Module:TacticsDrillsSolution/doc

Usage
The entry point of the module is simply. Several paramaters possess alternative name or content, which will be described below.
 * stage: (Optional) Name of the page where units will be queried. Defaults to the current page.
 * baseMap, backdrop: Same as Template:MapLayout.
 * wallStyle: Style of the wall to used. See Template:Wall for example of style.
 * wall: An ObjectArg's Hash with as key the position of the wall and as value its HP.
 * turn1, turn2, ...: An ObjectArg's List of Hash. Each row must describe the action of an unit, may they be ally or enemy.
 * unit, hero, enemy: The name of the unit which need to act. unit is of generic usage, while hero and enemy may be used to differentiate the side. The name can either be the full name of the unit (name + title, e.g. ), or only its name.
 * pos: The position of the unit. It must be specified when several units with the same name are present on the map.
 * duo: Boolean value. When true, ignore all other arguments and perform the Duo skill.
 * move, warp: The movement perform by the unit. Can either be the new position of the unit, or the xy shifting, on format . Using warp instead of move will change the text displayed.
 * attack, heal, rally, swap, dance, ...: The key is used to identify the action of the unit, while the value is used to identify the target. The action must be in lowercase. The name of the target follow the same rule as unit. To identify the target, the range of the unit is used with attack, 1 and 2 are used with heal, while 1 is used in any other case.
 * assist: The name of the assist used. Necessary for non-standard assist skill, such as Future Vision or Sacrifice. The target is still search on the assist's parameter (e.g.,  ).
 * target: The position of the targeted unit. Supersed regular search's rule. It must be specify when several units with the same name are in the range of the action.
 * Any movement action present will be considered when performing an action. As an example, both  and   must be present to represent the effect of Return. In such case, the movement action can be any value. The following parameters are considered as movement action: ,  ,  ,  ,  ,  ,.
 * Attacking a wall is the only exception. In that case, simply specify the position of the wall instead of its name. target will be ignore in that case.
 * ko: Boolean value. When set as true, consider the enemy unit (independently of who's acting) as defeated after the action.
 * canto: Similar to move, but perform after every other actions.

Exemple
The units of Basics 11: Boosting with Rally are used as an exemple.

Complete exemple
Example of solution for Grandmaster 11: A Land Divided: