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	<id>https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jequ</id>
	<title>The Battle for Wesnoth Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.wesnoth.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jequ"/>
	<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/Special:Contributions/Jequ"/>
	<updated>2026-04-04T15:35:26Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=30205</id>
		<title>Wesnoth Acronyms and Slang</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Wesnoth_Acronyms_and_Slang&amp;diff=30205"/>
		<updated>2009-04-17T16:16:58Z</updated>

		<summary type="html">&lt;p&gt;Jequ: /* Unit Names */ added pyro&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Use the following list to demystify the various (mostly wesnoth specific) acronyms you may run into at the forum.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- NOTE TO EDITORS: Please try to keep an alphabetic order to simplify manual searching --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Names of Mainline Campaigns and Scenarios ==&lt;br /&gt;
&lt;br /&gt;
*AoI      - &amp;quot;An Orcish Incursion&amp;quot;&lt;br /&gt;
*DiD      - &amp;quot;Descent into Darkness&amp;quot;&lt;br /&gt;
*EI       - &amp;quot;The Eastern Invasion&amp;quot;&lt;br /&gt;
*HttT     - &amp;quot;Heir to the Throne&amp;quot;&lt;br /&gt;
** BoP    - &amp;quot;Bay of Pearls&amp;quot;&lt;br /&gt;
** DD     - &amp;quot;Dwarven Doors&amp;quot;&lt;br /&gt;
** HotNE  - &amp;quot;Home of the North Elves&amp;quot;&lt;br /&gt;
** IotD   - &amp;quot;Isle of the Damned&amp;quot;&lt;br /&gt;
** RtW    - &amp;quot;Return to Wesnoth&amp;quot;&lt;br /&gt;
** SoE    - &amp;quot;Siege of Elensefar&amp;quot;&lt;br /&gt;
** SoF    - &amp;quot;Scepter of Fire&amp;quot;&lt;br /&gt;
** TotC   - &amp;quot;Test of the Clans&amp;quot;&lt;br /&gt;
** VoD    - &amp;quot;Valley of Death&amp;quot;&lt;br /&gt;
*LoW      - &amp;quot;Legend of Wesmere&amp;quot;&lt;br /&gt;
*NR       - &amp;quot;Northern Rebirth&amp;quot;&lt;br /&gt;
*SoF      - &amp;quot;Sceptre of Fire&amp;quot;&lt;br /&gt;
*SotBE    - &amp;quot;Son of the Black Eye&amp;quot;&lt;br /&gt;
*TB       - &amp;quot;A Tale of Two Brothers&amp;quot;&lt;br /&gt;
*THoT     - &amp;quot;The Hammer of Thursagan&amp;quot;&lt;br /&gt;
*TRoW     - &amp;quot;The Rise of Wesnoth&amp;quot;&lt;br /&gt;
*TSG      - &amp;quot;The South Guard&amp;quot;&lt;br /&gt;
*UtBS     - &amp;quot;Under the Burning Suns&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Unofficial Campaigns ==&lt;br /&gt;
&lt;br /&gt;
*FtF      - &amp;quot;Flight to Freedom&amp;quot; (campaign name)&lt;br /&gt;
*IftU     - &amp;quot;Invasion from the Unknown&amp;quot; (campaign name)&lt;br /&gt;
*SE       - &amp;quot;Saving Elensefar&amp;quot; (campaign name)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Unit Names ==&lt;br /&gt;
&lt;br /&gt;
*bird    - usually Gryphon Rider/Master (knaglans), or occasionally a Falcon or Eagle Rider from the [[Extended Era]] Aragwaith and Kalifa factions.&lt;br /&gt;
*DA      - Dark Adept (undead)&lt;br /&gt;
*fish    - Merman (loyalists or rebels) or Naga Fighter (northerners)&lt;br /&gt;
*gobo    - An affectionate, if somewhat derogatory term for the Goblin Spearman&lt;br /&gt;
*gunner  - Dwarvish Thunderer/Thunderguard/Dragonguard (knaglans)&lt;br /&gt;
*HI      - Heavy Infantryman (loyalists)&lt;br /&gt;
*MoL     - Mage of Light (loyalists or rebels)&lt;br /&gt;
*pyro    - Unit in the Drake Burner line&lt;br /&gt;
*Ulf     - Dwarvish Ulfserker (knaglans)&lt;br /&gt;
*WC      - Walking Corpse (undead)&lt;br /&gt;
*zombie  - Walking Corpse&lt;br /&gt;
&lt;br /&gt;
== Other, Wesnoth-specific ==&lt;br /&gt;
&lt;br /&gt;
*AMLA    - After Maximum Level Advancement&lt;br /&gt;
*AoH     - Age of Heroes&lt;br /&gt;
*BfW     - Battle for Wesnoth (the name of the game)&lt;br /&gt;
*BWH     - Been suggested before.  We think it's a good idea.  Hope to add it eventually.&lt;br /&gt;
*CABD    - Can Already Be Done, e.g., you can already create custom unit abilities via WML.&lt;br /&gt;
*CtH     - Chance to Hit (also C2H)&lt;br /&gt;
*CtBH    - Chance to Be Hit (also C2BH)&lt;br /&gt;
*CtK     - Chance to Kill (also C2K)&lt;br /&gt;
*CtBK    - Chance to Be Killed (also C2BK)&lt;br /&gt;
*EP      - Elvish Pillager, moderator and great man :) at forum&lt;br /&gt;
*FoW     - Fog of War (i.e. fog)&lt;br /&gt;
*FFA     - Free For All (playing a map with &amp;gt;2 players without teams)&lt;br /&gt;
*FPI     - Frequently Posted Idea (read the [http://www.wesnoth.org/forum/viewtopic.php?t=1158|FPI Post] from the Ideas Forum)&lt;br /&gt;
*HANE—EtH      - Hexes Are Not Evil - Embrace the Hex&lt;br /&gt;
*HAPMA   - Hexes Are Possibly Miles Across - http://www.wesnoth.org/forum/viewtopic.php?t=1882&lt;br /&gt;
*HP      - Hit points&lt;br /&gt;
*IIRWIIR - It Is Ready When It Is Ready&lt;br /&gt;
*KISS    - Keep It Simple, Stupid: Applies to coding, not game rules (although indirectly it does): see [[WesnothPhilosophy]]&lt;br /&gt;
*MP      - Multiplayer or Movement Points&lt;br /&gt;
*N3T     - No 3-Teams; A belief stating that contests between three equal and opposing forces are inherently unbalanced&lt;br /&gt;
*OAB     - Options Are Bad; In reference to gameplay, not user interface options.  Mostly used by Turin. See also [[FrequentlyProposedIdeas]] (idea #1)&lt;br /&gt;
*OFWRA   - Old Flame War Revival Alert; In other words, we have discussed this before and have no interest in discussing it again, especially if it got ugly&lt;br /&gt;
* OOS - Out Of Synch - an error generated by Wesnoth.  OOS errors occur when game data for one player is different/incompatible from the others&lt;br /&gt;
* PoD    - Paths of Daggers, the name of a 2v2 multiplayer map.&lt;br /&gt;
*RiPLIB  - Reduction in Power when Levelling Is Bad: means that when a unit upgrades, at least one of its options should be strictly superior to the original unit. [http://www.wesnoth.org/forum/viewtopic.php?t=1423 Reference 1] / [http://www.wesnoth.org/forum/viewtopic.php?t=7205 Reference 2]&lt;br /&gt;
