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  • Although the label itself has no event interaction it still has two states.
    4 KB (695 words) - 13:36, 26 April 2024
  • ** [[EventWML]] how to describe an event (the '''[event]''' tag) * [[EventWML]] how to describe an event
    7 KB (1,041 words) - 14:19, 27 April 2024
  • ...n level [lua] tag and in particular must not be done from within a preload event.
    26 KB (3,965 words) - 20:53, 5 June 2021
  • :skip to next scenario by triggering a win event :throw an event by name, like ''time over'' or ''enemies defeated''.
    6 KB (952 words) - 15:03, 10 May 2023
  • ...ill no longer crash when opening the gamestate inspector after removing an event.
    1 KB (206 words) - 17:13, 22 July 2022
  • |style="text-align: right;"|'''Event'''
    135 KB (22,121 words) - 11:14, 29 March 2024
  • * You'll want two teams of two healers each in any event. However, Trolls are susceptible to arcane damage, so your White Mages can ...gely depends on what kind of units the orc is sending your way, but in any event don't bother with half-measures: either send 4+ strong riders on turn 1, or
    96 KB (17,109 words) - 21:59, 3 June 2021
  • * '''turns''': sets an event on turn ''turns'' causing the player to lose. Use ''-1'' to have no turn li ...over'' event will fire. If turns are not added by WML in response to this event, then the scenario will immediately end in defeat. [[EventWML#The_.27name.2
    13 KB (2,097 words) - 21:34, 10 December 2023
  • ...ars often? ''Custom events''' and ''while loops''! By defining a '''custom event''', and firing it when needed, you'll save a lot of code lines, make your c [event]
    12 KB (1,589 words) - 08:10, 24 August 2021
  • ...nd inserted into a scenario whenever this unit is first included. A [unit][event] requires a non-empty id= attribute. ...vances. To avoid this, one can either set up a ''post_advance'' [[EventWML|event]] to override the default description after promotion, or use an [object] w
    23 KB (3,672 words) - 13:27, 14 May 2024
  • ...the resulting value after conversion. This could also be used to test for event names. The ''key'' represents the WML key that the value was found in, and * '''plain''': ordinary scope, no special features; eg [command] or [event]
    6 KB (947 words) - 18:05, 18 April 2024
  • [event] [/event]
    15 KB (600 words) - 02:28, 24 April 2023
  • ...e to whomever came to seek it. In order to preserve the orcish race in the event of an emergency, he invested in them the power to call up The Great Horde.
    32 KB (5,107 words) - 13:43, 10 February 2024
  • * '''[event]''': Any [event] written inside the [unit_type] tag will get included into any scenario whe
    23 KB (3,689 words) - 01:07, 25 February 2024
  • [event] [event]
    3 KB (402 words) - 04:59, 23 January 2021
  • ** '''unit''': the primary unit for the event is speaking ** '''second_unit''': the secondary unit for the event is speaking
    46 KB (7,208 words) - 23:30, 16 April 2024
  • ...se, you might have to use [modify_side][ai] in a ''prestart'' or ''start'' event instead. If unsure, you can use <code>:inspect</code> in debug mode to ver ...et to 'no' at the beginning of the scenario, and be changed to 'yes' in an event later.
    35 KB (5,668 words) - 01:32, 25 February 2024
  • ...appended at high level to the next scenario. This is most appropriate for [event] tags, although you may find other uses. Example test scenario for these fe ...ake sure to do it from inside a [[EventWML#Multiplayer_safety|synchronized event]] or it may lead to OOS errors, especially when several advancement paths e
    61 KB (9,881 words) - 03:40, 22 February 2024
  • ...reapplied later, such as when the unit is recalled or levels up; if in an event, you can use [[InternalActionsWML|[store_unit]]] and [[DirectActionsWML|[un [event]
    23 KB (3,461 words) - 00:56, 1 May 2024
  • .... Of course, any scenario may reconfigure itself during a start / prestart event as much as it likes, using randomness, but the Map Generator WML has the fo ...ute '''same_location_as_previous=yes''' means that the filter for a moveto event (see [[EventWML]]) is the same as the location of the previous item.
    17 KB (2,666 words) - 18:04, 26 July 2022
  • 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 only
    29 KB (4,737 words) - 03:17, 8 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" a
    9 KB (1,508 words) - 10:39, 11 November 2023
  • == event == |wesnoth.event.fire
    9 KB (1,398 words) - 19:50, 20 March 2023
  • :* [[EventWML]]: An event that happens in the scenario
    5 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 occuring
    2 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 event
    4 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, defi
    2 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 (2,092 words) - 14:57, 26 February 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 conve
    8 KB (1,354 words) - 12:46, 8 February 2014
  • * One or multiple [event]s, which make things happen. These [event]s must be added to the game ''explicitly'', in addition to the unit with th How to include [event]s?
