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...
If you use an addon, era or campaign with units with levels above 9, in the GUI they are seen in almost all languages with ellipsis points. And you have to hover your mouse over to know the number.
Sin título.png
I found two easy ways to do it. One of them is to modify in the file...
Hello, I've been trying to get a custom scenario working, whenever I try to run it though I get an error of Failed to Load Scenario . I mostly copied the code from the addon WML Guide but mine doesn't work.
i hope make a add-on,player can choose give all units abilitie to start
I want to choose different abilitie for different side in the start settings
Or ask to select the abilitie right after the game starts
If it is selected after the game starts, I hope that all players can know the choices of all...
I'm struggling to get to work and would like some help please.
What I'm trying to achieve is when a waterborne enemy leader dies to remove all their castle and keep overlays (atop water terrain).
I do this sort of thing quite often but there...
I was toying with the idea of making a unit that kinda petrifies. I'm working on a faction of snow monsters called snowgolems. I have seven types so far, all level 1 and with sprites. I was thinking it might be cool to add an eighth type that freezes an enemy unit solid. Petrified only means one...
Hello, Is it normal that nested loops (especially of the same type, within and within ) hugely decrease perfomance, to the point of being pretty much unusuable, or am I doing something wrong?
Hi,
I'm having fun and games trying to get to work as I want/expected.
I've go to the point where I need to get advice from people more knowledgeable than me.
Edit: I've got things working the way I wanted using a bodge involving multiple flag variables but would still appreciate clarification :)...
Hi all,
I'm (hopefully/probably) doing something stupid but I can't see what hence this post.
What I want to do is have an animation for a unit so it strikes an on the south side of the same hex as it is stationed on.
So I guess what I want is the regular attack animation but with offset=0.0 .
My...
As part of this technique to detect ambushes
I have a variable that creates a list of all units with hides ability and invisible to the unit that is moving. Therefore, in an exit_hex (moveto event only does this on the destination hex, so it doesn't serve to my purpose) I have the following:...
I'm trying to update an old mod I like, Ultra Super Death Gore Fest Chainsawer 3000 , and having compared the code with various other mods, I'm trying to figure out how to make it toggleable from the main menu for individual campaigns... I've managed to make it appear in...
can someone explain the following please - it's probably me not understanding how works... :roll:
What I wanted to do was preferentially assign a to a particular unit (a leader).
Originally I used multiple clauses to test for progressively less strict criteria.
So the first would test...
Hey all, I'm working on a campaign that relies on the leader having a custom teleport ability. He gets the ability in the first scenario (i.e., it isn't part of his original unit definition). I just found out that when he levels, he loses this ability. However he keeps the Ambush ability that was...
The following snippet was written by someone a long time ago and I discovered that it does not work as expected. The recruits are not each given the parameters that are included in their unit_types but instead are taking the ones from the last unit recruited. So on turn 1 if you recruit 5 units all...
I'd like him to appear in a village (32,4) and display the fancy teleport animation when he arrives. And when he's done delivering his message, I'd like him to teleport away with the fancy teleport animation.
I'm playtesting a scenario but simply cannot get the ai to recruit the way I want.
Setup
Player: side 1 ( fog=yes )
AI: side 2
AI side is created with a leader (leader#1) and a non-empty recruit=.
In prestart set_extra_recruit changes leader recruitment from side 2 recruit= to different...
WARNING: ability_type_active= time_of_day= and time_of_day_id= EFFECT FILTERS ARE CAUSING CRASHES ON 1.16.6/1.17.11 OR LOWER. OTHER FILTERS WORKS Github link: 7238
FIXED ON 1.16.7 AND 1.17.12
Suppose we want an icon that represents a unit ambush state, just like transparency does. If we create...
I have searched the forum and have not found any information and I'd like when I find the right way, it's registered somewhere easy to find, like the forum or the wiki. According to the wiki...:
overlays : a comma-separated list of images that are overlayed on the unit.
(Version 1.15.0 and...
Hello, It seems like the GUI2 doesn't recognize any WML tags, variables, or substitutions and doesn't accept any external data. Or am I missing something?
I would like to know if it's possible to do things, like, show a different button depending which side's turn it currently is, or substitute a...
I'm try to keep specific types of units from moving during certain turns by employing moves=0 . They move anyway. The wiki says I don't need to use object to modify moves. What is wrong? Thanks.
In the scenario I'm working on, I made a unit that is an Evil Altar, and the player's objective is to attack and destroy the altar. The problem is, the ai is doing little to prevent Player 1 from killing the altar.
I am currently making a custom faction and i want to have a custom weapon special for it.
The Special is supposed to make my units ignore part of the armor of their enemy.
Hi. I'm trying to change the facing of all sprites, so that each unit faces forward after they move (no backwards-facing sprites). I made a switch to change n to s , and so forth. It's not working. What is wrong? Thanks for your help.
I have a nifty unit that explodes on death, damaging enemy units in adjacent hexes. The explosion works fine. Here is the code:
And...
Here is my question. Is it possible for this unit to have an attack called self-destruct that does nothing but cause it to explode, killing itself and...
Hi. I made a bare-bones scenario and there's a bug somewhere and I can't find it. As soon as play starts, side 1 wins. Why is this happening? It must have something to do with enemy defeated . Maybe.
I have created a new feature on Advanced Wesnoth Wars that consists in the random desertion of units to another side if the gold drops below 0.
I've just tested it and it works, so I'll leave the code here for other people to take advantage of for other types of similar events, changing what's in...
So, i was trying to make an era that contains every unit including the special ones (default era + Konrad, lisar, elvish lord, fire dragon, yeti, etc.), yes, i tried both debug mode and the era maker add-on and it doesnt make me spawn special characters like Konrad so i wanted to make a new era. As...
I managed to finish my interlude scenario for Red Winter Reborn, however one important aspect is bugged and I can't figure out why.
I'm trying to make sure the main event fires as long as the variable doesn't equal 0. However, as it is currently set up, it will fire the value even if the value is...
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