UsefulWMLFragments
Useful WML Fragments
Most of the things found here are macros (see PreprocessorRef) that must be copied into a scenario file or another file included first by the campaign, and then used in the scenario (or multiplayer map). Remember that a macro cannot be used at a point before it is defined.
WML Templates: Generic campaign, scenario and unit templates.
There is overlap between WML_Utilities, ProgrammingMacros, and WML_Macros. Working on resolving this.
WML Utilities: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on. Also some utility macros for more complex tasks, such as mirroring hex coordinates. Generally useful, scenario-independent little helpers.
ProgrammingMacros: Definitions for some low-level macros to make it easier to write program-like WML.
WML Macros: Convenient shortcuts for the most common tasks, such as variable formatting, storing/unstoring and modifying of units, and so on.
WML Scenario Tools: Branch on Village Type, Recruit from a Ship.
MoveExistingUnit: A general way to move a unit from one place to another, displaying its movement.
RandomTraitUnit: Create a unit with two random traits.
Victory Conditions: Number of Villages, Amount of Gold. Suitable for multiplayer scenarios.
WML Abilities: Knockback. Charm. Bloodlust. Abilities cannot currently be incorporated in the unit type definitions themselves, but must be included in the scenario file.
WML Buildings: Generic Buildings, Light House/Dark Tower, Wishing Well #1, Wishing Well #2.
DroppableItem: Generic item that a unit can carry, and is left on the ground when the unit dies.
A Shop Like Thing: How to add even more RPG elements to your scenarios.
PseudoRandom: A replacement for {RANDOM} in multiplayer, where {RANDOM} is buggy.
Rain effect: Creating an overlay of rain in a scenario.
Advanced WML: Point Rotation Scheme.