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  • * [[GameConfigWML]] the top level '''[game_config]''' tag * [[UnitsWML]] the top level '''[units]''' tag
    7 KB (1,041 words) - 14:19, 27 April 2024
  • when editing! Eg. knowing that a tag is translatable is _important_ ==The [campaign] Tag==
    7 KB (1,069 words) - 01:47, 25 February 2024
  • ...shouldn't, especially if the code is inside the definition of a custom WML tag — it would be an unexpected side-effect from the users point. To work aro ...a fourth argument which, if false, causes it to not write the modification tag to the unit's [modifications] (as would be done with an [object] with no_wr
    26 KB (3,965 words) - 20:53, 5 June 2021
  • ...tion normally used by the [[DirectActionsWML#.5Btime_area.5D|[time_area]]] tag.
    3 KB (395 words) - 21:05, 17 June 2021
  • ...snoth 1.16.x+), or [https://github.com/cooljeanius/Flight_Freedom/releases/tag/5.5.0 5.5.0] (for Wesnoth 1.17.x+)<br/> scenarios take advantage of new [objectives] tag, changing objectives added<br/>
    13 KB (2,033 words) - 05:49, 27 January 2024
  • ...an be beneficial to recall a loyal merman on turn 1 and send him around to tag all the villages south and east of your starting location, the income will
    135 KB (22,121 words) - 11:14, 29 March 2024
  • == The toplevel [terrain_graphics] tag == ...on within [tile] will be executed on the tile corresponding to that [tile] tag. See [[#The_.5Btile.5D_subtag|below]] for details.
    9 KB (1,402 words) - 13:38, 10 May 2024
  • ...]''' tag, and you can also define your own custom color palette using that tag.
    18 KB (2,904 words) - 08:06, 19 April 2024
  • ...one of your later recruits (a Spearman/Bowman, preferably a quick one) to tag villages in the mountains. However - don't get too much in the way of enemy ...preserve HP and increase the chance to survive. Also recruit a Horseman to tag all the villages in the south-west for income, then rush back to reinforce
    96 KB (17,109 words) - 21:59, 3 June 2021
  • The '''[story]''' tag is a series of images and text to display as the first part of the intro sc Each '''[part]''' tag represents one "page" of a story sequence, with its own text and images. Th
    5 KB (852 words) - 04:37, 6 March 2024
  • ...ever a scenario is won, the scenario with id=''next_scenario'' of the same tag type will be played. ...cenario with an id listed in the value of ''first_scenario'' in a campaign tag (see [[CampaignWML]]) is an initial scenario accessed by selecting that cam
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...g the '''[[ModificationWML#The_.5Bresource.5D_toplevel_tag|[resource]]]''' tag can reduce it to a single copy. ...acro can be replaced with one that just contains the '''[load_resource]''' tag.
    12 KB (1,589 words) - 08:10, 24 August 2021
  • Sides in a scenario are described by the '''[side]''' tag, which recognizes the following keys and tags. These keys are always permitted in a '''[side]''' tag.
