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	<updated>2026-04-18T19:57:15Z</updated>
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		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=7605</id>
		<title>Mod API Reference:UI</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:UI&amp;diff=7605"/>
		<updated>2026-04-17T19:21:53Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* Helper Functions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mods can put UI (user interface) onto the screen when called from one of the Client &#039;&#039;&#039;Present&#039;&#039;&#039; [[Mod Hooks|hooks]].  This page describes how to create and update UI elements.&lt;br /&gt;
&lt;br /&gt;
UI elements are created by accessing the &amp;lt;code&amp;gt;UI&amp;lt;/code&amp;gt; global.  For example, mods can call UI.CreateButton(...) to create a button.  Any UI element listed below can be created in a similar manner.&lt;br /&gt;
&lt;br /&gt;
Behind the scenes, these objects are implemented using Unity&#039;s UI and layout system. Being familiar with Unity&#039;s UI system will make understanding how to build UI easier, but it&#039;s not a requirement.&lt;br /&gt;
&lt;br /&gt;
== Parents ==&lt;br /&gt;
All UI constructors take a single &amp;lt;code&amp;gt;parent&amp;lt;/code&amp;gt; argument.  This allows you to construct hierarchies.  For example, mods can create a vertical stack of three buttons like this:&lt;br /&gt;
&lt;br /&gt;
  local vert = UI.CreateVerticalLayoutGroup(rootParent);&lt;br /&gt;
  local btn1 = UI.CreateButton(vert);&lt;br /&gt;
  local btn2 = UI.CreateButton(vert);&lt;br /&gt;
  local btn3 = UI.CreateButton(vert);&lt;br /&gt;
&lt;br /&gt;
When a mod is called to present UI, it will be passed a root UI element (rootParent).  Your mod should pass the rootParent to a UI element that will be the root of all other elements you need.  This element is most often a VerticalLayoutGroup, as shown in the example above.  &lt;br /&gt;
&lt;br /&gt;
You can never make more than one element a child of the rootParent.  If you need more than one, simply make your own container to house them.&lt;br /&gt;
  &lt;br /&gt;
== Properties ==&lt;br /&gt;
&lt;br /&gt;
UI elements have properties that can be read or set.  For example, Buttons have a Text property that allows you to set the text that appears on the button.&lt;br /&gt;
&lt;br /&gt;
To read or write a UI element&#039;s property, you must use getter/setter functions named GetX() and SetX().  For example, to set the text of a button you can write &amp;lt;code&amp;gt;btn1.SetText(&#039;Click me!&#039;)&amp;lt;/code&amp;gt; and can retrieve it using &amp;lt;code&amp;gt;btn1.GetText()&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All getter and setter functions return the UI element, which means you can chain them together to easily set lots of properties. For example:&lt;br /&gt;
&lt;br /&gt;
  UI.CreateButton(vert)&lt;br /&gt;
    .SetText(&#039;Click me!&#039;)&lt;br /&gt;
    .SetColor(&#039;#00FF00&#039;)&lt;br /&gt;
    .SetOnClick(someFunction);&lt;br /&gt;
&lt;br /&gt;
== Common Properties ==&lt;br /&gt;
&lt;br /&gt;
All UI elements have the following properties:&lt;br /&gt;
* &#039;&#039;&#039;PreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: How wide the element prefers to be.  It may not be this wide if there is not enough space, and it may be wider if FlexibleWidth is greater than 0.  Defaults to -1, which is a special value meaning the object will measure its own size based on its contents.&lt;br /&gt;
* &#039;&#039;&#039;PreferredHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: How tall the element prefers to be.  It may not be this tall if there is not enough space, and it may be taller if FlexibleHeight is greater than 0.  Defaults to -1, which is a special value meaning the object will measure its own size based on its contents.&lt;br /&gt;
* &#039;&#039;&#039;FlexibleWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: A number from 0 to 1 indicating how much of the remaining space this element wishes to take up.  Defaults to 0, which means the element will be no wider than PreferredWidth.  Set it to 1 to indicate the object should grow to encompass all remaining horizontal space it can.&lt;br /&gt;
* &#039;&#039;&#039;FlexibleHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: A number from 0 to 1 indicating how much of the remaining space this element wishes to take up.  Defaults to 0, which means the element will be no taller than PreferredHeight.  Set it to 1 to indicate the object should grow to encompass all remaining vertical space it can.&lt;br /&gt;
* &#039;&#039;&#039;MinWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum width an element can be, up to a maximum of 60.  Developers should take special care when using MinWidth since many players play Warzone on phones in portrait mode where there is very limited horizontal space.  This setting is limited to 60 since it&#039;s intended to be used only for smaller elements, for example when you need to line things up vertically.  (Added in version 5.34.1)&lt;br /&gt;
* &#039;&#039;&#039;MinHeight&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum height an element can be.   (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
== UI Elements ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Empty&#039;&#039;&#039;: A simple UI element that displays nothing.  This can be used as a container or to create space.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;VerticalLayoutGroup&#039;&#039;&#039;: A container that stacks its children vertically.&lt;br /&gt;
* &#039;&#039;&#039;Center&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, the container will center elements within it horizontally.  Defaults to false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;HorizontalLayoutGroup&#039;&#039;&#039;: A container that stacks its children horizontally.&lt;br /&gt;
* &#039;&#039;&#039;Center&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, the container will center elements within it vertically.  Defaults to false.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Label&#039;&#039;&#039;: A way to display text on the screen.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text to display.&lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the text.  Pass this as a string in #RRGGBB format.&lt;br /&gt;
* &#039;&#039;&#039;Alignment&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:TextAlignmentOptions|TextAlignmentOptions]] (enum)&#039;&#039;: Sets text alignment, vertically and horizontally, within the label.  This will usually only have an effect if the label is made larger by increasing its Preferred, Minimum, or Flexible width/height.  (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Button&#039;&#039;&#039;: A button that players can click on to do something.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text to display on the button.&lt;br /&gt;
* &#039;&#039;&#039;Color&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the button.  Pass this as a string in #RRGGBB format.  Only the following colors are supported for buttons:&lt;br /&gt;
{{Color2|BABABC}} {{Color2|6C73D1}} {{Color2|FF00ED}} {{Color2|FFC200}} {{Color2|00A0FF}} {{Color2|00B5FF}} {{Color2|F3FFAE}} {{Color2|43C731}} {{Color2|43C631}} {{Color2|1274A4}} {{Color2|1274A5}} {{Color2|B03B3B}} {{Color2|0021FF}} {{Color2|359029}} {{Color2|00E9FF}} {{Color2|00FF21}} {{Color2|FFF700}} {{Color2|AA3A3A}} {{Color2|43C732}} {{Color2|00D4FF}} {{Color2|B03C3C}} {{Color2|00F4FF}} {{Color2|00BFFF}} {{Color2|4EC4FF}} {{Color2|615DDF}} {{Color2|100C08}} {{Color2|0000FF}} {{Color2|4EFFFF}} {{Color2|59009D}} {{Color2|008000}} {{Color2|FF7D00}} {{Color2|FF0000}} {{Color2|606060}} {{Color2|00FF05}} {{Color2|FF697A}} {{Color2|94652E}} {{Color2|00FF8C}} {{Color2|FF4700}} {{Color2|009B9D}} {{Color2|23A0FF}} {{Color2|AC0059}} {{Color2|FF87FF}} {{Color2|FFFF00}} {{Color2|943E3E}} {{Color2|FEFF9B}} {{Color2|AD7E7E}} {{Color2|B70AFF}} {{Color2|FFAF56}} {{Color2|FF00B1}} {{Color2|8EBE57}} {{Color2|DAA520}} {{Color2|990024}} {{Color2|00FFFF}} {{Color2|8F9779}} {{Color2|880085}} {{Color2|00755E}} {{Color2|FFE5B4}} {{Color2|4169E1}} {{Color2|FF43A4}} {{Color2|8DB600}} {{Color2|40826D}} {{Color2|C04000}} {{Color2|FFDDF4}} {{Color2|CD7F32}} {{Color2|C19A6B}} {{Color2|C09999}} {{Color2|B0BF1A}} {{Color2|3B7A57}} {{Color2|4B5320}} {{Color2|664C28}} {{Color2|893F45}} {{Color2|D2691E}} {{Color2|36454F}} {{Color2|FF00FF}} {{Color2|76FF7A}}&lt;br /&gt;
* &#039;&#039;&#039;TextColor&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The color of the text on the button.  Pass this as a string in #RRGGBB format.&lt;br /&gt;
* &#039;&#039;&#039;OnClick&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the player clicks the button.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;CheckBox&#039;&#039;&#039;: A toggleable check box that players can check and uncheck.&lt;br /&gt;
* &#039;&#039;&#039;IsChecked&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: Whether the check box is checked or unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The label displayed to the right of the check box.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the IsChecked property changes, either by your code or by the player clicking the check box.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;RadioButton&#039;&#039;&#039;: Added in [[Mod API Reference:IsVersionOrHigher|5.34.0]]. Like a CheckBox except circular, and when assigned into a group, only one may be selected at a time.&lt;br /&gt;
* &#039;&#039;&#039;IsChecked&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: Whether it&#039;s checked or unchecked.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The label displayed to the right of the radio button.&lt;br /&gt;
* &#039;&#039;&#039;OnValueChanged&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass the name of a lua function to be called whenever the IsChecked property changes, either by your code or by the player clicking the check box.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
* &#039;&#039;&#039;Group&#039;&#039;&#039;: &#039;&#039;RadioButtonGroup&#039;&#039;: Created by using UI.CreateRadioButtonGroup.  Create one group and assign it to multiple radio buttons to group them together.  CreateRadioButtonGroup must be passed a UI element that it will live on.  It does not matter what UI element you pass in as long as it doesn&#039;t get destroyed before the radio buttons.  A common choice is to pass in the first radio button itself, or pass in the VerticalLayoutGroup that all the radio buttons live in together.  For example:&lt;br /&gt;
&lt;br /&gt;
  local vert = UI.CreateVerticalLayoutGroup(rootParent);&lt;br /&gt;
  local group = UI.CreateRadioButtonGroup(vert);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 1&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 2&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 3&#039;);&lt;br /&gt;
  UI.CreateRadioButton(vert).SetGroup(group).SetText(&#039;Radio 4&#039;);&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;TextInputField&#039;&#039;&#039;: A box where players can type a string.&lt;br /&gt;
* &#039;&#039;&#039;Text&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The string that appears in the box, or that players typed.&lt;br /&gt;
* &#039;&#039;&#039;PlaceholderText&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: The text that appears in the box grayed out when it&#039;s empty.  For example, &amp;quot;Enter name here...&amp;quot;&lt;br /&gt;
* &#039;&#039;&#039;CharacterLimit&#039;&#039;&#039; &#039;&#039;integer&#039;&#039;: The maximum number of characters that players can type into this text field.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NumberInputField&#039;&#039;&#039;: Allows players to input a number. Presents an input box and a slider that are linked, so players can either use the box to type a number or slide the slider.  This makes it friendly for mobile users who don&#039;t have a hardware keyboard, while also allowing any number to be entered if someone wants to exceed the range allowable by the slider.&lt;br /&gt;
* &#039;&#039;&#039;Value&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The value to show in the box+slider, or the value entered by the player.&lt;br /&gt;
* &#039;&#039;&#039;WholeNumbers&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If true, only integers will be selectable by the player.  If false, partial numbers will be selectable. Defaults to true.&lt;br /&gt;
* &#039;&#039;&#039;SliderMinValue&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The minimum value selectable by the slider.  Numbers below this can still be entered by typing them into the box, so ensure to always validate the number you retrieve.&lt;br /&gt;
* &#039;&#039;&#039;SliderMaxValue&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: The maxium value selectable by the slider.  Numbers above this can still be entered by typing them into the box, so ensure to always validate the number you retrieve.&lt;br /&gt;
* &#039;&#039;&#039;BoxPreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: Allows setting the preferred width of just the box.  See &#039;&#039;&#039;Common Properties&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;SliderPreferredWidth&#039;&#039;&#039; &#039;&#039;number&#039;&#039;: Allows setting the preferred width of just the slider.  See &#039;&#039;&#039;Common Properties&#039;&#039;&#039; above.&lt;br /&gt;
* &#039;&#039;&#039;Interactable&#039;&#039;&#039; &#039;&#039;bool&#039;&#039;: If false, the control will be grayed out and unusable by the player.&lt;br /&gt;
&lt;br /&gt;
== Helper Functions ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.Destroy&#039;&#039;&#039;: Destroys (removes) any UI that the mod previously created.  Simply pass a UI element created by one of the UI.CreateXXX functions to UI.Destroy and it will disappear forever.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.IsDestroyed&#039;&#039;&#039;: Tests if any UI element has been destroyed.  Also returns true if passed nil.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.Alert&#039;&#039;&#039;: Pops up a dialog with a message and an Okay button to close the message.  Call this as simply &amp;lt;code&amp;gt;UI.Alert(msg)&amp;lt;/code&amp;gt;. Only one mod can use this at a time.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.PromptFromList&#039;&#039;&#039;: Pops up a dialog with a series of buttons to choose from.    This takes two arguments:  &lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: Text to appear at the top of the dialog.&lt;br /&gt;
* &#039;&#039;&#039;Options&#039;&#039;&#039; &#039;&#039;array&#039;&#039;: A list of options, each of which will show up as a button.  Each entry in this array should be a table with two fields, &#039;&#039;&#039;selected&#039;&#039;&#039; and either &#039;&#039;&#039;text&#039;&#039;&#039; or &#039;&#039;&#039;player&#039;&#039;&#039;. &#039;&#039;&#039;selected&#039;&#039;&#039; is a zero-argument function that gets called if the player selects that option, &#039;&#039;&#039;text&#039;&#039;&#039; populates the text that will appear on that button. &#039;&#039;&#039;player&#039;&#039;&#039; should be set to a [[Mod_API_Reference:PlayerID|playerID]], this will also give the button the corresponding color of the player.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.InterceptNextTerritoryClick&#039;&#039;&#039;: Added in [[Mod_API_Reference:IsVersionOrHigher|5.17.0]].  After calling this function, the next time the player clicks a territory on the map, your mod will be notified of the click. After calling this, you should also instruct the player to click a territory, and it&#039;s also a good idea to let them know they can move dialogs out of the way to see the map.   &lt;br /&gt;
