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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
  • == The toplevel [help] tag == The [help] tag describes the Wesnoth help system.
    7 KB (1,043 words) - 05:57, 27 February 2024
  • == The [command] tag == The '''[command]''' tag is used to specify an action in a replay. It has the following attributes:
    4 KB (700 words) - 05:41, 27 February 2024
  • == The [time] tag == The [time] tag is a subtag of the [scenario] tag. However, most scenarios do not use these directly, but usually use ready-m
    4 KB (564 words) - 04:01, 24 November 2023
  • ...ag [filter_location] is not mentioned to be a possible subtag of the outer tag in question, then don't put it. ...parated list. This key can be set in the map editor or with the [terrain] tag.
    13 KB (2,092 words) - 14:57, 26 February 2024
  • == The [era] top level tag == This [[AddonsWML|addon module]] tag describes one era. An era is a set of teams to play in multiplayer.
    4 KB (671 words) - 14:20, 1 July 2023
  • == the [music] tag == ...u can repeat this tag as many times as you like; if you set the ''append'' tag to ''yes'' they will form a playlist from which tracks will be selected at
    3 KB (569 words) - 12:19, 18 April 2019
  • ...e means that the variable ''variable_name'' has the content ''value''. The tag [array_name] describes an array stored in the array ''array_name'' (which c
    6 KB (925 words) - 07:26, 13 May 2024
  • ...played scenarios; each one inside a [[#The_.5Bscenario.5D_tag|[scenario]]] tag. == The [statistics] tag ==
    3 KB (428 words) - 15:09, 9 November 2018
  • == The toplevel [language] tag == The contents of the [language] tag associate strings with certain keywords used by the engine and some WML, su
    3 KB (405 words) - 22:23, 15 October 2021
  • == the toplevel [binary_path] tag == This tag is used to recognize more than one directory as containing images, music, a
    3 KB (584 words) - 14:35, 23 July 2023
  • ...ng three different maps (which I suspect is more work) or by using the WML tag [terrain]. Using the [terrain] WML tag you can easily alter the distribution of villages in a scenario. Move the d
    15 KB (2,547 words) - 19:42, 19 June 2015
  • The '''[terrain_mask]''' tag makes map manipulation from within WML much easier.
    6 KB (1,034 words) - 13:37, 10 May 2024
  • # in your name=victory,defeat tag to clean up if you use FIND_NEARBY within
    5 KB (570 words) - 21:20, 2 July 2019
  • * Add it directly in your [campaign] tag. * Add it inside a [resource], which is then loaded from your [campaign] tag or an individual scenario.
    30 KB (3,639 words) - 02:15, 14 February 2023
  • ...quare bracket (<nowiki>"["</nowiki>). Here is an example of the '''unit''' tag: ...u give Wesnoth ''empty tags'' such as our last example with the '''unit''' tag, it's the same as saying "Buy" to the code. In there, you tell the game you
    6 KB (1,044 words) - 18:37, 3 September 2020
  • The '''[terrain_graphics]''' tag represents a terrain graphics rule. It may contain ;'''[image]''' : when an image is defined in a '''[terrain_graphics]''' tag, it defines a multi-hex image which will be applied over all tiles of the r
    10 KB (1,505 words) - 20:52, 29 December 2023
  • ...o be plated as a side in multiplayer games. ([[EraWML|multiplayer_side WML tag]]) ...a unit different from other units of the same type. ([[UnitsWML|the trait tag]])
    11 KB (1,773 words) - 03:08, 24 December 2023
  • ...using, but a "window definition", defined by the '''[window_definition]''' tag, is also a type of "widget definition", as "window" is a type of "widget". ...olutions. For dialogs defined in C++, all of this goes in a '''[window]''' tag. So a basic template for a WML file that defines the layout of a user inter
    8 KB (1,233 words) - 13:38, 3 May 2024
  • ...file, use a toplevel <b>[multiplayer]</b> tag instead of <b>[scenario]</b> tag ==== The Campaign Tag ====
    5 KB (776 words) - 04:58, 10 December 2023
  • ...>). The module is only loaded in scenarios defined using a <tt>[test]</tt> tag. At present, there is no way to load it in other scenarios.
