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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...
Here you can find configuration files to enable WML syntax highlighting for various text editors :
Gedit (and other Gnome based editors): Has full WML support and partial inline lua support.
wml.lang goes in /usr/share/gtksourceview-3.0/language-specs .
cobalt-wml.xml goes in...
The purpose of this thread is to provide links to particularly useful information and code examples of WML and Lua on the wiki, without cluttering up this forum with more and more stickies. As such, the wiki pages linked here should be kept working and up to date - if an unmodified piece of example...
Does you campaign produce obscure WML errors on startup and you don't know what line in your 2000 lines of WML causes it? Instead of going through everything line by line and try to spot the mistake you've made, or before posting your entire campaign on the forums in the hopes that someone wants to...
People often use WML attribute or tag names that are misspelled or just plain fictitious when trying to debug WML — or even tag structures that (to the trained eye) are logical to the writer but have no basis in reality. You should always look up the proper format first, and we have a dedicated...
Maybe these are more design questions than WML questions, but I feel like I'm missing something, so I'll ask anyway. Is there an easy way to set a side's current gold to a specific value, instead of adding to it? I seem to have figured out how to do it below, but I'm surprised there isn't a more...
In my campaigns, I use a lot of spawning events but I always have the problem of spawning units in closed unwalkable areas (like in a cave road surronded by walls )
I am sure there is a way to avoid that but I didnt found it.
Can someone help?
I have the following objective which initially displays what I want, (0/10) :
However when I update the variable the text remains the same. I already checked the variable with the inspect command, it changed.
Here is my event with which I update the variable:
In a multiplayer scenario that I'm working on, I want a mechanics inspired by games like Heroes of Might and Magic. Namely, I want the list of units a leader can recruit depend on the type of castle they're currently in. To do it, I'm using moveto and exit_hex events as follows:
I'm familiar with RCA and their implications. I can also use candidate_ca to make Micro AIs act in specific order. This is all, however, action-specific.
Is there a way to make units act in specific order (from a WML level) in such a way, that specific unit types will act first...
I'm building a multiplayer scenario, intended to be played by 1-4 players. Each side has a predefined leader, so if there is less than 4 players I need to remove non-playing leaders in a prestart event. I wrote the following code to accomplish this:
I am going through the wiki and tutorials, but it still goes a little bit over my head.
Is there a reliable way of recognizing a hex that neighbours with a specific number of units? E.g., define a filter which only includes hexes that have no units on them, but two red and one blue in...
Hello,
Can't remember now if the game has always done this, but when using shroud it appears impossible to clear the border hexes that do not partially occupy the map.
E.g. I set shroud=yes in my test scenario and at the start the game duly placed shroud everywhere, then cleared it due to side 1...
I attempt the following: If a unit, ID=Builder, is on a hexagon with woods there is an Option in the right-click menu displayed and he can recruit a transport galleon. My code is working. However, I struggle with the summoning position of the galleon which is not working. What I try to do, is that...
I'd like store units that have an ability that starts with regeneration . This is an example which covers two cases I know of, but there could be others, like regeneration 13 that I don't (perhaps can't) know of .
Hi,
I'm never written a and decided to see what was possible.
What I am trying to do
As a test I'm seeing if I can change {DEFAULT_AMLA} - here I'm just trying to add a bit of extra text to the description to report that the mod has done something.
I understand the scoping rules probably won't...
In the final scenario of The Beautiful Child there are several rooms. The only way to move between rooms is using stairways which are implemented via . You cannot use the stairs if some other unit is standing on the other end of the stairs. In the final room, in some circumstances I haven't nailed...
Two part question here. First, how do you set the amount of the early finish bonus? Or are we just stuck with
Second, maybe answered by the first, why do the objectives say there's and early finish bonus here, but it's 0 per turn? Because there's no gold/village and no base income?
Hi! Just curious if there is/are any ways to customize the UI in WML. I know you can do it in Lua but I'm still not quite able to understanding Lua's ins and outs on how to make it work.
I'm imagining something along the lines of Legends of the Invicibles UI that they made using Lua but maybe in...
unit's defense depends on terrain it stands on
how to use terrain other than the one unit is currently standing on?
the idea is to use enemy's terrain for determining attacker's defense for close combat encounters, implying that attacking unit has to enter opponent's tile to perform melee attack...
I noticed that there is a list of names for villages in the name's generator. Is there a way to give villages names automatically (like we do with units)?
im not sure this is the rigth place for this post...
im curious about the technique use to changing how the units look in the game, from pixelated to that rounded toy-like look, i hope you guys know what im talking about, anyway if any of you know how it works im hoping that you can share it with...
im working on a scenario that is meant to be similar to the one in liberty where you have to move through the map without being detected, exept i wanted terrain such as hills and mountains to block the enemies vision, i sort of heard that jamming was related to blocking vision, but i dont really...
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