* &#039;&#039;&#039;Callback&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass a function that will be called on the next click.  This function will be passed a [[Mod_API_Reference:TerritoryDetails|TerritoryDetails]] object, which can be used to get the Territory ID or the name of the territory that was clicked.  This function can also be called with nil if the intercept request is cancelled, which can happen if another mod calls UI.InterceptNextTerritoryClick before a territory is clicked.  If you want to cancel the intercept request, you can return WL.CancelClickIntercept from the callback which will make the client behave as if you never called intercept.  Return nil, or leave off the return statement entirely, for normal operation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;UI.InterceptNextBonusLinkClick&#039;&#039;&#039;: Added in [[Mod_API_Reference:IsVersionOrHigher|5.17.0]].  After calling this function, the next time the player clicks a bonus link on the map, your mod will be notified of the click. After calling this, you should also instruct the player to click a bonus link, and it&#039;s also a good idea to let them know they can move dialogs out of the way to see the map.   &lt;br /&gt;
* &#039;&#039;&#039;Callback&#039;&#039;&#039; &#039;&#039;function&#039;&#039;: Pass a function that will be called on the next click.  This function will be passed a [[Mod_API_Reference:BonusDetails|BonusDetails]] object, which can be used to get the bonus ID or the name of the bonus that was clicked.  This function can also be called with nil if the intercept request is cancelled, which can happen if another mod calls UI.InterceptNextBonusLinkClick before a bonus link is clicked.   If you want to cancel the intercept request, you can return WL.CancelClickIntercept from the callback which will make the client behave as if you never called intercept.  Return nil, or leave off the return statement entirely, for normal operation.&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Developers_Guide&amp;diff=7567</id>
		<title>Mod Developers Guide</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_Developers_Guide&amp;diff=7567"/>
		<updated>2025-12-08T16:35:07Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Added Community Annotations to the tips page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page describes information necessary for making [[Mods]].&lt;br /&gt;
&lt;br /&gt;
This guide assumes that you know the Lua programming language.  If you&#039;ve worked with other languages, such as Javascript, Lua should be very easy to learn.  Many tutorials are available on the internet if you search for them.&lt;br /&gt;
&lt;br /&gt;
Note that you must be a Warzone [[member]] to develop mods, as mods are a member feature.&lt;br /&gt;
&lt;br /&gt;
== Getting started creating a mod ==&lt;br /&gt;
&lt;br /&gt;
There are two ways to load mod code into Warzone: Using the Standalone Client, or directly uploading from your editor.  Uploading from your editor is the preferred way since it allows for more rapid iteration.  However, it also requires an extension to your editor, which only exists for VS Code.  If you want to develop from an editor other than VS Code, or if you want to develop without an active internet connection, you should use the Standalone Client method.&lt;br /&gt;
&lt;br /&gt;
=== Developing with the Standalone Client ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.warzone.com/EnableModDevelopment to enable mod development for your Warzone account.&lt;br /&gt;
# Download the [[Standalone Client]] and run it.&lt;br /&gt;
# Obtain the source code to an example mod, such as the Randomized Wastelands Mod from https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod.  Download the lua files to a folder on your device. (The easiest way is to use Github&#039;s &amp;quot;Download zip&amp;quot; button if you&#039;re not a git user)&lt;br /&gt;
# Launch the Standalone Client, sign in.  Click the &amp;quot;Mod Development Console&amp;quot; button.  You can also use the hotkey Ctrl+Shift+M to bring up this dialog any time, and also note that this dialog can be docked to sides of your screen if you wish.&lt;br /&gt;
# Click the &amp;quot;Create New Mod&amp;quot; button and give your mod a name.&lt;br /&gt;
# Provide path to your folder with lua files that you downloaded in step 3.&lt;br /&gt;
# Click Submit to create the mod.&lt;br /&gt;
# From the single-player main menu, click &amp;quot;Custom Game&amp;quot;, then scroll down and click Change Mods.&lt;br /&gt;
# You should see the mod you created here.  Check the box to turn it on and click Submit.&lt;br /&gt;
# If you&#039;ve cloned the Randomized Wastelands mod, you&#039;ll also need to turn on wastelands if you want it to do anything.  You can also turn off fog to more easily see its effects.  Create the game, and see the wastelands be adjusted!&lt;br /&gt;
&lt;br /&gt;
Now you can make modifications to the lua code, press the &amp;quot;Reload code&amp;quot; button and try them out! &lt;br /&gt;
&lt;br /&gt;
=== Developing with direct upload from your editor ===&lt;br /&gt;
&lt;br /&gt;
# Open the page https://www.warzone.com/EnableModDevelopment to enable mod development for your Warzone account.&lt;br /&gt;
# Install VS Code from https://code.visualstudio.com/ &lt;br /&gt;
# Obtain the source code to an example mod, such as the Randomized Wastelands Mod from https://github.com/FizzerWL/ExampleMods/tree/master/RandomizedWastelandsMod.  Download the lua files to a folder on your device. (The easiest way is to use Github&#039;s &amp;quot;Download zip&amp;quot; button if you&#039;re not a git user)&lt;br /&gt;
# Download the Warzone Mod Helper VS Code extension VSIX file from https://github.com/FizzerWL/WarzoneModHelper/releases.  Install it by launching VS Code, pressing Ctrl+Shift+P, entering &amp;quot;Install from VSIX&amp;quot; and selecting the VSIX file you downloaded.&lt;br /&gt;
# (optional) Install the Lua IDE extension: https://marketplace.visualstudio.com/items?itemName=sumneko.lua&lt;br /&gt;
# Open the Mod Development Console at https://www.warzone.com/Mods/Develop&lt;br /&gt;
# Click the &amp;quot;Create New Mod&amp;quot; button and give your mod a name.  Ensure the &amp;quot;Development&amp;quot; box is checked.  After creating it, make note of your Mod ID.&lt;br /&gt;
# In VS Code, open the RandomizedWastelandsMod folder you downloaded earlier.  Open one of the lua files in this folder.&lt;br /&gt;
# Visit https://www.warzone.com/API/GetAPIToken and copy your API Token to the clipboard.&lt;br /&gt;
# In VS Code, press Ctrl+Shift+P and select &amp;quot;Upload Mod&amp;quot;.  Enter your Mod ID you noted earlier, and paste your API Token when prompted.  Ensure it says &amp;quot;Mod updated successfully&amp;quot; in the bottom right corner.&lt;br /&gt;
# Now that your mod is updated, let&#039;s run it. Visit https://www.warzone.com/SinglePlayer?CustomGame=1 and click Change Mods.  You should see the mod you created here.  Check the box to turn it on and click Submit.&lt;br /&gt;
# If you&#039;ve cloned the Randomized Wastelands mod, you&#039;ll also need to turn on wastelands if you want it to do anything.  You can also turn off fog to more easily see its effects.  Create the game, and see the wastelands be adjusted!&lt;br /&gt;
&lt;br /&gt;
Now you can make modifications to the lua code, press and invoke the &amp;quot;Upload Mod&amp;quot; feature again to try them out!&lt;br /&gt;
&lt;br /&gt;
Be sure to read the rest of this page for essential information on mod development.&lt;br /&gt;
&lt;br /&gt;
== Video Tutorial == &lt;br /&gt;
&lt;br /&gt;
If you prefer to learn via video, check out this YouTube tutorial on how to make a mod:  https://www.youtube.com/watch?v=mwVDv5PXyrg&lt;br /&gt;
&lt;br /&gt;
== Hooks ==&lt;br /&gt;
&lt;br /&gt;
Warzone will call into a mod&#039;s lua code using what are called &#039;&#039;&#039;hooks&#039;&#039;&#039;.  For example, it will call a hook named &amp;lt;code&amp;gt;Server_StartGame&amp;lt;/code&amp;gt; when a game is beginning and give your mod an opportunity to change things about how the map is set up.&lt;br /&gt;
&lt;br /&gt;
For full details on what hooks are available, see [[Mod Hooks]].&lt;br /&gt;
&lt;br /&gt;
== Sharing code with &amp;quot;require&amp;quot; ==&lt;br /&gt;
&lt;br /&gt;
You can call the &amp;quot;require&amp;quot; function to share code between different lua files.  &lt;br /&gt;
&lt;br /&gt;
For example, if you have utility functions in a file named &#039;Utilities.lua&#039;, simply write &amp;lt;code&amp;gt;require(&#039;Utilities&#039;)&amp;lt;/code&amp;gt; at the top of another file to include it (omit the &amp;lt;code&amp;gt;.lua&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that all lua files must be in the same directory (subdirectories are currently not supported).&lt;br /&gt;
&lt;br /&gt;
== Printing Output ==&lt;br /&gt;
&lt;br /&gt;
In lua, you can print output with lua&#039;s &amp;lt;code&amp;gt;print&amp;lt;/code&amp;gt; function.  For example: &amp;lt;code&amp;gt;print(&amp;quot;Hello, world!&amp;quot;)&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
To see this output, open the Mod Development Console (Ctrl+Shift+M) and click View Mod Output.  Then create a single-player game using that mod, and when the print statement runs, you&#039;ll see the output appear in this window in real-time.&lt;br /&gt;
&lt;br /&gt;
This is useful to assist in debugging.&lt;br /&gt;
&lt;br /&gt;
In multi-player games, the output of mods that run on the server is currently not viewable anywhere, unless the mod crashes which will display recently printed lines in a report in the Mod Development Console.  For this reason, it&#039;s easier to debug mods in single-player before moving to multi-player.&lt;br /&gt;
&lt;br /&gt;
== Global State ==&lt;br /&gt;
&lt;br /&gt;
Never assume any state will persist, unless specifically called out in the documentation.  For example, don&#039;t write to a global variable in one hook and access it in another.&lt;br /&gt;
&lt;br /&gt;
If you try to in a single-player game, you may find that global state does persist.  However, don&#039;t be tempted to rely on this, since globals are always wiped in multi-player, and globals will also get wiped in single-player if someone saves and re-loads their game.  Therefore, ensure you code as if globals will never persist between hook calls, except where explicitly allowed.&lt;br /&gt;
&lt;br /&gt;
== Data Storage ==&lt;br /&gt;
&lt;br /&gt;
Mods can store public, private, or player-specific data within a game.  See [[Mod Game Data Storage]] for details.&lt;br /&gt;
&lt;br /&gt;
== Mod Timeout ==&lt;br /&gt;
&lt;br /&gt;
Note that if a game takes more than a minute to advance, the mods will time out and the game will not advance.  This time counts all mods enabled for that game combined, so mod authors should work to ensure their mods are efficient as possible.&lt;br /&gt;
&lt;br /&gt;
If a game times out more than 10 times in a row, Warzone will end the game automatically.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
&lt;br /&gt;
Be sure to test in multi-player!  When running Server code in multi-player, your lua code runs on the Warzone server which uses a different lua engine.  In theory, everything should be the same, but there is still an opportunity for differences.  To ensure everything you&#039;re doing works, it&#039;s recommended you test in multi-player, not only before you&#039;re ready to go public, but also occasionally during your development process.&lt;br /&gt;
&lt;br /&gt;
Note that all mods uploaded to Warzone must use the MIT license, or something equally or more permissable.  Any mods without a license specified are assumed to be using MIT. &amp;lt;!-- this is a request rather than definite license compliance: --&amp;gt; Additionally, for mods to be used by Warzone, they must use the MIT license, or something equally or more permissable.&lt;br /&gt;
&lt;br /&gt;
The [[Mod API Reference]] can be found here on the wiki, but there is also a community project that brings the Mod API documentation into Visual Studio Code using annotations. Since this is community driven, it won&#039;t always be up to date if Warzone releases a new update and it could contain mistakes. The project and documentation to include it in your visual studio code editor can be found here: https://github.com/JustMe003/ModTemplates&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [[Mod Security]]&lt;br /&gt;
* [[Mod API Reference]]&lt;br /&gt;
* [[Mod Backwards Compatibility]]&lt;br /&gt;
* [[Public Mods]]&lt;br /&gt;
* [[Mod Hooks]]&lt;br /&gt;
* [[Mod Game Data Storage]]&lt;br /&gt;
* [[Mod Images]]&lt;br /&gt;
* [https://discord.gg/hqGkVXagyt Warzone Mod Makers Discord]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide|!]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7563</id>
		<title>Mod API Reference:Custom Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7563"/>
		<updated>2025-11-23T14:08:45Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* Playing the Card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Warzone [[Mods|mod]] can create &#039;&#039;&#039;custom cards&#039;&#039;&#039; for use in a game. Custom cards show up the cards dialog right alongside all the other cards for the game.&lt;br /&gt;
&lt;br /&gt;
== Card Definition ==&lt;br /&gt;
&lt;br /&gt;
A mod defines the custom cards in the Client_SaveConfigureUI [[Mod Hooks|mod hook]].  The second parameter to this function is a callback that adds a card.&lt;br /&gt;
&lt;br /&gt;
This function takes the following arguments:&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Name of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Description of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Image filename (see Image below)&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces to divide the card into&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Minimum number of pieces that Warzone will award to each player who takes a territory each turn&lt;br /&gt;
# &#039;&#039;.integer&#039;&#039;: Number of pieces of the card given to each player at the start of the game (initial pieces)&lt;br /&gt;
# &#039;&#039;double&#039;&#039;: The card&#039;s weight, which determines how likely it is to be selected when using random card distribution&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: The duration, in turns, that the card should remain in effect.  Pass -1, nil, or omit this argument to indicate that the card should not have a duration.&lt;br /&gt;
# &#039;&#039;[[Mod API Reference:ActiveCardExpireBehaviorOptions|ActiveCardExpireBehaviorOptions]]&#039;&#039;: If a duration is specified, this controls whether the card expires at the beginning or end of the turn.  Pass nil or omit this argument for cards where a duration is not passed.  If omitted or nil is passed for a card with duration, it will default to EndOfTurn.  (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
This function returns the [[Mod API Reference:CardID|CardID]] in [[Mod API Reference:IsVersionOrHigher|versions 5.32.0.1 and later]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like for your card to be configurable by the player like a normal card, you should let the player select values for the number of pieces, minimum pieces, initial pieces, and weight.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like your card to only be distributed at the beginning of the game and never again, you can pass 1 for the number of pieces, 0 for weight and minimum pieces, and initial pieces to the number of cards you want distributed at the game start.&lt;br /&gt;
&lt;br /&gt;
If you desire full control over when players receive your card and want to override Warzone&#039;s normal card distribution, you can pass 0 for weight, minimum pieces and initial pieces, and then you can use [[Mod API Reference:GameOrderEvent|GameOrderEvent]] yourself to award your card to players.&lt;br /&gt;
&lt;br /&gt;
== Playing the Card ==&lt;br /&gt;
&lt;br /&gt;
Mods get complete control exactly what happens when the card is played.  When the player attempts to play your card, it will call the function Client_PresentPlayCardUI in Client_PresentPlayCardUI.lua for your mod only.&lt;br /&gt;
&lt;br /&gt;
Client_PresentPlayCardUI is passed four arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:CardInstance|CardInstance]]: Provides read-only information about the card the player is attempting to play.&lt;br /&gt;
