Difference between revisions of "ReferenceWML"

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* [[CampaignServerWML]] is used when managing contributed campaigns on the campaign server.
 
* [[CampaignServerWML]] is used when managing contributed campaigns on the campaign server.
 
* [[ImagePathFunctionWML]] is used when applying the team-color function to images.
 
* [[ImagePathFunctionWML]] is used when applying the team-color function to images.
 +
* [[BinaryWML]] how WML is sent over the network
  
 
== See Also ==
 
== See Also ==

Revision as of 20:13, 25 June 2007

[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;

The Wesnoth Markup Language

The Wesnoth Markup Language (WML) is used to code almost everything in Wesnoth, including scenarios, units, savefiles, and the user interface layout.

This page is a collection of pointers to different common WML structures. See AlphabeticalWML for a quick listing of all WML tags. The more comprehensive BuildingScenariosIndex lists tags and keys.

See BuildingScenarios, BuildingCampaigns, BuildingUnits and CreatingNewUnits for a tutorial style overview.


Note: this reference may contain slight inaccuracies, might not list all existing keys and tags or might contain some deprecated syntax. If you find that this reference doesn't give you the answer to how to implement some feature in WML, the most reliable way is to look at the WML code of existing units and campaigns that have done so.


How WML works

WML toplevel tags

Other WML tags

  • EventWML how to describe an event
    • FilterWML the construct to filter on units, locations, and weapons
    • DirectActionsWML actions that directly affect gameplay: for example creating a unit
    • InternalActionsWML actions that WML uses internally: for example storing a variable
    • InterfaceActionsWML actions that do not affect gameplay: for example displaying a message
  • SingleUnitWML how to describe a unit
  • AiWML how to describe parameters for AI
  • EffectWML the construct to modify a unit
  • AbilitiesWML a list of the different abilities a unit or weapon can have
  • DescriptionWML the structure of WML coded menus like the difficulty chooser of campaigns

Other

  • ReferenceWMLSyntax how this wiki and the pages it links to should be formatted
  • ConventionsWML how to make your WML more readable
  • UsefulWMLFragments Various pieces of WML for various purposes. If you have some WML you're proud of that you think others can use, add it here.
  • CommandMode commands are not strictly speaking part of WML, these could be a little hard to find so there's a link here.
  • CampaignServerWML is used when managing contributed campaigns on the campaign server.
  • ImagePathFunctionWML is used when applying the team-color function to images.
  • BinaryWML how WML is sent over the network

See Also