    6 KB (860 words) - 18:05, 18 April 2024
  • ...y define a Lua [engine] tag. However, if you require a custom Lua [engine] tag, it must load this file manually with the following code in order to use th
    12 KB (1,806 words) - 00:39, 11 February 2024
  • * Draken sind gesetzestreu (stärker bei Tag), Saurier sind chaotisch (stärker bei Nacht). * Wüstenvolk sind gesetzestreu (stärker am Tag) oder Wankelmütig (stark in der Abend- und Morgendämmerung), Nagas sind n
    6 KB (878 words) - 22:12, 27 March 2021
  • ...starting location in the map) it must have "no_leader = yes" in its [side] tag, or else when the team_builder objects enter stage two, the game will try t ...l events), where the event is then read from the scenario/era/modification tag when the scenario is loaded. This should only apply to campaigns/modificati
    15 KB (2,460 words) - 07:17, 6 May 2024
  • ...'est nécessaire pour diffuser le nom du scénario ailleurs, comme dans un tag de type campagne, afin de correctement jouer les scénarii dans l'ordre. Se
    2 KB (284 words) - 13:42, 1 October 2008
  • ...even though a declaration (ie a <code>[unit]</code> or <code>[side]</code> tag) is not visible. ...pecified unit (the <code>usage=</code> key in the <code>[unit_type]</code> tag). Useful if you are using macros to generate several similar unit types.
    29 KB (4,777 words) - 09:01, 30 December 2023
  • ...izing myself with the Wesnoth code by working on a patch to the [endlevel] tag.
    6 KB (1,062 words) - 21:32, 29 March 2008
  • ...the map from the start of the game. When you would use the [remove_shroud] tag for that purpose (eg in the prestart event) you would have to a list of x,
    3 KB (605 words) - 09:44, 16 February 2022
  • This comment tells Wesnoth to use a certain textdomain. Affects the tag that it has been placed in and all children until another #textdomain is fo Note: The [scenario] tag isn't a child of [campaign], so you will have to specify a textdomain for b
    3 KB (399 words) - 03:03, 29 December 2017
  • ...u some upkeep as you fight your way to Westin. Sending a unit northwest to tag villages can also be a good long term investment. Bowmen will be your best ...es. This means that, if you don't let any villages be burned, you can just tag all the villages and then camp around the enemy keep for the rest of the sc
    47 KB (8,402 words) - 23:54, 30 March 2022
  • ...e version number (e.g. <code>1.13.2</code> or <code>1.14.0</code>) for the tag, no need to add <code>wesnoth-</code> in front: git tag -a -m "Wesnoth $VERSION" $VERSION HEAD && git push $VERSION
    16 KB (2,534 words) - 18:08, 14 February 2020
  • * Optional [ai] tags in individual unit definitions (ie in the [unit] tag) - note that this option may be removed or drastically changed in the futur ...cts with the same ids are merged. During the game, whenever a [modify_ai] tag is acted upon (for example in an event), it is added into the existing AI c
    39 KB (6,494 words) - 23:25, 9 April 2024
  • ...ponding [+tag]. These macros are expected to be used in a place where the [tag] is already open. Writing new macros using this isn't recommended; instead * error: Son_Of_Haldric/utils/abilities.cfg:29: unexpected closing tag '[/abilities]' outside any scope.
    19 KB (2,953 words) - 13:45, 29 April 2024
  • ...action in a MP-Scenario the given keys will overwrite the keys of the side tag.
