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:
4 portraits (3 are variations of a character)
4 story screens...
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 was trying to get it to work for a gargoyle (race = mechanical at this moment) creature that turns into stone all turns its day (time_of_day=lawful) and recovers its functionality upon dusk.
Just trying to create a backbone for a MP Campaign, and here is a very minimalistic campaign. I get an error while trying to transfer to the next scenario no matter what I do.
Error: The game could not be loaded: load_game_failed: Attempt to de-serialize an empty unit
I'm trying to fake move my leader from point A to B, then he does some talking and then he's suppose to move from B to C and start the scenario. At the point C there shouldn't be a castle or any other place where henchmen could be hired.
My problem is that I don't know where to place this...
i have a strange occurence on wesnoth 1.4 (final version) and playing Orocia RandomMod v2.2.1.
In multiplayer, we get out of sync errors on units upgraded with imporved resistance. On wesnoth 1.2, there are no problems with this issue.
Could someone verify how this could happen? Is it...
Hi!
How can I get the coordinates where the contextmenu is opened to use let a macro use them as parameters.
I have:
I start MENUMAKER in event name=start and it works, but MENU_MACRO doesnt work, when i choose the menu_item in the context_menu i can see the message TEST but the messages in...
Does anyone know if any progress is being made on the addition of a movethrough event to WML? I suppose it's too much to hope that it'll be included in 1.4.0 ?
Progress on my faction has pretty much ground to a halt while I wait on this (though I can work on unit animations while I wait...
How do I script a unit to have an attack with range=melee, but that shoots missiles?
What I'm actually trying to do is have a spearman run out of a caravan and attack during the caravan's melee attack. I tried using zookeeper's {NO_SLIDING} macro, but the missile frames (spearman images) did not...
I just upgraded my Wesnoth installation and obviously I want to get my in-progress campaigns working on the new setup as well. The first complaint I got was to do with the maps, they need a header now and the terrains are encoded in two-character cells.
Yeah I am having a major problem with a certain unit, whenever the game tries to load the addon which uses the unit I am having trouble with it complains about missing closing tags when the closing tags exist. Please identify what I am doing wrong.
I think I've sorted out a sensible way of dealing with interior wall terrain (e.g. for a scenario set inside a house). As much as possible it allows walls to continue in straight lines and make corners, while still remaining sensible for the hexagonal grid.
The idea is to turn all the units on side 2 to the side 3, and while at it, change few attributes of the unit with a description Ramskoi . Changing the side works, and changing any unit attributes for all the units work, but nothing that is changed...
Is it possible to set an arbitrary variable for a location on the map and save it like you can with a unit? And if so how would you do that? If not is there a way to mimic this effect? IE I want to be able to designate certain locations as something (like a shop) but the effect needs to be dynamic....
I don't know if this is the good place to ask this question, but I really wanted to know why developers has chosen to implement WML rather than choosing an XML schema to describe scenario and campaign.
I really don't want to feed a troll if this has already been subject to many...
What is supposed to happen:
-whenever a unit from side 1 steps next to a unit from side 2, they 'merge' into a cavalryman on side 1
-when side 2 is depleted, undead appear (are unstored), a conversation triggers and new objectives appear
-when all...
here it says that the zoc tag can be used to set zone of control for units- turning it on for lvl 0 or off for non-0 units.
I'm trying to strip a unit of its zoc, so I tried zoc=no and (when that failed) zoc=0 both to no effect. I can't think of any mainline units who would have this tag (and nor...
Actually, I'm trying to do something for Wesnoth by myself after playing it a long time.
Here is my Question: I want to make warmachines with incresed chance to hit and incresed damage if the opponent is in a castle or a village.
I copied the ability marksman and want to add a filter with the...
From my experience, skirmishers completely ignore avoid tags, is this by design or is it just that ZoC and are implemented using the same mechanism (which would make this a bug)?
I've been writing my own python AI for a UMC and have run into a problem: python can't find my script.
The wiki says:
python_script: is used when ai_algorithm has the value python_ai, and specifies the name of the python script the AI should use. The script is looked for in the same pathes as...
Don't know why it happens, and while I'm scratching my head searching on the wiki, and the forum (without success) I don't manage to find what I'm doing wrong.
On the map your character (no recruitment tower on all the map) finds a Leader of the Pack wolf (AI leader) that should try to chew on you...
I'm fiddling with the scenarios wml for fun, and I choosed as starting point to modify the campaing Attack of the undead as base (because its a short campaing, and its easier to modify a campaing that start one from scratch)
During the introduction, I wanted the talking partner to banish playing...
Okey I tried some WML today and made a test campaing. Now I get this error load_game_failed: map not found . I tried to solve this on my own and I read some topics, but it just isn't working.
Hi everybody. I need some help. I'm working on developing some new units for my own personal use, but when i run the game it gives me missing tag errors when the tags in question are, in fact, there.
This code isn't meant to be implemented as it is, but rather is being used on a testbed unit. The idea is that when the unit is attacked, the attack triggers a change in the attributes of the counterattack. The code I'm posting shows the effect of a missed first attack.
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