Difference between revisions of "StandardSideFilter"

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{{WML Tags}}
 
{{WML Tags}}
  
From [[FilterWML]], this is the standard way of filtering on sides. The following attributes and sub-tags are permitted:
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From [[FilterWML]], this is the standard way of filtering on sides. Often a SSF needs to be included in a [filter_side] tag. There are however also many tags that take the SSF tags and keys directly as arguments.
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The following attributes and sub-tags are permitted:
  
 
* '''side''': filter matches only if side number is contained in a comma-separated list. Note that as opposed to the usual inline side= key in wml action tags, which defaults to 1, the side= key in a SSF defaults to all sides (similarly, the id= key in SUFs defaults to all ids)
 
* '''side''': filter matches only if side number is contained in a comma-separated list. Note that as opposed to the usual inline side= key in wml action tags, which defaults to 1, the side= key in a SSF defaults to all sides (similarly, the id= key in SUFs defaults to all ids)

Revision as of 01:04, 13 May 2011

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, core, credits_group, criteria;

D:

damage, damage_type, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, fonts, for, foreach, found_item, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation, intro), illuminates, image (intro, terrain), init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_trait, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resolution, resource, return, role, rule;

S:

save, scenario, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, test_do_attack_by_id, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel;

U:

unhide_unit, unit (action, scenario), unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

From FilterWML, this is the standard way of filtering on sides. Often a SSF needs to be included in a [filter_side] tag. There are however also many tags that take the SSF tags and keys directly as arguments.

The following attributes and sub-tags are permitted:

  • side: filter matches only if side number is contained in a comma-separated list. Note that as opposed to the usual inline side= key in wml action tags, which defaults to 1, the side= key in a SSF defaults to all sides (similarly, the id= key in SUFs defaults to all ids)
  • [has_unit]: filter matches only if side controls a unit matched by this StandardUnitFilter note: Does not check for recall list units.
  • team_name: The currently filtered side matches only if this passed team_name is contained in its (the filtered side's) team_name= string. Note that a side can be allied/on the same team like 2 (more...) other sides which can be enemies at the same time. (achieved by defining a side via [side]team_name=1,2 etc.)

Also, [and], [or], and [not] subfilters are supported.


Interaction of SSF and side= in tags like [remove_shroud] : In case that inline side= and [filter_side] are given, inline side= is ignored and [filter_side]side= gets priority:

selects side 4 and 5:

[remove_shroud]
  side=2
  [filter_side]
    side=4,5  
  [/filter_side]
[remove_shroud]