Difference between revisions of "Template:WML Tags"

From The Battle for Wesnoth Wiki
(Make some of the links more precise)
(Update all AnimationWML links to account for the rewrite)
Line 24: Line 24:
 
[[InterfaceActionsWML#.5Banimate_unit.5D|animate]],
 
[[InterfaceActionsWML#.5Banimate_unit.5D|animate]],
 
[[InterfaceActionsWML#.5Banimate_unit.5D|animate_unit]],
 
[[InterfaceActionsWML#.5Banimate_unit.5D|animate_unit]],
[[AnimationWML|animation]],
+
[[AnimationWML#The .5Banimation.5D tag|animation]],
 
[[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Aspects|aspect]],
 
[[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Aspects|aspect]],
 
attack ([[ReplayWML#attack|replay]], [[UnitTypeWML#Attacks|weapon]]),
 
attack ([[ReplayWML#attack|replay]], [[UnitTypeWML#Attacks|weapon]]),
[[AnimationWML#Simplified animation blocks|attack_anim]],
+
[[AnimationWML#short-attack|attack_anim]],
 
attacks ([[AbilitiesWML#The_.5Bspecials.5D_tag|special]], [[StatisticalScenarioWML#The_.5Bteam.5D_tag|stats]]),
 
attacks ([[AbilitiesWML#The_.5Bspecials.5D_tag|special]], [[StatisticalScenarioWML#The_.5Bteam.5D_tag|stats]]),
 
[[AiWML#avoid|avoid]];
 
[[AiWML#avoid|avoid]];
Line 64: Line 64:
 
|''D:''  
 
|''D:''  
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|damage]],
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|damage]],
[[AnimationWML#Simplified animation blocks|death]],  
+
[[AnimationWML#short-death|death]],  
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|deaths]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|deaths]],
 
[[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Aspects|default]],  
 
[[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Aspects|default]],  
[[AnimationWML#Simplified animation blocks|defend]],
+
[[AnimationWML#short-defend|defend]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],
 
[[UnitsWML#.5Bmovetype.5D|defense]],
 
[[UnitsWML#.5Bmovetype.5D|defense]],
Line 81: Line 81:
 
[[DirectActionsWML#.5Bdo_command.5D|do_command]],
 
[[DirectActionsWML#.5Bdo_command.5D|do_command]],
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|drains]],  
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|drains]],  
[[AnimationWML#draw_weapon_anim|draw_weapon_anim]];
+
[[AnimationWML#short-draw_weapon|draw_weapon_anim]];
 
|-
 
|-
 
|''E:''  
 
|''E:''  
Line 88: Line 88:
 
[[EditorWML#The_.5Beditor_times.5D_tag|editor_times]],
 
[[EditorWML#The_.5Beditor_times.5D_tag|editor_times]],
 
[[EffectWML|effect]],
 
[[EffectWML|effect]],
else ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]]), [[ConditionalActionsWML#.5Bif.5D|elseif]],
+
else ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#Conditional Branches|animation]]), [[ConditionalActionsWML#.5Bif.5D|elseif]],
 
[[DirectActionsWML#.5Bendlevel.5D|endlevel]],
 
[[DirectActionsWML#.5Bendlevel.5D|endlevel]],
 
end_turn ([[DirectActionsWML#.5Bend_turn.5D|action]], [[ReplayWML|replay]]),
 
end_turn ([[DirectActionsWML#.5Bend_turn.5D|action]], [[ReplayWML|replay]]),
Line 99: Line 99:
 
[[StandardAbilityFilter|experimental_filter_ability_active]],
 
[[StandardAbilityFilter|experimental_filter_ability_active]],
 
[[StandardAbilityFilter|experimental_filter_specials]],
 
[[StandardAbilityFilter|experimental_filter_specials]],
[[AnimationWML#Simplified_animation_blocks|extra_anim]];
+
[[AnimationWML#short-extra|extra_anim]];
 
|-
 
|-
 
|''F:''
 
|''F:''
Line 138: Line 138:
 
[[ConditionalActionsWML#.5Bfor.5D|for]],
 
[[ConditionalActionsWML#.5Bfor.5D|for]],
 
[[ConditionalActionsWML#.5Bforeach.5D|foreach]],
 
[[ConditionalActionsWML#.5Bforeach.5D|foreach]],
[[AnimationWML#Frames|frame]];
+
[[AnimationWML#The .5Bframe.5D tag|frame]];
 
|-
 
|-
 
|''G:''  
 
|''G:''  
Line 157: Line 157:
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|heal_on_hit]],  
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|heal_on_hit]],  
 
