Difference between revisions of "SideWML"

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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.
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* ''user_description'' the sides translateable name.
 
* ''user_description'' the sides translateable name.
* ''save_id'' default ''description''.
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The ID of the side with respect to the previous and next scenarios.
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* ''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.
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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]]).
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* ''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.
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** '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
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the [side] tag.)
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* ''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.
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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
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* ''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
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* ''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
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the side's base income. (see
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* ''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]])
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* ''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
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* ''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
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* ''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.
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Default specified in ''village_gold'', '''[game_config]''' ([[GameConfigWML]])
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* ''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,
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if they are on shroud
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* ''share_maps'' whether sides allied with this side see all terrains that this side sees, if they are on shroud
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* ''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//, ''id//, ''leader'' not used; see [[EraWML]]
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 +
* ''name'', ''id'', ''leader'' not used; see [[EraWML]]
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* ''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'.
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If '1', the side gets a recall/recruitment list, gold from the previous  scenario.
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* ''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)
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will be stored for the next scenario.
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* '''[ai]''' if '''controller=ai''', gives parameters to the AI. See [[AiWML]]
See also ''save_id''
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* '''[ai]|| if ||controller=ai''', gives parameters to the AI. See [[AiWML]]
 
 
* '''[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
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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),
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then keys describing a unit which will begin on the side's keep
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* ''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//,//y'' are included,
 
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

See Also