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:
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...
Hey guys, heres a total Newbie asking all of you a newbie question: Can you Recall in multiplayer? and if so, how? I saved my game when I completed a multiplyer game with my brother, but the next scenario we tried to play it wouldn't let us recall anything, saying that a save could not be found......
Just trying to get this to work in 1.3.4. I'm unstoring units with 1 xp more than they need to advance, but no success. The units simply get unstored with their previous level and unit type, and having max+1 xp.
I've tried adding an advance=true or just using the defaults on unstore_unit.
Yeah, I already did a search on violate_max in the forums, but I found nothing really helpful (the wiki doesn't help, too). I was trying to do something like that:
This function (included in a working -tag of course) should double the unit's remaining HP even if it went above it's max HP, but...
I want to slide an image from one hex to another, but don't know how to do it.
It would be fairly straightforward if an tag had offset attributes, but it doesn't.
Does anybody know how to slide an image, or at least how to display it with an offset?
Thanks.
I'm trying to add options of advances to existing units. I've tried doing the following (adapted from scenario 5 of TSG), but it seems to cause a crash. Does anyone have any better ideas?
I want to set randomly 10 values to 10 different variables but non of the variables should have the same value.
Does someone have a clue how to do that?
Would it be possible to have a unit 'ability' that makes them unable to pierce fog or shroud (it could only move on hexes that had already been revealed by other units)? If it's possible, I want to make a scenario using it, though if not I'm not going to press the issue.
So, let's say you were adding several AMLAs to a unit, and some of them were definitely weaker than others.
example: One AMLA adds another swing to all attacks, the other gives a new attack that is exactly the same as an existing attack, but it's another damage type.
Alright, so, Im trying to make it so that when one's gold goes down to zero or below, they lose. This is for a multiplayer scenario, so I used kill instead of endlevel , btw.
i looked it up on the forums, and got the exact same thing that I was using, but neither seem to work.
Trying to bring up Mystery Campaign for 1.3.4+svn. Terrain appears to be fixed on my end... but the enemy leader always starts next to the player leader, rather than on his keep. Not good.
Upon inspection, the problem is that is not working for side 2, which has no_leader=yes set. This works in...
EDIT: NEVER MIND! But thanks anyway. I have decided to manually record the end points of these paths. (took me an hour). It took less time than the smart method. :/
I am trying to construct an event where, if a unit moveto-s into a Cave Lit (Uui, Uu^Ii, '), it will 'follow' an Ice (Ai, i) path...
Problems present:
movement doesn't get set **fixed**
HP sets current HP only **fixed**
ranged attacks only get set if the first unit to match the filter has a ranged attack
all attacks are set to the melee values, not RA & RD
even if a unit doesn't have a second attack it gets a -- attack...
Except that I am using it on a unit that could also level instead, SO, if they survive to level after getting their new special attack, what happens to the animations?
Currently, I don't have custom animations (ripping off existing units, and I haven't changed the...
For 1.3.4, in campaigns, menu items defined with are carried forward from one scenario to the next by default. This behaviour is similar to any variables that are used in campaigns. i.e. They get carried forward. But what is different to variables is that the menu items defined this way cannot be...
I'm making a campaign using 1.3.4 in which I want the player to keep 100% of his gold between scenarios and not get any gold bonus for finishing early.
So, looking at the DirectActions WML, it seems I should be doing
result=continue
bonus=no
This gets me what I want, but it also doesn't give...
I made a campaign. 10 seconds after I load my campaign in Wesnoth, the end screen is on the monitor (without seeing the scenario).
Can somebody help me to solve this problem?
The Scenario has an endlevel tag with events to trigger it, a turn limit, two sides, objectives, but no story and...
The Game could not be loaded: load_game_failed: Attempt to de-serialize an empty unit
Thats the error i get from a scenario.
The Scenario should work like this :
5 Sides
Side 1 is the ai
Side 2,3 Team 1
Side 4,5 Team 2
Both Teams have their own box and try to survive spawns of ai units (side 1)....
I've just created my first scenario and it's compaign file to test it, but I can only reach the diffficulty selection, and then wesnoth says me:
Error:
Unknown scenario: 'fugaatlantide'
I am trying to make a scenario in which my leader has to reach a particular position, say X, on the map, at which point the leader leaves the map and the rest of the army fights on (this is essential). I was trying to achieve this effect by killing the leader when he reaches position X. But when I...
Is possible, in multiplayer scenario, to set a sort of survival time limits... I'm searching for something that allow players to win the game only if they pass a defined number of turns... (for example, like in the 9Th Chapter of Heir to the Throne campaign called Valley of death )
I'm trying to get an event to trigger whenever a battle takes place involving either of two units. However, it triggers whenever anyone attacks anyone else. Any idea why? Is there something wrong with my syntax?
If wondered if there's a way to stop the game from scrolling every turn to the leader. I want to do this because in the first few turns the ai isn't doing anything but sitting there. (They are city guards, they shouldn't attack my units as they are friendly units and there's no enemy in that...
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