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- The definition of a drawing. The widget normally has no event interaction name of file to show. The widget normally has no event interaction so only29 KB (4,710 words) - 09:42, 29 May 2024
- ...e valid or what the valid value range is for each key, code a [store_unit] event, save the game, and examine what keys are in the file (or just examine the [event]37 KB (5,920 words) - 05:49, 27 February 2024
- These are subtags of '''[event]''' which describe when the event should trigger. Most event names (see [[EventWML]]) have units related to them called "primary unit" a9 KB (1,527 words) - 16:43, 21 May 2024
- == event == |wesnoth.event.fire9 KB (1,398 words) - 19:50, 20 March 2023
- :* [[EventWML]]: An event that happens in the scenario5 KB (772 words) - 12:46, 14 April 2023
- [event] [/event]9 KB (1,124 words) - 12:47, 23 March 2008
- ...", normally meaning the unit whose move, attack, or death has triggered an event.14 KB (2,215 words) - 20:20, 29 February 2024
- ...ome news from the uncivilized world. In a far country called France, a Big Event will be occuring2 KB (438 words) - 21:28, 24 February 2008
- [[(sk) Značka event|event]],701 bytes (113 words) - 19:57, 6 August 2012
- ...scenario using the events mechanism. Let us look at an example of a simple event. Suppose you wanted Konrad to say "it's getting cold" when he moves to the [event]6 KB (924 words) - 22:05, 10 October 2018
- ..., using the [event] tag. We only wanted to trigger the actions inside the [event] when Konrad moved onto tile 4,8. To do so we had to make use of the variab [event]7 KB (1,140 words) - 08:24, 23 April 2021
- ...imations to choose from. An animation is what a unit displays when a given event is triggered, and a certain set of conditions are met, such as: * unit is attacking (event) and uses a melee weapon (condition)41 KB (6,114 words) - 01:16, 19 April 2024
- * {{anchor|fire_event|'''[fire_event]'''}}: a specific event was raised. This is mainly used for right-click menu items. ([set_menu_item ** '''raise''': the name of the event4 KB (700 words) - 05:41, 27 February 2024
- In any extra time left, I could work on updating the event handler to support SDL2's textinput API. A deeper understanding of both SDL2 and Wesnoth's rendering and event handling system. Plus a T-shirt.14 KB (2,376 words) - 12:53, 6 July 2014
- *[[CutsceneWML]]: Fixed MOVE_TO event (uses FIND_NEARBY from [[WML Utilities]]), move + exit to recall list, defi2 KB (356 words) - 13:27, 13 September 2022
- Use this macro to place a moveto event in your scenario that defines a magic-items shop. Argument is a [[StandardL [event]12 KB (872 words) - 22:05, 30 June 2019
- [event] [/event]13 KB (2,103 words) - 21:57, 22 May 2024
- ...This exists to force music changes '''during''' dialog exchange or other [event] which take significant time.3 KB (569 words) - 12:19, 18 April 2019
- [event] [/event]4 KB (448 words) - 18:49, 11 March 2014
- ...around since 2007, and has worked in many areas of the game, including WML event commands handling, image path functions, the add-ons client code, and conve8 KB (1,354 words) - 12:46, 8 February 2014