Difference between revisions of "SideWML"
From The Battle for Wesnoth Wiki
m (more formatting fixup) |
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* '''[village]''' describes a village the side begins in control of | * '''[village]''' describes a village the side begins in control of | ||
− | ** ''x | + | ** ''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]] |
Revision as of 17:23, 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