*RPG     - Role Playing Game - [http://www.wesnoth.org/forum/viewtopic.php?t=4385 1)] Wesnoth's experience system. &amp;lt;nowiki&amp;gt;2)&amp;lt;/nowiki&amp;gt; An &amp;quot;RPG-style&amp;quot; game on the MP server means the primary focus will be walking your leader-units through a scripted storyline involving map exploration and lots of WML.&lt;br /&gt;
*SLF     - [[StandardLocationFilter]]&lt;br /&gt;
*SP      - Single Player (Campaigns)&lt;br /&gt;
*SUF     - [[StandardUnitFilter]]&lt;br /&gt;
*ToD     - Time of Day&lt;br /&gt;
*TWP     - The Wesnoth Philosophy: [[WesnothPhilosophy]]&lt;br /&gt;
*UMC    - User Made Campaign or User Made Content (any add-on not packaged with Wesnoth)&lt;br /&gt;
*WICOT  - WML is capable of this (the requested feature is already possible to script, so no need to hard-code it in C++)&lt;br /&gt;
*WINR    - Wesnoth Is Not Realistic&lt;br /&gt;
*WIN_    - Wesnoth Is Not... (Warcraft, Lord of the Rings, medieval Europe, an RPG, a wargame, a war simulation, etc.)&lt;br /&gt;
*WML     - Wesnoth Markup Language: [[ReferenceWML]]&lt;br /&gt;
*XP      - Experience&lt;br /&gt;
*ZoC     - Zone of Control&lt;br /&gt;
&lt;br /&gt;
== General Acronyms ==&lt;br /&gt;
&lt;br /&gt;
*AFaICT  - As Far as I Can Tell (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AFaIK   - As Far as I Know (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*AfK     - Away from the Keyboard&lt;br /&gt;
*ASaP    - As Soon as Possible&lt;br /&gt;
*BRB     - Be Right Back&lt;br /&gt;
*BtW     - By the Way (A statement with a disclaimer on relevance)&lt;br /&gt;
*EV      - Expected Value&lt;br /&gt;
*FYI     - For Your Information&lt;br /&gt;
*GtG     - Got to Go&lt;br /&gt;
*IIRC    - If I Recall Correctly (A statement with a disclaimer on truthfulness)&lt;br /&gt;
*IMHO    - In My Humble Opinion (A statement with a disclaimer on objectiveness)&lt;br /&gt;
*IMO     - In My Opinion&lt;br /&gt;
*IYSWIM  - If You See What I Mean (A statement seeking agreement)&lt;br /&gt;
*LTNS    - Long Time No See&lt;br /&gt;
*OMG     - Oh My God&lt;br /&gt;
*OT      - Off Topic: can refer either to the forum category (http://www.wesnoth.org/forum/viewforum.php?f=11) or to spam&lt;br /&gt;
*OtOH    - On the Other Hand (A contrast)&lt;br /&gt;
*RotFL   - Rolling on the Floor Laughing; also RoFL&lt;br /&gt;
*RNG     - Random Number Generator&lt;br /&gt;
*RtFM    - Read the F***ing Manual&lt;br /&gt;
*RTS     - Real Time Strategy Game - as opposed to a turn-based game like Wesnoth&lt;br /&gt;
*SVN     - Subversion -- the bleeding-edge up-to-the-minute current version of Wesnoth [[WesnothSVN]] ([[What_Is_SVN]])&lt;br /&gt;
*TBS     - Turn Based Strategy Game, like Wesnoth&lt;br /&gt;
&lt;br /&gt;
[[Category:World of Wesnoth]]&lt;/div&gt;</summary>
		<author><name>Jequ</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=27934</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=27934"/>
		<updated>2009-01-12T18:35:21Z</updated>

		<summary type="html">&lt;p&gt;Jequ: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[AbilitiesWML|abilities]],&lt;br /&gt;
[[CampaignWML#The_.5Babout.5D_tag|about]],&lt;br /&gt;
[[UnitWML|advancefrom]],&lt;br /&gt;
[[UnitWML|advancement]],&lt;br /&gt;
[[StatisticalScenarioWML|advances]],&lt;br /&gt;
[[AiWML|ai]],&lt;br /&gt;
[[DirectActionsWML|allow_recruit]],&lt;br /&gt;
[[DirectActionsWML|allow_undo]],&lt;br /&gt;
[[InterfaceActionsWML|animate_unit]],&lt;br /&gt;
[[AnimationWML|animation]],&lt;br /&gt;
[[VariablesWML|array]],&lt;br /&gt;
[[UnitWML|attack]],&lt;br /&gt;
[[AnimationWML|attack_filter]], &lt;br /&gt;
[[StatisticalScenarioWML|attacks]],&lt;br /&gt;
[[AiWML|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[UnitWML|base_unit]],[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]], [[EditorWML|brush]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],&lt;br /&gt;
[[InternalActionsWML|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML|colour_adjust]],&lt;br /&gt;
command([[InterfaceActionsWML|action]], [[ReplayWML|replay]]);&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[AbilitiesWML|damage]],[[StatisticalScenarioWML|deaths]],[[InterfaceActionsWML|debug_message]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],&lt;br /&gt;
[[UnitWML|defense]],&lt;br /&gt;
[[InterfaceActionsWML|delay]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML|disallow_recruit]],&lt;br /&gt;
[[InternalActionsWML|do]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[EditorWML|editor_group]], [[EditorWML|editor_music]], &lt;br /&gt;
[[EditorWML|editor_times]], [[EditorWML|editor_tool_hint]],&lt;br /&gt;
[[EffectWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],&lt;br /&gt;
[[DirectActionsWML|endlevel]],&lt;br /&gt;
end_turn&amp;amp;nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]),&lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML|expenses]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:'' &lt;br /&gt;
[[FilterWML|filter]], [[FilterWML|filter_location]], [[FilterWML|filter_second]], [[FilterWML|filter_vision]], [[InternalActionsWML|fire_event]], [[HelpWML|format]], [[AnimationWML|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[DirectActionsWML|heal_unit]],[[InterfaceActionsWML|hide_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],&lt;br /&gt;
[[HelpWML|img]], [[ThemeWML|income]], [[InternalActionsWML|insert_tag]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[HelpWML|jump]], [[InternalActionsWML|join]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
[[LabelWML|label]] ([[InterfaceActionsWML|map]], [[ThemeWML|theme]]), [[LanguageWML|language]], [[AiWML|leader_goal]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],&lt;br /&gt;
[[AnimationWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],&lt;br /&gt;
[[DirectActionsWML|modify_turns]], [[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],&lt;br /&gt;
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[AnimationWML|neighbour_unit_filter]], [[FilterWML|not]], [[ThemeWML|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],&lt;br /&gt;
