Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
This lists removed WML functionality and helpful hints for avoiding pitfalls.
A similar thread for changes before 1.16 can be found here .
Compatibility breaking (requires updates to work)
no longer sets the heal_amount variable, instead supporting the variable attribute. This variable will be...
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
I'm playing with Wesband/Weshack and I would like a top-level menu item who's description changes dynamically based upon data about the hex of the mouse-down. I didn't see anything in EventWML and I've seen posts that suggest you can't hook it in lua? Can anybody tell me how I can run some...
In my campaigns, I use a lot of spawning events but I always have the problem of spawning units in closed unwalkable areas (like in a cave road surronded by walls )
I am sure there is a way to avoid that but I didnt found it.
Can someone help?
I have the following objective which initially displays what I want, (0/10) :
However when I update the variable the text remains the same. I already checked the variable with the inspect command, it changed.
Here is my event with which I update the variable:
In a multiplayer scenario that I'm working on, I want a mechanics inspired by games like Heroes of Might and Magic. Namely, I want the list of units a leader can recruit depend on the type of castle they're currently in. To do it, I'm using moveto and exit_hex events as follows:
I'm familiar with RCA and their implications. I can also use candidate_ca to make Micro AIs act in specific order. This is all, however, action-specific.
Is there a way to make units act in specific order (from a WML level) in such a way, that specific unit types will act first...
I'm building a multiplayer scenario, intended to be played by 1-4 players. Each side has a predefined leader, so if there is less than 4 players I need to remove non-playing leaders in a prestart event. I wrote the following code to accomplish this:
I am going through the wiki and tutorials, but it still goes a little bit over my head.
Is there a reliable way of recognizing a hex that neighbours with a specific number of units? E.g., define a filter which only includes hexes that have no units on them, but two red and one blue in...
Hello,
Can't remember now if the game has always done this, but when using shroud it appears impossible to clear the border hexes that do not partially occupy the map.
E.g. I set shroud=yes in my test scenario and at the start the game duly placed shroud everywhere, then cleared it due to side 1...
I attempt the following: If a unit, ID=Builder, is on a hexagon with woods there is an Option in the right-click menu displayed and he can recruit a transport galleon. My code is working. However, I struggle with the summoning position of the galleon which is not working. What I try to do, is that...
I'd like store units that have an ability that starts with regeneration . This is an example which covers two cases I know of, but there could be others, like regeneration 13 that I don't (perhaps can't) know of .
Hi,
I'm never written a and decided to see what was possible.
What I am trying to do
As a test I'm seeing if I can change {DEFAULT_AMLA} - here I'm just trying to add a bit of extra text to the description to report that the mod has done something.
I understand the scoping rules probably won't...
In the final scenario of The Beautiful Child there are several rooms. The only way to move between rooms is using stairways which are implemented via . You cannot use the stairs if some other unit is standing on the other end of the stairs. In the final room, in some circumstances I haven't nailed...
Two part question here. First, how do you set the amount of the early finish bonus? Or are we just stuck with
Second, maybe answered by the first, why do the objectives say there's and early finish bonus here, but it's 0 per turn? Because there's no gold/village and no base income?
Hi! Just curious if there is/are any ways to customize the UI in WML. I know you can do it in Lua but I'm still not quite able to understanding Lua's ins and outs on how to make it work.
I'm imagining something along the lines of Legends of the Invicibles UI that they made using Lua but maybe in...
I noticed that there is a list of names for villages in the name's generator. Is there a way to give villages names automatically (like we do with units)?
im not sure this is the rigth place for this post...
im curious about the technique use to changing how the units look in the game, from pixelated to that rounded toy-like look, i hope you guys know what im talking about, anyway if any of you know how it works im hoping that you can share it with...
im working on a scenario that is meant to be similar to the one in liberty where you have to move through the map without being detected, exept i wanted terrain such as hills and mountains to block the enemies vision, i sort of heard that jamming was related to blocking vision, but i dont really...
I am trying to write a new user campaign where a mage can turn a chasm (Qxu terrain) into a walkable terrain (a magical barrier of air to let the unit walk across) . Basically I want it to look exactly like Qxu, was probably going to submerge the unit but have a different movement and defense type...
Hello. Is there a simple way to disable opponent weapon during fight when he is hit by special attack?
I have the following piece of code but it disables attacks only after a fight.
I've noticed that some events can have multiple instances. A good example of this is moveto.
Some don't seem to allow this, such as prestart.
I'm not seeing a reason why in the wiki. I'm guessing it is based on filters, which makes some sense (though I'm not sure what happens if multiple events...
So I'm trying to code an AI of some skeleton commando units that jump out of the water. Once their assault is called, the block below is reactivated every turn. I tried moving it around between Turn Refresh and Turn End, adding moves=max , but it seems like it doesn't work.
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