Difference between revisions of "SingleUnitWML"

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The following keys are recognized:
 
The following keys are recognized:
 
* ''type'' the ID of the unit's unit type. See [[UnitWML]]
 
* ''type'' the ID of the unit's unit type. See [[UnitWML]]
 +
 
* ''side'' the side that the unit is on
 
* ''side'' the side that the unit is on
 +
 
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.
 
* ''gender'' can be set to male or female to designate the gender of the unit. Default is male.
* ''x//,//y'' the location of the unit
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 +
* ''x'', ''y'' the location of the unit
 +
 
 
* ''description'' used in standard unit filter ([[FilterWML]])
 
* ''description'' used in standard unit filter ([[FilterWML]])
* ''user_description'' the name of the unit that is shown to the user.
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Default ''description''
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* ''user_description'' the name of the unit that is shown to the user. Default ''description''
* ''generate_description'' if set to "yes", will generate a new name (user_description) for the unit, as if the unit was
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a freshly-recruited one.
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* ''generate_description'' if set to "yes", will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.
* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit
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is on the player's side anyway).
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* ''unrenamable'' if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).
 +
 
 
* ''traits_description'' the description of the unit's traits which is displayed.
 
* ''traits_description'' the description of the unit's traits which is displayed.
* ''canrecruit'' a special key for leaders
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** '0' default. Unit cannot recruit
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<ul><li>''canrecruit'' a special key for leaders
** '1' unit can recruit.
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<ul><li>'0' default. Unit cannot recruit
Whenever a side controls no units with '''canrecruit=1''', that side loses.
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<li>'1' unit can recruit.
Leaders are usually given '''canrecruit=1'''.
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</ul>Whenever a side controls no units with '''canrecruit=1''', that side loses. Leaders are usually given '''canrecruit=1'''.
 +
</ul>
 +
 
 
* ''upkeep'' the amount of upkeep the unit costs
 
* ''upkeep'' the amount of upkeep the unit costs
 
** "free" default for scenario-generated units. Unit does not cost upkeep
 
** "free" default for scenario-generated units. Unit does not cost upkeep
** "loyal" unit costs 1 upkeep.
+
** "loyal" unit costs 1 upkeep. Can be changed by the effect 'loyal' (see [[EffectWML]])
Can be changed by the effect 'loyal' (see [[EffectWML]])
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** "full" unit costs ''level'' upkeep (see [[UnitWML]]). Default for recruited units
** "full" unit costs ''level'' upkeep (see [[UnitWML]]).
+
 
Default for recruited units
 
 
* ''overlays'' a list of images that are overlayed on the unit
 
* ''overlays'' a list of images that are overlayed on the unit
* ''goto_x//,//goto_y'' UI settings that control courses.
+
 
Default is 0,0 i.e. the unit is not on a course
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* ''goto_x'', ''goto_y'' UI settings that control courses. Default is 0,0 i.e. the unit is not on a course
* ''hitpoints'' the HP of the unit.
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Default is the max HP for ''type''
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* ''hitpoints'' the HP of the unit. Default is the max HP for ''type''
* ''experience'' the XP of the unit.
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Default is 0
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* ''experience'' the XP of the unit. Default is 0
* ''moves'' number of move points the unit has left.
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Default is the movement for ''type''
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* ''moves'' number of move points the unit has left. Default is the movement for ''type''
* ''resting'' whether the unit has not moved yet this turn.
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Used to decide whether to give a unit rest healing
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* ''resting'' whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing
* ''role'' used in standard unit filter ([[FilterWML]]).
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Can be set using [role] (see [[InternalActionsWML]])
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* ''role'' used in standard unit filter ([[FilterWML]]). Can be set using [role] (see [[InternalActionsWML]])
 +
 
 
* ''ai_special'' causes the unit to act differently
 
* ''ai_special'' causes the unit to act differently
** "guardian" the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy
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** "guardian" the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).
unit gets within range of it).
+
 
 
* ''facing'' which way the unit is facing (this only affects how the unit is displayed)
 
* ''facing'' which way the unit is facing (this only affects how the unit is displayed)
 
** "normal" (default) unit is facing to the right
 
** "normal" (default) unit is facing to the right
 
** "reverse" unit is facing to the left
 
** "reverse" unit is facing to the left
* '''[status]''' the status of the unit.
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This affects different features of the unit, for example whether the unit loses health each turn.
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* '''[status]''' the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]). The status of a unit is displayed on the Status Table; each status modification ''statusmod'' is represented by the image '''misc/statusmod.png'''.
Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see [[AbilitiesWML]]).
+
** ''poisoned'' if 'on', the unit loses 8 HP each turn. See also ''heals'', ''cures'', [[AbilitiesWML]].
The status of a unit is displayed on the Status Table;
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** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes>1. When the controller of the unit's turn is over, ''slowed'' is set to 'off'
each status modification ''statusmod'' is represented by the image '''misc///statusmod''.png'''.
 