    1 KB (182 words) - 18:32, 9 September 2022
  • ...ula AI, one should put an [ai] tag inside the [side] tag. Inside this [ai] tag, one should set up the ''side_formulas'' stage and specify the 'move' attri inside the [side] tag to set up the standard RCA AI candidate actions, and then add the customize
    16 KB (2,683 words) - 15:21, 7 April 2023
  • authorTags="My First Tag","Cool Addon" [tag]
    10 KB (1,659 words) - 03:12, 7 May 2023
  • Setting up a Lua AI requires the definition of a Lua AI engine in the [side] tag and one or more stages executing the individual AI actions. We restrict ou ...ly, it does not work in [modify_side]. Here is an example of such an [ai] tag:
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...basically add a common attribute to every tag to hold the comment for that tag, this would be fairly easy to implement, but then comments would only be ab
    21 KB (3,707 words) - 10:13, 13 December 2022
  • ...with a few scouts and/or thunderers in support. Send your griffin rider to tag the villages on the northern part of the map, and then have it try to pick
    33 KB (5,978 words) - 08:30, 27 December 2022
  • ...test/scenarios/</code>. Any wesnoth scenario using the <code>[test]</code> tag can be a valid unit test. However, there are some macros to make writing un ...o make a Wesnoth scenario with events, and use the <code>[endlevel]</code> tag, you know everything you need to know. There are [https://github.com/wesnot
    9 KB (1,613 words) - 04:50, 4 December 2023
  • == The [event] Tag == ...test]), the event only occurs in that scenario. When used in a [unit_type] tag, the event will occur in all scenarios in which a unit of that type appears
    44 KB (6,986 words) - 17:13, 24 March 2024
  • [tag] [/tag]
    15 KB (601 words) - 02:29, 24 April 2023
  • tag or opening preprocessor statement it will be moved to the start of for the tag to add. The tag entered into the mini-buffer prompt and
    14 KB (2,067 words) - 03:24, 7 May 2023
  • * Allow math to be used in any WML tag (http://www.wesnoth.org/forum/viewtopic.php?p=317204#p317204) * New WML tag [global_event] for events that persist across scenarios
    3 KB (525 words) - 16:38, 1 March 2009
  • ...} added the [[ModificationWML#The_.5Bresource.5D_toplevel_tag|[resource]]] tag, which provides a non-hacky way to do this, and also supports prestart even Note: recreate unit means using the [unit] tag with all relevant properties of the unit that is sort of unstored by this,
    19 KB (2,806 words) - 02:13, 14 February 2023
  • * 15 March - if everything is fine, tag 1.6
    3 KB (415 words) - 13:46, 21 February 2009
  • == The [brush] tag == Each brush tag defines one brush. (0,0) is the hotspot, that is, the brush is always moved
    6 KB (837 words) - 15:30, 9 November 2022
  • ====WML utility function to get vector of sides from any tag==== <Crab_> code a function which will take a WML tag, and return a vector of integers
    44 KB (7,542 words) - 19:06, 5 May 2023
  • ...s used for campaign scenarios. The first set of attributes in the scenario tag describe the very basics of this scenario: ...[[BuildingCampaignsTheCampaignFile]]) or inside a <code>[scenario]</code> tag using the <code>next_scenario</code> attribute (see below).
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ...n Tags]]: Conditions which must be met for the actions in the '''[then]''' tag to be executed. ...xecuted if all conditions evaluate as true ''or'' if any single '''[or]''' tag evaluates as true.
    20 KB (3,075 words) - 03:38, 22 February 2024
  • == The '''[lua]''' tag == This tag is a part of [[ActionWML]], thus can be used inside [event] and at other pl
    22 KB (3,191 words) - 02:14, 25 April 2024
  • ...e SIDE tag with [[SideWML]] and [[AiWML]] configuration - without the SIDE tag itself). The test will be loaded (units will appear inside the Arena) and s
    3 KB (570 words) - 15:12, 30 November 2017
  • ...e same as opening tag but with / (slash) before the name. In this case the tag name is campaign and it means that everything inside describes a single cam ...that most of them are only valid within a certain context. There are also "tag amendments" with [+name] (e.g. [+campaign]) syntax, but we'll talk about th
    16 KB (2,681 words) - 09:53, 18 January 2022
  • ...oth.game_events.add_wml|add_wml]] is the underlying mechanism of the event tag and mostly exists just for quick compatibility. ...er tag, or '''[insert_tag]''' tags that expand to a supported event filter tag.
    16 KB (2,629 words) - 14:14, 20 April 2024
  • ...darauffolgende zu laden. Die Kampagne beginnst du, indem du den [campaign] tag in deiner _main.cfg integrierst. Der [campaign] tag ist so was wie das ,,Cover" einer Kampagne. Es zeigt bei der Kampagnenauswa
    9 KB (1,451 words) - 09:32, 15 February 2022
  • This tag has the following keys: Any '''[campaign]''' that includes at least one '''[about]''' tag is parsed for the purposes of the credits.