[[ThemeWML|observers]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],&lt;br /&gt;
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML|race]], [[ReplayWML|random]], recall&amp;amp;nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]), [[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],&lt;br /&gt;
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],&lt;br /&gt;
[[InterfaceActionsWML|removeitem]], [[InterfaceActionsWML|remove_sound_source]], [[SavefileWML|replay]], [[SavefileWML|replay_start]],&lt;br /&gt;
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], [[ScenarioWML|scenario]],&lt;br /&gt;
[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML|scroll_to_unit]], [[AnimationWML|secondary_attack_filter]], [[AnimationWML|secondary_unit_filter]], [[HelpWML|section]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bset_menu_item.5D_.28SVN_trunk_only.29|set_menu_item]], [[DirectActionsWML|set_recruit]],&lt;br /&gt;
[[InternalActionsWML|set_variable]], [[InternalActionsWML|set_variables]], &lt;br /&gt;
[[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML|sound]], [[InterfaceActionsWML|sound_source]], [[ReplayWML|source]], [[EventWML|special_filter]], [[EventWML|special_filter_second]],&lt;br /&gt;
[[InternalActionsWML|split]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],&lt;br /&gt;
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],&lt;br /&gt;
[[InternalActionsWML|store_map_dimensions]],&lt;br /&gt;
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_side]], [[InternalActionsWML|store_time_of_day]], [[InternalActionsWML|store_unit]], [[InternalActionsWML|store_villages]] [[IntroWML|story]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[AiWML|target]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],&lt;br /&gt;
[[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],&lt;br /&gt;
terrain([[TerrainWML|define]], [[DirectActionsWML|create]]), [[TerrainGraphicsWML|terrain_graphics]], [[TerrainMaskWML|terrain_mask]], [[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[WesCamp|textdomain]], [[InterfaceActionsWML|text_input]], [[ThemeWML|theme]], [[InternalActionsWML|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], [[ScenarioWML|time_area]], [[ThemeWML|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML|unhide_unit]], unit&amp;amp;nbsp;([[UnitWML|define]], [[SingleUnitWML|create]]),&lt;br /&gt;
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]], [[AnimationWML|unit_filter]], [[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],&lt;br /&gt;
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[InternalActionsWML|while]], [[FilterWML|wml_filter]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jequ</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=TerrainMaskWML&amp;diff=27933</id>
		<title>TerrainMaskWML</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=TerrainMaskWML&amp;diff=27933"/>
		<updated>2009-01-12T18:30:55Z</updated>

		<summary type="html">&lt;p&gt;Jequ: Tag list and some little fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WML Tags}}&lt;br /&gt;
== The [terrain_mask] tag ==&lt;br /&gt;
&lt;br /&gt;
The [terrain_mask] tag makes map manipulation from within WML much easier.&lt;br /&gt;
It uses a Wesnoth map as a &amp;quot;mask&amp;quot; over a given location,&lt;br /&gt;
placing it down on top of the scenario map.&lt;br /&gt;
Fog('~') and void(' ') are used like alpha in an image; i.e. they cause the previous terrain to be used.&lt;br /&gt;
&lt;br /&gt;
* '''x,y''': the x,y location in the scenario map to place the top-left corner of the mask onto&lt;br /&gt;
* '''mask''': a Wesnoth map; see [[BuildingMaps]].&lt;br /&gt;
*  {{DevFeature}} '''border''': (default=no) Overlay on the border as well as the playable map area. The mask used must have a border_size equal to the map's border size (i.e. it must be a normal map), otherwise it will be ignored&lt;br /&gt;
* '''[rule]''': specifies a rule for blending the mask with the scenario.&lt;br /&gt;
The terrain on each hex fitting the rule will be changed to the terrain specified in the rule.&lt;br /&gt;
** '''old''': a comma-separated list of terrain codes. The rule fits only those hexes that have one of these terrains in the scenario.&lt;br /&gt;
** '''new''': a list of terrain letters. The rule fits only those hexes with this terrain specified in the mask.&lt;br /&gt;
** '''terrain''': the letter of the terrain to change hexes which fit this rule (i.e. for which the '''new''' terrain code in the mask falls on top of the '''old''' terrain in the scenario) into.&lt;br /&gt;
**  {{DevFeature}} '''layer''': (overlay|base|both, default=both) only change the specified layer.&lt;br /&gt;
**  {{DevFeature}} '''replace_if_failed''': (default=no) When replacing just one layer failed, try to replace the whole terrain. If '''terrain''' is an overlay only terrain, use the default_base as base layer. If the terrain has no default base, do nothing.&lt;br /&gt;
&lt;br /&gt;
As an example, suppose you want to lay down a road somewhere. You could specify by hand the path the road takes using&lt;br /&gt;
[terrain], or you could use&lt;br /&gt;
[terrain_mask]:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[terrain_mask]&lt;br /&gt;
    x,y=12,10&lt;br /&gt;
    mask=&amp;quot;border_size=1&lt;br /&gt;
 usage=map&lt;br /&gt;
 &lt;br /&gt;
   Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   Re,   Re,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   Re,   _f,   _f,   Re,   Re,   _f,   _f,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   _f,   Re,   Re,   Re,   _f,   Re,   Re,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   _f,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   _f,   _f,   _f&lt;br /&gt;
   _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   Re,   Re,   Re&lt;br /&gt;
   _f,   _f,   _f,   _f,   _f,   _f,   _f,   Re,   Re,   Re,   Re,   Re&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 [/terrain_mask]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For instance, suppose you want snow to fall in an area. You want villages (v) to turn into snowed-villages (V), forest&lt;br /&gt;