    30 KB (3,639 words) - 02:15, 14 February 2023
  • [event] [/event]
    10 KB (1,020 words) - 12:36, 23 March 2008
  • [event] [/event]
    14 KB (1,760 words) - 12:49, 23 March 2008
  • [event] [/event]
    30 KB (3,889 words) - 12:48, 23 March 2008
  • [event] [/event]
    535 bytes (68 words) - 12:35, 23 March 2008
  • [event] [/event]
    4 KB (307 words) - 12:36, 23 March 2008
  • # Macro for the event that changes a sleeping gryphon into a normal gryphon when [event]
    12 KB (1,476 words) - 12:36, 23 March 2008
  • [event] [/event]
    5 KB (594 words) - 06:03, 4 May 2010
  • * The event handling has changed, so the event and input handling in Wesnoth needs to be changed.
    2 KB (229 words) - 23:15, 12 March 2014
  • ...''user interface'' (defined using WML) and the ''control logic'' (such as event handling, done using C++ or Lua). The C++ or Lua code is also reponsible fo
    8 KB (1,233 words) - 13:38, 3 May 2024
  • ...iplayer configure dialog, it is possible to overwrite them in the prestart event. Useful tags include [set_recruit], [modify_side], [modify_turns],[remove_s ...doing so can result in an [[OOS_(Out_of_Sync) | Out of Sync]] error. Most [event]s are synced across all clients, but a few still have issues. A full list o
    5 KB (776 words) - 04:58, 10 December 2023
  • * [event] persistent="yes" - creates an event that lasts for the rest of the campaign * [disable_event][/disable_event] disables the event within which it appears (useful with conditionals). A more complex take on
    10 KB (1,642 words) - 17:23, 29 April 2024
  • ...ols and features of the current LuaAI system if you don't add this preload event: [event]
    39 KB (6,881 words) - 19:37, 20 March 2013
  • ...e hovering the given location, and returns a boolean indicating whether an event was actually fired.
    6 KB (860 words) - 18:05, 18 April 2024
  • ...should for all events that have an id and are not generated dynamically ([event] actionwml), store dummy events like [event]
    15 KB (2,460 words) - 07:17, 6 May 2024
  • [event] [/event]
    2 KB (284 words) - 13:42, 1 October 2008
  • * event creation dialogs for simple, commonly used events
    6 KB (1,062 words) - 21:32, 29 March 2008
  • ...you would use the [remove_shroud] tag for that purpose (eg in the prestart event) you would have to a list of x,y coordinates and this can become somewhat
    3 KB (605 words) - 09:44, 16 February 2022
  • <br> ''The Age of the Dragon has begun, and the first event is the War of the Dragon. The Dark Dragon Kzardizin (Kzar-diz-in) has awoke
    18 KB (2,749 words) - 16:43, 28 August 2019
  • [event] [/event]
    3 KB (399 words) - 03:03, 29 December 2017
  • ...won't need them to win this scenario, and the turns spent triggering this event will be better spent getting kills for Malin. 4. Recall the swimmer-type Soulless you got from the special event in the first scenario (Sushi), and move it to the boat at 31.15 - gain spec
    61 KB (10,978 words) - 16:19, 18 January 2023
  • ...helpful to send a quick unit ahead of your main army just to trigger this event and then run away, so that you can deal with the reinforcements at a safe d Now it's time for the main event! The cavern opens up to the west. There is a barrier of swamps and shallow
    47 KB (8,402 words) - 23:54, 30 March 2022
  • ...ring the game, whenever a [modify_ai] tag is acted upon (for example in an event), it is added into the existing AI configuration in the same way.
    39 KB (6,494 words) - 23:25, 9 April 2024
  • * Event Bundle: combination of multiple Events * Create a basic event type, allowing for direct modification of WML
    6 KB (981 words) - 09:52, 13 December 2022
  • * Event-Plugin
    4 KB (685 words) - 10:43, 13 December 2022
  • ...m the event, or change parts of the event. To change the condition for an event, the user will probably have to create new events in most cases.
    8 KB (1,290 words) - 10:44, 13 December 2022
  • * Action -- aka. event ...available if the leading scenario has more than one victory and/or defeat event associated with it. A path can be associated with any number of victory/de
    3 KB (526 words) - 08:36, 24 May 2021
  • ...n debug mode using ':droid 1', or automatically by including the following event in the scenario: [event]
    22 KB (3,300 words) - 03:48, 11 November 2022
  • ...gs that shows the WML that would be generated for the relevant thing (i.e. Event, Unit, etc.) and allow the user to directly edit it in the editor. If the u
    21 KB (3,707 words) - 10:13, 13 December 2022
  • ...de way that is inefficient and difficult to maintain, notably the main WML event processing function. The aim of this project is to provide a replacement im
    4 KB (595 words) - 20:45, 4 April 2008
  • ...ted weight, originally set to 1. Now suppose due fog of war or some other event, the AI had no knowledge of an enemy tactic or unit and a certain unit whic
    8 KB (1,413 words) - 17:59, 26 May 2008
  • -- This example shows an on_modified event; there's also on_left_click and on_button_click
    24 KB (3,412 words) - 14:00, 23 November 2022
  • ...a scenario with events which cause it to end in response to the ''start'' event, without interaction from the user. If you know how to make a Wesnoth scena
    9 KB (1,613 words) - 04:50, 4 December 2023
  • == The [event] Tag == ...h a unit appears during the scenario, however). When used in an [era], the event will occur in any scenario which is played using that era.