** ''poisoned'' if 'on', the unit loses 8 HP each turn
 
See also ''heals//, ''cures'', [[AbilitiesWML]].
 
** ''slowed'' if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes>1.
 
When the controller of the unit's turn is over, ''slowed'' is set to 'off'
 
 
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.
 
** ''stone'' if 'on', the unit cannot move, attack, or be attacked.
 
** ''ambush'' if 'on', the unit cannot be seen by opponents, and it does not possess ZoC.
 
** ''ambush'' if 'on', the unit cannot be seen by opponents, and it does not possess ZoC.
* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit],
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[[InternalActionsWML]]).
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* '''[variables]''' a set of variables that will be stored when this unit is stored (See [store_unit], [[InternalActionsWML]]). The attribute '''variable'''='''value''' means that when the unit is stored in the array ''unit'', the variable ''unit''.variables.''variable'' will have the value ''value'' (See [[VariablesWML]]).
The attribute '''''variable//=//value//''' means that when the unit is stored in the array ''unit'', the variable
+
 
''unit//.variables.//variable'' will have the value ''value'' (See [[VariablesWML]]).
 
 
* '''[modifications]''' changes that have been made to the unit
 
* '''[modifications]''' changes that have been made to the unit
** '''[trait]''' a trait the unit has.
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** '''[trait]''' a trait the unit has. Same format as [trait], [[UnitsWML]]
same format as [trait], [[UnitsWML]]
+
** '''[object]''' an object the unit has. Same format as [object], [[DirectActionsWML]]
** '''[object]''' an object the unit has.
 
same format as [object], [[DirectActionsWML]]
 
  
 
== See Also ==
 
== See Also ==
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* [[UnitWML]]
 
* [[UnitWML]]
 
* [[ReferenceWML]]
 
* [[ReferenceWML]]
 

Revision as of 23:05, 16 August 2005

how to describe a single unit

This tag, [unit], describes a single unit on the map, for example Konrad. It is different from the [unit] in [units], which describes a class of units.

The following keys are recognized:

  • type the ID of the unit's unit type. See UnitWML
  • side the side that the unit is on
  • gender can be set to male or female to designate the gender of the unit. Default is male.
  • x, y the location of the unit
  • description used in standard unit filter (FilterWML)
  • user_description the name of the unit that is shown to the user. Default description
  • generate_description if set to "yes", will generate a new name (user_description) for the unit, as if the unit was a freshly-recruited one.
  • unrenamable if 'yes', the user_description cannot be changed by the player (which is only possible when the unit is on the player's side anyway).
  • traits_description the description of the unit's traits which is displayed.
  • canrecruit a special key for leaders
    • '0' default. Unit cannot recruit
    • '1' unit can recruit.
    Whenever a side controls no units with canrecruit=1, that side loses. Leaders are usually given canrecruit=1.
  • upkeep the amount of upkeep the unit costs
    • "free" default for scenario-generated units. Unit does not cost upkeep
    • "loyal" unit costs 1 upkeep. Can be changed by the effect 'loyal' (see EffectWML)
    • "full" unit costs level upkeep (see UnitWML). Default for recruited units
  • overlays a list of images that are overlayed on the unit
  • goto_x, goto_y UI settings that control courses. Default is 0,0 i.e. the unit is not on a course
  • hitpoints the HP of the unit. Default is the max HP for type
  • experience the XP of the unit. Default is 0
  • moves number of move points the unit has left. Default is the movement for type
  • resting whether the unit has not moved yet this turn. Used to decide whether to give a unit rest healing
  • ai_special causes the unit to act differently
    • "guardian" the unit will not move, except to attack something in the turn it moves (so, it only can move if an enemy unit gets within range of it).
  • facing which way the unit is facing (this only affects how the unit is displayed)
    • "normal" (default) unit is facing to the right
    • "reverse" unit is facing to the left
  • [status] the status of the unit. This affects different features of the unit, for example whether the unit loses health each turn. Default for all keys is 'off', but this can be changed by the scenario or by special abilities (see AbilitiesWML). The status of a unit is displayed on the Status Table; each status modification statusmod is represented by the image misc/statusmod.png.
    • poisoned if 'on', the unit loses 8 HP each turn. See also heals, cures, AbilitiesWML.
    • slowed if 'on', the unit has 50% of its normal movement and -1 strike on each attack with strikes>1. When the controller of the unit's turn is over, slowed is set to 'off'
    • stone if 'on', the unit cannot move, attack, or be attacked.
    • ambush if 'on', the unit cannot be seen by opponents, and it does not possess ZoC.
  • [variables] a set of variables that will be stored when this unit is stored (See [store_unit], InternalActionsWML). The attribute variable=value means that when the unit is stored in the array unit, the variable unit.variables.variable will have the value value (See VariablesWML).
  • [modifications] changes that have been made to the unit
    • [trait] a trait the unit has. Same format as [trait], UnitsWML
    • [object] an object the unit has. Same format as [object], DirectActionsWML

See Also