Difference between revisions of "TerrainCodeTableWML"

From The Battle for Wesnoth Wiki
(Add initial version generated with terrain2wiki.py)
 
m (autogenerated)
Line 241: Line 241:
 
| Great Tree
 
| Great Tree
 
| ^Fet
 
| ^Fet
 +
| ^Fp
 +
| forest
 +
 +
|-
 +
| Dead Great Tree
 +
| ^Fetd
 
| ^Fp
 
| ^Fp
 
| forest
 
| forest
Line 727: Line 733:
 
| Snowy Log Cabin
 
| Snowy Log Cabin
 
| ^Vla
 
| ^Vla
 +
| _bas, Vi
 +
| village, frozen
 +
 +
|-
 +
| Igloo
 +
| ^Vaa
 
| _bas, Vi
 
| _bas, Vi
 
| village, frozen
 
| village, frozen

Revision as of 10:29, 19 June 2011


[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, core, credits_group, criteria;

D:

damage, damage_type, 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, fonts, for, foreach, found_item, 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, resolution, 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 (action, scenario), 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;

name string alias of editor group
Gray Deep Water Wog Wo water
Deep Water Wo water
Tropical Deep Water Wot Wo water
Gray Shallow Water Wwg Ww water
Shallow Water Ww water
Tropical Shallow Water Wwt Ww water
Ford Wwf Gt, Ww water
Coastal Reef Wwr water
Swamp Ss water
Muddy Quagmire Sm Ss water
Green Grass Gg Gt flat
Semi-dry Grass Gs Gt flat
Dry Grass Gd Gt flat
Leaf Litter Gll Gt flat
Dark Dirt Rb Gt flat
Regular Dirt Re Gt flat
Dry Dirt Rd Gt desert, flat
Regular Cobbles Rr Gt flat
Clean Gray Cobbles Rrc Gt flat
Overgrown Cobbles Rp Gt flat
Ice Ai At frozen
Snow Aa At frozen
Desert Sands Dd Ds desert
Sand Ds desert
Oasis Dd^Do Ds desert, forest
Rubble ^Dr _bas, Hh desert, rough
Crater Dd^Dc Ds desert
Mixed Flowers ^Efm _bas embellishments
Farmland ^Gvs _bas embellishments
Stones ^Es _bas embellishments
Small Mushrooms ^Em _bas embellishments
Mushroom Farm ^Emf _bas embellishments,cave
Desert Plants ^Edp _bas embellishments, desert
Desert Plants without Bones ^Edpp _bas embellishments, desert
Windmill ^Wm _bas embellishments
Fence ^Eff _bas embellishments
Stones with Sand Drifts ^Esd _bas embellishments, desert
Water Lilies ^Ewl _bas water,embellishments
Flowering Water Lilies ^Ewf _bas water,embellishments
Great Tree ^Fet ^Fp forest
Dead Great Tree ^Fetd ^Fp forest
Tropical Forest ^Ft ^Fp forest
Forest ^Fp forest
Snowy Pine Forest ^Fpa At,^Fp frozen, forest
Summer Deciduous Forest ^Fds ^Fp forest
Fall Deciduous Forest ^Fdf ^Fp forest
Winter Deciduous Forest ^Fdw ^Fp forest
Snowy Deciduous Forest ^Fda At,^Fp frozen, forest
Summer Mixed Forest ^Fms ^Fp forest
Fall Mixed Forest ^Fmf ^Fp forest
Winter Mixed Forest ^Fmw ^Fp forest
Snowy Mixed Forest ^Fma At,^Fp frozen, forest
Hills Hh rough
Dry Hills Hhd Hh rough
Dunes Hd Ds, Hh desert, rough
Snow Hills Ha At, Hh frozen, rough
Mountains Mm rough
Dry Mountains Md Mm rough, desert
Snowy Mountains Ms At, Mm rough, frozen
Forested Hills Hh^Fp Hh,^Fp forest, rough
Forested Snow Hills Ha^Fpa Ha,^Fp forest, rough, frozen
Summer Deciduous Forested Hills Hh^Fds Hh,^Fp forest, rough
Fall Deciduous Forested Hills Hhd^Fdf Hh,^Fp forest, rough
Winter Deciduous Forested Hills Hhd^Fdw Hh,^Fp forest, rough
Snowy Deciduous Forested Hills Ha^Fda Ha,^Fp frozen, forest, rough
Summer Mixed Forested Hills Hh^Fms Hh,^Fp forest, rough
Fall Mixed Forested Hills Hhd^Fmf Hh,^Fp forest, rough
Winter Mixed Forested Hills Hhd^Fmw Hh,^Fp forest, rough
Snowy Mixed Forested Hills Ha^Fma Ha,^Fp frozen, forest, rough
Basic Wooden Floor Iwr Gt flat
Lit ^Ii _bas cave
Cave Uu cave
Earthy Cave Floor Uue Uu cave
Dark Flagstones Urb Gt cave
Cave Path Ur Gt cave
Mushroom Grove ^Uf cave, forest