# playCard: A function that, when called, will cause the card to be played.  It takes the following arguments: &lt;br /&gt;
## The text to appear in the orders list next to the play-card order&lt;br /&gt;
## a string that will be stored with the order in a field called ModData&lt;br /&gt;
## (optional) the [[Mod API Reference:TurnPhase|turn phase]] in which the card should be played. Custom turn phases cannot be used.&lt;br /&gt;
## (optional) &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
## (optional) &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.  (added in version 5.34.1)&lt;br /&gt;
# closeCardsDialog: A function that, when called, closes the main cards dialog. This is commonly used when your mod creates a new dialog that wants to interact with the map, since the cards dialog could overlap the map making it cumbersome for the player.  Added in version 5.34.0 &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t require any additional information from the user, you can simply call playCard immediately, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function Client_PresentPlayCardUI(game, cardInstance, playCard, closeCardsDialog)&lt;br /&gt;
	playCard(&#039;Play a magic card&#039;, &#039;&#039;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do require additional information from the user, you can call game.CreateDialog to create a dialog and later call playCard from a button callback, for example.&lt;br /&gt;
&lt;br /&gt;
Note: in versions under 5.34.0, [[Mod Game Data Storage|Mod]] and [[Mod API Reference:UI|UI]] are not directly accessible in Client_PresentPlayCardUI. They can be accessed in the callback function in [[Mod API Reference:ClientGame|Game]].CreateDialog. [[Mod API Reference:WL|WL]] was always accessible when the hook was introduced.&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Mods can upload their own image to define what the card looks like in the cards dialog.  These should be a png file that&#039;s exactly 130 pixels wide and 180 pixels tall.  Place this image into a sub-folder in your mod folder named CardImages.  Then pass the name of your image to the third parameter of the add card function defined above.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7562</id>
		<title>Mod API Reference:Custom Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7562"/>
		<updated>2025-11-23T14:08:22Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Warzone [[Mods|mod]] can create &#039;&#039;&#039;custom cards&#039;&#039;&#039; for use in a game. Custom cards show up the cards dialog right alongside all the other cards for the game.&lt;br /&gt;
&lt;br /&gt;
== Card Definition ==&lt;br /&gt;
&lt;br /&gt;
A mod defines the custom cards in the Client_SaveConfigureUI [[Mod Hooks|mod hook]].  The second parameter to this function is a callback that adds a card.&lt;br /&gt;
&lt;br /&gt;
This function takes the following arguments:&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Name of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Description of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Image filename (see Image below)&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces to divide the card into&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Minimum number of pieces that Warzone will award to each player who takes a territory each turn&lt;br /&gt;
# &#039;&#039;.integer&#039;&#039;: Number of pieces of the card given to each player at the start of the game (initial pieces)&lt;br /&gt;
# &#039;&#039;double&#039;&#039;: The card&#039;s weight, which determines how likely it is to be selected when using random card distribution&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: The duration, in turns, that the card should remain in effect.  Pass -1, nil, or omit this argument to indicate that the card should not have a duration.&lt;br /&gt;
# &#039;&#039;[[Mod API Reference:ActiveCardExpireBehaviorOptions|ActiveCardExpireBehaviorOptions]]&#039;&#039;: If a duration is specified, this controls whether the card expires at the beginning or end of the turn.  Pass nil or omit this argument for cards where a duration is not passed.  If omitted or nil is passed for a card with duration, it will default to EndOfTurn.  (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
This function returns the [[Mod API Reference:CardID|CardID]] in [[Mod API Reference:IsVersionOrHigher|versions 5.32.0.1 and later]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like for your card to be configurable by the player like a normal card, you should let the player select values for the number of pieces, minimum pieces, initial pieces, and weight.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like your card to only be distributed at the beginning of the game and never again, you can pass 1 for the number of pieces, 0 for weight and minimum pieces, and initial pieces to the number of cards you want distributed at the game start.&lt;br /&gt;
&lt;br /&gt;
If you desire full control over when players receive your card and want to override Warzone&#039;s normal card distribution, you can pass 0 for weight, minimum pieces and initial pieces, and then you can use [[Mod API Reference:GameOrderEvent|GameOrderEvent]] yourself to award your card to players.&lt;br /&gt;
&lt;br /&gt;
== Playing the Card ==&lt;br /&gt;
&lt;br /&gt;
Mods get complete control exactly what happens when the card is played.  When the player attempts to play your card, it will call the function Client_PresentPlayCardUI in Client_PresentPlayCardUI.lua for your mod only.&lt;br /&gt;
&lt;br /&gt;
Client_PresentPlayCardUI is passed four arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:CardInstance|CardInstance]]: Provides read-only information about the card the player is attempting to play.&lt;br /&gt;
# playCard: A function that, when called, will cause the card to be played.  It takes the following arguments: &lt;br /&gt;
## The text to appear in the orders list next to the play-card order&lt;br /&gt;
## a string that will be stored with the order in a field called ModData&lt;br /&gt;
## (optional) the [[Mod API Reference:TurnPhase|turn phase]] in which the card should be played. Custom turn phases cannot be used.&lt;br /&gt;
## (optional) &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
## (optional) &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.  (added in version 5.34.1)&lt;br /&gt;
# closeCardsDialog: A function that, when called, closes the main cards dialog. This is commonly used when your mod creates a new dialog that wants to interact with the map, since the cards dialog could overlap the map making it cumbersome for the player.  Added in version 5.34.0 &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t require any additional information from the user, you can simply call playCard immediately, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function Client_PresentPlayCardUI(game, cardInstance, playCard, closeCardsDialog)&lt;br /&gt;
	playCard(&#039;Play a magic card&#039;, &#039;&#039;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do require additional infirmation from the user, you can call game.CreateDialog to create a dialog and later call playCard from a button callback, for example.&lt;br /&gt;
&lt;br /&gt;
Note: in versions under 5.34.0, [[Mod Game Data Storage|Mod]] and [[Mod API Reference:UI|UI]] are not directly accessible in Client_PresentPlayCardUI. They can be accessed in the callback function in [[Mod API Reference:ClientGame|Game]].CreateDialog. [[Mod API Reference:WL|WL]] was always accessible when the hook was introduced.&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Mods can upload their own image to define what the card looks like in the cards dialog.  These should be a png file that&#039;s exactly 130 pixels wide and 180 pixels tall.  Place this image into a sub-folder in your mod folder named CardImages.  Then pass the name of your image to the third parameter of the add card function defined above.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=API&amp;diff=7478</id>
		<title>API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=API&amp;diff=7478"/>
		<updated>2025-06-05T21:45:57Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* APIs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone has several &#039;&#039;&#039;&amp;lt;abbr title=&amp;quot;Application Programming Interface&amp;quot;&amp;gt;API&amp;lt;/abbr&amp;gt;s&#039;&#039;&#039; that allow software engineers to write applications that interact with game. Currently, all of the APIs (except the [[Set map details API]]) are restricted to Warzone [[Membership|members]].&lt;br /&gt;
== APIs ==&lt;br /&gt;
* [[Clan Wars API]]&lt;br /&gt;
* [[Create game API]]&lt;br /&gt;
* [[Delete game API]]&lt;br /&gt;
* [[Game ID feed API]]&lt;br /&gt;
* [[Get API Token API]]&lt;br /&gt;
* [[Get mod performance API]]&lt;br /&gt;
* [[Query game API]]&lt;br /&gt;
* [[Set map details API]]&lt;br /&gt;
* [[Update Mod API]]&lt;br /&gt;
* [[Validate invite token API]]&lt;br /&gt;
&lt;br /&gt;
[[Category:API|!]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Query_game_API&amp;diff=7477</id>
		<title>Query game API</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Query_game_API&amp;diff=7477"/>
		<updated>2025-06-05T20:28:54Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* JSON Definition */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone can provide programmatic access to the details about multi-player Warzone games.  This allows for the more technical users to write a program that can analyze information about games.  This data is only available for ladder games, tournament games, games created by the [[Create game API]], or games that you played in.&lt;br /&gt;
&lt;br /&gt;
There&#039;s nothing the feed can see that isn&#039;t already available through the game&#039;s normal interface.  This is just a way to write custom analyzers which allows for a broader analysis across games. &lt;br /&gt;
&lt;br /&gt;
The primary goals of this API is to enable tools that do statistical analysis of finished games and to enable custom ladders or custom tournaments to check on the winners of the game after it&#039;s over.&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
&lt;br /&gt;
To access the data, use a URL like this: https://www.warzone.com/API/GameFeed?GameID=1212978&lt;br /&gt;
&lt;br /&gt;
This will return data describing basic details(id, state, name, numberOfTurns, lastTurnTime, templateID, players) about the game.&lt;br /&gt;
&lt;br /&gt;
If you want to get the entire turn history of the game, add an additional querystring parameter &#039;&#039;&#039;GetHistory=true&#039;&#039;&#039;.  Adding this will cause the API to return you details about every turn of the game assuming it&#039;s finished.&lt;br /&gt;
&lt;br /&gt;
If you want to get a game&#039;s settings, add an additional querystring parameter &#039;&#039;&#039;GetSettings=true&#039;&#039;&#039;.  Adding this will cause the API to return you details about the settings of the game.&lt;br /&gt;
&lt;br /&gt;
If you want to get a game&#039;s public chat message, add an additional querystring parameter &#039;&#039;&#039;GetChat=true&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
==JSON Definition==&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;standing&#039;&#039;&#039; is the state of the board at any given point in time.  This contains one entry per territory that contains the number of armies on that territory, who controls it, and the fog level. &lt;br /&gt;
* A &#039;&#039;&#039;turn&#039;&#039;&#039; is just a collection of orders.  This includes all the orders each player submitted, mixed together in the sequence they played out. &lt;br /&gt;
* An &#039;&#039;&#039;order&#039;&#039;&#039; is obviously one order that a player submitted.  But it can also include other things, such notifications when a player gets eliminated, or when cards are received, etc.  Essentially, this represents what you see in the &#039;&#039;&#039;Orders&#039;&#039;&#039; panel on the right side of a game when viewing history. &lt;br /&gt;
In the JSON, you&#039;ll find: &lt;br /&gt;
* The players in the game (their names, color, their state, etc.) &lt;br /&gt;
* All of the details of the map (it&#039;s name, all of its territories, what they connect to and their x/y coordinates, all of its bonuses and what territories are in each bonus) &lt;br /&gt;
* The &#039;&#039;&#039;distribution standing&#039;&#039;&#039;: This is what the map looked like when it was time to pick the territories you started with.  This is only present for manual distribution games. &lt;br /&gt;
* The picks: This tells you which territories each player picked, and in what order.  Like the distribution standing, this is only present for manual distribution games. &lt;br /&gt;
* Standing 0: This tells you what the map looked like at the beginning of the game. &lt;br /&gt;
* Turn 0: This is all of the orders that played out on the first turn of the game. &lt;br /&gt;
* Standing x/turn x:  Standings and turns then alternate for each turn of the game, all the way until the final standing.&lt;br /&gt;
&lt;br /&gt;
== Game State ==&lt;br /&gt;
&lt;br /&gt;
This API returns a &amp;quot;state&amp;quot; attribute on the game.  This will be one of the following values:&lt;br /&gt;
* WaitingForPlayers: This game is in the lobby and has not yet begun.&lt;br /&gt;
* DistributingTerritories: This game is waiting for players to make their territory selections.  This state will not exist for games with automatic distribution.&lt;br /&gt;
* Playing: The game is in progress.&lt;br /&gt;
* Finished: The game has finished.&lt;br /&gt;
&lt;br /&gt;
== Player States ==&lt;br /&gt;
&lt;br /&gt;
This API returns a &amp;quot;players&amp;quot; collection which contains information about each player in the game.  Each player will have a &amp;quot;state&amp;quot; attribute with one of the following values:&lt;br /&gt;
* Invited: The game is waiting on this player to accept or decline the game.  This state will only ever be present for games still in the lobby.&lt;br /&gt;
* Playing: This player is in the game, and still alive.  This state will never be present in a game that has finished.&lt;br /&gt;
* Eliminated: This player has been eliminated from the game.&lt;br /&gt;
* SurrenderAccepted: This player has surrendered and is no longer in the game.&lt;br /&gt;
* Booted: This player was booted from the game.&lt;br /&gt;
* Won: This player has won the game.  This state will only be present in games that have finished.&lt;br /&gt;
* EndedByVote: This player, along with the other remaining players in the game, have voted to end the game.  This state will only ever be present for games that are finished by voting-to-end.&lt;br /&gt;
* Declined: This player declined the game and did not play.&lt;br /&gt;
* RemovedByHost: This player was removed by the host via the &amp;quot;Add/Remove Players&amp;quot; button and did not play.  If you created the game via the Create Game API, you don&#039;t have to worry about this state since you&#039;re the host, and only you could remove players.&lt;br /&gt;
&lt;br /&gt;
==Getting a list of Game IDs==&lt;br /&gt;
&lt;br /&gt;
In order to use the game feed, you&#039;ll need to know the game ID.  This can be obtained through the graphical Warzone client by opening up the Settings panel and examining the &amp;quot;Link to Game&amp;quot; field.  At the end of this field, you&#039;ll see GameID= followed by a number.&lt;br /&gt;
&lt;br /&gt;
To find game IDs programmatically, you can use the [[Game ID feed API]].&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
&lt;br /&gt;
* [[Game ID feed API]]&lt;br /&gt;
&lt;br /&gt;
[[Category:API]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=7463</id>
		<title>Mod API Reference:GameOrderEvent</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:GameOrderEvent&amp;diff=7463"/>
		<updated>2025-05-06T08:24:14Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;GameOrderEvent&#039;&#039;&#039;:  Subclass of [[Mod API Reference:GameOrder|GameOrder]].  This is a generic event that can present a message or modify territories.  It can also control which players can see it.  It was added for use by [[Mods]] and is not used by any built-in game mechanics, except for the &amp;quot;Received Gold&amp;quot; order in [[Commerce]] games.&lt;br /&gt;
* &#039;&#039;&#039;Message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;TerritoryModifications&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;: Optionally, can modify territories, such as changing ownership or armies.&lt;br /&gt;
