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...
First, sorry if this is in the wrong place, I figure it had more to do with wml than it being a campaign question.
Okay, here's the question. Is it possible for a unit to affect a unit two hexes away from it? In other words, say a unit has a theoretical ability to explode when it hits a certain...
I decided to write a scenario where units switch sides when they level, because I can, only I can't. The game crashes after the unit starts turning white, I think.
Another problem I've run into involves cumulative leadership. I remember having a similar problem when I tried to get a negative...
ive been trying to get all of a side to die when the leader dies but have only been able to find coding that will make the leader die and not the recruites aswell.Who can help me :?: :?:
I have a scenario where I would like to reduce the number of possible moves to only one unit (though the player may still choose which of his units he wants to move). Is this possible at all?
First, I thought of forcing end-turn after the first move event, but WML seems not to support a...
Must the friend of my friend be my friend? Or can I have, for example, player 1 allied with player 2, and player 3 also allied with player 2, but players 1 and 3 be enemies?
I know this used to be possible, when allies were defined not by team_name={string} but by allies={list of sides}, but is it...
Well, as the title says, I am making a Dot_, and I tried coding the shops myself instead of stealing them from another one. I thought it would be an excercise in coding, help me learn WML better. Probably a bad idea. They don't even show up when the character moves to the shop location! Here's the...
Hey again. I am having new issues and I have been hinted there might actually be a limitation in how adaptable the wesnoth engine really is.
Is it possible to create a new ranged attack at a different range then the current one. (still adjecent hex but to have different retaliations).
Then make a...
Is there any way for an era to be defined in a multiplayer scenario or somewhere that doesn't require an edit of multiplayer.cfg or some other game file? An tag in a multiplayer scenario isn't recognised.
Hello all.
I have changed the way animation timings are handled in trunk.
instead of specifying
begin=a
end=b
you now specify
duration=d
this should make animation tweaking easier, should allow in-wml animation looping and make animation macros easier since you don't need to have exactly the...
Yesterday, I started updating the WML in Wesvoid. When I killed something with Emeric in the scenario in which Emeric becomes a zombie, the game quit and I got this error message in the terminal. I have no idea what this means.
Consequently, I can't fix this problem. Please help. Is more...
Is there a way to duplicate the unit that kills? The unit that kills is the leader, and the leader has to be duplicated, but killing either the old or new leader doesn't lose the game.
Is there anything wrong with this code (inside a macro) ?
The output is:
while the tile (13,10) is in the middle of the map :shock: . I would have expect the number of matching locations being 7.
I compared it with existing code in various scenarii and it seems similar.
Any idea anyone ? Thanks...
How do I add custom movetypes to packaged MP era? I'm aware that editing units.cfg should add a new movetype, but how do I make sure that the movetype is exported?
Also, in the Unit WML file, there's a value for race . Is that purely decorative, or is there a file I need to add to add a new race?
I've tried assigning the tag to the hero in my campaign on the hard version so that the baddies go for him. However, when I set it to a value of 10, it seems to have the opposite effect, and when I rush the hero headlong into a whole host of baddies, they go off and fight someone else instead.
I'm trying to get some poachers to remain in position, unlike ai_special=guardian where they can move if there's a unit in attacking range. I've tried setting goto_x and goto_y to their starting positions, but that doesn't seem to be having any effect, and I'd rather not alter their movement...
Besides, it is giving me an illegal character error.
Which to me seems odd, since I just edited the map from the wesnoth_editor
So what illegal character could it be?
The only thing I can think of is that I got my map by editing a map from The Rise of...
When I set for side 1 no_leader=yes, at the beginning of the second turn, I'm defeated...
But nowhere I have defined a result=defeat for this scenario...
And there are still some units under control of side 1...
I'm doing a campaign where a leader in the next scenario is determined by some events in a previous scenario. I've tried storing the description of the future leader in a variable:
but when I put
In the tag of the next scenario, the description of the leader is set to $next_leader , not Young...
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