    3 KB (436 words) - 14:03, 10 May 2021
  • # macro should be placed within a [variables] tag inside of a [unit] tag. # within a [variables] tag. SET_UNIT_MESSAGE, on the other hand, can be
    23 KB (2,301 words) - 06:50, 29 September 2009
  • ...''' The file stdlib.lua is loaded by default, but if a custom Lua [engine] tag is defined, it must load the file manually with the following code: ...ent and we generally recommend using the [[AiWML#The_.5Bgoal.5D_Tag|[goal] tag]] with WML [[StandardUnitFilter|Standard Unit Filter]]s (SUFs) or [[Standar
    22 KB (3,533 words) - 23:27, 9 April 2024
  • .... In order to be as user-friendly as possible, we'll register an ActionWML tag that calls the dialog and stores an ID in a variable. ...tting the WML in a .cfg file, in a [resolution] tag. Though the resolution tag is not required, using it means you could have multiple versions of the dia
    8 KB (804 words) - 23:38, 5 July 2021
  • * Standard aspects can be modified mid scenario using the [modify_side] tag ...all other AI components can be modified mid scenario using the [modify_ai] tag.
    17 KB (2,693 words) - 15:59, 13 July 2023
  • == The [modification] toplevel tag == This [[AddonsWML|addon module]] tag describes an SP or MP modification. A modification is, practically speaking
    2 KB (375 words) - 19:17, 18 January 2024
  • == The [options] tag == ...ag. {{DevFeature1.13|1}} [options] are now also recognised in a [campaign] tag. Its subtags describe a set of configuration options which are displayed to
    3 KB (467 words) - 01:38, 25 February 2024
  • ...k::send_data()) after having placed them in a config object under a [turn] tag.
    36 KB (6,013 words) - 07:32, 10 November 2020
  • The editor must mark every tag that is not valid in it's context. Tags must be tab completable, a closing tag is inserted no matter if the tag was tab completed or not.
    4 KB (600 words) - 15:51, 30 June 2020
  • Returns the first sub-tag of a WML object with the given name. Returns the ''n''th sub-tag of a WML object with the given name.
    5 KB (795 words) - 13:26, 12 February 2021
  • The new tag can now be used in plain WML code. ...script overrides the [[InterfaceActionsWML#Other interface tags|[print]]] tag so that messages are displayed with a bigger font.
    14 KB (2,207 words) - 13:26, 12 February 2021
  • ...(replace_if_failed) can be passed, see the documentation of the [terrain] tag. To pass the 5th parameter but not the 4th, pass nil for the 4th. ...sound source. Input parameters are the same as for the [add_sound_source] tag. If a sound source with the same ID already exists, it is replaced.
    10 KB (1,465 words) - 20:50, 18 February 2021
  • ...the content of the component - it should not contain eg a toplevel [facet] tag. ...rrently left out for backwards compatibility. It has no relation to [team] tag.
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  • Delays the engine like the [delay] tag. one argument: time to delay in milliseconds ...log, of the type used by the [message] ActionWML tag. Unlike the [message] tag, this is unsynced; if you need it synced, you must do it yourself. The firs
    32 KB (4,945 words) - 16:24, 29 April 2024
  • ...or other debugging information (we could add an option to the [breakpoint] tag whether or not to display the variables environment). That way we can actua ...loy a list of NAMED events till end of HOTREDEPLOYED marker, and add a wml tag to REREAD a certain file with that STATE of the preprocessor, and replace e
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  • If the same files need to be loaded for all the scenarios, the [lua] tag above can be directly put inside the '''_main.cfg''' file (or equivalent fi
    3 KB (496 words) - 13:33, 12 February 2021
  • ...MP-only configuration options which appear as attributes of [multiplayer] tag in a save game file: * '''era''': table. A proxy table for the entire era tag corresponding to the current era. Its id will always match wesnoth.game_con
    21 KB (3,124 words) - 10:01, 7 May 2021
  • wml.tag.filter_adjacent_location{terrain = "Ds,*^Bw*"} ...mat. This is an array of tables, each of which has the content of a [rule] tag.