(f) to turn into snowed-forest (F), hills&lt;br /&gt;
(h) to turn into snowed-hills (H), and grassland (g) and roads (r) to turn into snow (S), while other terrain remains&lt;br /&gt;
untouched. You could look over your&lt;br /&gt;
destination map and work out which terrain type is which and draw your mask, but that's alot of effort, you want to just&lt;br /&gt;
draw a simple mask which has&lt;br /&gt;
areas of snow and areas of no snow, and make the game work out the rest.&lt;br /&gt;
&lt;br /&gt;
You can do it like this:&lt;br /&gt;
&lt;br /&gt;
 [terrain_mask]&lt;br /&gt;
     x,y=1,1&lt;br /&gt;
     mask=&amp;quot;border_size=1&lt;br /&gt;
 usage=map&lt;br /&gt;
 &lt;br /&gt;
  _f,   _f,   Aa,   _f,   _f,   _f,   Aa,   _f,   _f&lt;br /&gt;
  _f,   _f,   Aa,   _f,   _f,   _f,   Aa,   _f,   _f&lt;br /&gt;
  _f,   _f,   Aa,   _f,   Aa,   _f,   Aa,   _f,   _f&lt;br /&gt;
  Aa,   Aa,   _f,   _f,   Aa,   Aa,   Aa,   _f,   _f&lt;br /&gt;
  _f,   _f,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa&lt;br /&gt;
  _f,   _f,   _f,   Aa,   Aa,   Aa,   Aa,   Aa,   Aa&lt;br /&gt;
  _f,   _f,   _f,   _f,   Aa,   Aa,   _f,   _f,   _f&lt;br /&gt;
  _f,   _f,   _f,   _f,   Aa,   Aa,   _f,   _f,   _f&amp;quot;&lt;br /&gt;
 [rule]&lt;br /&gt;
    old=Gg^Vh&lt;br /&gt;
    new=Aa&lt;br /&gt;
    terrain=Aa^Vha&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [rule]&lt;br /&gt;
    old=Gs^Fp&lt;br /&gt;
    new=Aa&lt;br /&gt;
    terrain=Aa^Fpa&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [rule]&lt;br /&gt;
    old=Hh&lt;br /&gt;
    new=Aa&lt;br /&gt;
    terrain=Ha&lt;br /&gt;
 [/rule]&lt;br /&gt;
 &lt;br /&gt;
 [rule]&lt;br /&gt;
    old=Gg,Re&lt;br /&gt;
    new=Aa&lt;br /&gt;
    #don't specify terrain and it just uses the new terrain&lt;br /&gt;
 [/rule]&lt;br /&gt;
 &lt;br /&gt;
 #default: Will match everything, since 'old' and 'new' aren't&lt;br /&gt;
 #specified. Set 'use_old=yes' to signal no change.&lt;br /&gt;
 [rule]&lt;br /&gt;
 use_old=yes&lt;br /&gt;
 [/rule]&lt;br /&gt;
 [/terrain_mask]&lt;/div&gt;</summary>
		<author><name>Jequ</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=27927</id>
		<title>WML Abilities</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=WML_Abilities&amp;diff=27927"/>
		<updated>2009-01-10T15:56:01Z</updated>

		<summary type="html">&lt;p&gt;Jequ: works ability&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Remember that you must include the WML ability code in every scenario where you intend them to work. Or include them in the unit file inside the [unit] tag.&lt;br /&gt;
&lt;br /&gt;
Some abilities require macros from [[WML_Utilities|Utilities]]. &lt;br /&gt;
&lt;br /&gt;
=== Knockback  ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''knockback'' attack, it is immediately pushed one hex away from the attacker, at which point the combat ends. Exception: units in villages can't be knocked out of them.&lt;br /&gt;
&lt;br /&gt;
Examples that give ''knockback'' for every Drake Glider on their slam attack, and for the Shock Trooper named Jane:&lt;br /&gt;
 {KNOCKBACK (type=Drake Glider) slam}&lt;br /&gt;
 {KNOCKBACK description=Jane mace}&lt;br /&gt;
&lt;br /&gt;
Requires the macro ''OPPOSITE_SIDE''.&lt;br /&gt;
&lt;br /&gt;
 #define KNOCKBACK FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         [sound]&lt;br /&gt;
             name=ghoul-hit.wav&lt;br /&gt;
         [/sound]&lt;br /&gt;
 &lt;br /&gt;
         {OPPOSITE_SIDE $x2 $y2 $x1 $y1 target_hex}&lt;br /&gt;
 &lt;br /&gt;
         [store_locations]&lt;br /&gt;
             x,y=$x2,$y2&lt;br /&gt;
             terrain=AaBbDeLptUVvYZ&lt;br /&gt;
             variable=defender_in_village&lt;br /&gt;
         [/store_locations]&lt;br /&gt;
         [if]&lt;br /&gt;
             [have_unit]&lt;br /&gt;
                x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
             [/have_unit]&lt;br /&gt;
             [else]&lt;br /&gt;
                 {IF_VAR defender_in_village.length not_equals 1 (&lt;br /&gt;
                     [then]&lt;br /&gt;
                         {STORE_UNIT_VAR x,y=$x2,$y2 side side_of_defender}&lt;br /&gt;
 &lt;br /&gt;
                         [teleport]&lt;br /&gt;
                             [filter]&lt;br /&gt;
                                 x,y=$x2,$y2&lt;br /&gt;
                             [/filter]&lt;br /&gt;
 &lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/teleport]&lt;br /&gt;
 &lt;br /&gt;
                         [capture_village]&lt;br /&gt;
                             side=$side_of_defender&lt;br /&gt;
                             x,y=$target_hex.x,$target_hex.y&lt;br /&gt;
                         [/capture_village]&lt;br /&gt;
 &lt;br /&gt;
                         {CLEAR_VARIABLE side_of_defender}&lt;br /&gt;
                     [/then]&lt;br /&gt;
                 )}&lt;br /&gt;
             [/else]&lt;br /&gt;
         [/if]&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE target_hex}&lt;br /&gt;
         {CLEAR_VARIABLE defender_in_village}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Charm ===&lt;br /&gt;
&lt;br /&gt;
When a unit is hit with a ''charm'' attack, it instantly jumps to the attacker's side, and returns to it's original side at the beginning of that side's turn. A charmed unit has 1 movement point and can attack.&lt;br /&gt;
&lt;br /&gt;
Example that makes all Troll Whelps have charm on their attack:&lt;br /&gt;
&lt;br /&gt;
 {CHARM (type=Troll Whelp) fist}&lt;br /&gt;
&lt;br /&gt;
 #define CHARM FILTER WEAPON&lt;br /&gt;
     [event]&lt;br /&gt;
         name=attacker_hits&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter]&lt;br /&gt;
 &lt;br /&gt;
         [special_filter]&lt;br /&gt;
             weapon={WEAPON}&lt;br /&gt;
         [/special_filter]&lt;br /&gt;
 &lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x1,$y1 side charmer_side}&lt;br /&gt;
         {STORE_UNIT_VAR x,y=$x2,$y2 side charmed_side}&lt;br /&gt;
 &lt;br /&gt;
         {IF_VAR charmer_side not_equals $charmed_side (&lt;br /&gt;
