Search found 2440 matches
- May 11th, 2026, 2:44 pm
- Forum: WML Workshop
- Topic: Checking the feasibility of a complex Custom Project
- Replies: 7
- Views: 99
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: 95
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: 53
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: 98
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: 98
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: 313
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: 99
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: 139
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: 139
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: 756
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: 756
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 ...
- February 7th, 2026, 8:18 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
I think the only animations that go behind units are terrain animations; and dynamically altering those is difficult (and only possible if the hex has no overlay terrain).
- February 5th, 2026, 11:19 pm
- Forum: WML Workshop
- Topic: Removing attacks from unit variation.
- Replies: 26
- Views: 756
Re: Removing attacks from unit variation.
Is there a way to make it use the new standing animation instead of the old one?
Well, if I'm not mistaken, what should actually happen when you add a new standing animation with an effect is that the unit uses the old one 50% of the time and the new one 50% of the time. Unfortunately, there is ...
- February 1st, 2026, 8:36 pm
- Forum: WML Workshop
- Topic: Changing recruitment with [modify_ai].
- Replies: 14
- Views: 313
Re: Changing recruitment with [modify_ai].
Hmm. Thinking about it, the problem is probably that your recruitment instructions aspect is a composite aspect , so a path without a facet won't match. Try something like this:
The definition (the only change is adding an ID to the facet):
[aspect]
id=recruitment_instructions
[facet]
id=my ...
The definition (the only change is adding an ID to the facet):
[aspect]
id=recruitment_instructions
[facet]
id=my ...
- February 1st, 2026, 7:08 am
- Forum: WML Workshop
- Topic: Changing recruitment with [modify_ai].
- Replies: 14
- Views: 313
Re: Changing recruitment with [modify_ai].
Hello, I am trying to follow the wiki https://wiki.wesnoth.org/Modifying_AI_Components#The_.5Bmodify_ai.5D_Tag, however there is something I am doing wrong. May I ask for help with the following blocks? I would be very grateful.
I can see at least two issues in the code in your opening post ...