* &#039;&#039;&#039;VisibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;:  Defines who this event is visible to.  Note that the player this event is assigned to can &#039;&#039;&#039;always&#039;&#039;&#039; see it, and any player who can see the effects of a territory modification can always see it as well.  Set this to nil to mean that it should be visible to everyone (public).  Set this to an empty list to indicate that the event should not be visible to anyone, except those that can see it by a previously mentioned rule.&lt;br /&gt;
* &#039;&#039;&#039;SetResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:   Sets the resource value of a player, such as their [[gold]], to a specific value.&lt;br /&gt;
* &#039;&#039;&#039;IncomeMods&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;AddResourceOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;:  Adds (or subtracts with negative numbers) to the resources of a player, such as their [[gold]]. When adding or subtracting a fixed number, this is preferred over SetResourceOpt.  Added in version 5.20.0.&lt;br /&gt;
* &#039;&#039;&#039;AddCardPiecesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:CardID|CardID]],integer&amp;gt;&amp;gt;&#039;&#039;: Provides a way to add (or remove with negative numbers) pieces of a card to a player.  This can also add whole cards -- if the player&#039;s total cards exceeds the number of peices that make up that card as defined in the game settings, they will automatically be turned into whole cards and be given to the player.  This cannot remove whole cards.  For that, use RemoveWholeCardsOpt.&lt;br /&gt;
* &#039;&#039;&#039;RemoveWholeCardsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],[[Mod API Reference:CardInstanceID|CardInstanceID]]&amp;gt;&#039;&#039;: Removes whole cards from a player.  &lt;br /&gt;
* &#039;&#039;&#039;JumpToActionSpotOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:RectangleVM|RectangleVM]]&#039;&#039;: If specified, this will be the spot on the map that the map focuses on when the player clicks on this event in the orders list.  Specify coordinates on the map, which you can get by looking at a [[Mod API Reference:TerritoryDetails|TerritoryDetails]] object.&lt;br /&gt;
* &#039;&#039;&#039;ModID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:Nullable|Nullable]]&amp;lt;[[Mod API Reference:ModID|ModID]]&amp;gt;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;FogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:FogMod|FogMod]]&amp;gt;&#039;&#039;: Adds [[Mod API Reference:FogMod|FogMods]] for modifying fog.&lt;br /&gt;
* &#039;&#039;&#039;RemoveFogModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:Guid|Guid]]&amp;gt;&#039;&#039;: Removes [[Mod API Reference:FogMod|FogMods]]&lt;br /&gt;
* &#039;&#039;&#039;TerritoryAnnotationsOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:TerritoryID|TerritoryID]],[[Mod API Reference:TerritoryAnnotation|TerritoryAnnotation]]&amp;gt;&#039;&#039;:  When the order is selected in the orders list by the player, these messages will be presented on top of the territories specified.    (Added in version 5.34.1)&lt;br /&gt;
&lt;br /&gt;
== Functions ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;WL.GameOrderEvent.Create&#039;&#039;&#039;(&#039;&#039;&#039;playerID&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:PlayerID|PlayerID]]&#039;&#039;, &#039;&#039;&#039;message&#039;&#039;&#039; &#039;&#039;string&#039;&#039;, &#039;&#039;&#039;visibleToOpt&#039;&#039;&#039; &#039;&#039;[[Mod API Reference:HashSet|HashSet]]&amp;lt;[[Mod API Reference:PlayerID|PlayerID]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;terrModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:TerritoryModification|TerritoryModification]]&amp;gt;&#039;&#039;, &#039;&#039;&#039;setResourcesOpt&#039;&#039;&#039; &#039;&#039;Table&amp;lt;[[Mod API Reference:PlayerID|PlayerID]],Table&amp;lt;[[Mod API Reference:ResourceType|ResourceType]] (enum),integer&amp;gt;&amp;gt;&#039;&#039;, &#039;&#039;&#039;incomeModsOpt&#039;&#039;&#039; &#039;&#039;Array&amp;lt;[[Mod API Reference:IncomeMod|IncomeMod]]&amp;gt;&#039;&#039;) (static) returns [[Mod API Reference:GameOrderEvent|GameOrderEvent]]:&lt;br /&gt;
** playerID: Pass the ID of a player that this event pertains to.  This is one of the few players where WL.PlayerID.Neutral is an allowed value.  An event assigned to Neutral is suitable for events that weren&#039;t initiated by a player.&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=7436</id>
		<title>Mod Hooks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_Hooks&amp;diff=7436"/>
		<updated>2025-04-09T19:03:24Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* Client Hooks */ Added some additional newlines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Warzone will call into a [[Mods|mod&#039;s]] lua code using what are called &#039;&#039;&#039;hooks&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
For example, it will call a hook named Server_StartGame when a game is beginning and give your mod an opportunity to change things about how the map is set up.&lt;br /&gt;
&lt;br /&gt;
If you provide a function with the name listed here, and in a file with the name listed here, it will be called as explained. Note that both the function name and the file name are case-sensitive.&lt;br /&gt;
&lt;br /&gt;
== Server Hooks ==&lt;br /&gt;
* Server_Created (Server_Created.lua)&lt;br /&gt;
** Called in every game when the game is first created. In multi-player, this means it&#039;s called before players even accept or join the request for the game.  This is the only place that game settings can be changed.&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameSettings|GameSettings]]: (writable) Allows your mod to change the game&#039;s settings.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_StartDistribution (Server_StartDistribution.lua)&lt;br /&gt;
** Called in any game set to manual territory distribution before players select their picks. This hook is not called in any game configured to automatic territory distribution. This is called after the standing has been built (wastelands and pickable territories have already been placed and initial cards have already been given out.)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the standing before players see it. For example, a mod could change the number of armies on any territory, control which territories are pickable, or define what cards each player starts with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_StartGame (Server_StartGame.lua)&lt;br /&gt;
** Called when the game starts the first turn. In a manual territory distribution game, this is called after all players have entered their picks. In an automatic territory distribution game, this is called when the game starts. This is called after the standing has been built (picks have been given out)&lt;br /&gt;
** Return value: None.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameStanding|Standing]]: (writable) Allows your mod to change the the standing before players see it. For example, a mod could change the number of armies on any territory, control which players control which territories, or define what cards each player starts with.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Start (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server begins processing a normal turn (not territory picking). This gives mods an opportunity to insert orders at the start of a turn, before any player&#039;s orders are added. All of the Server_AdvanceTurn_* hooks share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the start of the turn. You may call this function multiple times if you wish to add multiple orders. Pass a single GameOrder as the first argument to this function.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_Order (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server processes a player&#039;s order during a normal turn (not territory picking). This gives mods an opportunity to skip the order, modify it, or let it process normally.&lt;br /&gt;
&lt;br /&gt;
This hook is called after the results of the order have been computed, but before it has been applied to the [[Mod API Reference:GameStanding|standing]].  For example, when looking at an [[Mod API Reference:GameOrderAttackTransfer|Attack/Transfer order]] that represents a territory being captured, the standing will still show the territory as uncaptured.&lt;br /&gt;
&lt;br /&gt;
All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:GameOrder|GameOrder]]: The order being processed. (read-only)&lt;br /&gt;
# [[Mod API Reference:GameOrderResult|GameOrderResult]]: The result of the order being processed. This is writable, so mods can change the result.  Currently, only [[Mod API Reference:GameOrderAttackTransferResult|GameOrderAttackTransferResult]] has writable fields.&lt;br /&gt;
# skipThisOrder: A function that you can call to indicate that this order should be skipped. This should be called with one of three values, listed below. If it is called multiple times, the last call overrides the previous calls.&lt;br /&gt;
## WL.ModOrderControl.Keep: Indicates this order should be processed normally. This is the default value, and all orders will default to Keep if skipThisOrder is not called.&lt;br /&gt;
## WL.ModOrderControl.Skip: Indicates this order should be skipped. It won&#039;t appear in the orders list at all and it will be as if the order never existed. A [[Mod API Reference:GameOrderEvent|GameOrderEvent]] will be written into the orders list to tell the player who entered this order that their order was skipped.&lt;br /&gt;
## WL.ModOrderControl.SkipAndSupressSkippedMessage: Same as Skip, except that the GameOrderEvent is not written. This should be used with care, as players will want to know why their order didn&#039;t appear in the orders list.  This should only be used if you use some other mechanism to explain to the player why their order was not present, or if this is an order that your mod inserted and therefore no players were expecting it.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the start of the turn. You may call this function multiple times if you wish to add multiple orders. Pass a single GameOrder as the first argument to this function. Optionally, you can also pass &amp;quot;true&amp;quot; as a second argument to this function to make your new order get skipped if the order this hook was called on gets skipped, either by your mod or another mod.  This second argument was added in [[Mod_API_Reference:IsVersionOrHigher|5.17.0]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_AdvanceTurn_End (Server_AdvanceTurn.lua)&lt;br /&gt;
** Called whenever the server finishes processing a normal turn (not territory picking). This gives mods an opportunity to insert orders at the end of a turn, after all player&#039;s orders are added. All of the Server_AdvanceTurn_* turns share global state within a single turn, so global variables can be read and written reliably by mods.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# addNewOrder: A function that you can call to add a [[Mod API Reference:GameOrder|GameOrder]] to the start of the turn. You may call this function multiple times if you wish to add multiple orders. Pass a single GameOrder as the first argument to this function.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Server_GameCustomMessage (Server_GameCustomMessage.lua)&lt;br /&gt;
** Called whenever your mod calls [[Mod API Reference:ClientGame|ClientGame]].SendGameCustomMessage. This gives mods a way to communicate between the client and server outside of a turn advancing. Note that if a mod changes Mod.PublicGameData or Mod.PlayerGameData, the clients that can see those changes and have the game open will automatically receive a refresh event with the updated data, so this message can also be used to push data from the server to clients.&lt;br /&gt;
** [[Mod_Security|Mod security]] should be applied when working with this Hook&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:PlayerID|PlayerID]]: The ID of the player who invoked this call.&lt;br /&gt;
# payload: The data passed as the &#039;&#039;payload&#039;&#039; parameter to SendGameCustomMessage. Must be a lua table.&lt;br /&gt;
# setReturn: Optionally, a function that sets what data will be returned back to the client. If you wish to return data, pass a table as the sole argument to this function. Not calling this function will result in an empty table being returned.&lt;br /&gt;
&lt;br /&gt;
== Client Hooks ==&lt;br /&gt;
* Client_PresentConfigureUI (Client_PresentConfigureUI.lua)&lt;br /&gt;
** Called when a player checks your mod on the Create Game page. If your mod has any configurable settings, you should create UI controls on the screen to allow players to configure them using the [[Mod API Reference:UI|UI API]]. Mods should also check the &amp;lt;code&amp;gt;[[Mod Game Data Storage|Mod.Settings]]&amp;lt;/code&amp;gt; global to see if any settings are already defined, and if they are, default their UI state to match that.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates. See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_SaveConfigureUI (Client_SaveConfigureUI.lua)&lt;br /&gt;
** Called when a player submits the Create Game Mod page with your mod checked. If your mod presented any UI in Client_PresentConfigureUI, your mod should persist any settings into the &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; global during this hook. This is the only place that &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; should ever be written to.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# alert: A function callback that takes a string. If the user has configured anything wrong with your UI, you can call this to notify them of their mistake.  Calling this function will also abort the save.&lt;br /&gt;
# addCard: A function callback used by [[Mod API Reference:Custom Cards|Custom Cards]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_CreateGame (Client_CreateGame.lua)&lt;br /&gt;
** Called when a player attempts to create a game with your mod included.  If your mod wishes to check that the game settings are valid before the game is created, you can do so here.  Note that you should do as much validation as possible in Client_SaveConfigureUI, however Client_CreateGame can be used to do additional validation that isn&#039;t possible in Client_SaveConfigureUI, such as if the player changed settings after leaving the mod configuration page.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# settings: [[Mod API Reference:GameSettings|GameSettings]]&lt;br /&gt;
# alert: A function callback that takes a string.  If the user has configured anything wrong with your UI, you can call this to notify them of their mistake.  Calling this function will also abort the game creation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentSettingsUI (Client_PresentSettingsUI.lua)&lt;br /&gt;
** Called when a player opens the Game Settings panel of a game that has your mod included. If your mod has any configurable settings, you should read them out of the global &amp;lt;code&amp;gt;Mod.Settings&amp;lt;/code&amp;gt; and show them to the player here using the [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates.  See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentMenuUI (Client_PresentMenuUI.lua)&lt;br /&gt;
** If present, games with this mod enabled will have a new button on the menu. When the player clicks that button, this mod hook is invoked and the resulting UI will be shown to the player in a dialog. See [[Mod API Reference:UI|UI API]].&lt;br /&gt;
** Arguments: &lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates. See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
# setMaxSize: Function mods can call to set the maximum size of the dialog. Pass two numbers: the width and the height.  Note that screen sizes can vary a lot, so you can never be sure you&#039;ll get the size you request, so plan on making your UI work in all sizes.&lt;br /&gt;
# setScrollable: Function mods can call to set whether the dialog is scrollable horizontally or vertically. Pass two booleans: the first determines if it&#039;s horizontally scrollable, and the second determines if it&#039;s vertically scrollable. The default is false, true.