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 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,
break;
 
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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),
continue,
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, 
do_command,
drains, 
draw_weapon_anim;
 
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| E:
 effect,
else (action, animation), elseif,
endlevel,
end_turn (action, replay),
enemy_of, 
engine, 
entry, 
era,
event,
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,
for,
foreach,
frame,
full_heal;
 
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| G:
 game_config,
get_global_variable,
goal,
gold,
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,
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,
language,
leader_goal,
leadership, 
leading_anim, 
levelin_anim,
levelout_anim, 
lift_fog,
limit,
literal, 
locale,
lock_view,
lua;
 
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| M:
 male, 
menu_item, 
message,
micro_ai,
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;
 
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| O:
 object,
objective,
objectives,
open_help,
option,
options,
or;
 
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| P:
 part, 
petrifies, 
petrify, 
place_shroud, 
plague, 
poison, 
portrait, 
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_event,
remove_item, 
remove_shroud, 
remove_sound_source, 
remove_time_area, 
remove_unit_overlay,
repeat,
replace_map, 
replace_schedule, 
replay, 
replay_start,
reset_fog, 
resistance (ability, unit),
resistance_defaults,
resource,
results,
return,
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, 
skirmisher, 
slow, 
snapshot,
sound, 
sound_source, 
source (replay, teleport),
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_type, 
store_unit_type_ids, 
store_villages, 
story, 
swarm, 
switch,
sync_variable;
 
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| T:
 target, 
team,
teleport (ability, action),
teleport_anim,
terrain, 
terrain_defaults,
terrain_graphics, 
terrain_mask, 
terrain_type, 
test,
test_condition,
text_input, 
textdomain,
then,
tile, 
time, 
time_area, 
topic, 
toplevel, 
trait, 
transform_unit, 
traveler, 
true,
tunnel, 
tutorial;
 
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| U:
 unhide_unit, 
unit,
unit_overlay, 
unit_type, 
unit_worth, 
units,
unlock_view,
unpetrify, 
unstore_unit;
 
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| V:
 value, 
variable,
variables,
variation, 
victory_anim, 
village,
vision_costs,
volume;
 
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| W:
 while,
wml_message;
 
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