TerrainCodeTableWML

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Revision as of 19:45, 23 October 2011 by Iwontbecreative (talk | contribs)


[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
Medium Deep Water Wo water
Tropical Deep Water Wot Wo water
Gray Shallow Water Wwg Ww water
Medium Shallow Water Ww water
Tropical Shallow Water Wwt Ww water
Ford Wwf Gt, Ww water
Gray Coastal Reef Wwrg Wwr water
Coastal Reef Wwr water
Tropical Coastal Reef Wwrt 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
Beach Sands 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 _bas,Ft forest
Dead Great Tree ^Fetd _bas,Ft forest
Tropical Forest ^Ft _bas,Ft forest
Pine Forest ^Fp _bas,Ft forest
Snowy Pine Forest ^Fpa _bas,At,Ft frozen, forest
Summer Deciduous Forest ^Fds _bas,Ft forest
Fall Deciduous Forest ^Fdf _bas,Ft forest
Winter Deciduous Forest ^Fdw _bas,Ft forest
Snowy Deciduous Forest ^Fda _bas,At,Ft frozen, forest
Summer Mixed Forest ^Fms _bas,Ft forest
Fall Mixed Forest ^Fmf _bas,Ft forest
Winter Mixed Forest ^Fmw _bas,Ft forest
Snowy Mixed Forest ^Fma _bas,At,Ft frozen, forest
Regular 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,Ft forest, rough
Forested Snow Hills Ha^Fpa Hh,At,Ft forest, rough, frozen
Summer Deciduous Forested Hills Hh^Fds Hh,Ft forest, rough
Fall Deciduous Forested Hills Hhd^Fdf Hh,Ft forest, rough
Winter Deciduous Forested Hills Hhd^Fdw Hh,Ft forest, rough
Snowy Deciduous Forested Hills Ha^Fda Hh,At,Ft frozen, forest, rough
Summer Mixed Forested Hills Hh^Fms Hh,Ft forest, rough
Fall Mixed Forested Hills Hhd^Fmf Hh,Ft forest, rough
Winter Mixed Forested Hills Hhd^Fmw Hh,Ft forest, rough
Snowy Mixed Forested Hills Ha^Fma Hh,At,Ft frozen, forest, rough
Basic Wooden Floor Iwr Gt flat
Beam of Light ^Ii _bas cave
Cave Floor 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
Windmill Village ^Vwm _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
Merfolk Village ^Vm _bas water, village
Village Overlay ^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
Human 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
Human Castle 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 Human Castle Keep Khw Ch, Ww castle, water
Swamp Human Castle Keep Khs Ch, Ss castle, water
Desert Keep Kd Ch castle, desert
Ruined Desert Keep Kdr Ch castle, desert
Castle Overlay ^Cov _bas castle, special
Keep Overlay ^Kov _bas castle, special
Wooden Bridge _bas, Gt bridge, water
Wooden Bridge ^Bw/ _bas, Gt bridge, water
Wooden Bridge ^Bw\ _bas, Gt bridge, water
Rotting Bridge r _bas, Gt bridge, water
Rotting Bridge ^Bw/r _bas, Gt bridge, water
Rotting Bridge ^Bw\r _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