&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# close: Function that, when called, will close the current dialog. Takes no arguments and returns nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_GameOrderCreated (Client_GameOrderCreated.lua)&lt;br /&gt;
** If present, whenever a player creates an order in the client, this function will be called.  For example, whenever they deploy armies, issue an attack, play a card, etc.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# [[Mod API Reference:GameOrder|GameOrder]]: Read-only information about the order that was just created.&lt;br /&gt;
# skipOrder: Function that, when called, will cause the order to not be inserted into the player&#039;s order list.  If you call this, you should also ensure the player understands why the order was skipped, such as by popping up an alert, otherwise players could become confused about why their orders aren&#039;t being recorded.  Note that if you use this for skipping invalid orders, you must still take care to ensure invalid orders are skipped on the server as well, as a clever player could hack their client to prevent Client_GameOrderCreated from being called at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_GameCommit (Client_GameCommit.lua)&lt;br /&gt;
** If present, whenever a player clicks the Commit button in the client, this function will be called.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# skipCommit: Function that, when called, will cause the commit request to be cancelled.  If you call this, you should also ensure the player understands why they aren&#039;t being allowed to commit, such as by popping up an alert, otherwise players could become confused about why it isn&#039;t working. Note that if you use this for validating orders are correct, you must still take care to ensure invalid orders are checked on the server as well, as a clever player could hack their client to prevent Client_GameCommit from being called at all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_GameRefresh (Client_GameRefresh.lua)&lt;br /&gt;
** Invoked whenever the client gets data about this game from the server. This can be used to check for updated Mod.PublicGameData or Mod.PlayerGameData, documented at [[Mod Game Data Storage]]. The client refresh timing is different between single-player and multi-player, and in multi-player can also vary depending on the user&#039;s internet connection (such as whether they&#039;re connected by websocket, long polling socket, or normal polling). Therefore, a mod should never write code that breaks if Client_GameRefresh is called at unexpected times.&lt;br /&gt;
** Arguments: &lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentCommercePurchaseUI (Client_PresentCommercePurchaseUI.lua)&lt;br /&gt;
** Invoked whenever the player clicks the &amp;quot;Build&amp;quot; button in a commerce game. This can be used to present UI to allow the player to spend their gold on things.&lt;br /&gt;
** Arguments:&lt;br /&gt;
# rootParent: Pass this as an argument to the top-level UI element your mod creates. See the [[Mod API Reference:UI|UI API]] for details.&lt;br /&gt;
# [[Mod API Reference:ClientGame|ClientGame]]: Information about the game.&lt;br /&gt;
# close: Function that, when called, will close the current dialog. Takes no arguments and returns nothing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* Client_PresentPlayCardUI (Client_PresentPlayCardUI.lua)&lt;br /&gt;
** See [[Mod_API_Reference:Custom_Cards|Custom Cards]]&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Any hooks that start with &amp;lt;code&amp;gt;Server_&amp;lt;/code&amp;gt; are run on the server in multi-player games, and on the client in single-player games.&lt;br /&gt;
&lt;br /&gt;
No hooks have return values. Meaning, it doesn&#039;t matter if you return any values from your hook functions. Instead, the mod framework gives you callbacks to call to affect things. This is preferred over return values for a few reasons. First, it allows mods to call the callbacks early on or late on in their function, which can be easier than a return statement which must come at the end. Second, it allows mods to simply not call the callback, which can signal to Warzone that the mod doesn&#039;t care about the result of this. This can be important in some cases where multiple mods that define the same hook. Sometimes the mods instructions can conflict and Warzone must decide which to obey.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
* [[Mod Game Data Storage]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7387</id>
		<title>Mod API Reference:Custom Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7387"/>
		<updated>2025-03-10T22:07:50Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Warzone [[Mods|mod]] can create &#039;&#039;&#039;custom cards&#039;&#039;&#039; for use in a game. Custom cards show up the cards dialog right alongside all the other cards for the game.&lt;br /&gt;
&lt;br /&gt;
== Card Definition ==&lt;br /&gt;
&lt;br /&gt;
A mod defines the custom cards in the Client_SaveConfigureUI [[Mod Hooks|mod hook]].  The second parameter to this function is a callback that adds a card.&lt;br /&gt;
&lt;br /&gt;
This function takes the following arguments:&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Name of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Description of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Image filename (see Image below)&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces to divide the card into&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Minimum number of pieces that Warzone will award to each player who takes a territory each turn&lt;br /&gt;
# &#039;&#039;.integer&#039;&#039;: Number of pieces of the card given to each player at the start of the game (initial pieces)&lt;br /&gt;
# &#039;&#039;double&#039;&#039;: The card&#039;s weight, which determines how likely it is to be selected when using random card distribution&lt;br /&gt;
&lt;br /&gt;
This function returns the [[Mod API Reference:CardID|CardID]] in [[Mod API Reference:IsVersionOrHigher|versions 5.32.0.1 and later]].&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like for your card to be configurable by the player like a normal card, you should let the player select values for the number of pieces, minimum pieces, initial pieces, and weight.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like your card to only be distributed at the beginning of the game and never again, you can pass 1 for the number of pieces, 0 for weight and minimum pieces, and initial pieces to the number of cards you want distributed at the game start.&lt;br /&gt;
&lt;br /&gt;
If you desire full control over when players receive your card and want to override Warzone&#039;s normal card distribution, you can pass 0 for weight, minimum pieces and initial pieces, and then you can use [[Mod API Reference:GameOrderEvent|GameOrderEvent]] yourself to award your card to players.&lt;br /&gt;
&lt;br /&gt;
== Playing the Card ==&lt;br /&gt;
&lt;br /&gt;
Mods get complete control exactly what happens when the card is played.  When the player attempts to play your card, it will call the function Client_PresentPlayCardUI in Client_PresentPlayCardUI.lua for your mod only.&lt;br /&gt;
&lt;br /&gt;
Client_PresentPlayCardUI is passed four arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:CardInstance|CardInstance]]: Provides read-only information about the card the player is attempting to play.&lt;br /&gt;
# playCard: A function that, when called, will cause the card to be played.  It takes three arguments: 1. The text to appear in the orders list next to the play-card order, 2. a string that will be stored with the order in a field called ModData, and 3. (optional) the [[Mod API Reference:TurnPhase|turn phase]] in which the card should be played. Custom turn phases cannot be used.&lt;br /&gt;
# closeCardsDialog: A function that, when called, closes the main cards dialog. This is commonly used when your mod creates a new dialog that wants to interact with the map, since the cards dialog could overlap the map making it cumbersome for the player.  Added in version 5.34.0 &lt;br /&gt;
&lt;br /&gt;
If you don&#039;t require any additional information from the user, you can simply call playCard immediately, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function Client_PresentPlayCardUI(game, cardInstance, playCard, closeCardsDialog)&lt;br /&gt;
	playCard(&#039;Play a magic card&#039;, &#039;&#039;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do require additional infirmation from the user, you can call game.CreateDialog to create a dialog and later call playCard from a button callback, for example.&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Mods can upload their own image to define what the card looks like in the cards dialog.  These should be a png file that&#039;s exactly 130 pixels wide and 180 pixels tall.  Place this image into a sub-folder in your mod folder named CardImages.  Then pass the name of your image to the third parameter of the add card function defined above.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7119</id>
		<title>Mod API Reference:Custom Cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:Custom_Cards&amp;diff=7119"/>
		<updated>2025-01-21T00:12:17Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: /* Playing the Card */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Warzone [[Mods|mod]] can create &#039;&#039;&#039;custom cards&#039;&#039;&#039; for use in a game. Custom cards show up the cards dialog right alongside all the other cards for the game.&lt;br /&gt;
&lt;br /&gt;
== Card Definition ==&lt;br /&gt;
&lt;br /&gt;
A mod defines the custom cards in the Client_SaveConfigureUI [[Mod Hooks|mod hook]].  The second parameter to this function is a callback that adds a card.&lt;br /&gt;
&lt;br /&gt;
This function takes the following arguments:&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Name of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Description of the card&lt;br /&gt;
# &#039;&#039;string&#039;&#039;: Image filename (see Image below)&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces to divide the card into&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Minimum number of pieces that Warzone will award to each player who takes a territory each turn&lt;br /&gt;
# &#039;&#039;integer&#039;&#039;: Number of pieces of the card given to each player at the start of the game (initial pieces)&lt;br /&gt;
# &#039;&#039;double&#039;&#039;: The card&#039;s weight, which determines how likely it is to be selected when using random card distribution&lt;br /&gt;
&lt;br /&gt;
If you&#039;d like for your card to be configurable by the player like a normal card, you should let the player select values for the number of pieces, minimum pieces, initial pieces, and weight.  &lt;br /&gt;
&lt;br /&gt;
If you&#039;d like your card to only be distributed at the beginning of the game and never again, you can pass 1 for the number of pieces, 0 for weight and minimum pieces, and initial pieces to the number of cards you want distributed at the game start.&lt;br /&gt;
&lt;br /&gt;
If you desire full control over when players receive your card and want to override Warzone&#039;s normal card distribution, you can pass 0 for weight, minimum pieces and initial pieces, and then you can use [[Mod API Reference:GameOrderEvent|GameOrderEvent]] yourself to award your card to players.&lt;br /&gt;
&lt;br /&gt;
== Playing the Card ==&lt;br /&gt;
&lt;br /&gt;
Mods get complete control exactly what happens when the card is played.  When the player attempts to play your card, it will call the function Client_PresentPlayCardUI in Client_PresentPlayCardUI.lua for your mod only.&lt;br /&gt;
&lt;br /&gt;
Client_PresentPlayCardUI is passed three arguments:&lt;br /&gt;
# [[Mod API Reference:Game|Game]]: Provides read-only information about the game.&lt;br /&gt;
# [[Mod API Reference:CardInstance|CardInstance]]: Provides read-only information about the card the player is attempting to play.&lt;br /&gt;
# playCard: A function that, when called, will cause the card to be played.  It takes three arguments: 1. The text to appear in the orders list next to the play-card order, 2. a string that will be stored with the order in a field called ModData, and 3. (optional) the turn phase in which the card should be played&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t require any additional information from the user, you can simply call playCard immediately, for example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
function Client_PresentPlayCardUI(game, cardInstance, playCard)&lt;br /&gt;
	playCard(&#039;Play a magic card&#039;, &#039;&#039;)&lt;br /&gt;
end&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
If you do require additional infirmation from the user, you can call game.CreateDialog to create a dialog and later call playCard from a button callback, for example.&lt;br /&gt;
&lt;br /&gt;
== Image ==&lt;br /&gt;
&lt;br /&gt;
Mods can upload their own image to define what the card looks like in the cards dialog.  These should be a png file that&#039;s exactly 130 pixels wide and 180 pixels tall.  Place this image into a sub-folder in your mod folder named CardImages.  Then pass the name of your image to the third parameter of the add card function defined above.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Mod Developers Guide]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Mod Developers Guide]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Meteor_Strike_2&amp;diff=7108</id>
		<title>Meteor Strike 2</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Meteor_Strike_2&amp;diff=7108"/>
		<updated>2025-01-18T22:36:57Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Updated wiki: Aliens spawn again&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{stub}}&lt;br /&gt;
&lt;br /&gt;
{{Mod infobox&lt;br /&gt;
|creatorToken=42131172405&lt;br /&gt;
|creatorName=Just_A_Dutchman_&lt;br /&gt;
|madePublicOnYear=2024&lt;br /&gt;
|madePublicOnMonth=02&lt;br /&gt;
|madePublicOnDay=14&lt;br /&gt;
&amp;lt;!-- mod discord finished-mod-list --&amp;gt;&lt;br /&gt;
|tags={{modtag|Silly}}&amp;lt;br&amp;gt;{{modtag|Strategic}}&lt;br /&gt;
|appversion=5.24.2&lt;br /&gt;
|source=https://github.com/JustMe003/WarzoneMods/tree/main/Meteor%20Strike%20Plus&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This [[mod]] is similar to [[Meteor Strike]], except it is more configurable, introduces the &amp;lt;strong&amp;gt;Alien&amp;lt;/strong&amp;gt; [[special unit]], and contains an &amp;quot;Easter egg&amp;quot;. There are &amp;lt;strong&amp;gt;normal storms&amp;lt;/strong&amp;gt; and &amp;lt;strong&amp;gt;doomsday storms&amp;lt;/strong&amp;gt;, which are like the other mod&#039;s standard meteor strikes and DoomsDay Mode, but multiple groups of them can be made.&lt;br /&gt;
&lt;br /&gt;
== Settings ==&lt;br /&gt;
=== Mod Settings ===&lt;br /&gt;
Game creators can customize [[#General%20Settings|general settings]], [[#Normal%20Storms|normal storm settings]] and [[#Doomsday Storms|doomsday storm settings]]. Initially, no storms of any type are created. Note that higher an lower values for all number inputs can be entered rather than using the number slider.&lt;br /&gt;
&lt;br /&gt;
==== General Settings ====&lt;br /&gt;
General settings:&lt;br /&gt;
* If meteors can hit the same territory multiple times (defaults to disabled).&lt;br /&gt;
* If meteors that deal 0 damage remove all armies any special units on the territory they hit as well as set the owner of the territory to neutral (defaults to disabled).&lt;br /&gt;
* If an &amp;quot;Easter egg&amp;quot; is allowed to occur (defaults to enabled).&lt;br /&gt;
* If &amp;quot;Presenter of weather forecast is game creator&amp;quot;.&lt;br /&gt;
* The &amp;quot;Additional weather forecast message&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Storm Settings ====&lt;br /&gt;
Both storm types have common settings:&lt;br /&gt;
* Number of meteors (defaults to 3, min 1, max 20).&lt;br /&gt;
* Random number of meteors (defaults to 0, min 1, max 10).&lt;br /&gt;
* Meteor damage (defaults to 5, min 1, max 50).&lt;br /&gt;
* Meteor random damage (defaults to 0, min 0, max 10).&lt;br /&gt;
