edit
WML Tags
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A:
abilities,
about,
add_ai_behavior,
adjacent_description,
advance,
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,
array,
aspect,
attack,
attack_anim,
attacks,
avoid;
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B:
base_unit,
berserk,
binary_path;
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C:
campaign,
candidate_action,
capture_village,
case,
chance_to_hit,
chat,
choose,
clear_global_variable,
clear_menu_item,
clear_variable,
color_adjust,
command (action, replay),
criteria;
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D:
damage,
death,
deaths,
default,
defend,
defends,
defense,
delay,
deprecated_message,
destination,
disable,
disallow_end_turn,
disallow_extra_recruit,
disallow_recruit,
do,
drains,
draw_weapon_anim;
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E:
effect,
else (action, animation),
endlevel,
end_turn (action, replay),
enemy_of,
engine,
entry,
era,
event,
expenses,
extra_anim;
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F:
facet,
facing,
fake_unit,
false,
female,
filter,
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_vision,
filter_weapon,
filter_wml,
find_path,
fire_event,
firststrike,
floating_text,
frame;
full_heal;
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G:
game_config,
get_global_variable,
goal,
gold (action, theme),
gold_carryover;
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H:
harm_unit,
has_unit,
have_location,
have_unit,
heal_on_hit,
heal_unit,
healed_anim,
healing_anim,
heals,
hide_help,
hide_unit,
hides;
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I:
idle_anim,
if (action, animation),
illuminates,
image,
income,
init_side,
insert_tag,
inspect,
item;
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J:
join;
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K:
kill,
killed;
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L:
label (map, theme),
language,
leader_goal,
leadership,
leading_anim,
levelin_anim,
levelout_anim,
lift_fog,
limit,
literal,
locale,
lock_view,
lua;
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M:
main_map,
main_map_border,
male,
menu,
menu_item,
message,
micro_ai,
mini_map,
missile_frame,
modification,
modifications,
modify_ai,
modify_side,
modify_turns,
modify_unit,
move,
move_unit,
move_unit_fake,
move_units_fake,
movement_anim,
movement costs,
movetype,
multiplayer,
multiplayer_side,
music;
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N:
not,
note,
num_units;
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O:
object,
objective,
objectives,
observers,
open_help,
option,
options,
or;
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P:
panel,
part,
petrifies,
petrify,
place_shroud,
plague,
poison,
portrait,
position,
post_movement_anim,
pre_movement_anim,
primary_attack,
primary_unit,
print,
protect_location,
protect_unit;
put_to_recall_list;
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R:
race,
random,
recall (action, replay),
recalls,
recruit,
recruit_anim,
recruiting_anim,
recruits,
redraw,
regenerate,
remove_item,
remove_shroud,
remove_sound_source,
remove_unit_overlay,
replace_map,
replace_schedule,
replay,
replay_start,
reset_fog,
resistance (ability, unit),
resolution,
results,
role,
rule;
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S:
save,
scenario,
scroll,
scroll_to,
scroll_to_unit,
secondary_attack,
secondary_unit,
section,
select_unit,
sequence,
set_extra_recruit,
set_global_variable,
set_menu_item,
set_recruit,
set_specials,
set_variable,
set_variables,
sheath_weapon_anim,
show_if (message, set_menu_item),
show_objectives,
side,
side_playing,
skirmisher,
slow,
snapshot,
sound,
sound_source,
source (replay, teleport),
specials,
split,
stage,
standing_anim,
statistics,
status (single unit, theme),
store_gold,
store_items,
store_locations,
store_map_dimensions,
store_reachable_locations,
store_side,
store_starting_location,
store_time_of_day,
store_turns,
store_unit,
store_unit_type,
store_unit_type_ids,
store_villages,
story,
swarm,
switch;
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T:
target,
team,
teleport (ability, action),
teleport_anim,
terrain,
terrain_graphics,
terrain_mask,
terrain_type,
test,
text_input,
textdomain,
theme,
then,
tile,
time,
time_area,
time_of_day,
topic,
toplevel,
trait,
transform_unit,
traveler,
true,
tunnel,
turn,
tutorial;
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U:
unhide_unit,
unit,
unit_abilities,
unit_alignment,
unit_description,
unit_hp,
unit_image,
unit_level,
unit_moves,
unit_overlay,
unit_profile,
unit_status,
unit_traits,
unit_type,
unit_weapons,
unit_worth,
unit_xp,
units,
unlock_view,
unpetrify,
unstore_unit,
upkeep;
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V:
value,
variable,
variables,
variation,
victory_anim,
village,
villages,
volume;
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W:
while,
wml_message;
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