             [then]&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 variables.real_side $charmed_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 side $charmer_side}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 moves 1}&lt;br /&gt;
                 {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
 &lt;br /&gt;
                 {VARIABLE_OP varname format &amp;quot;side_$charmed_side|_units_charmed&amp;quot;}&lt;br /&gt;
                 {VARIABLE $varname yes}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE varname}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
 &lt;br /&gt;
         {CLEAR_VARIABLE charmer_side}&lt;br /&gt;
         {CLEAR_VARIABLE charmed_side}&lt;br /&gt;
     [/event]&lt;br /&gt;
 &lt;br /&gt;
     [event]&lt;br /&gt;
         name=side turn&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         {VARIABLE_OP this_side_charmed to_variable &amp;quot;side_$side_number|_units_charmed&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
         {IF_VAR this_side_charmed equals yes (&lt;br /&gt;
             [then]&lt;br /&gt;
                 [store_unit]&lt;br /&gt;
                     [filter]&lt;br /&gt;
                         [not]&lt;br /&gt;
                             side=$side_number&lt;br /&gt;
                         [/not]&lt;br /&gt;
                     [/filter]&lt;br /&gt;
 &lt;br /&gt;
                     variable=possibly_charmed&lt;br /&gt;
                     kill=no&lt;br /&gt;
                 [/store_unit]&lt;br /&gt;
 &lt;br /&gt;
                 {FOREACH possibly_charmed i}&lt;br /&gt;
                     {VARIABLE_OP real_side format &amp;quot;0$possibly_charmed[$i].variables.real_side&amp;quot;}&lt;br /&gt;
 &lt;br /&gt;
                     {IF_VAR real_side not_equals &amp;quot;0&amp;quot; (&lt;br /&gt;
                         [then]&lt;br /&gt;
                             {IF_VAR side_number equals $possibly_charmed[$i].variables.real_side (&lt;br /&gt;
                                 [then]&lt;br /&gt;
                                     {CLEAR_VARIABLE possibly_charmed[$i].variables.real_side}&lt;br /&gt;
                                     {VARIABLE possibly_charmed[$i].side $side_number}&lt;br /&gt;
 &lt;br /&gt;
                                     [unstore_unit]&lt;br /&gt;
                                         variable=possibly_charmed[$i]&lt;br /&gt;
                                         find_vacant=no&lt;br /&gt;
                                     [/unstore_unit]&lt;br /&gt;
                                 [/then]&lt;br /&gt;
                             )}&lt;br /&gt;
                         [/then]&lt;br /&gt;
                     )}&lt;br /&gt;
                 {NEXT i}&lt;br /&gt;
 &lt;br /&gt;
                 {CLEAR_VARIABLE possibly_charmed}&lt;br /&gt;
             [/then]&lt;br /&gt;
         )}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Bloodlust ===&lt;br /&gt;
&lt;br /&gt;
Bloodlust is a very simple ability. If a unit that has bloodlust kills an enemy unit when attacking, it may attack again, provided that there are more enemy units adjacent to it.&lt;br /&gt;
&lt;br /&gt;
This would give the bloodlust ability to all Dwarvish Ulfserkers (making them insanely powerful):&lt;br /&gt;
&lt;br /&gt;
 {BLOODLUST (type=Dwarvish Ulfserker)}&lt;br /&gt;
&lt;br /&gt;
 #define BLOODLUST FILTER&lt;br /&gt;
     [event]&lt;br /&gt;
         name=die&lt;br /&gt;
         first_time_only=no&lt;br /&gt;
 &lt;br /&gt;
         [filter_second]&lt;br /&gt;
             {FILTER}&lt;br /&gt;
         [/filter_second]&lt;br /&gt;
 &lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 moves 0}&lt;br /&gt;
         {MODIFY_UNIT x,y=$x2,$y2 attacks_left 1}&lt;br /&gt;
     [/event]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
=== Pickpocket ===&lt;br /&gt;
&lt;br /&gt;
This special could also be called loot. When a unit with this attack special sucessfully hits an enemy unit, it gains a certain amount of gold - say 10.&lt;br /&gt;
&lt;br /&gt;
To do this, use this code:&lt;br /&gt;
&lt;br /&gt;
 #define WEAPON_SPECIAL_PICKPOCKET&lt;br /&gt;
     [damage]&lt;br /&gt;
         id=pickpocket&lt;br /&gt;
         name=&amp;quot;Pickpocket&amp;quot;&lt;br /&gt;
         description=&amp;quot;When used offensively, this attack gives 10 gold to the attacker on every successful hit.&amp;quot; &lt;br /&gt;
         multiply=1&lt;br /&gt;
     [/damage]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
Then put this event in your scenario:&lt;br /&gt;
&lt;br /&gt;
 [event]&lt;br /&gt;
     name=attacker_hits&lt;br /&gt;
     first_time_only=no&lt;br /&gt;
     [filter]&lt;br /&gt;
         side=$side_number&lt;br /&gt;
 	 canrecruit=yes&lt;br /&gt;
     [/filter]&lt;br /&gt;
     [special_filter]&lt;br /&gt;
         weapon=pickpocket gloves&lt;br /&gt;
     [/special_filter]&lt;br /&gt;
     [gold]&lt;br /&gt;
         side=$side_number&lt;br /&gt;
 	 amount=10&lt;br /&gt;
     [/gold]&lt;br /&gt;
 [/event]&lt;br /&gt;
&lt;br /&gt;
Then give the unit you want to have the &amp;quot;pickpocket&amp;quot; special something like this:&lt;br /&gt;
&lt;br /&gt;
 [object]&lt;br /&gt;
     silent=yes&lt;br /&gt;
     [effect]&lt;br /&gt;
         apply_to=new_attack &lt;br /&gt;
 	 name=pickpocket gloves&lt;br /&gt;
 	 type=impact&lt;br /&gt;
 	 range=melee &lt;br /&gt;
 	 damage=3&lt;br /&gt;
 	 number=3 &lt;br /&gt;
 	 [specials]&lt;br /&gt;
 	     {WEAPON_SPECIAL_PICKPOCKET}&lt;br /&gt;
 	 [/specials]&lt;br /&gt;
     [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
&lt;br /&gt;
===Soultaker===&lt;br /&gt;
&lt;br /&gt;
Any unit with this ability will gain an additional point of damage per strike every time it kills an enemy. Coder(s) unknown, made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=19&amp;amp;t=20100).&lt;br /&gt;
&lt;br /&gt;
To give a unit the ability, place the following in any .cfg file loaded by the campaign or era:&lt;br /&gt;
&lt;br /&gt;
 #define ABILITY_SOULTAKER&lt;br /&gt;
 	[dummy]&lt;br /&gt;
 		id=soultaker&lt;br /&gt;
 		name= _ &amp;quot;soultaker&amp;quot;&lt;br /&gt;
 		description=_ &amp;quot;Soultaker:&lt;br /&gt;