[[DirectActionsWML#.5Bheal_unit.5D|heal_unit]],
 
[[DirectActionsWML#.5Bheal_unit.5D|heal_unit]],
[[AnimationWML#healed|healed_anim]],  
+
[[AnimationWML#short-healed|healed_anim]],  
[[AnimationWML#healing|healing_anim]],  
+
[[AnimationWML#short-healing|healing_anim]],  
 
[[AbilitiesWML|heals]],  
 
[[AbilitiesWML|heals]],  
 
[[UnitsWML#.5Bhide_help.5D|hide_help]],
 
[[UnitsWML#.5Bhide_help.5D|hide_help]],
Line 165: Line 165:
 
|-
 
|-
 
|''I:''  
 
|''I:''  
[[AnimationWML#idling|idle_anim]],  
+
[[AnimationWML#short-idling|idle_anim]],  
if ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#.5Bif.5D_and_.5Belse.5D|animation]], [[IntroWML|intro]]),
+
if ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#Conditional Branches|animation]], [[IntroWML|intro]]),
 
[[AbilitiesWML|illuminates]],  
 
[[AbilitiesWML|illuminates]],  
 
image ([[IntroWML#.5Bimage.5D|intro]], [[TerrainGraphicsWML|terrain]]),
 
image ([[IntroWML#.5Bimage.5D|intro]], [[TerrainGraphicsWML|terrain]]),
Line 189: Line 189:
 
[[AiWML#List_of_AI_Aspects|leader_goal]],
 
[[AiWML#List_of_AI_Aspects|leader_goal]],
 
[[AbilitiesWML|leadership]],  
 
[[AbilitiesWML|leadership]],  
[[AnimationWML#leading|leading_anim]],  
+
[[AnimationWML#short-leading|leading_anim]],  
[[AnimationWML#levelin|levelin_anim]],
+
[[AnimationWML#short-levelin|levelin_anim]],
[[AnimationWML#levelout|levelout_anim]],  
+
[[AnimationWML#short-levelout|levelout_anim]],  
 
[[DirectActionsWML#.5Blift_fog.5D|lift_fog]],
 
[[DirectActionsWML#.5Blift_fog.5D|lift_fog]],
 
[[AI_Recruitment#Aspect_recruitment_instructions|limit]],
 
[[AI_Recruitment#Aspect_recruitment_instructions|limit]],
Line 205: Line 205:
 
[[InterfaceActionsWML#.5Bmessage.5D|message]],
 
[[InterfaceActionsWML#.5Bmessage.5D|message]],
 
[[Micro AIs|micro_ai]],
 
[[Micro AIs|micro_ai]],
[[AnimationWML#The_content_of_a_frame|missile_frame]],
+
[[AnimationWML#The .5Bframe.5D tag|missile_frame]],
 
[[ModificationWML|modification]],
 
[[ModificationWML|modification]],
 
[[SingleUnitWML|modifications]],
 
[[SingleUnitWML|modifications]],
Line 217: Line 217:
 
[[InterfaceActionsWML#.5Bmove_unit_fake.5D|move_unit_fake]],
 
[[InterfaceActionsWML#.5Bmove_unit_fake.5D|move_unit_fake]],
 
[[InterfaceActionsWML#.5Bmove_units_fake.5D|move_units_fake]],
 
[[InterfaceActionsWML#.5Bmove_units_fake.5D|move_units_fake]],
[[AnimationWML#movement|movement_anim]],  
+
[[AnimationWML#short-movement|movement_anim]],  
 
[[UnitsWML#.5Bmovetype.5D|movement costs]],
 
[[UnitsWML#.5Bmovetype.5D|movement costs]],
 
[[UnitsWML#.5Bmovetype.5D|movetype]],
 
[[UnitsWML#.5Bmovetype.5D|movetype]],
Line 246: Line 246:
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|poison]],  
 
[[AbilitiesWML#The_.5Bspecials.5D_tag|poison]],  
 
[[UnitTypeWML#Other_tags|portrait]],  
 
[[UnitTypeWML#Other_tags|portrait]],  
[[AnimationWML#post_movement|post_movement_anim]],  
+
[[AnimationWML#short-post_movement|post_movement_anim]],  
[[AnimationWML#pre_movement|pre_movement_anim]],  
+
[[AnimationWML#short-pre_movement|pre_movement_anim]],  
 
