Search found 2444 matches
- June 8th, 2026, 2:08 am
- Forum: WML Workshop
- Topic: attack→movement_used query
- Replies: 15
- Views: 227
Re: attack→movement_used query
I think the enter_hex approach might work, though I'm not sure of the exact point where move points are removed, but you could figure it out. It sounds pretty complicated, but I doubt it would have a major effect on gameplay – yes, it'll be triggering a lot, but as long as you make sure to keep the ...
- June 7th, 2026, 2:55 pm
- Forum: WML Workshop
- Topic: attack→movement_used query
- Replies: 15
- Views: 227
Re: attack→movement_used query
If you want the unit to be able to move, attack, and move again, maybe it needs to be a skirmisher. But setting movement_used to 0 could also mean that the unit can start next to an enemy, attack them, and move away – even if it's not a skirmisher.
For the actual effect you want, it's probably ...
For the actual effect you want, it's probably ...
- May 21st, 2026, 11:52 pm
- Forum: WML Workshop
- Topic: Effect query
- Replies: 4
- Views: 102
Re: Effect query
I said [object] because that's the most obvious way, but in fact both [trait] and [advancement] will also work just as well. In other words – wrap them in [advancement] for your testing (or even just drop the entire advancement tag, which would usually be defined by a macro, into the [modify_unit ...
- May 21st, 2026, 3:06 pm
- Forum: WML Workshop
- Topic: Effect query
- Replies: 4
- Views: 102
Re: Effect query
That's expected. Applying an effect in
[modify_unit] is a "temporary" change that will be reverted when the unit is rebuilt. And the unit will be rebuilt when the variation is changed. If you want the effects to persist, you need to wrap them in an [object].- May 11th, 2026, 2:44 pm
- Forum: WML Workshop
- Topic: Checking the feasibility of a complex Custom Project
- Replies: 7
- Views: 167
Re: Checking the feasibility of a complex Custom Project
Nearly all of what you want is probably possible without modifying the engine, except for points 1-3… which, I presume, are the most important points. Though as Ravana says you miiight be able to manage that with a bot, that would basically mean anyone can pop in and submit a command – though you ...
- May 3rd, 2026, 11:03 pm
- Forum: WML Workshop
- Topic: AI in add-ons
- Replies: 6
- Views: 159
Re: AI in add-ons
I'm not 100% sure if there's an official policy on this, so take my words with a grain of salt.
I think the policy is roughly "no output from an AI may be uploaded". This implies to me that (for example) asking the AI what's wrong with your code may be acceptable, as long as you wrote the actual ...
I think the policy is roughly "no output from an AI may be uploaded". This implies to me that (for example) asking the AI what's wrong with your code may be acceptable, as long as you wrote the actual ...
- April 17th, 2026, 1:40 am
- Forum: WML Workshop
- Topic: Prevent Map is revealed on Player defeat
- Replies: 2
- Views: 60
Re: Prevent Map is revealed on Player defeat
I think you can only disable revealing the map with an explicit defeat, not with default defeat conditions.
In short: assuming you want the player to be defeated when any leader dies, adding the following to your scenario should work:
[side]
side=1
defeat_condition=never # disable default ...
In short: assuming you want the player to be defeated when any leader dies, adding the following to your scenario should work:
[side]
side=1
defeat_condition=never # disable default ...
- April 15th, 2026, 10:06 pm
- Forum: WML Workshop
- Topic: Quick syntax question(s).
- Replies: 3
- Views: 126
Re: Quick syntax question(s).
I'm not sure what you mean by "override/supersede" or what "[avoid] [ai]" is supposed to be (perhaps you meant "[ai] [avoid]"), but… the simple attack AI does not take [avoid] into account at all. It ignores most other aspects too, like aggression.
- April 12th, 2026, 3:11 pm
- Forum: WML Workshop
- Topic: Quick syntax question(s).
- Replies: 3
- Views: 126
Re: Quick syntax question(s).
Looks correct to me, as long as
corner_skeleton_quota has a value.- April 12th, 2026, 3:09 pm
- Forum: WML Workshop
- Topic: Changing recruitment with [modify_ai].
- Replies: 14
- Views: 325
Re: Changing recruitment with [modify_ai].
That's strange; it feels like it could actually be a bug.
Just checking, but… in that example, you've opened inspect immediately after starting the scenario? I just want to make sure there's no other code that might be intervening to add
Just checking, but… in that example, you've opened inspect immediately after starting the scenario? I just want to make sure there's no other code that might be intervening to add
blocker=yes.- March 22nd, 2026, 2:49 pm
- Forum: WML Workshop
- Topic: Getting Lich recruitment animation to work.
- Replies: 4
- Views: 108
Re: Getting Lich recruitment animation to work.
Seems like the key issue is that the recruiting animation requires a second unit, but the [animate_unit] tag offers no way to provide one that's not on the map? The Lua API underlying [animate_unit] could probably work by passing in a temporary unit, but the WML tag designates the unit by a filter ...
- February 16th, 2026, 9:44 pm
- Forum: WML Workshop
- Topic: effect → apply_to=type
- Replies: 6
- Views: 157
Re: effect → apply_to=type
Although
advances_to can indeed be placed inside [unit], it's one of those things that could be randomly overwritten when the unit is "rebuilt". I'd recommend instead using [effect]apply_to=remove_advancement and/or [effect]apply_to=new_advancement.- February 15th, 2026, 3:19 pm
- Forum: WML Workshop
- Topic: effect → apply_to=type
- Replies: 6
- Views: 157
Re: effect → apply_to=type
Why?
Can't you get the same effect just by adding that unit to advances_to? Why use an effect?
Can't you get the same effect just by adding that unit to advances_to? Why use an effect?
- February 11th, 2026, 2:21 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 776
Re: Removing attacks from unit variation.
Yes, every unit has a standing animation, because one is synthesized if you don't explicitly define one. That's not the case for an idling animation.
- February 11th, 2026, 5:10 am
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 776
Re: Removing attacks from unit variation.
Actually, I doubt it works for the idling animation either (unless the unit didn't have an idling animation to begin with).
As I mentioned previously, that only adds a new animation. It doesn't remove the old animation. And the way the animation system works is that it collects all the possible ...
As I mentioned previously, that only adds a new animation. It doesn't remove the old animation. And the way the animation system works is that it collects all the possible ...