* If Aliens can be spawned (defaults to disabled).&lt;br /&gt;
** Alien spawn chance (defaults to 20, min 0.1, max 100).&lt;br /&gt;
** Alien default health (defaults to 10, min 1, max 20).&lt;br /&gt;
** Alien random health (defaults to 3, min 0, max 10).&lt;br /&gt;
* Storm name.&lt;br /&gt;
* If the storm repeats itself (defaults to disabled).&lt;br /&gt;
** If enabled - the storm will happen on a random turn number between a lower and upper limit plus the turn the storm ended on:&lt;br /&gt;
*** The minimum amount of turns until meteor storm is repeated (defaults to 10, min 0, max 50).&lt;br /&gt;
*** The maximum amount of turns until meteor storm is repeated (defaults to 20, min 0, max 50).&lt;br /&gt;
&lt;br /&gt;
===== Normal Storms =====&lt;br /&gt;
Normal storm settings:&lt;br /&gt;
* [[#Storm%20Settings|Common storm settings]].&lt;br /&gt;
* Chance of meteors falling (defaults to 100, min 0.1, max 100).&lt;br /&gt;
* If meteors only fall between set turns (defaults to disabled).&lt;br /&gt;
** If enabled:&lt;br /&gt;
*** Number of turns after the meteors can fall (defaults to 5, min 1, max 20).&lt;br /&gt;
*** Number of turns after meteors stop falling (defaults to 20, min 1, max 50).&lt;br /&gt;
** If disabled: meteors fall every turn.&lt;br /&gt;
&lt;br /&gt;
===== Doomsday Storms =====&lt;br /&gt;
Doomsday storm settings:&lt;br /&gt;
* [[#Storm%20Settings|Common storm settings]].&lt;br /&gt;
* If the storm happens on a random or fixed turn (defaults to disabled i.e. fixed turn).&lt;br /&gt;
** If enabled - a random turn between bounds is used:&lt;br /&gt;
*** Minimum turn bound (defaults to 10, min 5, max 20).&lt;br /&gt;
*** Maximum turn bound (defaults to 30, min 10, max 50).&lt;br /&gt;
** If disabled:&lt;br /&gt;
*** Which turn the storm happens on (defaults to 20, min 5, max 20).&lt;br /&gt;
&lt;br /&gt;
== Alien ==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top; width: 100%;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;!-- remove width: 100%; from style once there is content in the td --&amp;gt;&lt;br /&gt;
{{Special Unit infobox&lt;br /&gt;
|img=https://raw.githubusercontent.com/JustMe003/WarzoneMods/main/Meteor%20Strike%20Plus/SpecialUnitImages/Alien.png&lt;br /&gt;
|namePrefix=An&lt;br /&gt;
|name=Alien&lt;br /&gt;
|CombatOrder=477&lt;br /&gt;
|Health=Customizable&lt;br /&gt;
|AttackPower=Same as Health&lt;br /&gt;
|DefensePower=Same as Health&lt;br /&gt;
|CanBeAirliftedToSelf=No &amp;lt;!-- assuming all fields are defaulted to false --&amp;gt;&lt;br /&gt;
|CanBeAirliftedToTeammate=No&lt;br /&gt;
|CanBeGiftedWithGiftCard=No&lt;br /&gt;
|CanBeTransferredToTeammate=No&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Easter Egg ==&lt;br /&gt;
&amp;lt;table&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
If the &amp;quot;Easter egg&amp;quot; is enabled in settings, &amp;lt;strong&amp;gt;Alien UFO&amp;lt;/strong&amp;gt; [[special unit]]s have a 1% chance of being created when an Alien would otherwise normally be created.&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;td style=&amp;quot;vertical-align: top;&amp;quot;&amp;gt;&lt;br /&gt;
{{Special Unit infobox&lt;br /&gt;
|img=https://raw.githubusercontent.com/JustMe003/WarzoneMods/main/Meteor%20Strike%20Plus/SpecialUnitImages/UFO.png&lt;br /&gt;
|namePrefix=An&lt;br /&gt;
|name=Alien UFO&lt;br /&gt;
|CombatOrder=478&lt;br /&gt;
|Health=Alien Starting health * 2&lt;br /&gt;
|AttackPower=Same as Health&lt;br /&gt;
|DefensePower=Same as Health&lt;br /&gt;
|CanBeAirliftedToSelf=No&lt;br /&gt;
|CanBeAirliftedToTeammate=No&lt;br /&gt;
|CanBeGiftedWithGiftCard=No&lt;br /&gt;
|CanBeTransferredToTeammate=No&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
* [[Meteor Strike]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mod_API_Reference:TurnPhase&amp;diff=6996</id>
		<title>Mod API Reference:TurnPhase</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mod_API_Reference:TurnPhase&amp;diff=6996"/>
		<updated>2024-12-04T22:33:35Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Added link to the page where Turn Phases are shown in order&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;TurnPhase&#039;&#039;&#039; &#039;&#039;(Byte)&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Airlift&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Attacks&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BlockadeCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;BombCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;CardsWearOff&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Deploys&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;DiplomacyCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Discards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;EmergencyBlockadeCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Gift&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;OrderPriorityCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;Purchase&#039;&#039;&#039;:&lt;br /&gt;
* &#039;&#039;&#039;ReceiveCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;ReinforcementCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SanctionCards&#039;&#039;&#039;: &lt;br /&gt;
* &#039;&#039;&#039;SpyingCards&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
These are the turn phases in alphabetical order. If you want to know in which order they are processed, see [[Turn phases]]&lt;br /&gt;
[[Category:Mod API Reference]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5268</id>
		<title>Special units are Medics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5268"/>
		<updated>2022-02-23T13:31:37Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This Mod allows special units to revive 100% of the lost armies in the territories connected to the special units. The effect won&#039;t work if they are killed by a bomb card or if a special unit is involved in any way in the attack (including if the attack comes from a territoy with a special unit.)&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod is relatively simple and allows you to do some crazy stuff, things like generating armies while you’re expanding or defend twice with armies while defending. But when you want to use these methods you do need to know when your armies get revived. There are 2 scenarios where the mod will revive your lost armies back:&lt;br /&gt;
* You defend against a player / AI while both defending and attacking territory don’t contain a special unit&lt;br /&gt;
* You attack anyone (neutral, AI, a player) and (one of) your special unit(s) is next to the defending territory, but not on the attacking territory.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
If these scenarios above are a bit difficult to understand, just know that whenever a special unit is involved in the attack your armies won’t get revived. Note that so far of all the special units only the commander is available for use, the four bosses can be made available for Warzone multiplayer and custom single player games but there is yet a mod to be made for it.&lt;br /&gt;
&lt;br /&gt;
If it is still not clear how this mod works, this [https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.oov58nw6v7cd link] will take you to some examples with images.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
There are no options on this mod, but to make the mod actually do something you’ll need to include special units in your game. So far the only special unit is the commander, the four bosses are available for mods but are not yet included in any.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod used to have an exploit but this was fixed when Warzone was updated to 5.17. Now at this date the mod is compatible with every setting and mod&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
*[https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.5c6ts6j5clwa Mod manual]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5267</id>
		<title>Special units are Medics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5267"/>
		<updated>2022-02-23T13:31:21Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This Mod allows special units to revive 100% of the lost armies in the territories connected to the special units. The effect won&#039;t work if they are killed by a bomb card or if a special unit is involved in any way in the attack (including if the attack comes from a territoy with a special unit.)&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod is relatively simple and allows you to do some crazy stuff, things like generating armies while you’re expanding or defend twice with armies while defending. But when you want to use these methods you do need to know when your armies get revived. There are 2 scenarios where the mod will revive your lost armies back:&lt;br /&gt;
* You defend against a player / AI while both defending and attacking territory don’t contain a special unit&lt;br /&gt;
* You attack anyone (neutral, AI, a player) and (one of) your special unit(s) is next to the defending territory, but not on the attacking territory.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
If these scenarios above are a bit difficult to understand, just know that whenever a special unit is involved in the attack your armies won’t get revived. Note that so far of all the special units only the commander is available for use, the four bosses can be made available for Warzone multiplayer and custom single player games but there is yet a mod to be made for it.&lt;br /&gt;
&lt;br /&gt;
If it is still not clear how this mod works, this [https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.oov58nw6v7cd link] will take you to some examples with images.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
There are no options on this mod, but to make the mod actually do something you’ll need to include special units in your game. So far the only special unit is the commander, the four bosses are available for mods but are not yet included in any.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod used to have an exploit but this was fixed when Warzone was updated to 5.17. Now at this date the mod is compatible with every setting and mod&lt;br /&gt;
&lt;br /&gt;
== More information ==&lt;br /&gt;
*[https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.5c6ts6j5clwa Mod manual]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5266</id>
		<title>Special units are Medics</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Special_units_are_Medics&amp;diff=5266"/>
		<updated>2022-02-23T13:30:12Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == This Mod allows special units to revive 100% of the lost armies in the territories connected to the special units. The effect won&amp;#039;t work if they are kill...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This Mod allows special units to revive 100% of the lost armies in the territories connected to the special units. The effect won&#039;t work if they are killed by a bomb card or if a special unit is involved in any way in the attack (including if the attack comes from a territoy with a special unit.)&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod is relatively simple and allows you to do some crazy stuff, things like generating armies while you’re expanding or defend twice with armies while defending. But when you want to use these methods you do need to know when your armies get revived. There are 2 scenarios where the mod will revive your lost armies back:&lt;br /&gt;
* You defend against a player / AI while both defending and attacking territory don’t contain a special unit&lt;br /&gt;
* You attack anyone (neutral, AI, a player) and (one of) your special unit(s) is next to the defending territory, but not on the attacking territory.&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
If these scenarios above are a bit difficult to understand, just know that whenever a special unit is involved in the attack your armies won’t get revived. Note that so far of all the special units only the commander is available for use, the four bosses can be made available for Warzone multiplayer and custom single player games but there is yet a mod to be made for it.&lt;br /&gt;
&lt;br /&gt;
If it is still not clear how this mod works, this [https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.oov58nw6v7cd link] will take you to some examples with images.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
There are no options on this mod, but to make the mod actually do something you’ll need to include special units in your game. So far the only special unit is the commander, the four bosses are available for mods but are not yet included in any.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod used to have an exploit but this was fixed when Warzone was updated to 5.17. Now at this date the mod is compatible with every setting and mod&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=King_of_the_Hill&amp;diff=5265</id>
		<title>King of the Hill</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=King_of_the_Hill&amp;diff=5265"/>
		<updated>2022-02-23T13:18:06Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == This mod adds one new rule: If you hold all hills at the end of a turn, you win. The number and size of hills can be altered. The hills are indicated wit...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This mod adds one new rule: If you hold all hills at the end of a turn, you win. The number and size of hills can be altered. The hills are indicated with Mines and can be found by clicking &#039;Game&#039; on the bottom left and then &#039;Mod: King Of The Hill&#039;. In team games, the game ends when a team holds all the hills.&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod adds a new feature to the game, an extra method / strategy to win a game. The mod chooses a few random territories on the map which will work like ‘hills’ (the number of territories is configurable) which are indicated by mines. These ‘hills’ don’t do anything except for when you control all the hills in the game at the end of a turn. Your opponents will automatically lose all their territories and thus are eliminated, leaving only you in the game which makes you the winner. This even works with teams, if a team holds all the ‘hills’ at the end of a turn all the other teams will get eliminated. In this case it doesn’t matter if one player holds all the ‘hills’ or multiple do.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
There are 2 configurable options. The number of hills and the number of armies the hills will have at the start of the game.&lt;br /&gt;
&lt;br /&gt;
Due to how the mod configuration is set up, I wouldn’t recommend setting up a game with it on mobile since the text is barely readable.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every other mod at this date, but beware that you don&#039;t combine it with other mods that add mines too&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Press_This_Button&amp;diff=5264</id>
		<title>Press This Button</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Press_This_Button&amp;diff=5264"/>
		<updated>2022-02-23T13:08:00Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == This mod adds a button that will reduce the next turn&amp;#039;s income of a player by X% if they do not press the button in their current turn. AI&amp;#039;s will not be ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This mod adds a button that will reduce the next turn&#039;s income of a player by X% if they do not press the button in their current turn. AI&#039;s will not be affected by this mod. Once the game started, you can find the button under Game &amp;gt; Press This Button&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
This mod adds something like a dead man’s button to the game, with a punishment if the player does not push the button in time for the next turn. If you succeed in pushing the button, nothing will happen. If you fail to push the button, then your income will get adjusted downwards by a certain percentage. The button can be found in the mod menu. It&#039;s big, red and hard to miss :)&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
There are 2 configurable options. The first option is the percentage of income the player will lose when the player fails to hit the button in time. This number can be anywhere between 1 and 100 percent.&lt;br /&gt;