[[InternalActionsWML#.5Bfire_event.5D|primary_attack]],  
 
[[InternalActionsWML#.5Bfire_event.5D|primary_attack]],  
 
[[InternalActionsWML#.5Bfire_event.5D|primary_unit]],  
 
[[InternalActionsWML#.5Bfire_event.5D|primary_unit]],  
Line 260: Line 260:
 
[[StatisticalScenarioWML|recalls]],
 
[[StatisticalScenarioWML|recalls]],
 
[[ReplayWML|recruit]],  
 
[[ReplayWML|recruit]],  
[[AnimationWML#recruited|recruit_anim]],  
+
[[AnimationWML#short-recruited|recruit_anim]],  
[[AnimationWML#recruiting|recruiting_anim]],  
+
[[AnimationWML#short-recruiting|recruiting_anim]],  
 
[[StatisticalScenarioWML|recruits]],  
 
[[StatisticalScenarioWML|recruits]],  
 
[[InterfaceActionsWML#.5Bredraw.5D|redraw]],
 
[[InterfaceActionsWML#.5Bredraw.5D|redraw]],
Line 306: Line 306:
 
[[InternalActionsWML#.5Bset_variable.5D|set_variable]],  
 
[[InternalActionsWML#.5Bset_variable.5D|set_variable]],  
 
[[InternalActionsWML#.5Bset_variables.5D|set_variables]],  
 
[[InternalActionsWML#.5Bset_variables.5D|set_variables]],  
[[AnimationWML#sheath_weapon|sheath_weapon_anim]],  
+
[[AnimationWML#short-sheath_weapon|sheath_weapon_anim]],  
 
show_if ([[InterfaceActionsWML#.5Bmessage.5D|message]],  
 
show_if ([[InterfaceActionsWML#.5Bmessage.5D|message]],  
 
[[InterfaceActionsWML#.5Bobjectives.5D|objective]],  
 
[[InterfaceActionsWML#.5Bobjectives.5D|objective]],  
Line 323: Line 323:
 
[[InternalActionsWML#.5Bset_variables.5D|split]],
 
[[InternalActionsWML#.5Bset_variables.5D|split]],
 
[[Wesnoth_AI_Framework#Available_Stages|stage]],  
 
[[Wesnoth_AI_Framework#Available_Stages|stage]],  
[[AnimationWML#standing|standing_anim]],  
+
[[AnimationWML#short-standing|standing_anim]],  
 
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],
 
[[StatisticalScenarioWML#The_.5Bstatistics.5D_tag|statistics]],
 
[[SingleUnitWML|status]],  
 
[[SingleUnitWML|status]],  
Line 352: Line 352:
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|team]],
 
teleport ([[AbilitiesWML|ability]], [[DirectActionsWML#.5Bteleport.5D|action]]),
 
teleport ([[AbilitiesWML|ability]], [[DirectActionsWML#.5Bteleport.5D|action]]),
[[AnimationWML#pre_teleport|teleport_anim]],
+
[[AnimationWML#short-pre_teleport|teleport_anim]],
 
[[DirectActionsWML#.5Bterrain.5D|terrain]],  
 
[[DirectActionsWML#.5Bterrain.5D|terrain]],  
 
[[UnitsWML#.5Bterrain_defaults.5D|terrain_defaults]],
 
[[UnitsWML#.5Bterrain_defaults.5D|terrain_defaults]],
Line 394: Line 394:
 
[[TerrainGraphicsWML|variant]],
 
[[TerrainGraphicsWML|variant]],
 
[[UnitTypeWML#Other_tags|variation]],  
 
[[UnitTypeWML#Other_tags|variation]],  
[[AnimationWML#victory|victory_anim]],  
+
[[AnimationWML#short-victory|victory_anim]],  
 
[[SideWML|village]],
 
[[SideWML|village]],
 
[[UnitsWML#.5Bmovetype.5D|vision_costs]],
 
[[UnitsWML#.5Bmovetype.5D|vision_costs]],

Revision as of 06:32, 26 February 2024

[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, portrait, 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;

A box with all the WML tags, each one linking to the page and section they are described in. This box should be included in each of the WML reference pages.