Difference between revisions of "SideWML"

From The Battle for Wesnoth Wiki
m (more formatting fixup)
m (the [side] tag)
Line 51: Line 51:
  
 
* '''[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]]

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

See Also