Difference between revisions of "ActionWML"

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m (+ Category:ActionsWML)
(Types of ActionWML: Fix reference to looong-deprecated Lua function)
 
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{{WML Tags}}
 
'''ActionWML''' is a summarizing term for all '''WML actions''' which can be used in events and some other places.
 
'''ActionWML''' is a summarizing term for all '''WML actions''' which can be used in events and some other places.
  
 
== Types of ActionWML ==
 
== Types of ActionWML ==
  
When a tag permits ActionWML, this means that it permits all of the following:
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When a tag permits ActionWML as content, this means that it permits a sequence of any of the following tags:
  
 
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay
 
* direct actions ([[DirectActionsWML]]) which have a direct effect on gameplay
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* conditional actions ([[ConditionalActionsWML]]) which contain other actions, which then are (maybe) executed ([if], [switch], [while], [command])
 
* conditional actions ([[ConditionalActionsWML]]) which contain other actions, which then are (maybe) executed ([if], [switch], [while], [command])
 
* [event] (see [[EventWML#Nested Events|EventWML]]) which creates a new event handler
 
* [event] (see [[EventWML#Nested Events|EventWML]]) which creates a new event handler
** note: [event] can also be a subtag of [unit], [era] and [scenario], where it would not be counted as ActionWML (but has the same syntax).
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** note: [event] can also be a subtag of [unit], [era] and [scenario], where it would not be counted as ActionWML (but has nearly the same syntax).
 
* [lua] ([[LuaWML]]) which contains Lua code to be executed, and
 
* [lua] ([[LuaWML]]) which contains Lua code to be executed, and
* all tags created from lua with [[LuaWML:Events#wesnoth.register_wml_action|wesnoth.register_wml_action]] (if they don't fit in one of the categories above)
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* all tags created from lua in [[LuaWML:Events#wesnoth.wml_actions|wesnoth.wml_actions]] (if they don't fit in one of the categories above)
  
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When the ActionWML is executed, all its action tags are executed in order.
  
 
== Where ActionWML can be used ==
 
== Where ActionWML can be used ==
  
ActionWML can be used
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ActionWML can be used:
 
* inside an [event], to define a event handler (see [[EventWML]]),
 
* inside an [event], to define a event handler (see [[EventWML]]),
 
* inside a [then] or [else] of an [if] tag (see [[ConditionalActionsWML]]),
 
* inside a [then] or [else] of an [if] tag (see [[ConditionalActionsWML]]),
* inside a [case] or [else} of a [switch] tag  (see [[ConditionalActionsWML]]),
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* inside a [case] or [else] of a [switch] tag  (see [[ConditionalActionsWML]]),
 
* inside the [do] of a [while] tag  (see [[ConditionalActionsWML]]),
 
* inside the [do] of a [while] tag  (see [[ConditionalActionsWML]]),
 
* inside a [command] tag (in [option] or [set_menu_item] or directly as ActionWML) (see [[InterfaceActionsWML]]),
 
* inside a [command] tag (in [option] or [set_menu_item] or directly as ActionWML) (see [[InterfaceActionsWML]]),
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On most other places ActionWML code will either be ignored, give error messages or interpreted differently (there are some tags which are ActionWML and have other meanings in other places, like [event] or [variable]).
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On most other places ActionWML code will either be ignored, give error messages or be interpreted differently (there may be some tags which are both ActionWML and have similar or different meanings in other places, like [event]).
  
  
 
[[Category:ActionsWML]]
 
[[Category:ActionsWML]]
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[[Category:WML Reference]]

Latest revision as of 01:51, 13 November 2019

[edit]WML Tags

A:

abilities, about, add_ai_behavior, advance, advanced_preference, advancefrom, advancement, advances, affect_adjacent, ai, allied_with, allow_end_turn, allow_extra_recruit, allow_recruit, allow_undo, and, animate, animate_unit, animation, aspect, attack, attack_anim, attacks, avoid;

B:

base_unit, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_range, command (action, replay), continue, criteria;

D:

damage, death, deaths, default, defend, defends, defense, delay, deprecated_message, destination, difficulty, disable, disallow_end_turn, disallow_extra_recruit, disallow_recruit, do, do_command, drains, draw_weapon_anim;

E:

editor_group, editor_music, editor_times, effect, else (action, animation), elseif, endlevel, end_turn (action, replay), enemy_of, engine, entry, era, event, extra_anim;