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  • ...Substitution|variable substitution]] and the '''[variable]''' conditional tag only read global variables. ...ardUnitFilter]] or [[AbilitiesWML]]) and the '''[filter_wml][variables]''' tag in [[StandardUnitFilter]], or you can use '''[store_unit]''' to copy the un
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  • ..."immediate" to "yes" in a [set_global_variable] or [clear_global_variable] tag. Such operations will be written immediately, regardless of the transaction ...manent storage will be updated with the change that occurred in the marked tag immediately.<br/>
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  • ...u have one) North to explore the shipwreck and get the Gold, as well as to tag the villages along the way; send everyone else east... but be careful - you
    40 KB (7,082 words) - 20:10, 3 March 2021
  • ...of filtering on sides. Often a SSF needs to be included in a [filter_side] tag. There are however also many tags that take the SSF tags and keys directly
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  • you might need to ask questions about how a particular tag should be converted, ask '''Crab_''' on #wesnoth-dev on libera.chat. ...neral, we need to add {ai/aliases/stable_singleplayer.cfg} outside the ai tag.
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  • When a tag permits ActionWML as content, this means that it permits a sequence of any * inside a [then] or [else] of an [if] tag (see [[ConditionalActionsWML]]),
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  • Replacing every [scenario] with a [multiplayer] tag and including it's files together with every other content that is guarded ...inline campaigns before the wml tree gets re-parsed because the [campaign] tag hosted in the campaign's _main.cfg contains all needed information and it's
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  • ...tribute). This will tell the parser to memorize the value of the specified tag+attribute combination. This will allow us to extract values without hardcod or the [set_variable] tag:
    27 KB (4,496 words) - 18:16, 24 April 2023
  • ...clumsy workarounds when implemented in WML tables due to the nature of the tag. This also sets the stage for the later phases by establishing a starting p -- if the tag is not there, reasonable defaults are set
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  • 20:34:27 fendrin | If you replace every [scenario] with a [multiplayer] tag of a campaign and modify the include hierarchy so that the scenarios are go
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  • ==The [scenario_metadata] tag== Information that can be stored in this tag covers everything that '''[campaign]''' could store so far (in order to kee
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  • *# Fully determine [group] tag specifications (By August 2nd) *# Implement group tag (By August 19th)
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  • ...ndertprozentig sicher bist, dass du dieses Verhalten nur bei Leuten an den Tag legst, die du kennst'' '''''und''''' ''du weißt, dass es sie nicht stören
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  • ...e bewegst, dann werden die Effekte dieser Tageszeit angezeigt. Ein Wesnoth-Tag dauert sechs Runden. Die Tageszeit hat verschiednenen Einfluss auf die Einh
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  • ...g. That is to say, all the moves of the first stage in the [[AiWML|[ai]]] tag are played out first, then all the moves of the second stage, and so on unt ...set it up, simply put the following code into the AI's [[SideWML|[side]]] tag:
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  • ...of configuration parameters, which are passed from the [candidate_action] tag using the ''eval_parms'' and ''exec_parms'' keys. These need to be in [[Lu ...bility, meaning that ''self.data'' is the same as ''data''. If an [engine] tag was explicitly defined for Lua, however, this parameter is the value that t
    32 KB (5,391 words) - 19:39, 15 July 2020
  • ...beziehung dieses Verzeichnis sollte aber in einem <b>[+units][/units]</b> tag Paar erfolgen. Für Beispiele siehe [[AddonStructure]].
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  • ...searches through all the effects of all the items, looking for a set_icon tag.
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  • Returns the number of children in the config with the given tag name. ...lso returned. If a tag name is specified, the search is restricted to that tag.
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  • ...tion=add", side set to the side, and in the case of [unit][ai], a [filter] tag set to limit the Micro AI to that one unit. ...s to SUFs which go directly into the [micro_ai] tag. Any SUF that is a sub-tag of another filter (for example, of a Standard Location Filter) is taken lit
    115 KB (19,006 words) - 17:35, 16 August 2023
  • ** any non mp-safe wml tag called by lua
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  • ...t.cfg] is an example of a scenario that uses a Micro AI and the [micro_ai] tag. ...ve all scenario-specific content from the AIs and replace it by [micro_ai] tag parameters (to enable configurability of the Micro AI to the needs of diffe
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  • ...y are moved, the side's turn ends, or a {{tag|InterfaceActionsWML|redraw}} tag instructs the game to clear fog.
