. The leader of this side is placed on the tile represented by this digit (see BuildingMaps).
- controller how moves for this side should be inputted.
- 'ai' the Wesnoth AI makes this side's moves. This is the default setting
- 'human' a player controls this side's moves.
- 'null' the side doesn't get a turn to move and doesn't have a leader generated from the contents of the [side] tag. (It still can get units from [unit] tags in the [side] tag.)
- team_name a non translatable string representing the teams description. Sides with the same team_name are allied. Default side.
- user_team_name a translatable string representing the teams description. This has no effect on alliances. Default
team_name.
- colour if you want side 4 to be the same colour as side 2 normally is, put colour=2
- recruit a list of unit types. At the beginning of the scenario, the side gains recruitment of these units
- gold the starting gold for this side. Default 100
- income the base income for this side, default 0. This is added to base_income, [game_config] to determine the side's base income. (see GameConfigWML)
- fog if 'yes', this side cannot see any tiles it is not within vision of, except at the start
- shroud if 'yes', this side cannot see any tiles it has not moved within vision of
- shroud_data describes the area which this team has de-shrouded.
- village_gold the amount of gold given to this side per village it controls per turn. Default specified in village_gold, [game_config] (GameConfigWML)
- share_maps whether sides allied with this side see all terrains that this side sees, if they are on shroud
- share_view whether sides allied with this side see the units that this side sees,
if they are on FoW
- name, id, leader not used; see EraWML
- music music to play for this player. Default specified in [scenario] (see ScenarioWML)
- persistent default '0'; when controller=human, this is always '1'. If '1', the side gets a recall/recruitment list, gold from the previous scenario. Also, the gold it gets (including end-of-level bonus) will be stored for the next scenario. See also save_id
- [ai] if controller=ai, gives parameters to the AI. See AiWML
- [village] describes a village the side begins in control of
- x//,//y the location of the village
- [unit] describes a unit which begins on the side. See SingleUnitWML
- no_leader if "no" (default), then keys describing a unit which will begin on the side's keep will be described in the remainder of the [side] tag, See SingleUnitWML. Note that if the keys x, y are included, the leader will begin there regardless of keep location