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...
Ok, so maybe the title doesn't really explain perfectly, but I'd like an event where if your unit moves to a cave at 74,28, the unit sees a text like 'gold gold goooold' or something like that.
Then you can choose the give 1 gold, then 2 gold, then 3 gold etc. till 10. As long as you have the gold....
unit's defense depends on terrain it stands on
how to use terrain other than the one unit is currently standing on?
the idea is to use enemy's terrain for determining attacker's defense for close combat encounters, implying that attacking unit has to enter opponent's tile to perform melee attack...
Hi,
Edit: I was doing something stupid; seems I had another instance of BfW running at the same time... :doh:
New PC, very different interface, same dozy user. :augh:
Cheers!
-- Spannerbag
hi everyone! :)
im working on a campaign where i want a couple single units with amlas to change unit type at a certain point of the story regardless of their xp, the changes made from one unit type to another would be minor and wouldnt interfere with amlas.
is this posible? if so how could i do...
I guess this is my first time to get serious with WML and Wesnoth, after all of these years. I tend to make assumptions based upon other languages I've programmed in and that's biting me in the back side! I've searched and read a lot and cannot find a working solution.
Attached is a syntax highlighting definition for TextMate (as far as I know, other there aren't any Mac editor definitions available). Simply uncompress file and double click it.
Requirements:
- TextMate (tested for v1.5.7), shareware version available
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...
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