Lit Mushroom Grove ^Ufi ^Uf cave
Rockbound Cave Uh Uu, Hh cave, rough
Mine Rail _bas cave
Mine Rail ^Br/ _bas cave
Mine Rail ^Br\ _bas cave
Regular Chasm Qxu Qt cave, obstacle
Earthy Chasm Qxe Qt cave, obstacle
Ethereal Abyss Qxua Qt obstacle
Lava Chasm Ql Qt cave, obstacle
Lava Qlf Qt cave, obstacle
Volcano Mv Qt rough, obstacle
Regular Impassable Mountains Mm^Xm Xt rough,obstacle
Desert Impassable Mountains Md^Xm Xt rough,obstacle,desert
Snowy Impassable Mountains Ms^Xm Xt rough,obstacle,frozen
Natural Cave Wall Xu Xt cave,obstacle
Hewn Cave Wall Xuc Xt cave,obstacle
Natural Earthy Cave Wall Xue Xt cave,obstacle
Reinforced Earthy Cave Wall Xuce Xt cave,obstacle
Stone Wall Xos Xt cave,obstacle
Lit Stone Wall Xol Xt cave,obstacle
Impassable Overlay ^Xo _bas,Xt special
Void Xv Xt obstacle, special
Adobe Village ^Vda _bas, Vi village, desert
Desert Tent Village ^Vdt _bas, Vi village, desert
Tent Village ^Vct _bas, Vi village
Orcish Village ^Vo _bas, Vi village
Snowy Orcish Village ^Voa _bas, Vi village, frozen
Snowy Elven Village ^Vea _bas, Vi village, frozen
Elven Village ^Ve _bas, Vi village
Cottage ^Vh _bas, Vi village
Snowy Cottage ^Vha _bas, Vi village, frozen
Ruined Cottage ^Vhr _bas, Vi village
Human City ^Vhc _bas, Vi village
Snowy Human City ^Vhca _bas, Vi village
Ruined Human City ^Vhcr _bas, Vi village
Hill Stone Village ^Vhh _bas, Vi village, rough
Snowy Hill Stone Village ^Vhha _bas, Vi village, frozen, rough
Ruined Hill Stone Village ^Vhhr _bas, Vi village, rough
Tropical Village ^Vht _bas, Vi village
Drake Village ^Vd _bas, Vi village
Cave Village ^Vu _bas, Vi village, cave
Dwarven Village ^Vud _bas, Vi village, cave
Hut ^Vc _bas, Vi village
Snowy Hut ^Vca _bas, Vi village, frozen
Log Cabin ^Vl _bas, Vi village
Snowy Log Cabin ^Vla _bas, Vi village, frozen
Igloo ^Vaa _bas, Vi village, frozen
Swamp Village ^Vhs _bas, Vi water, village
Aquatic Village Ww^Vm Ww water, village
Aquatic Village Ss^Vm Ss water, village
Village ^Vov _bas village, special
Encampment Ce Ch castle
Snowy Encampment Cea Ch castle, frozen
Orcish Castle Co Ch castle
Snowy Orcish Castle Coa Ch castle, frozen
Castle Ch castle
Snowy Human Castle Cha Ch, At castle, frozen
Elvish Castle Cv Ch castle
Dwarven Castle Cud Ch castle, cave
Ruined Human Castle Chr Ch castle
Sunken Human Ruin Chw Ch, Ww castle, water
Swamp Human Ruin Chs Ch, Ss castle, water
Desert Castle Cd Ch castle, desert
Ruined Desert Castle Cdr Ch castle, desert
Encampment Keep Ke Ch castle
Tall Encampment Keep Ket Ch castle
Snowy Encampment Keep Kea Ch castle, frozen
Orcish Keep Ko Ch castle
Snowy Orcish Keep Koa Ch castle, frozen
Keep Kh Ch castle
Snowy Human Castle Keep Kha Ch, At castle, frozen
Elven Castle Keep Kv Ch castle
Dwarven Castle Keep Kud Ch castle, cave
Ruined Human Castle Keep Khr Ch castle
Sunken Keep Khw Ch, Ww castle, water
Swamp Keep Khs Ch, Ss castle, water
Keep Kd Ch castle, desert
Keep Kdr Ch castle, desert
Castle ^Cov _bas castle, special
Keep ^Kov _bas castle, special
Wooden Bridge _bas, Gt bridge, water
Wooden Bridge ^Bw/ _bas, Gt bridge, water
Wooden Bridge ^Bw\ _bas, Gt bridge, water
Basic Stone Bridge _bas, Gt bridge,water
Basic Stone Bridge ^Bsb\ _bas, Gt bridge,water
Basic Stone Bridge ^Bsb/ _bas, Gt bridge,water
Cave Chasm Bridge Uu,_bas bridge, cave
Cave Chasm Bridge ^Bs/ Uu,_bas bridge, cave
Cave Chasm Bridge ^Bs\ Uu,_bas bridge, cave
Off Map _off^_usr # wmllint: ignore special, obstacle
Experimental Fake Map Edge ^_fme # wmllint: ignore special, obstacle
Shroud _s # wmllint: ignore special
Fog _f # wmllint: ignore special
precated. Use Flower Overlay Ggf Gt flat
precated. Use 'Mv' Qv Qt rough, obstacle