 This unit gains an additional point added to its maximum damage whenever it kills a living unit.&amp;quot;&lt;br /&gt;
 	[/dummy]&lt;br /&gt;
 &lt;br /&gt;
 [/abilities]&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=die&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	[filter]&lt;br /&gt;
 		[not]&lt;br /&gt;
 			[wml_filter]&lt;br /&gt;
 				[status]&lt;br /&gt;
 					not_living=&amp;quot;yes&amp;quot;&lt;br /&gt;
 				[/status]&lt;br /&gt;
 			[/wml_filter]&lt;br /&gt;
 		[/not]&lt;br /&gt;
 	[/filter]&lt;br /&gt;
 &lt;br /&gt;
 	[filter_second]&lt;br /&gt;
 		ability=soultaker&lt;br /&gt;
 	[/filter_second]&lt;br /&gt;
 &lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=second_unit&lt;br /&gt;
 		{COLOR_HEAL}&lt;br /&gt;
 		text= _ &amp;quot;+1 damage&amp;quot;&lt;br /&gt;
 		find_vacant=no&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 &lt;br /&gt;
 	[object]&lt;br /&gt;
 		silent=yes&lt;br /&gt;
 		duration=forever&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x2,$y2&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 &lt;br /&gt;
 		[effect]&lt;br /&gt;
 			apply_to=attack&lt;br /&gt;
 			range=melee&lt;br /&gt;
 			increase_damage=1&lt;br /&gt;
 			increase=1&lt;br /&gt;
 		[/effect]&lt;br /&gt;
 	[/object]&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 [+abilities]&lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
And the following in the unit's [abilities] tag:&lt;br /&gt;
&lt;br /&gt;
 	{ABILITY_SOULTAKER}&lt;br /&gt;
&lt;br /&gt;
===Charm (Type 2)===&lt;br /&gt;
&lt;br /&gt;
An attack special. If the attack hits, and the target is level 0 or 1, the target is converted to the attacker's side. However, if it misses, the attacker is converted to the defender's side. Maintainer is krotop, using 1.4.X syntax, made for Melon's Youkai faction (http://www.wesnoth.org/forum/viewtopic.php?f=21&amp;amp;t=22539)&lt;br /&gt;
&lt;br /&gt;
 #define ABILITY_CHARM WEAPON&lt;br /&gt;
 # dummy ability, defining the ability id for the next filters&lt;br /&gt;
 [dummy]&lt;br /&gt;
 	id=charm_attack&lt;br /&gt;
 [/dummy]&lt;br /&gt;
 &lt;br /&gt;
 [/abilities]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # event that creates a variable at the beginning of the fight to check if the attacker hit at least once by the end.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter]&lt;br /&gt;
 		ability=charm_attack&lt;br /&gt;
 	[/filter]&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon={WEAPON}&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]	&lt;br /&gt;
 	[set_variable]&lt;br /&gt;
 		name=unit_att_with_charm.variables.charm_has_worked&lt;br /&gt;
 		value=no&lt;br /&gt;
 	[/set_variable]	&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	{CLEAR_VARIABLE unit_att_with_charm}&lt;br /&gt;
 	&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # event that creates a &amp;quot;charm has worked&amp;quot; variable&lt;br /&gt;
 # and sets it to &amp;quot;yes&amp;quot; if the attacker hits at least once.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attacker_hits&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter]&lt;br /&gt;
 		ability=charm_attack&lt;br /&gt;
 	[/filter]&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon={WEAPON}&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	[set_variable]&lt;br /&gt;
 		name=unit_att_with_charm.variables.charm_has_worked&lt;br /&gt;
 		value=yes&lt;br /&gt;
 	[/set_variable]&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=unit_att_with_charm&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	{CLEAR_VARIABLE unit_att_with_charm}&lt;br /&gt;
 &lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 # event that shifts a unit to the other side&lt;br /&gt;
 # if the defending unit&lt;br /&gt;
 #       - was not lvl1 or lvl0 &lt;br /&gt;
 #       - and was not a recruiting unit &lt;br /&gt;
 #       - and was a not a &amp;quot;non-living&amp;quot; creature&lt;br /&gt;
 # then :&lt;br /&gt;
 # -&amp;gt; if the attacker missed all attacks, it goes to the defender side.&lt;br /&gt;
 # -&amp;gt; if the attacker hit once at least, the defender goes to the attacker side.&lt;br /&gt;
 [event]&lt;br /&gt;
 	name=attack_end&lt;br /&gt;
 	first_time_only=no&lt;br /&gt;
 	&lt;br /&gt;
 	[filter]&lt;br /&gt;
 		ability=charm_attack&lt;br /&gt;
 	[/filter]&lt;br /&gt;
 	[special_filter]&lt;br /&gt;
 		weapon={WEAPON}&lt;br /&gt;
 	[/special_filter]&lt;br /&gt;
 	[filter_second]&lt;br /&gt;
 		canrecruit=no&lt;br /&gt;
 		[and]&lt;br /&gt;
 			level=0&lt;br /&gt;
 			[or]&lt;br /&gt;
 			level=1&lt;br /&gt;
 			[/or]&lt;br /&gt;
 		[/and]&lt;br /&gt;
 		[and]&lt;br /&gt;
 			[not]&lt;br /&gt;
 			[wml_filter]&lt;br /&gt;
 				[status]&lt;br /&gt;
 					not_living=yes&lt;br /&gt;
 				[/status]&lt;br /&gt;
 			[/wml_filter]&lt;br /&gt;
 			[/not]&lt;br /&gt;
 		[/and]&lt;br /&gt;
 	[/filter_second]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x1,$y1&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=charmer&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	[store_unit]&lt;br /&gt;
 		[filter]&lt;br /&gt;
 			x,y=$x2,$y2&lt;br /&gt;
 		[/filter]&lt;br /&gt;
 		variable=charmed&lt;br /&gt;
 		mode=append&lt;br /&gt;
 	[/store_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	[if]&lt;br /&gt;
 		[variable]&lt;br /&gt;
 			name=charmer.variables.charm_has_worked&lt;br /&gt;
 			equals=no&lt;br /&gt;
 		[/variable]&lt;br /&gt;
 		[then]&lt;br /&gt;
 			[set_variable]&lt;br /&gt;
 				name=charmer.side&lt;br /&gt;
 				value=$charmed.side&lt;br /&gt;
 			[/set_variable]&lt;br /&gt;
 		[/then]&lt;br /&gt;
 		[else]&lt;br /&gt;
 			[set_variable]&lt;br /&gt;
 				name=charmed.side&lt;br /&gt;
 				value=$charmer.side&lt;br /&gt;
 			[/set_variable]&lt;br /&gt;
 		[/else]&lt;br /&gt;
 	[/if]&lt;br /&gt;
 &lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=charmer&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	[unstore_unit]&lt;br /&gt;
 		variable=charmed&lt;br /&gt;
 	[/unstore_unit]&lt;br /&gt;
 	&lt;br /&gt;
 	{CLEAR_VARIABLE charmer}&lt;br /&gt;
 	{CLEAR_VARIABLE charmed}&lt;br /&gt;
