edit
WML Tags
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A:
abilities,
about,
add_ai_behaviour,
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,
brush;
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C:
campaign,
candidate_action,
capture_village,
case,
castle,
chamber,
chance_to_hit,
chat,
choose,
clear_global_variable,
clear_menu_item,
clear_variable,
color_adjust,
command (action, replay),
convert,
criteria;
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D:
damage,
death,
deaths,
default,
defend,
defends,
defense,
delay,
deprecated_message,
destination,
disallow_end_turn,
disallow_extra_recruit,
disallow_recruit,
do,
drains,
draw_weapon_anim;
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E:
editor_group,
editor_music,
editor_times,
editor_tool_hint,
effect,
else (action, animation),
endlevel,
end_turn (action, replay),
enemy_of,
engine,
entry,
era,
event,
expenses,
extra_anim;
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F:
facet,
facing,
fake_unit,
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,
frame;
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G:
game_config,
generator,
get_global_variable,
goal,
gold(action, theme),
gold_carryover;
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H:
harm_unit,
has_unit,
have_location,
have_unit,
healed_anim,
healing_anim,
heals,
heal_on_hit,
heal_unit,
height,
hide_help,
hides,
hide_unit;
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I:
idle_anim,
if (action, animation),
illuminates,
image,
income,
init_side,
insert_tag,
inspect,
item,
items;
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J:
join;
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K:
kill,
killed;
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L:
label (map, theme),
language,
leader_goal,
leadership,
leading_anim,
levelin_anim,
levelout_anim,
lift_fog,
limit,
literal,
locale,
lock_view,
lua;
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M:
main_map,
menu,
message,
mini_map,
missile_frame,
modifications,
modify_ai,
modify_side,
modify_turns,
modify_unit,
move,
move_unit,
move_unit_fake,
move_units_fake,
movement costs,
movetype,
multiplayer,
multiplayer_side,
music;
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N:
not (condition,
filter),
num_units;
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O:
object,
objectives,
objective,
observers,
open_help,
option,
or;
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P:
panel, part, petrify, place_shroud, position,
print;
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R:
race, random, recall (action,
replay), recalls,
recruit, recruits, redraw,
ref,
remove_item,
remove_shroud,
remove_sound_source,
remove_unit_overlay,
replace_map, replace_schedule, replay, replay_start,
reset_fog
resistance, resolution, results, role;
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S:
save, scenario,
scroll, scroll_to,
scroll_to_unit, secondary_attack_filter, secondary_unit_filter, section, select_unit, set_global_variable,
set_menu_item, set_recruit,
set_extra_recruit,
set_variable, set_variables, show_objectives,
side, side_playing, snapshot,
sound, sound_source, source,
split,
stage,
statistics,
status(single unit, theme), store_gold,
store_items,
store_locations,
store_map_dimensions,
store_reachable_locations,
store_side, store_starting_location, store_time_of_day, store_turns, store_unit, store_unit_type,
store_unit_type_ids,
store_villages,story,
switch;
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T:
team,
teleport (action, ability), teleport_anim,
terrain, terrain_graphics, terrain_mask, terrain_type, test,
textdomain, text_input, theme, then,
tile, time, time_area (action, scenario),
time_of_day,
topic, toplevel, trait, transform_unit, tunnel, turn, tutorial;
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U:
unhide_unit, unit,
unit_abilities, unit_alignment, unit_description, unit_filter, unit_hp, unit_image, unit_level, unit_moves,
unit_overlay, unit_profile, unit_status,
unit_traits, unit_type, unit_weapons, unit_xp,
units,
unlock_view,
unpetrify, unstore_unit, upkeep;
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V:
variable,
variables,
village,
villages,
volume;
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W:
while,
wml_message;
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