WML Tags
A:
advances,
advancefrom,
ai,
allow_recruit,
array,
attack,
attacks,
avoid;
B:
binary_path,
bold;
C:
campaign,
capture_village,
choose,
clear_variable,
colour_adjust,
command;
D:
deaths,
defend,
defends,
defense,
delay,
destination,
disallow_recruit,
do;
E:
effect,
else,
end_turn,
endlevel,
era,
event,
expenses;
F:
filter,
filter_second,
format,
frame;
G:
game_config,
generator,
gold;
H:
have_unit,
header,
hide_unit;
I:
if,
illuminated_time,
image,
img,
income,
italic,
item;
J:
jump;
K:
kill,
killed;
L:
label,
language,
leader_goal;
M:
main_map,
menu,
message,
mini_map,
missile_frame,
modifications,
modify_side,
move,
move_unit_fake,
movement costs,
movetype,
multiplayer,
multiplayer_side,
music;
N:
not,
num_units;
O:
object,
objectives,
objective,
observers,
option,
or;
P:
panel,
part,
place_shroud,
position,
print,
protect_location,
protect_unit;
R:
race,
random,
recall,
recalls,
recruit,
recruits,
redraw,
ref,
remove_shroud,
remove_unit_overlay,
removeitem,
replay,
replay_start,
resistance,
resolution,
results,
role;
S:
save,
scenario,
scroll,
scroll_to,
scroll_to_unit,
section,
set_recruit,
set_variable,
side,
side_playing,
snapshot,
sound,
source,
statistics,
status,
stone,
store_gold,
store_locations,
store_starting_location,
store_unit,
story;
T:
target,
team,
teleport,
teleport_anim,
terrain,
terrain_graphics,
test,
theme,
then,
tile,
time,
time_area,
time_of_day,
topic,
toplevel,
trait,
turn,
tutorial;
U:
unhide_unit,
unit (define, create),
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_xp,
units,
unstone,
unstore_unit,
upkeep;
V:
variable,
variables,
village,
villages;
W:
while
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