 	&lt;br /&gt;
 [/event]&lt;br /&gt;
 &lt;br /&gt;
 [+abilities]&lt;br /&gt;
 &lt;br /&gt;
 #enddef&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
 #define WEAPON_SPECIAL_CHARM&lt;br /&gt;
 # dummy weapon special used to describe the effect to the user&lt;br /&gt;
 &lt;br /&gt;
 [damage]&lt;br /&gt;
 	id=weapon_charm&lt;br /&gt;
 	name= _ &amp;quot;charm&amp;quot;&lt;br /&gt;
 	name_inactive= _ &amp;quot;charm&amp;quot;&lt;br /&gt;
 	description= _ &amp;quot;Charm : &lt;br /&gt;
 Turns a living level 1 or level 0 unit to your side. Beware  if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature.&amp;quot; &lt;br /&gt;
 	description_inactive= _ &amp;quot;Charm : &lt;br /&gt;
 Turns a living level 1 or level 0 unit to your side. Beware  if all of your attacks miss, the charm user turns to the defender side, even if it is your leader. You can not charm an ennemy leader or a non-living creature.&amp;quot; &lt;br /&gt;
 	apply_to=opponent&lt;br /&gt;
 [/damage]&lt;br /&gt;
 &lt;br /&gt;
 #enddef&lt;br /&gt;
&lt;br /&gt;
== Works ==&lt;br /&gt;
&lt;br /&gt;
Unit with ability ''works'' will produce 1 gold per turn.&lt;br /&gt;
&lt;br /&gt;
Put this macro into you code before the last piece of code.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
#define ABILITY_WORKS&lt;br /&gt;
     [leadership]&lt;br /&gt;
          value=0&lt;br /&gt;
          id=peasant_works&lt;br /&gt;
          cumulative=no&lt;br /&gt;
          name=&amp;quot;works&amp;quot;&lt;br /&gt;
          description= _ &amp;quot;Works:&lt;br /&gt;
This unit produces 1 gold per turn.&amp;quot;&lt;br /&gt;
    [/leadership]&lt;br /&gt;
 #enddef&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Put this event into your code.&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
[event]&lt;br /&gt;
	name=side turn&lt;br /&gt;
	first_time_only=no&lt;br /&gt;
	[store_unit]&lt;br /&gt;
		[filter]&lt;br /&gt;
	            #your filter here... for example type=Peasant&lt;br /&gt;
		[/filter]&lt;br /&gt;
		variable=worker&lt;br /&gt;
		kill=no&lt;br /&gt;
	[/store_unit]&lt;br /&gt;
&lt;br /&gt;
		{FOREACH worker i}&lt;br /&gt;
	&lt;br /&gt;
			 [gold]&lt;br /&gt;
                            side=$side_number &lt;br /&gt;
                            amount=1&lt;br /&gt;
                         [/gold] &lt;br /&gt;
			[unstore_unit]&lt;br /&gt;
				variable=worker[$i]&lt;br /&gt;
				text=&amp;quot;1&amp;quot;&lt;br /&gt;
			        red,green,blue=255,255,0 &lt;br /&gt;
			[/unstore_unit]&lt;br /&gt;
				&lt;br /&gt;
		{NEXT i}&lt;br /&gt;
	&lt;br /&gt;
	{CLEAR_VARIABLE worker}&lt;br /&gt;
 [/event]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
And give the unit the ability like this&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 [object]&lt;br /&gt;
     silent=yes&lt;br /&gt;
     [effect]&lt;br /&gt;
	apply_to=new_ability&lt;br /&gt;
           [abilities]&lt;br /&gt;
             {ABILITY_WORKS}&lt;br /&gt;
           [/abilities]&lt;br /&gt;
     [/effect]&lt;br /&gt;
 [/object]&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
&lt;br /&gt;
* [[UsefulWMLFragments]]&lt;br /&gt;
* [[ReferenceWML]]&lt;br /&gt;
&lt;br /&gt;
[[Category: UsefulWMLFragments]]&lt;/div&gt;</summary>
		<author><name>Jequ</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=27914</id>
		<title>Template:WML Tags</title>
		<link rel="alternate" type="text/html" href="https://wiki.wesnoth.org/index.php?title=Template:WML_Tags&amp;diff=27914"/>
		<updated>2009-01-08T14:52:56Z</updated>

		<summary type="html">&lt;p&gt;Jequ: recall tag&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;gallery&amp;quot; style=&amp;quot;width:175px;float: right;border: 1px solid #B48648; color:#B48648; font-size: 7pt;margin-left;10px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;span style=&amp;quot;float: right;&amp;quot;&amp;gt;&amp;lt;small class=&amp;quot;editlink noprint plainlinksneverexpand&amp;quot;&amp;gt;[{{SERVER}}{{localurl:Template:WML Tags|action=edit}} edit ]&amp;lt;/small&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
'''WML Tags'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|''A:'' &lt;br /&gt;
[[AbilitiesWML|abilities]],&lt;br /&gt;
[[CampaignWML#The_.5Babout.5D_tag|about]],&lt;br /&gt;
[[UnitWML|advancefrom]],&lt;br /&gt;
[[UnitWML|advancement]],&lt;br /&gt;
[[StatisticalScenarioWML|advances]],&lt;br /&gt;
[[AiWML|ai]],&lt;br /&gt;
[[DirectActionsWML|allow_recruit]],&lt;br /&gt;
[[DirectActionsWML|allow_undo]],&lt;br /&gt;
[[InterfaceActionsWML|animate_unit]],&lt;br /&gt;
[[AnimationWML|animation]],&lt;br /&gt;
[[VariablesWML|array]],&lt;br /&gt;
[[UnitWML|attack]],&lt;br /&gt;
[[AnimationWML|attack_filter]], &lt;br /&gt;
[[StatisticalScenarioWML|attacks]],&lt;br /&gt;
[[AiWML|avoid]];&lt;br /&gt;
|-&lt;br /&gt;
|''B:'' &lt;br /&gt;
[[UnitWML|base_unit]],[[CampaignWML#The_.5Bbinary_path.5D_tag|binary_path]],[[HelpWML|bold]], [[EditorWML|brush]];&lt;br /&gt;
|-&lt;br /&gt;
|''C:'' &lt;br /&gt;
[[CampaignWML#The_.5Bcampaign.5D_tag|campaign]], [[DirectActionsWML|capture_village]], [[ReplayWML|choose]],&lt;br /&gt;
[[InternalActionsWML|clear_variable]],&lt;br /&gt;
[[InterfaceActionsWML|colour_adjust]],&lt;br /&gt;
[[ReplayWML|command]];&lt;br /&gt;
|-&lt;br /&gt;
|''D:'' &lt;br /&gt;
[[AbilitiesWML|damage]],[[StatisticalScenarioWML|deaths]],[[InterfaceActionsWML|debug_message]],[[UnitWML|defend]],[[StatisticalScenarioWML|defends]],&lt;br /&gt;
[[UnitWML|defense]],&lt;br /&gt;
[[InterfaceActionsWML|delay]],&lt;br /&gt;
[[ReplayWML|destination]],&lt;br /&gt;
[[DirectActionsWML|disallow_recruit]],&lt;br /&gt;
[[InternalActionsWML|do]];&lt;br /&gt;
|-&lt;br /&gt;
|''E:'' &lt;br /&gt;
[[EditorWML|editor_group]], [[EditorWML|editor_music]], &lt;br /&gt;
[[EditorWML|editor_times]], [[EditorWML|editor_tool_hint]],&lt;br /&gt;
[[EffectWML|effect]],[[InternalActionsWML|else]],[[ReplayWML|end_turn]],&lt;br /&gt;
[[DirectActionsWML|endlevel]],&lt;br /&gt;
end_turn&amp;amp;nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]),&lt;br /&gt;
[[EraWML|era]],&lt;br /&gt;
[[EventWML|event]],&lt;br /&gt;
[[ThemeWML|expenses]];&lt;br /&gt;
