Difference between revisions of "ReferenceWMLSyntax"

From The Battle for Wesnoth Wiki
(gave an example)
(Version Control: This section is obviously outdated. Instead link to DevFeature.)
 
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{{WML Tags}}
 
== Wiki Syntax ==
 
== Wiki Syntax ==
  
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* '''[tag]''' description of [tag]
 
* '''[tag]''' description of [tag]
** ''key'' description of ''key''.
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** '''key''': description of ''key''.
"''key''" can refer either to the key ''key'' or the value of ''key''
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"'''key'''" can refer either to the key ''key'' or the value of ''key''
* ''key2'' description of ''key2''
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* '''key2''': description of ''key2''
** 'value' what happens when the attribute '''key2=value''' is set
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** '''value''': what happens when the attribute '''key2=value''' is set
  
 
Example:
 
Example:
 
  [tag]
 
  [tag]
key=0
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        key=0
 
  [/tag]
 
  [/tag]
 
  key2=value
 
  key2=value
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==== Version Control ====
 
==== Version Control ====
  
For WML features not present in the 1.0 branch, please precede the reference text with the template <nowiki>{{DevFeature}}</nowiki>.  Doing this will use the standardized "development version only WML" flag.
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This wiki describes the stable version of Wesnoth, but also has marked notes about the development version. See [[DevFeature]].
 
 
Please do not delete WML reference text that is valid for version 1.0 if a new feature obsoletes, deprecates, or replaces it.  Just put the new reference text beneath it and mark it with <nowiki>{{DevFeature}}</nowiki>.
 
 
 
The <nowiki>{{DevFeature}}</nowiki> code turns into this: {{DevFeature}} (dynamically updated from the template page [[Template:DevFeature]])
 
 
 
Example of what you type when editing:
 
<nowiki>'''[tag]''' - specifies something or other </nowiki>
 
<nowiki>* ''original_key'' the item you want to specify </nowiki>
 
<nowiki>* ''better_key'' {{DevFeature}} a list of possible values, one of which is chosen at random </nowiki>
 
  
 
==== Categorization ====
 
==== Categorization ====

Latest revision as of 21:24, 31 December 2011

[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, credits_group, criteria;

D:

damage, 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, found_item, for, foreach, 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, 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, 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;

Wiki Syntax

Formatting

This page is an example of how these wikis should be formatted:

Description of the page

  • [tag] description of [tag]
    • key: description of key.

"key" can refer either to the key key or the value of key

  • key2: description of key2
    • value: what happens when the attribute key2=value is set

Example:

[tag]
        key=0
[/tag]
key2=value

Version Control

This wiki describes the stable version of Wesnoth, but also has marked notes about the development version. See DevFeature.

Categorization

WML reference pages should be placed into the category "WML reference." This allows someone to easily bring up all the WML-related pages at once.

To do this, add the text [[Category: WML Reference]] at the bottom of the page under the "See Also" section.

See Also

This page was last edited on 31 December 2011, at 21:24.