    13 KB (2,170 words) - 05:23, 27 February 2024
  • The '''[unit]''' tag describes a single unit on the map or in memory, for example Konrad. ...f the unit is created in a variable. Defaults to 1, except when the [unit] tag appears inside a [side], in which case the unit always belongs to that side
    23 KB (3,672 words) - 13:27, 14 May 2024
  • This example creates an ActionWML tag that can be used like this: * '''utils.get_sides'''(''wml table'', ''key'', ''tag'') &rarr; ''array of sides''
    6 KB (947 words) - 18:05, 18 April 2024
  • [tag] [/tag]
    15 KB (600 words) - 02:28, 24 April 2023
  • Each '''[unit_type]''' tag defines one unit type. (for the use of [unit] to create a unit, see [[Singl ...mage is larger than one hex. It works similarly to the halo attribute of {{tag|InterfaceActionsWML|item}}, and it can be animated with a comma-separated l
    23 KB (3,689 words) - 01:07, 25 February 2024
  • ...macro) other than cart an image around. To add an effect, make an [effect] tag as below (or look at [[EffectWML]]:
    3 KB (402 words) - 04:59, 23 January 2021
  • == The toplevel [theme] tag == The only tag in '''[theme]''' is '''[[ThemeSystem|[resolution]]]''', but each theme can
    9 KB (1,463 words) - 23:21, 11 April 2023
  • ...er]]: The unit whose profile and name are displayed. Do not use a [filter] tag. If no unit matching this filter is found, the message is not displayed (Th ...n this message will only be displayed if the conditional statement in this tag is passed (see [[ConditionalActionsWML#Condition_Tags|ConditionalActionsWML
    46 KB (7,208 words) - 23:30, 16 April 2024
  • ...tructions for setting them up at the beginning of the scenario in a [side] tag ...de] tags. They are used to customize certain aspects of the AI. The [ai] tag, when used for this purpose, takes the [[#List_of_AI_Aspects|aspects themse
    35 KB (5,668 words) - 01:32, 25 February 2024
  • ...ayer scenarios, it can be included by using the following code in a [side] tag ...ode> syntax, but require the use of a macro in the <code>[side][ai]</code> tag:
    8 KB (1,311 words) - 23:14, 22 June 2022
  • ...s your side, if they put an [ai] tag inside it, everything inside the [ai] tag will be returned by ''team::ai_parameters()''.
    19 KB (3,084 words) - 00:20, 26 June 2014
  • == The ''[abilities]'' tag == ...for [plague], [heal_on_hit], and [swarm] can be placed in the [abilities] tag. These "weapon specials as abilities" will give that weapon special to all
    24 KB (3,749 words) - 16:38, 25 April 2024
  • * '''next_scenario''': (default specified in '''[scenario]''' tag) the ID of the next scenario that should be played. All units that side 1 ...s optional argument to [endlevel] are merged into the scenario/multiplayer tag of the *next* scenario. This allows you to e.g. reconfigure the [side] tags
    61 KB (9,881 words) - 03:40, 22 February 2024
  • The tag [effect] is used to describe one modification to a unit. Any number of [eff ...tack; see [[FilterWML#Filtering Weapons|FilterWML]]. Do not use a [filter] tag otherwise it will not work properly.
    23 KB (3,461 words) - 00:56, 1 May 2024
  • == Tag and Attribute Structures == [tag]
    10 KB (1,669 words) - 03:36, 23 February 2024
  • ..._data of your scenario. In scenario_generation mode, the entire [scenario] tag is replaced. To select a map generator and mode, in your [scenario] tag you must place '''one of'''
    17 KB (2,666 words) - 18:04, 26 July 2022
  • This differs from the proposal in that the [Image] tag already exists for another purpose, so I changed it to Sprite and changed t
    15 KB (2,499 words) - 01:27, 23 May 2014
  • ...ther a '''[difficulty]''' tag within '''[campaign]''' or an '''[option]''' tag within '''[message]''' and comprises the following attributes: The description tag uses a special format:
    4 KB (663 words) - 00:01, 25 July 2023
  • The '''[set_variable]''' tag is used to create and manipulate [[VariablesWML|WML variables­­­]]. The ...ult is a floating-point negative zero -0. To display -0 as 0, use a second tag with add=0; it will flip -0 to 0 but not affect other numbers.
    37 KB (5,920 words) - 05:49, 27 February 2024
  • ...at a certain code position a StandardFilter whether you need a surrounding tag or not. for example, the '''[recall]''' tag recalls that unit.