    3 KB (496 words) - 07:13, 17 April 2015
  • ...es is moved, the side's turn ends, or a {{tag|InterfaceActionsWML|redraw}} tag instructs the game to clear shroud.
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  • ...two square brackets, one at either end. This is an example of a "campaign" tag: ...ying to use and will give you an error when it tries to read the incorrect tag.
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  • ...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 Inside the [textdomain] tag, include the attributes '''name''' and '''path''' (don't assign values to t
    11 KB (1,732 words) - 19:52, 29 January 2023
  • ...the defeat/win outcome is written into other events, using the [endlevel] tag, as we shall see later. Now, back to the initial display of the objectives. ...ich are then represented by [objective] tags. Notice that the [objective] tag has two keys
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  • As usual, start with the textdomain and toplevel tag: Your complete unit_type tag should now look like this:
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  • ...shall be covered in a later section, now just concentrate on the variable tag):
    5 KB (817 words) - 20:39, 29 January 2023
  • ...ame under the specified tag; the read function is called once per matching tag found in the saved game, and is passed a WML table of its contents. Note th ...The single argument to these functions is a WML table, the content of the tag.
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  • ...t and no other units). To prevent this behavior one can add this [recruit] tag: ...t. If both [limit] and [recruit] tags are present, no additional [recruit] tag is ever implied.
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  • Proposal to drop the following from the format of the map_data tag: ...hange basically means that the wesnoth map editor will no longer write the tag. If the lines exist, the engine will just ignore them as it basically does
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  • ...t one. It shows clearly both conditions must be met. In filters, the [and] tag is most often implicit, as we have already seen. ...the '''‘find_in’''' key. Without it, the second '''‘store_unit’''' tag would store all units except orcs. With it, we ask to apply the filter to t
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  • ==The [core] Tag==
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  • ...containers in the documentation. Simple variables are created using the tag '''[set_variable]''': The tag defines the name and the value of the variable.
    48 KB (6,497 words) - 12:57, 17 July 2019
  • .... User Made Content (UMC) would also provide good data if the [end_level] tag is correctly implemented.
    4 KB (636 words) - 23:15, 12 March 2014
  • ...tandard string processing within the tags. Certain tags like the end-level tag will be of particular interest with regards to winner detection especially
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  • The [textdomain] WML tag specifies where the game should look for translations to the strings in the ...simple path inclusion; it also must be wrapped in a <b>[units][/units]</b> tag pair, as such:
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  • *Option 2: Create a new tag with a define=, which can be used anywhere to isolate content. ** Might be good to include other metadata in the tag.
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  • ...created through inheritance and a few modifications (especially a special tag for macros and a property to make it depend on difficulty). ...nd on difficulty). The other one, a vector of strings, would transform the tag into a macro, first member being the macro name (it is a macro of this one
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  • * Initial configuration – the '''[ai]''' tag which may be placed in '''[side]''', '''[multiplayer_side]''', or '''[unit] ...'''[add_ai_behaviour]''' tag and some elements of the '''[modify_side]''' tag.
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  • ...eviously been available with a certain WML tag would not obsolete that WML tag. Exceptions can be made to this rule in cases where it is clear that the fe ...keleton should print a more detailed error message than the usual "invalid tag/function/object/attribute/whatever" which would result from their complete
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  • The ID of the [time] tag. ...rence between '''lawful_bonus''' and the base lawful bonus from the [time] tag. For '''get_time_of_day''', this is always 0, but for '''get_illumination''
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  • ...consists of a root '''[wml_schema]''' tag containing a single '''[tag]''' tag and possibly some '''[type]''' tags. The [[ValidationFAQ]] describes how to ...' tag. Types are used to validate the values of WML keys. The '''[type]''' tag supports the following keys and subtags:
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  • == <span id="TagRelations"></span>Tag Relations == ...ag '''B''' ''encloses'' tag '''A''', we say tag '''B''' is the ''parent of tag A''. This can imply complex relationships, like the one below:
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  • ** '''index''': Specifies the index of the tag that changed. The index is 0-based and counts through all tags, not just th ** '''index''': Specifies the index of the tag before which these new tags were inserted. The index is 0-based and counts
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  • ...sed by the <tt>[message]</tt> ActionWML tag. Unlike the <tt>[message]</tt> tag, this is unsynced; if you need it synced, you must do it yourself. The firs ...e one used by the <tt>[[InterfaceActionsWML#.5Bmessage.5D|[message]]]</tt> tag) with a series of options and returns the index (1-based) of the chosen opt
    11 KB (1,793 words) - 14:59, 27 April 2024
  • ...xample of the '''[[InternalActionsWML#.5Bfind_path.5D|[find_path]]]''' WML tag's results.
