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'm trying a few new things here, which makes it hard to know where to even begin looking for problems.
The special is supposed to reduce the target's defences vs impact, pierce and blade to 0. Ultimately the target will be able to recover in a village, but I wanted to get the basics working...
I am making a side with a focus on using support units to make cheap level 0 units into effectiveness. I have two abilities I wanted to add, and neither work:
*EDIT* I FIXED THIS --SEE NEXT POST
I left the explanation in case anyone is wondering what I am referring to below....
I am working on an event that will advance a level 0 unit
the unit.cfg has the unit advancing into a dummy unit
the units eventual type is determined by traits and gender
the wml doesn't work
any pointers?
Hi, I was wondering if it's possible with the current AI system (preferably not in Python, as I have no experience at all with it) to setup a scenario where, say, side 1 is allied of side 2, and enemy of side 3, which is ally of side 2. So that side 3's units can attack side 1 units but not side 2...
It seems to be that the traits of Undead units (non-poisonable, non-drainable, cannot be turned into WCs) are hard wired into the race itself (as well as the race mechanical). I was wondering if these traits could be split up to make different combinations?
I've looked over a bunch of the WML stuff, though haven't tried modifying anything yet. From what I've seen, it would seem that it should be a fairly simple matter to add a gray miss message for all missed attacks (I find the lack of feedback for some attacks missing to be rather disorienting) -...
Good day to all :)
(First of all, excuse my bad english)
Id like to event start when unit from side 1 moves to radius area, but for some reason it doesn't... (To be honest, i have no idea how radius should even work)
Lately, I've been designing some Twisted Tournament of Death ... Basically, it's an Elimination and Rumble Style tournament for 8 players, without strict balance. There are 3 or 4 questions I have regarding with commands to code certain things I want to occur in this scenario- (Currently the...
this event wont fire
the variable should be set to 2 in the scenario after objectives change
tried to test with a test scenario setting the variable to 2 at start
still wont fire
what am I missing?
There seems to be a convention that terrain strings begin with a capital letter and the rest are lowercase. Do I have to follow this rule when creating new terrains?
Specifically, I'd like to use the following terrain ranges for Spacenoth:
Snz*, snz*, sNz*, SNz*
I added some units to a recruit list, and I can't recruit any units anymore. I checked about a 1000 times, if everything is written correctly, and I used copy paste for the units id's, what else can be a problem?
I copied an existing unit and changed his ID and stats. For one unit it works...
I've been playing around with standing animations, but I can't achieve the results I want. I've an animation all ready and want it to play in a loop the whole time the unit is standing on a certain terrain. But it seems the animation only runs once after it gets started. Is there a way to make...
If this is misplaced, feel free to move it to the appropriate board.
I have a question about the canrecruit tag(?)... I was taking a look at a gamesave a few days ago and saw it. Experimentally, I added canrecruit= 1 to a different unit's settings. To my surprise, it worked; the non-leader unit...
It simply crashes wesnoth, without giving any reasons. I have checked over the code, and I cannot find any flaws in it. When the code is removed, it works fine. Any ideas?
The cause of the duplication of units in the recall list has been found see
Zookeeper thinks (and I agree with that) the best solution is to overwrite units on the recall list, like on the map. But before we do that I want to make sure there's nobody using the current way to clone units. I'm not...
Where exactly is the code that causes a unit with status poisoned=yes to turn green and display the little green skull icon? Or to make a unit translucent when it has status hidden=yes ? I'm trying to make a weapon special that has a slightly different effect on HP and turns the unit red instead of...
The wiki states in the FilterWML page:
Filtering Weapons
Sometimes weapons are filtered on in WML. Currently the only weapon filter is in the tag. See also EffectWML.
This had me stymied for a bit, but I now read in the Event WML page that there's a tag that allows filtering on weapons.
Okay I made myself a nice underdark map, but I don't know how to make the time of the day to be set at cave. Could someone please tell me how to do it?
(This question has probably been answered previously, but I can't read 21 pages of threads =$)
Context: I want to implement a weapon special Taunt that applies a custom status Enraged which affects the target unit's damage and defence. A turn later the stats will revert to normal.
I can figure out how to modify the target unit using the tag. But I'm not sure how to keep track of the unit in...
This is probably a stupid question, but how do you save maps from the editor program? I can save them and they show up and reload in the editor itself, but they do not appear in the actual map folder for the campaign directory...
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot post attachments in this forum