Difference between revisions of "Template:WML Tags"

From The Battle for Wesnoth Wiki
(Fix another AnimationWML link)
(Make a lot of links more precise)
Line 69: Line 69:
 
[[AnimationWML#short-defend|defend]],
 
[[AnimationWML#short-defend|defend]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],
 
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|defends]],
[[UnitsWML#.5Bmovetype.5D|defense]],
+
[[UnitsWML#defense|defense]],
 
[[InterfaceActionsWML#.5Bdelay.5D|delay]],
 
[[InterfaceActionsWML#.5Bdelay.5D|delay]],
 
[[InterfaceActionsWML#.5Bdeprecated_message.5D|deprecated_message]],
 
[[InterfaceActionsWML#.5Bdeprecated_message.5D|deprecated_message]],
Line 90: Line 90:
 
else ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#Conditional Branches|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#end_turn|replay]]),
[[StandardSideFilter|enemy_of]],  
+
[[StandardSideFilter#enemy_of|enemy_of]],  
[[Wesnoth_AI_Framework#Available_Engines|engine]],  
+
[[Wesnoth_AI_Framework#The_.5Bai.5D_Tag_.E2.80.94_Engines|engine]],  
entry ([[CreditsWML#.5Bentry.5D|credits]], [[OptionWML|options]]),
+
entry ([[CreditsWML#.5Bentry.5D|credits]], [[OptionWML#entry|options]]),
 
[[EraWML|era]],
 
[[EraWML|era]],
 
[[EventWML|event]],
 
[[EventWML|event]],
[[StandardAbilityFilter|experimental_filter_ability]],
+
[[StandardUnitFilter#filter_ability|experimental_filter_ability]],
[[StandardAbilityFilter|experimental_filter_ability_active]],
+
[[StandardUnitFilter#filter_ability_active|experimental_filter_ability_active]],
[[StandardAbilityFilter|experimental_filter_specials]],
+
[[AbilitiesWML#filter_specials|experimental_filter_specials]],
 
[[AnimationWML#short-extra|extra_anim]];
 
[[AnimationWML#short-extra|extra_anim]];
 
|-
 
|-
Line 107: Line 107:
 
[[ConditionalActionsWML#.5Bfalse.5D|false]],
 
[[ConditionalActionsWML#.5Bfalse.5D|false]],
 
[[PblWML#.5Bfeedback.5D|feedback]],
 
[[PblWML#.5Bfeedback.5D|feedback]],
[[UnitTypeWML#Other_tags|female]],  
+
[[UnitTypeWML#variation|female]],  
 
filter ([[FilterWML|concept]], [[EventWML#.5Bfilter.5D|event]]),
 
filter ([[FilterWML|concept]], [[EventWML#.5Bfilter.5D|event]]),
[[StandardUnitFilter|filter_adjacent]],  
+
[[StandardUnitFilter#filter_adjacent|filter_adjacent]],  
[[StandardLocationFilter|filter_adjacent_location]],  
+
[[StandardLocationFilter#filter_adjacent_location|filter_adjacent_location]],  
 
[[FilterWML#Filtering_Weapons|filter_attack]],
 
[[FilterWML#Filtering_Weapons|filter_attack]],
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_attacker]],  
+
[[AbilitiesWML#filter_attacker|filter_attacker]],  
[[AbilitiesWML#Common_keys_and_tags_for_every_ability|filter_base_value]],  
+
[[AbilitiesWML#filter_base_value|filter_base_value]],  
 
[[EventWML#.5Bfilter_condition.5D|filter_condition]],
 
[[EventWML#.5Bfilter_condition.5D|filter_condition]],
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_defender]],  
+
[[AbilitiesWML#filter_defender|filter_defender]],  
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_enemy]],
+
[[AiWML#Filtering_Combat_with_the_attacks_Aspect|filter_enemy]],
 
[[StandardLocationFilter|filter_location]],
 
[[StandardLocationFilter|filter_location]],
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_opponent]],  
+
[[AbilitiesWML#filter_opponent|filter_opponent]],  
[[AiWML#Filtering_Combat_with_the_.27attacks.27_Aspect|filter_own]],
+
[[AiWML#Filtering_Combat_with_the_attacks_Aspect|filter_own]],
[[StandardLocationFilter|filter_owner]],  
+
[[StandardLocationFilter#filter_owner|filter_owner]],  
[[StandardLocationFilter|filter_radius]],  
+
[[StandardLocationFilter#filter_radius|filter_radius]],  
[[SingleUnitWML|filter_recall]],  
+
[[SingleUnitWML#filter_recall|filter_recall]],  
 
[[StandardUnitFilter|filter_second]],
 
[[StandardUnitFilter|filter_second]],
 
[[FilterWML#Filtering_Weapons|filter_second_attack]],
 
[[FilterWML#Filtering_Weapons|filter_second_attack]],
[[AbilitiesWML|filter_self]],  
+
[[AbilitiesWML#filter_self|filter_self]],  
 
[[StandardSideFilter|filter_side]],
 
[[StandardSideFilter|filter_side]],
[[AbilitiesWML|filter_student]],  
+
[[AbilitiesWML#filter_student|filter_student]],  
 