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  • .../fr|ici]] ([[AddonStructure|en]]), et va vous guider dans l'utilisation du tag [campaign], tout en prodiguant quelques conseils sur la création d'une hi ...Mais comment lancer le premier scénario ? Il faut tout d'abord créer un tag [campaign] dans le ''_main.cfg''.
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  • ...r une unité dans un scénario. Cet article va se focaliser sur le premier tag. ...ui renseigné au moment de créer une unité dans un scénario au moyen du tag '''[unit]'''.
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  • ...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 Returns true if the unit is currently affected by an ability with this given tag name. This means that the ability could be owned by the unit itself, or by
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  • wesnoth.message(tostring(wesnoth.sides[1]:matches{ wml.tag.has_unit { type = "Troll" } })) ...ntent of the component - it should not contain eg a toplevel '''[facet]''' tag.
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  • # topic_id attribute in the [feedback] tag in the .pbl file for that add-on === [campaigns] tag ===
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  • ...dd a [[GettextForWesnothDevelopers#The_textdomain_tag|'''[textdomain]''']] tag, it's typically located before [[CampaignWML|'''[campaign]''']] and looks l Note that mainline campaigns have different content in this tag because their translations are handled by game core, so don't copy their wa
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  • And that's it. Just put the macro in your ''[scenario]'' tag and maybe adjust the values for each difficulty. Just in case, remember tha ...at the beginning of a new scenario, unless set otherwise in ''[campaign]'' tag (see previous tutorial).
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  • [tag] [/tag]
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  • easy: just add the `[world_conquest_data]` tag to your `[multiplayer_side]` tag just as [Aragwaithi] # Note this tag can be given any name (but maintain consistency)
    11 KB (1,325 words) - 19:33, 31 January 2022
  • ...cht, wie die aktuell gültige Textdomain heißt. Mit dem nachfolgenden WML-Tag <code>[textdomain]</code> wird die Textdomain definiert: ihr Name und der P
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  • * '''In der Szenario-Konfigurationsdatei:''' ein <code>[multiplayer]</code>-Tag anstelle eines <code>[scenario]</code>-Tags auf oberster Code-Ebene verwend ==== Das <code>[campaign]</code>-Tag ====
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  • * Do the pre-tag commit (check a previous commit as an example - this removes the "+dev" suf * The the post-tag commit (check a previous commit as an example - this re-adds the "+dev" suf
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  • Returns the contents as described for the [[AchievementsWML|[achievement]]] tag including any sub-achievements, as well as the additional '''current_progre
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  • An add-on is defined by a directory structure, there is no tag called '''[addon]'''. The directory must contain a '''_main.cfg''', and the * [[ScenarioWML#The .5Bscenario.5D tag|'''[scenario]''']] - A campaign scenario
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  • The main '''[test]''' tag is documented on the [[ScenarioWML#The_.5Btest.5D_tag|ScenarioWML]] page. == The [test_do_attack_by_id] tag ==
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  • ...in a [experimental_filter_ability] or [experimental_filter_ability_active],tag. In [overwrite] subtags in weapon specials [experimental_filter_specials] u
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  • wml.tag.tooltip { id = "tooltip_large" }, -- required wml.tag.helptip { id = "helptip_large" }, -- required
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  • ...ag, specified by the <code>[data]</code> tag inside the <code>[tab]</code> tag.
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