&lt;br /&gt;
The second option is to allow the mod to warn the player when they have failed to push the button the previous turn. Unchecking this checkbox won’t send out an alert to the player when they fail to push the button.&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5263</id>
		<title>Hybrid Distribution</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5263"/>
		<updated>2022-02-23T13:03:16Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked).&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
This mod only has one setting, the number of auto-distributed territories. There are a few notes though.&lt;br /&gt;
*You have to set the game to manual distribution yourself, the mod doesn’t overwrite this setting and the mod will do nothing if the game uses automatic distribution&lt;br /&gt;
The mod will auto distribute territories from neutrals, leaving the pickable&lt;br /&gt;
*The mod will auto distribute territories from neutrals, leaving the pickable territories. Note that playing with full distribution and no wastelands the mod will not auto-distribute territories and note that when playing with full distribution and wastelands enabled the mod will only auto-distribute wastelands.&lt;br /&gt;
*The mod will not overwrite the number of armies on the territories, so this would be equal to the number of armies in neutrals not in the distribution. Note that when playing with wastelands these army numbers don’t change. Players can end up with a wasteland, keeping the amount of armies.&lt;br /&gt;
&lt;br /&gt;
If you’re looking to avoid one of these, you should use [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod in warzone at this date, it can even be used in combination with [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Initial Territory Distribution]]&lt;br /&gt;
*[[Hybrid Distribution 2]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5262</id>
		<title>Hybrid Distribution 2</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5262"/>
		<updated>2022-02-23T13:02:01Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked) with more options.&lt;br /&gt;
*Choose if territories in the distribution or neutrals are auto-distributed&lt;br /&gt;
*Choose if auto-distributed territories have the same amount of armies as manual-distributed territories or as neutrals not in the distribution&lt;br /&gt;
*This mod overwrites wastelands, [[Hybrid Distribution]] does not. This can lead to players having wastelands and thus more or less armies than their opponent&lt;br /&gt;
*Forces the game to be manual distribution since the mod does nothing with auto distribution&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
The Hybrid Distribution 2 mod does the same thing as [[Hybrid Distribution]] but has more options and better compatibility.&lt;br /&gt;
&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
The mod has 3 options, with one being similar to [[Hybrid Distribution]]. You’ll have to specify how many territories each player gets auto-distributed before the distribution phase. The other 2 options let you control which territories are auto-distributed and how many armies should be on those territories.&lt;br /&gt;
&lt;br /&gt;
The second setting is a checkbox, which lets you control if the territories in the distribution are auto-distributed or neutrals (including wastelands, they get overwritten). The third option is also a checkbox and lets you specify what the amount of armies on the auto-distributed territories should be. Leaving this option checked will result in those territories having the same amount of armies as manual-distributed territories, unchecking this option will result in the same behavior as [[Hybrid Distribution]] except for the fact this mod does override wastelands.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod at this date, it can even be used incombination with [[Hybrid Distribution]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Initial Territory Distribution]]&lt;br /&gt;
*[[Hybrid Distribution]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5261</id>
		<title>Hybrid Distribution 2</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5261"/>
		<updated>2022-02-23T13:01:48Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked) with more options.&lt;br /&gt;
*Choose if territories in the distribution or neutrals are auto-distributed&lt;br /&gt;
*Choose if auto-distributed territories have the same amount of armies as manual-distributed territories or as neutrals not in the distribution&lt;br /&gt;
*This mod overwrites wastelands, [[Hybrid Distribution]] does not. This can lead to players having wastelands and thus more or less armies than their opponent&lt;br /&gt;
*Forces the game to be manual distribution since the mod does nothing with auto distribution&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
The Hybrid Distribution 2 mod does the same thing as [[Hybrid Distribution]] but has more options and better compatibility.&lt;br /&gt;
&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
The mod has 3 options, with one being similar to [[Hybrid Distribution]]. You’ll have to specify how many territories each player gets auto-distributed before the distribution phase. The other 2 options let you control which territories are auto-distributed and how many armies should be on those territories.&lt;br /&gt;
&lt;br /&gt;
The second setting is a checkbox, which lets you control if the territories in the distribution are auto-distributed or neutrals (including wastelands, they get overwritten). The third option is also a checkbox and lets you specify what the amount of armies on the auto-distributed territories should be. Leaving this option checked will result in those territories having the same amount of armies as manual-distributed territories, unchecking this option will result in the same behavior as [[Hybrid Distribution]] except for the fact this mod does override wastelands.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod at this date, it can even be used incombination with [[Hybrid Distribution]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Initial Territory Distribution]]&lt;br /&gt;
*[[Hybrid Distribution]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5260</id>
		<title>Hybrid Distribution 2</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution_2&amp;diff=5260"/>
		<updated>2022-02-23T13:01:24Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == Allows for some territories to be auto-distributed and some to be manual-distributed (picked) with more options. *Choose if territories in the distributi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked) with more options.&lt;br /&gt;
*Choose if territories in the distribution or neutrals are auto-distributed&lt;br /&gt;
*Choose if auto-distributed territories have the same amount of armies as manual-distributed territories or as neutrals not in the distribution&lt;br /&gt;
*This mod overwrites wastelands, [[Hybrid Distribution]] does not. This can lead to players having wastelands and thus more or less armies than their opponent&lt;br /&gt;
*Forces the game to be manual distribution since the mod does nothing with auto distribution&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
The Hybrid Distribution 2 mod does the same thing as [[Hybrid Distribution]] but has more options and better compatibility.&lt;br /&gt;
&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
The mod has 3 options, with one being similar to [[Hybrid Distribution]]. You’ll have to specify how many territories each player gets auto-distributed before the distribution phase. The other 2 options let you control which territories are auto-distributed and how many armies should be on those territories.&lt;br /&gt;
&lt;br /&gt;
The second setting is a checkbox, which lets you control if the territories in the distribution are auto-distributed or neutrals (including wastelands, they get overwritten). The third option is also a checkbox and lets you specify what the amount of armies on the auto-distributed territories should be. Leaving this option checked will result in those territories having the same amount of armies as manual-distributed territories, unchecking this option will result in the same behavior as [[Hybrid Distribution]] except for the fact this mod does override wastelands.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod at this date, it can even be used incombination with [[Hybrid Distribution]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Initial Territories Distribution]]&lt;br /&gt;
*[[Hybrid Distribution]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5259</id>
		<title>Hybrid Distribution</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5259"/>
		<updated>2022-02-23T12:55:59Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked).&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
This mod only has one setting, the number of auto-distributed territories. There are a few notes though.&lt;br /&gt;
*You have to set the game to manual distribution yourself, the mod doesn’t overwrite this setting and the mod will do nothing if the game uses automatic distribution&lt;br /&gt;
The mod will auto distribute territories from neutrals, leaving the pickable&lt;br /&gt;
*The mod will auto distribute territories from neutrals, leaving the pickable territories. Note that playing with full distribution and no wastelands the mod will not auto-distribute territories and note that when playing with full distribution and wastelands enabled the mod will only auto-distribute wastelands.&lt;br /&gt;
*The mod will not overwrite the number of armies on the territories, so this would be equal to the number of armies in neutrals not in the distribution. Note that when playing with wastelands these army numbers don’t change. Players can end up with a wasteland, keeping the amount of armies.&lt;br /&gt;
&lt;br /&gt;
If you’re looking to avoid one of these, you should use [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod in warzone at this date, it can even be used in combination with [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Initial Territory Distribution]]&lt;br /&gt;
*[[Hybrid Distribution 2]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5258</id>
		<title>Hybrid Distribution</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5258"/>
		<updated>2022-02-23T12:54:44Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked).&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
This mod only has one setting, the number of auto-distributed territories. There are a few notes though.&lt;br /&gt;
*You have to set the game to manual distribution yourself, the mod doesn’t overwrite this setting and the mod will do nothing if the game uses automatic distribution&lt;br /&gt;
The mod will auto distribute territories from neutrals, leaving the pickable&lt;br /&gt;
*The mod will auto distribute territories from neutrals, leaving the pickable territories. Note that playing with full distribution and no wastelands the mod will not auto-distribute territories and note that when playing with full distribution and wastelands enabled the mod will only auto-distribute wastelands.&lt;br /&gt;
*The mod will not overwrite the number of armies on the territories, so this would be equal to the number of armies in neutrals not in the distribution. Note that when playing with wastelands these army numbers don’t change. Players can end up with a wasteland, keeping the amount of armies.&lt;br /&gt;
&lt;br /&gt;
If you’re looking to avoid one of these, you should use [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod in warzone at this date, it can even be used in combination with [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[Distribution]]&lt;br /&gt;
*[[Hybrid Distribution 2]]&lt;br /&gt;
[[category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5257</id>
		<title>Hybrid Distribution</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Hybrid_Distribution&amp;diff=5257"/>
		<updated>2022-02-23T12:53:05Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == Allows for some territories to be auto-distributed and some to be manual-distributed (picked).  == How does it work? == Normally you would have either an...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows for some territories to be auto-distributed and some to be manual-distributed (picked).&lt;br /&gt;
&lt;br /&gt;
== How does it work? ==&lt;br /&gt;
Normally you would have either an automatic distribution (get random territories) or a manual distribution where you could specify an order of picks to allow you to set yourself up. This mod combines the two, resulting in a ‘hybrid’ distribution.&lt;br /&gt;
&lt;br /&gt;
The game creator can specify how many territories everyone gets before the distribution phase. You will have at least one territory on the map and everyone can see this. You can also see everyone else their auto-distributed territories so you can use this information in the distribution phase.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
This mod only has one setting, the number of auto-distributed territories. There are a few notes though.&lt;br /&gt;
*You have to set the game to manual distribution yourself, the mod doesn’t overwrite this setting and the mod will do nothing if the game uses automatic distribution&lt;br /&gt;
The mod will auto distribute territories from neutrals, leaving the pickable&lt;br /&gt;
*The mod will auto distribute territories from neutrals, leaving the pickable territories. Note that playing with full distribution and no wastelands the mod will not auto-distribute territories and note that when playing with full distribution and wastelands enabled the mod will only auto-distribute wastelands.&lt;br /&gt;
*The mod will not overwrite the number of armies on the territories, so this would be equal to the number of armies in neutrals not in the distribution. Note that when playing with wastelands these army numbers don’t change. Players can end up with a wasteland, keeping the amount of armies.&lt;br /&gt;
&lt;br /&gt;
If you’re looking to avoid one of these, you should use [[Hybrid Distribution 2]]&lt;br /&gt;
&lt;br /&gt;
== compatibility ==&lt;br /&gt;
This mod is compatible with every setting and mod in warzone at this date, it can even be used in combination with [[Hybrid Distribution 2]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Limited_Multiattacks&amp;diff=5255</id>
		<title>Limited Multiattacks</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Limited_Multiattacks&amp;diff=5255"/>
		<updated>2022-02-22T14:39:48Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == This mod allows you to limit the attack range of multiattack. Furthermore, you can bind it to cards  == How to use == &amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt; https://i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
This mod allows you to limit the attack range of multiattack. Furthermore, you can bind it to cards&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&amp;lt;div style=&amp;quot;float:right&amp;quot;&amp;gt;&lt;br /&gt;
https://i.ibb.co/jWsJjmY/multi-attack-chain.png&lt;br /&gt;
&lt;br /&gt;
an attack chain&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
It is quite important to check up on the mod settings when a game uses this mod. There are 2 settings you have to know to use multi attack properly:&lt;br /&gt;
#Is multi attack bound to a card or multiple cards?&lt;br /&gt;
#What is the limit of a multi attack chain?&lt;br /&gt;
&lt;br /&gt;
When multi attack is bound to a card or multiple cards the effect of multi attack is only enabled when you’ve played one of those cards. If multi attack is bound to the reinforcement card you’ll only be able to use multi attack if you played the reinforcement card. If it is bound to multiple cards (say spy card and gift card) you’ll only have to play 1 of (either) those cards, not both to enable multi attack. Note that multi attack is only enabled for you if you played the card, if other players want to have multi attack too they too have to play a card that enables it.&lt;br /&gt;
&lt;br /&gt;
