

end_text_duration: Delay, in milliseconds, before displaying the game credits at the end of a campaign.Note that this has cumulative effects over the campaign - it persists even if the endlevel does not trigger the end of the campaign. end_text: (translatable) Text that is shown centered in a black screen at the end of a campaign.end_credits: Whether to display the credits screen at the end of a single-player campaign.music: (default specified in or tags) a comma-separated list of music tracks from which one will be chosen and played once after any events related to the end of level result are executed by default, victory_music is used on victory, and defeat_music on defeat.carryover_add: if yes the gold will be added to the starting gold the next scenario, if no the next scenario will start with the amount of the current scenario (after taxes) or the minimum in the next scenario.carryover_percentage: by default 80% of the gold is carried over to the next scenario, with this key the amount can be changed.All units that side 1 controls at this point become available for recall in next_scenario. next_scenario: (default specified in tag) the ID of the next scenario that should be played.reveal_map: (Multiplayer only) (Default is 'yes') If 'no', shroud doesn't disappear when game ended.=yes, the screen is greyed out and there's the possibility to save before advancing to the next scenario, the default is linger_mode=yes. If no, will override and not save a replay. If yes, the player's settings in preferences will be used to determine if a replay is saved.

replay_save: whether a replay save for the current scenario is allowed, the default is replay_save=yes.Do not confuse this with saving of replays for the current scenario. save: whether a start-of-scenario save should be created for the next scenario, the default is save=yes.carryover_report: whether the player should receive a summary of the scenario outcome, the default is carryover_report=yes.( Version 1.13.2 and later only) Alternatively, a number, defining the bonus multiple (1.0 meaning full). bonus: whether the player should get bonus gold (maximum possible gold that could have been earned by waiting the level out).When the result is "victory" the following keys can be used: If result=victory, the player progresses to the next level (i.e., the next scenario in single player) if result=defeat, the game returns to the main menu. result: before the scenario is over, all events with name=result are triggered.Direct actions are actions that have a direct effect on gameplay.
