Difference between revisions of "SideWML"
From The Battle for Wesnoth Wiki
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* '''[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 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 | + | * ''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. |
== See Also == | == See Also == |
Revision as of 13:44, 8 November 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). When defining sides, they must be defined in order since the side number is checked against the number of sides seen so far.
- 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 (fog)
- 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.