    9 KB (1,508 words) - 10:39, 11 November 2023
  • that the tag '''[kill]''' can be used to kill units in the recall list. ...t point. Often a [[StandardUnitFilter]] needs to be included in a [filter] tag. But many tags take the [[StandardUnitFilter]] directly as an argument, lik
    13 KB (1,965 words) - 15:41, 26 April 2024
  • ...on for the deprecated access points and (b) permanently describe the [lua] tag and its usage. The new "Lua API" should then be documented on its own page
    9 KB (1,398 words) - 19:50, 20 March 2023
  • ...age written specially to work with the game. It sports a relatively simple tag/key-based syntax, a complete guide to which can be found on the [[SyntaxWML === Quick Tag Index ===
    5 KB (772 words) - 12:46, 14 April 2023
  • ...donStructure]], this page will guide you through the use of the [campaign] tag, as well as some general advice for designing the story. ...one to load the next. But how to begin playing? By setting up a [campaign] tag in your _main.cfg.
    7 KB (1,253 words) - 20:43, 24 November 2021
  • ...ill create a new type of unit, while the <b>[[SingleUnitWML | [unit]]]</b> tag allows you to use the unit in your scenario. This article will focus on the ...or this directory, however, should be wrapped in a <b>[+units][/units]</b> tag pair. See [[AddonStructure]] for an example.
    4 KB (681 words) - 08:13, 3 November 2020
  • ...ood way to receive feedback for your add-on. Making use of the [feedback] tag in your <b>_server.pbl</b> is also highly recommended.
    3 KB (579 words) - 12:28, 12 May 2021
  • : The [feedback] tag includes information used by the server to provide the client with a websit
    13 KB (1,973 words) - 08:08, 19 April 2024
  • ...gle brackets (eg <code><italic></code>), with a slash added to the closing tag. The difference lies in what comes between the tags, which takes a key=valu
    14 KB (2,215 words) - 20:20, 29 February 2024
  • == The [game_config] tag == This tag is a top level WML tag which can only be used once because
    6 KB (989 words) - 06:15, 31 January 2023
  • ...must also contain a [textdomain] tag, which should precede the [campaign] tag. ...ecifies a name for the textdomain, which is what is used in the [campaign] tag, and is used in campaign scenarios to connect the strings with translations
    9 KB (1,307 words) - 20:00, 25 December 2018
  • ...URL specified by the author in the [[PblWML#.5Bfeedback.5D|pbl [feedback] tag]] and formatted according to the server's own rules. For the current add-on ...Feature1.15|4}} If the server finds translation files, but the translation tag is absent, it will be created but without additional data other than a supp
    12 KB (1,849 words) - 15:14, 7 April 2023
  • == the toplevel [terrain_type] tag == The '''[terrain_type]''' tag describes a terrain in WML.
    5 KB (837 words) - 13:37, 10 May 2024
  • ...hem in scenarios.[[MusicListWML]] has information on using the [music] WML tag to add music to a Wesnoth scenario.
    3 KB (438 words) - 11:32, 5 June 2014
  • ...every single time some unit moves somewhere! So, we use the '''[filter]''' tag to filter out what kind of moveto event we want. ..., add the attribute '''victory_when_enemies_defeated=no''' inside the main tag (usually [scenario]).
    6 KB (924 words) - 22:05, 10 October 2018
  • ...u did this already in [[BuildingScenariosIntermediate]], using the [event] tag. We only wanted to trigger the actions inside the [event] when Konrad moved Most variables provided by the engine are associated with a certain tag and can thus only be used inside them.
    7 KB (1,140 words) - 08:24, 23 April 2021
  • # Indent attributes a level deeper than their parent tag.
    4 KB (735 words) - 08:16, 24 August 2021
  • The '''[units]''' tag is a [[ReferenceWML#WML_toplevel_tags|top-level WML tag]] which defines the unit types that will be available in the game. A '''[units]''' tag primarily contains [[UnitTypeWML|[unit_type]]] tags, each of which defines
    15 KB (2,333 words) - 13:43, 10 May 2024
  • ...ished through the use of the '''start_time''' key of the '''[animation]''' tag. ...ix, while a '''start_time''' key with a prefix will affect a '''[frame]''' tag with the same prefix.
    41 KB (6,114 words) - 01:16, 19 April 2024

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