F:

facet, facing, fake_unit, false, feedback, female, filter (concept, event), filter_adjacent, filter_adjacent_location, filter_attack, filter_attacker, filter_base_value, filter_condition, filter_defender, filter_enemy, filter_location, filter_opponent, filter_own, filter_owner, filter_radius, filter_recall, filter_second, filter_second_attack, filter_self, filter_side, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, for, foreach, frame, full_heal;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, have_location, have_unit, heal_on_hit, heal_unit, healed_anim, healing_anim, heals, hide_help, hide_unit, hides;

I:

idle_anim, if (action, animation), illuminates, image, init_side, insert_tag, inspect, item, item_group;

J:

jamming_costs, join;

K:

kill, killed;

L:

label, language, leader, leader_goal, leadership, leading_anim, levelin_anim, levelout_anim, lift_fog, limit, literal, load_resource, locale, lock_view, lua;

M:

male, menu_item, message, micro_ai, missile_frame, modification, modifications, modify_ai, modify_side, modify_turns, modify_unit, modify_unit_type, move, move_unit, move_unit_fake, move_units_fake, movement_anim, movement costs, movetype, multiplayer, multiplayer_side, music;

N:

not, note;

O:

object, objective, objectives, on_undo, open_help, option, options, or;

P:

part, petrifies, petrify, place_shroud, plague, poison, portrait, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, put_to_recall_list;

R:

race, random_placement, recall (action, replay), recalls, recruit, recruit_anim, recruiting_anim, recruits, redraw, regenerate, remove_event, remove_item, remove_object, remove_shroud, remove_sound_source, remove_time_area, remove_unit_overlay, repeat, replace_map, replace_schedule, replay, replay_start, reset_fog, resistance (ability, unit), resistance_defaults, resource, return, role, rule;

S:

save, scenario, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, set_menu_item), show_objectives, side, skirmisher, slow, snapshot, sound, sound_source, source (replay, teleport), special_note, specials, split, stage, standing_anim, statistics, status, store_gold, store_items, store_locations, store_map_dimensions, store_reachable_locations, store_relative_direction, store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_defense, store_unit_type, store_unit_type_ids, store_villages, story, swarm, switch, sync_variable;

T:

target, team, teleport (ability, action), teleport_anim, terrain, terrain_defaults, terrain_graphics, terrain_mask, terrain_type, test, test_condition, text_input, textdomain, theme, then, tile, time, time_area, topic, toplevel, trait, transform_unit, traveler, true, tunnel, tutorial;

U:

unhide_unit, unit, unit_overlay, unit_type, unit_worth, units, unlock_view, unpetrify, unstore_unit, unsynced;

V:

value, variable, variables, variant, variation, victory_anim, village, vision_costs, volume;

W:

while, wml_message, wml_schema;

Z:

zoom;

ActionWML is a summarizing term for all WML actions which can be used in events and some other places.

Types of ActionWML

When a tag permits ActionWML as content, this means that it permits a sequence of any of the following tags:

  • direct actions (DirectActionsWML) which have a direct effect on gameplay
  • display actions (InterfaceActionsWML) which show something to the user
  • internal actions (InternalActionsWML) which are used by WML internally
  • conditional actions (ConditionalActionsWML) which contain other actions, which then are (maybe) executed ([if], [switch], [while], [command])
  • [event] (see EventWML) which creates a new event handler
    • note: [event] can also be a subtag of [unit], [era] and [scenario], where it would not be counted as ActionWML (but has nearly the same syntax).
  • [lua] (LuaWML) which contains Lua code to be executed, and
  • all tags created from lua in wesnoth.wml_actions (if they don't fit in one of the categories above)

When the ActionWML is executed, all its action tags are executed in order.

Where ActionWML can be used

ActionWML can be used:

  • inside an [event], to define a event handler (see EventWML),
  • inside a [then] or [else] of an [if] tag (see ConditionalActionsWML),
  • inside a [case] or [else] of a [switch] tag (see ConditionalActionsWML),
  • inside the [do] of a [while] tag (see ConditionalActionsWML),
  • inside a [command] tag (in [option] or [set_menu_item] or directly as ActionWML) (see InterfaceActionsWML),
  • in certain Lua-created tags (if the registered WML action handler interprets the content as ActionWML).


On most other places ActionWML code will either be ignored, give error messages or be interpreted differently (there may be some tags which are both ActionWML and have similar or different meanings in other places, like [event]).

This page was last edited on 13 November 2019, at 01:51.