    44 KB (6,986 words) - 17:13, 24 March 2024
  • [event] [/event]
    15 KB (601 words) - 02:29, 24 April 2023
  • [event]
    14 KB (2,067 words) - 03:24, 7 May 2023
  • ...using repetitive macros that fire the same events. Or when you need to add event-based weapon specials with [object]s and therefore need to insert these eve ...can be different, but it is assumed in the following code that it will be 'Event Loader',
    19 KB (2,806 words) - 02:13, 14 February 2023
  • [event] [/event]
    16 KB (2,648 words) - 22:06, 10 October 2018
  • ...ecuting. Stop button will stop game again and start to wait for event from event handler. Exit button will quit both window and game. I have a good knowledg
    17 KB (2,894 words) - 00:07, 21 March 2013
  • ''<silene> yes, you can have more event in the snapshot (created events are added), and you can also have less even
    36 KB (5,842 words) - 01:09, 21 March 2013
  • ...n found yet. Note: This will only detect objects added via ActionWML in an event in the same scenario. It will not detect objects added in [modifications] w [event]
    20 KB (3,075 words) - 03:38, 22 February 2024
  • This tag is a part of [[ActionWML]], thus can be used inside [event] and at other places where [[ActionWML]] can be used. It can also be used a ...hen copied into the [scenario]/[multiplayer] when it is played, just like [event]s inside [era] or [modification]
    22 KB (3,191 words) - 02:14, 25 April 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.)
    1 KB (174 words) - 01:46, 29 March 2009
  • ...number (4 digits) for your challenge. Pick a NAME (suitable as part of WML event name) for your challenge. Write a small DESCRIPTION for your challenge [event]
    3 KB (570 words) - 15:12, 30 November 2017
  • ...on a pre-determined schedule, such as a weekly meeting or summary. In the event of me not being on IRC, I have an IRC bouncer that will take private messag ...tasks could mean losing the opportunity to be the chosen student. In this event I would like to say that I'm still very interested in contributing to Battl
    8 KB (1,322 words) - 22:00, 3 April 2009
  • <td>snapshot.event</td> <td>event handler definition</td>
    18 KB (3,081 words) - 03:23, 6 March 2011
  • | Done. Added the code to the wesnoth client to send gzipped maps and kill event data. Also added code for a '--screenshot' parameter that allows a server w
    13 KB (2,161 words) - 00:17, 21 March 2013
  • ==== [event] ====
    28 KB (4,753 words) - 03:32, 21 March 2013
  • '''''Note:''' Bowman Advisor is a role. In the unlikely event that the player manages to win and at that moment also not have any bowmen,
    73 KB (12,735 words) - 15:34, 7 April 2023
  • === Scorpion death event === ==== Active event ====
    277 KB (51,172 words) - 06:38, 10 July 2022
  • The <tt>game_events</tt> module contains functions for manipulating game event handlers and hooks that can be used for registering low-level game events. ...[#wesnoth.game_events.add_wml|add_wml]] is the underlying mechanism of the event tag and mostly exists just for quick compatibility.
    16 KB (2,629 words) - 14:14, 20 April 2024
  • [event] [/event]
    7 KB (717 words) - 17:31, 6 September 2023
  • # Useful for story-only situations, this macro defines an event that [event]
    23 KB (2,301 words) - 06:50, 29 September 2009
  • * '''Preload event''': It is not necessary to set up a preload event any more (the one possible exception might be in order to set up a debug te
    22 KB (3,533 words) - 23:27, 9 April 2024
  • ...e scenario, that is, in a ''prestart'' or ''start'' event, or in any other event. We therefore refer to the [[Micro AIs]] page for this. Note that the [modify_ai] tag can be used both in [event] tags and in [side][ai], [era][ai] or [modification][ai] tags, meaning it c
    17 KB (2,693 words) - 15:59, 13 July 2023
  • ...n a prestart event, therefore they can't be used before the first prestart event. The created variables' name is identical to the option's id they're attach in 1.12 those variables are inserted as preload event that set these variables.
    3 KB (467 words) - 01:38, 25 February 2024
  • * Triggering an WML event ("sighted" in particular poses problems) ...is project is to remove conflicts between planning moves, and this kind of event.
    36 KB (6,013 words) - 07:32, 10 November 2020
  • ...d before each WML event is executed; its argument is the event name; other event arguments can be recovered from [[LuaWML:Misc#wesnoth.current|wesnoth.curre ...variables are the best choice.) For instance, toplevel tags like [item], [event], [time_area], and so on, could typically be handled by such hooks.
    14 KB (2,207 words) - 13:26, 12 February 2021
  • ...de by setting it to false. Writing this key only works in a victory/defeat event.
    8 KB (1,082 words) - 13:31, 12 February 2021
  • ...(file, hot_id) in the context of the event, and then, before calling this event, check if a newer version is available in the original location, and, if av
    29 KB (4,996 words) - 06:48, 19 April 2023

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