|-&lt;br /&gt;
|''F:'' &lt;br /&gt;
[[FilterWML|filter]], [[FilterWML|filter_location]], [[FilterWML|filter_second]], [[FilterWML|filter_vision]], [[InternalActionsWML|fire_event]], [[HelpWML|format]], [[AnimationWML|frame]];&lt;br /&gt;
|-&lt;br /&gt;
|''G:'' &lt;br /&gt;
[[GameConfigWML|game_config]], [[ScenarioWML|generator]], [[DirectActionsWML|gold]], [[ThemeWML|gold]];&lt;br /&gt;
|-&lt;br /&gt;
|''H:'' &lt;br /&gt;
[[InternalActionsWML|have_unit]], [[HelpWML|header]], [[DirectActionsWML|heal_unit]],[[InterfaceActionsWML|hide_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''I:'' &lt;br /&gt;
[[InternalActionsWML|if]], [[TimeWML|illuminated_time]], [[TerrainGraphicsWML|image]],&lt;br /&gt;
[[HelpWML|img]], [[ThemeWML|income]], [[InternalActionsWML|insert_tag]], [[HelpWML|italic]], [[InterfaceActionsWML|item]];&lt;br /&gt;
|-&lt;br /&gt;
|''J:''&lt;br /&gt;
[[HelpWML|jump]], [[InternalActionsWML|join]];&lt;br /&gt;
|-&lt;br /&gt;
|''K:'' &lt;br /&gt;
[[DirectActionsWML|kill]], [[StatisticalScenarioWML|killed]];&lt;br /&gt;
|-&lt;br /&gt;
|''L:'' &lt;br /&gt;
[[LabelWML|label]] ([[InterfaceActionsWML|map]], [[ThemeWML|theme]]), [[LanguageWML|language]], [[AiWML|leader_goal]];&lt;br /&gt;
|-&lt;br /&gt;
|''M:'' &lt;br /&gt;
[[ThemeWML|main_map]],[[ThemeWML|menu]], [[InterfaceActionsWML|message]], [[ThemeWML|mini_map]],&lt;br /&gt;
[[AnimationWML|missile_frame]], [[SingleUnitWML|modifications]], [[DirectActionsWML|modify_side]],&lt;br /&gt;
[[DirectActionsWML|modify_turns]], [[ReplayWML|move]], [[InterfaceActionsWML|move_unit_fake]], [[UnitWML|movement costs]],&lt;br /&gt;
[[UnitsWML|movetype]], [[ScenarioWML|multiplayer]], [[EraWML|multiplayer_side]], [[InterfaceActionsWML|music]];&lt;br /&gt;
|-&lt;br /&gt;
|''N:'' &lt;br /&gt;
[[AnimationWML|neighbour_unit_filter]], [[FilterWML|not]], [[ThemeWML|num_units]];&lt;br /&gt;
|-&lt;br /&gt;
|''O:'' &lt;br /&gt;
[[DirectActionsWML|object]], [[InterfaceActionsWML|objectives]], [[InterfaceActionsWML|objective]],&lt;br /&gt;
[[ThemeWML|observers]], [[InterfaceActionsWML|option]], [[InternalActionsWML|or]];&lt;br /&gt;
|-&lt;br /&gt;
|''P:'' &lt;br /&gt;
[[ThemeWML|panel]], [[IntroWML|part]], [[DirectActionsWML|place_shroud]], [[ThemeWML|position]],&lt;br /&gt;
[[InterfaceActionsWML|print]], [[AiWML|protect_location]], [[AiWML|protect_unit]];&lt;br /&gt;
|-&lt;br /&gt;
|''R:'' &lt;br /&gt;
[[UnitsWML|race]], [[ReplayWML|random]], recall&amp;amp;nbsp;([[DirectActionsWML|action]], [[ReplayWML|replay]]), [[StatisticalScenarioWML|recalls]],&lt;br /&gt;
[[ReplayWML|recruit]], [[StatisticalScenarioWML|recruits]], [[InterfaceActionsWML|redraw]],&lt;br /&gt;
[[HelpWML|ref]], [[DirectActionsWML|remove_shroud]], [[InterfaceActionsWML|remove_unit_overlay]],&lt;br /&gt;
[[InterfaceActionsWML|removeitem]], [[InterfaceActionsWML|remove_sound_source]], [[SavefileWML|replay]], [[SavefileWML|replay_start]],&lt;br /&gt;
[[UnitWML|resistance]], [[ThemeWML|resolution]], [[ReplayWML|results]], [[InternalActionsWML|role]];&lt;br /&gt;
|-&lt;br /&gt;
|''S:'' &lt;br /&gt;
[[SavefileWML|save]], [[ScenarioWML|scenario]],&lt;br /&gt;
[[InterfaceActionsWML|scroll]], [[InterfaceActionsWML|scroll_to]],&lt;br /&gt;
[[InterfaceActionsWML|scroll_to_unit]], [[AnimationWML|secondary_attack_filter]], [[AnimationWML|secondary_unit_filter]], [[HelpWML|section]],&lt;br /&gt;
[[InterfaceActionsWML#.5Bset_menu_item.5D_.28SVN_trunk_only.29|set_menu_item]], [[DirectActionsWML|set_recruit]],&lt;br /&gt;
[[InternalActionsWML|set_variable]], [[InternalActionsWML|set_variables]], &lt;br /&gt;
[[SideWML|side]], [[ThemeWML|side_playing]], [[SavefileWML|snapshot]],&lt;br /&gt;
[[InterfaceActionsWML|sound]], [[InterfaceActionsWML|sound_source]], [[ReplayWML|source]], [[EventWML|special_filter]], [[EventWML|special_filter_second]],&lt;br /&gt;
[[InternalActionsWML|split]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],&lt;br /&gt;
[[ThemeWML|status]], [[DirectActionsWML|stone]], [[InternalActionsWML|store_gold]], [[InternalActionsWML|store_locations]],&lt;br /&gt;
[[InternalActionsWML|store_map_dimensions]],&lt;br /&gt;
[[InternalActionsWML|store_starting_location]], [[InternalActionsWML|store_side]], [[InternalActionsWML|store_time_of_day]], [[InternalActionsWML|store_unit]], [[InternalActionsWML|store_villages]] [[IntroWML|story]];&lt;br /&gt;
|-&lt;br /&gt;
|''T:'' &lt;br /&gt;
[[AiWML|target]],&lt;br /&gt;
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],&lt;br /&gt;
[[DirectActionsWML|teleport]], [[UnitWML|teleport_anim]],&lt;br /&gt;
terrain([[TerrainWML|define]], [[DirectActionsWML|create]]), [[TerrainGraphicsWML|terrain_graphics]], [[TerrainMaskWML|terrain_mask]], [[ScenarioWML#Test_scenario|test]],&lt;br /&gt;
[[WesCamp|textdomain]], [[InterfaceActionsWML|text_input]], [[ThemeWML|theme]], [[InternalActionsWML|then]],&lt;br /&gt;
[[TerrainGraphicsWML|tile]], [[TimeWML|time]], [[ScenarioWML|time_area]], [[ThemeWML|time_of_day]],&lt;br /&gt;
[[HelpWML|topic]], [[HelpWML|toplevel]], [[SingleUnitWML|trait]], [[ThemeWML|turn]], [[ScenarioWML|tutorial]];&lt;br /&gt;
|-&lt;br /&gt;
|''U:'' &lt;br /&gt;
[[InterfaceActionsWML|unhide_unit]], unit&amp;amp;nbsp;([[UnitWML|define]], [[SingleUnitWML|create]]),&lt;br /&gt;
[[ThemeWML|unit_abilities]], [[ThemeWML|unit_alignment]], [[ThemeWML|unit_description]], [[AnimationWML|unit_filter]], [[ThemeWML|unit_hp]], [[ThemeWML|unit_image]], [[ThemeWML|unit_level]], [[ThemeWML|unit_moves]],&lt;br /&gt;
[[InterfaceActionsWML|unit_overlay]], [[ThemeWML|unit_profile]], [[ThemeWML|unit_status]],&lt;br /&gt;
[[ThemeWML|unit_traits]], [[ThemeWML|unit_type]], [[ThemeWML|unit_weapons]], [[ThemeWML|unit_xp]],&lt;br /&gt;
[[UnitsWML|units]], [[DirectActionsWML|unstone]], [[DirectActionsWML|unstore_unit]], [[ThemeWML|upkeep]];&lt;br /&gt;
|-&lt;br /&gt;
| ''V:'' &lt;br /&gt;
[[InternalActionsWML|variable]], [[VariablesWML|variables]], [[SideWML|village]], [[ThemeWML|villages]];&lt;br /&gt;
|-&lt;br /&gt;
| ''W:'' &lt;br /&gt;
[[InternalActionsWML|while]], [[FilterWML|wml_filter]]&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Jequ</name></author>
		
	</entry>
</feed>