[[FilterWML#Filtering_Vision|filter_vision]],
 
[[FilterWML#Filtering_Vision|filter_vision]],
[[AbilitiesWML#Common_keys_and_tags_for_every_weapon_special|filter_weapon]],  
+
[[FilterWML#Filtering_Weapons|filter_weapon]],  
 
[[FilterWML#Filtering_on_WML_data|filter_wml]],
 
[[FilterWML#Filtering_on_WML_data|filter_wml]],
 
[[InternalActionsWML#.5Bfind_path.5D|find_path]],
 
[[InternalActionsWML#.5Bfind_path.5D|find_path]],
Line 142: Line 142:
 
|''G:''  
 
|''G:''  
 
[[GameConfigWML|game_config]],
 
[[GameConfigWML|game_config]],
[[PersistenceWML|get_global_variable]],
+
[[PersistenceWML#WML Syntax|get_global_variable]],
 
[[AiWML#The_.5Bgoal.5D_Tag|goal]],
 
[[AiWML#The_.5Bgoal.5D_Tag|goal]],
 
[[DirectActionsWML#.5Bgold.5D|gold]],
 
[[DirectActionsWML#.5Bgold.5D|gold]],
Line 149: Line 149:
 
|''H:''  
 
|''H:''  
 
[[DirectActionsWML#.5Bharm_unit.5D|harm_unit]],
 
[[DirectActionsWML#.5Bharm_unit.5D|harm_unit]],
[[StandardSideFilter|has_ally]],  
+
[[StandardSideFilter#has_ally|has_ally]],  
[[StandardUnitFilter|has_attack]],
+
[[StandardUnitFilter#has_attack|has_attack]],
[[StandardSideFilter|has_unit]],  
+
[[StandardSideFilter#has_unit|has_unit]],  
 
[[ConditionalActionsWML#.5Bhas_achievement.5D|has_achievement]],
 
[[ConditionalActionsWML#.5Bhas_achievement.5D|has_achievement]],
 
[[ConditionalActionsWML#.5Bhave_location.5D|have_location]],
 
[[ConditionalActionsWML#.5Bhave_location.5D|have_location]],
Line 159: Line 159:
 
[[AnimationWML#short-healed|healed_anim]],  
 
[[AnimationWML#short-healed|healed_anim]],  
 
[[AnimationWML#short-healing|healing_anim]],  
 
[[AnimationWML#short-healing|healing_anim]],  
[[AbilitiesWML|heals]],  
+
[[AbilitiesWML#The_.5Babilities.5D_tag|heals]],  
 
[[UnitsWML#.5Bhide_help.5D|hide_help]],
 
[[UnitsWML#.5Bhide_help.5D|hide_help]],
 
[[InterfaceActionsWML#.5Bhide_unit.5D|hide_unit]],
 
[[InterfaceActionsWML#.5Bhide_unit.5D|hide_unit]],
[[AbilitiesWML|hides]];
+
[[AbilitiesWML#The_.5Babilities.5D_tag|hides]];
 
|-
 
|-
 
|''I:''  
 
|''I:''  
 
[[AnimationWML#short-idle|idle_anim]],  
 
[[AnimationWML#short-idle|idle_anim]],  
 
if ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#Conditional Branches|animation]], [[IntroWML|intro]]),
 
if ([[ConditionalActionsWML#.5Bif.5D|action]], [[AnimationWML#Conditional Branches|animation]], [[IntroWML|intro]]),
[[AbilitiesWML|illuminates]],  
+
[[AbilitiesWML#The_.5Babilities.5D_tag|illuminates]],  
image ([[IntroWML#.5Bimage.5D|intro]], [[TerrainGraphicsWML|terrain]]),
+
image ([[IntroWML#.5Bimage.5D|intro]], [[TerrainGraphicsWML#The_.5Bimage.5D_subtag|terrain]]),
[[ReplayWML|init_side]],
+
[[ReplayWML#init_side|init_side]],
 
[[VariablesWML#.5Binsert_tag.5D|insert_tag]],
 
[[VariablesWML#.5Binsert_tag.5D|insert_tag]],
 
[[InterfaceActionsWML#.5Binspect.5D|inspect]],
 
[[InterfaceActionsWML#.5Binspect.5D|inspect]],
Line 176: Line 176:
 
|-
 
|-
 
|''J:''
 
|''J:''
[[UnitsWML#.5Bmovetype.5D|jamming_costs]],
+
[[UnitsWML#jamming_costs|jamming_costs]],
[[InternalActionsWML#.5Bset_variable.5D|join]];
+
[[InternalActionsWML#join|join]];
 
|-
 
|-
 
|''K:''  
 
|''K:''  
 
[[DirectActionsWML#.5Bkill.5D|kill]],
 
[[DirectActionsWML#.5Bkill.5D|kill]],
[[StatisticalScenarioWML|killed]];
+
[[StatisticalScenarioWML#The_.5Bteam.5D_tag|killed]];
 
|-
 
|-
 
|''L:''  
 
|''L:''  

Revision as of 15:13, 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.