Difference between revisions of "AdvancedPreferenceWML"

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[[Category: WML Reference]]
 
[[Category: WML Reference]]
 
== Refugee Turned Entrepreneur Uplifts Women Abroad ==
 
 
While some retailers have struggled in the recession, Amber Chand, an online retailer of items made by women living in war-torn countries, is experiencing success."As the economy was going into a downturn during the holiday season, which is my primary season, I noticed actually that my company was increasing in terms of sales and revenues, and we grew by 22 percent," says Chand.
 
 
[[http://goodvillenews.com/Refugee-Turned-Entrepreneur-Uplifts-Women-Abroad-w0ETyF.html Refugee Turned Entrepreneur Uplifts Women Abroad]]
 
 
[[http://goodvillenews.com/wk.html GoodvilleNews.com - good, positive news, inspirational stories, articles]]
 
 
== Reuse of Wastewater May Improve Drinking Water Supply ==
 
 
With recent advances in technology and design, treating municipal wastewater and reusing it for drinking water, irrigation, industry, and other applications could significantly increase the nations total available water resources, particularly in coastal areas facing water shortages, says a new report from the National Research Council.
 
 
[[http://goodvillenews.com/Reuse-of-Wastewater-May-Improve-Drinking-Water-Supply-SD47qe.html Reuse of Wastewater May Improve Drinking Water Supply]]
 
 
[[http://goodvillenews.com/wk.html GoodvilleNews.com - good, positive news, inspirational stories, articles]]
 
 
== The Art of Motivating Employees ==
 
 
Could a simple five-minute interaction with another person dramatically increase your weekly productivity?In some employment environments, the answer is yes, according to Wharton management professor Adam Grant. Grant has devoted significant chunks of his professional career to examining what motivates workers in settings that range from call centers and mail-order pharmacies to swimming pool lifeguard squads.
 
 
[[http://goodvillenews.com/The-Art-of-Motivating-Employees-oTveQ5.html The Art of Motivating Employees]]
 
 
[[http://goodvillenews.com/wk.html GoodvilleNews.com - good, positive news, inspirational stories, articles]]
 
 
== The Importance of Learned Optimism ==
 
 
What 25 years of research reveal about the cognitive skills of happiness and finding lifes greater purpose.The illiterate of the 21st century, Alvin Toffler famously said, will not be those who cannot read and write, but those who cannot learn, unlearn, and relearn. Our outlook on the world and our daily choices of disposition and behavior are in many ways learned patterns to which Tofflers insight applies with all the greater urgency
 
 
[[http://goodvillenews.com/The-Importance-of-Learned-Optimism-jmZjsG.html The Importance of Learned Optimism]]
 
 
[[http://goodvillenews.com/wk.html GoodvilleNews.com - good, positive news, inspirational stories, articles]]
 
 
== Teen Told to Clean His Room Finds Winning Lotto Ticket ==
 
 
A teenager from Midlothian has cleaned up on the National Lottery after finally cleaning up his messy bedroom. Ryan Kitchin scooped more than 50,000 after finding a winning lottery ticket in the room that his mother had been asking him to clean for weeks.
 
 
[[http://goodvillenews.com/Teen-Told-to-Clean-His-Room-Finds-Winning-Lotto-Ticket-AfWho8.html Teen Told to Clean His Room Finds Winning Lotto Ticket]]
 
 
[[http://goodvillenews.com/wk.html GoodvilleNews.com - good, positive news, inspirational stories, articles]]
 

Latest revision as of 21:54, 5 August 2012

[edit]WML Tags

A:

abilities, about, achievement, achievement_group, add_ai_behavior, 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 (replay, weapon), attack_anim, attacks (special, stats), avoid;

B:

base_unit, background_layer, berserk, binary_path, break, brush;

C:

campaign, cancel_action, candidate_action, capture_village, case, chance_to_hit, change_theme, chat, checkbox, choice, choose, clear_global_variable, clear_menu_item, clear_variable, color_adjust, color_palette, color_range, command (action, replay), continue, credits_group, 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 (credits, options), era, event, experimental_filter_ability, experimental_filter_ability_active, experimental_filter_specials, 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_student, filter_vision, filter_weapon, filter_wml, find_path, fire_event, firststrike, floating_text, found_item, for, foreach, frame;

G:

game_config, get_global_variable, goal, gold, gold_carryover;

H:

harm_unit, has_ally, has_attack, has_unit, has_achievement, 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, intro), illuminates, image (intro, terrain), 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, post_movement_anim, pre_movement_anim, primary_attack, primary_unit, print, progress_achievement, 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_trait, 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, screen_fade, scroll, scroll_to, scroll_to_unit, secondary_attack, secondary_unit, section, select_unit, sequence, set_achievement, set_extra_recruit, set_global_variable, set_menu_item, set_recruit, set_specials, set_variable, set_variables, sheath_weapon_anim, show_if (message, objective, set_menu_item), show_objectives, side, skirmisher, slider, 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_defense_on, store_unit_type, store_unit_type_ids, store_villages, story, swarm, sub_achievement, switch, sync_variable;

T:

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

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;

The [advanced_preference] tag

This tag is a top level WML tag that defines an advanced preference. It only affects the appearance in the preference dialog (in the advanced section), the actual effect of the setting is part of the game engine and is not modifiable by WML.

The following keys are recognised

  • field: The id of the preference, this needs to match the what the game engine requests.
  • name: Visible name of the setting.
  • description: (optional) The help string that appears at the bottom of the screen when you mouse-over.
  • default: The default value of the preference.
  • type: The type of preference. Current allowed values are 'boolean' ('yes' or 'no') and 'int' (numerical).

If the type is 'int', the following settings are also recognized

  • min: The minimum value.
  • max: The maximum value.
  • step: (optional, default is 1) Step size between allowed values.

See Also

This page was last edited on 5 August 2012, at 21:54.