Difference between revisions of "ReferenceWMLSyntax"

From The Battle for Wesnoth Wiki
(Wiki Syntax)
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==== Version Control ====
 
==== Version Control ====
  
For WML features not present in the 1.0 branch, please precede the reference text with the template <nowiki>{{DevFeature}}</nowiki>. Doing this will use the standardized "development version only WML" flag.
+
This WIKI follows the WML syntax of the Trunk branch, whatever it is at any given time. Please remove deprecated entries and update new ones without keeping older references.
  
Please do not delete WML reference text that is valid for version 1.0 if a new feature obsoletes, deprecates, or replaces it.  Just put the new reference text beneath it and mark it with <nowiki>{{DevFeature}}</nowiki>.
+
the old <nowiki>{{DevFeature}}</nowiki> tag is deprecated and should not be used
  
The <nowiki>{{DevFeature}}</nowiki> code turns into this: {{DevFeature}} (dynamically updated from the template page [[Template:DevFeature]])
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When a new stable version of Wesnoth is released the WML wiki will be snapshoted and put online separately in a read-only section
 
 
Example of what you type when editing:
 
<nowiki>'''[tag]''' - specifies something or other </nowiki>
 
<nowiki>* ''original_key'' the item you want to specify </nowiki>
 
<nowiki>* ''better_key'' {{DevFeature}} a list of possible values, one of which is chosen at random </nowiki>
 
  
 
==== Categorization ====
 
==== Categorization ====

Revision as of 11:33, 3 September 2006

[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;

Wiki Syntax

Formatting

This page is an example of how these wikis should be formatted:

Description of the page

  • [tag] description of [tag]
    • key description of key.

"key" can refer either to the key key or the value of key

  • key2 description of key2
    • 'value' what happens when the attribute key2=value is set

Example:

[tag]
key=0
[/tag]
key2=value

Version Control

This WIKI follows the WML syntax of the Trunk branch, whatever it is at any given time. Please remove deprecated entries and update new ones without keeping older references.

the old {{DevFeature}} tag is deprecated and should not be used

When a new stable version of Wesnoth is released the WML wiki will be snapshoted and put online separately in a read-only section

Categorization

WML reference pages should be placed into the category "WML reference." This allows someone to easily bring up all the WML-related pages at once.

To do this, add the text [[Category: WML Reference]] at the bottom of the page under the "See Also" section.

See Also