If you enable multi attack (or when it is always enabled) you still have to watch out for the limit of multi attacks. The mod keeps track of how many attacks armies have made so when they reach the limit the attacks are canceled, most of the time breaking your normal multi attack chain (an attack gets skipped, and all other attacks in the chain won’t go through since you don’t own the attacking territory) and leads to confusion for most players. &lt;br /&gt;
&lt;br /&gt;
When the limit of multi attacks is not set to 0 attacks after the limit reached will be canceled. If the limit is set to 5, you’re able to make 1 attack as you normally do in every warzone game and pre-route 4 other attacks using the same armies. If you make one more pre-routed attack it will get canceled, leading that (if there are even more) attacks after the canceled attack won’t happen as you would imagine since you don’t own the attacking territory at the time the order is happening.&lt;br /&gt;
&lt;br /&gt;
Note that when armies make a transfer they are completely stuck for the rest of the turn. This is the case in every Warzone game. it is not (yet) possible to cancel this, even in normal multi attack games.&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
*You don’t need to enable multi attack yourself, the mod will override this setting. &lt;br /&gt;
*You can specify what the limit of multi attacks will be (see bugs for an ongoing issue). This value can be set to any number between 0 and 100.000. &lt;br /&gt;
*To make the multi attacks behave like a normal Warzone game with multi attack you should keep the option on. If you keep the option off every failed attack will freeze the remaining armies on the territory the attack was from, canceling all attacks / transfers from this territory.&lt;br /&gt;
*The remaining checkboxes are for binding multi attack to a card or cards. Check the boxes of the corresponding cards you want, if you want multi attack to be bound to a card or cards. If you don’t want multi attack to be bound to a card or cards, leave all the checkboxes unchecked.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
*(bugfix in review) Currently it is not yet possible to set the limit of multi attack to 0, although the UI does tell you it is. Trying to do this results in an alert telling you it is not possible, and even if the value goes through it gets overwritten to 1. If you want to have unlimited multi attacks (most usable in combination with enabling it with cards) you can set it to 100.000, which is technically infinite multi attacks&lt;br /&gt;
*(Bug solved) When transferring to a territory all attack / transfer orders from the receiving territory gets canceled.&lt;br /&gt;
&lt;br /&gt;
== Compatibility ==&lt;br /&gt;
This mod is compatible with every settings and mod as far as we know&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5254</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5254"/>
		<updated>2022-02-22T14:06:43Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty(declare war), and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to declare war). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations, since they simply do not happen&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Prevent AIs from attacking&lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace. This is effectively a cease-fire unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of alliances and war declarations and peace offers.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**You can see all the territories your ally sees(depends on settings). This only works if spy cards are in the game.&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**It is advised to use gift cards for trading since you can not attack without war&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
click [https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing#heading=h.eumtsl9q2ho6 this] for an more in-depth manual for this mod&lt;br /&gt;
&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A: To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war can not be played if they require war and you are not at war, but they do not declare war.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
In order to have the feature &amp;quot;See ally territories&amp;quot; working you need to have spy cards included in the game&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5253</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5253"/>
		<updated>2022-02-22T14:06:06Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty(declare war), and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to declare war). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations, since they simply do not happen&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Prevent AIs from attacking&lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace. This is effectively a cease-fire unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of alliances and war declarations and peace offers.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**You can see all the territories your ally sees(depends on settings). This only works if spy cards are in the game.&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**It is advised to use gift cards for trading since you can not attack without war&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
click [https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing this] for an more in-depth manual for this mod&lt;br /&gt;
&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A: To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war can not be played if they require war and you are not at war, but they do not declare war.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
In order to have the feature &amp;quot;See ally territories&amp;quot; working you need to have spy cards included in the game&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5252</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5252"/>
		<updated>2022-02-22T14:05:28Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty(declare war), and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to declare war). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations, since they simply do not happen&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Prevent AIs from attacking&lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace. This is effectively a cease-fire unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of alliances and war declarations and peace offers.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**You can see all the territories your ally sees(depends on settings). This only works if spy cards are in the game.&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**It is advised to use gift cards for trading since you can not attack without war&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
click this link for an more in-depth manual for this mod&lt;br /&gt;
[https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing manual]&lt;br /&gt;
&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A: To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war can not be played if they require war and you are not at war, but they do not declare war.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
In order to have the feature &amp;quot;See ally territories&amp;quot; working you need to have spy cards included in the game&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5251</id>
		<title>Advanced Diplo Mod</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplo_Mod&amp;diff=5251"/>
		<updated>2022-02-22T14:04:52Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Advanced Diplomacy [[Mod]] was created by user [https://www.warzone.com/Profile?p=5852007897 dabo1]&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
Every player starts at peace with each other. There are 3 levels of diplomacy status between players:&lt;br /&gt;
*allied (to attack an ally, you have to cancel the alliance, wait a turn, then cancel the peace treaty(declare war), and wait another turn)&lt;br /&gt;
*at peace (to attack someone you are at peace with, you have to declare war). This will take effect in 1 turn.&lt;br /&gt;
*at war (the default status of Warzone)&lt;br /&gt;
&lt;br /&gt;
Unlike regular [[diplo]] games, attacks while allied/at peace DO NOT count as war declarations, since they simply do not happen&lt;br /&gt;
&lt;br /&gt;
==Basic features==&lt;br /&gt;
 &lt;br /&gt;
*Prevent AIs from attacking&lt;br /&gt;
*Declare war (if allied or at peace). Will take 1 turn.&lt;br /&gt;
*Offer peace. This is effectively a cease-fire unless turned into an alliance. If the peace offer is accepted the same turn, and you had committed attacks, your attacks will be canceled by the mod. &lt;br /&gt;
*Offer alliance (if at peace). Can be accepted the same turn.&lt;br /&gt;
*Cancel the alliance (if allied). Will take effect the next turn.&lt;br /&gt;
*Pending requests: see a list of requests from other players. This list will pop up at the beginning of your turn. You can decline the request if you do not wish to see&lt;br /&gt;
*Mod history: see a list of alliances and war declarations and peace offers.&lt;br /&gt;
*Alliances:&lt;br /&gt;
**You can see all the territories your ally sees(depends on settings). This only works if spy cards are in the game.&lt;br /&gt;
**Can be public or private (depends on settings)&lt;br /&gt;
*Trading &lt;br /&gt;
**It is advised to use gift cards for trading since you can not attack without war&lt;br /&gt;
&lt;br /&gt;
==Example games==&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13922952 (uses commerce)&lt;br /&gt;
*https://www.warzone.com/MultiPlayer?GameID=13901792&lt;br /&gt;
&lt;br /&gt;
==Frequently Asked Questions:==&lt;br /&gt;
click this link for an more in-depth manual for this mod&lt;br /&gt;
[https://docs.google.com/document/d/1qbUxFYOrLL-ZN-yzUpEqNfQjePixV675zwZwXhfhhFU/edit?usp=sharing]&lt;br /&gt;
Q: How do I declare war? &lt;br /&gt;
Note: Attacks do NOT count as war declarations. &lt;br /&gt;
A: To declare war, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Declare War&lt;br /&gt;
Select Player...&lt;br /&gt;
(Select the player from the list)&lt;br /&gt;
Declare&lt;br /&gt;
&lt;br /&gt;
Q: Does gifting a territory count as a card piece?&lt;br /&gt;
A: No&lt;br /&gt;
 &lt;br /&gt;
Q: How do I accept a peace request? A: To accept peace, click &lt;br /&gt;
Game&lt;br /&gt;
Mod: Advanced Diplo V4&lt;br /&gt;
Pending Requests&lt;br /&gt;
and then search the offer and click accept&lt;br /&gt;
&lt;br /&gt;
Q: Is the bomb/sanction card an act of war?&lt;br /&gt;
The [[Sanction card]] and all other cards that require war can not be played if they require war and you are not at war, but they do not declare war.&lt;br /&gt;
You cannot [[bomb]] unless you&#039;re at war (&lt;br /&gt;
This can be overwritten in the mod settings at game creation)&lt;br /&gt;
&lt;br /&gt;
Q: What if I bomb/sanction someone I&#039;m allied with? &lt;br /&gt;
Check the game mod settings. The game creator can allow bomb/sanction to be used on allies and players you are in peace with, but this is disabled by default.&lt;br /&gt;
&lt;br /&gt;
==Mod limitations:==&lt;br /&gt;
Do not use in conjunction with other mods that use a pop-up notification system&lt;br /&gt;
&lt;br /&gt;
In order to have the feature &amp;quot;See ally territories&amp;quot; working you need to have spy cards included in the game&lt;br /&gt;
&lt;br /&gt;
Report any crashes to dabo1.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Diplomacy Gametype]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
*[https://github.com/dabo123148/WarlightMod source code]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5250</id>
		<title>AI&#039;s don&#039;t play cards: How to set up</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5250"/>
		<updated>2022-02-22T14:00:03Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5249</id>
		<title>AI&#039;s don&#039;t play cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5249"/>
		<updated>2022-02-22T13:59:34Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Prevents AI&#039;s from playing cards, configurable for all (except reinforcement) cards AI&#039;s play. Note that checking a checkbox allows an AI to play that card&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod prevents AI from playing cards. It simply checks every order in the order list when a turn gets processed. When the mod finds a card being played by an AI, it checks if the AI is allowed to play the card (configurable in the mod configuration) and cancels the order if the AI is not allowed to play it. If a player gets booted but returns it will find (unless the AI decided to discard some cards) all his cards untouched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
When adding the mod to the game you’ll get the mod configuration. Here you’re able to specify for each AI playable card if AIs are allowed to play the card or not. Note that when adding the mod all the settings are on their default False value, when you want AIs to play a certain card (eg. the blockade card) you should tick the corresponding checkbox which will allow the AIs to play that card.&lt;br /&gt;
&lt;br /&gt;
These 5 cards AIs play can be configured:&lt;br /&gt;
*[[Blockade card]]&lt;br /&gt;
*[[Emergency Blockade Card]]&lt;br /&gt;
*[[Sanction card]]&lt;br /&gt;
*[[Diplomacy card]]&lt;br /&gt;
*[[Bomb card]]&lt;br /&gt;
&lt;br /&gt;
Note that AIs always play reinforcement cards, but canceling this is way more difficult due to the way warzone handles these cards. For a better explanation see [[AI&#039;s don&#039;t play cards: How does it work]]&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[cards]]&lt;br /&gt;
*[[mods]]&lt;br /&gt;
[[category:mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5248</id>
		<title>AI&#039;s don&#039;t play cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5248"/>
		<updated>2022-02-22T13:58:51Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Prevents AI&#039;s from playing cards, configurable for all (except reinforcement) cards AI&#039;s play. Note that checking a checkbox allows an AI to play that card&lt;br /&gt;
&lt;br /&gt;
== How does it work ==&lt;br /&gt;
This mod prevents AI from playing cards. It simply checks every order in the order list when a turn gets processed. When the mod finds a card being played by an AI, it checks if the AI is allowed to play the card (configurable in the mod configuration) and cancels the order if the AI is not allowed to play it. If a player gets booted but returns it will find (unless the AI decided to discard some cards) all his cards untouched.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How to set up ==&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[AI&#039;s don&#039;t play cards: How to set up]]&lt;br /&gt;
*[[cards]]&lt;br /&gt;
*[[mods]]&lt;br /&gt;
[[category:mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_does_it_work&amp;diff=5247</id>
		<title>AI&#039;s don&#039;t play cards: How does it work</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_does_it_work&amp;diff=5247"/>
		<updated>2022-02-22T13:58:15Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5246</id>
		<title>AI&#039;s don&#039;t play cards: How to set up</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5246"/>
		<updated>2022-02-21T17:21:20Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When adding the mod to the game you’ll get the mod configuration. Here you’re able to specify for each AI playable card if AIs are allowed to play the card or not. Note that when adding the mod all the settings are on their default False value, when you want AIs to play a certain card (eg. the blockade card) you should tick the corresponding checkbox which will allow the AIs to play that card.&lt;br /&gt;
&lt;br /&gt;
These 5 cards AIs play can be configured:&lt;br /&gt;
*[[Blockade card]]&lt;br /&gt;
*[[Emergency Blockade Card]]&lt;br /&gt;
*[[Sanction card]]&lt;br /&gt;
*[[Diplomacy card]]&lt;br /&gt;
*[[Bomb card]]&lt;br /&gt;
&lt;br /&gt;
Note that AIs always play reinforcement cards, but canceling this is way more difficult due to the way warzone handles these cards. For a better explanation see [[AI&#039;s don&#039;t play cards: How does it work]]&lt;br /&gt;
&lt;br /&gt;
== other pages ==&lt;br /&gt;
*[[AI&#039;s don&#039;t play cards]]&lt;br /&gt;
*[[mods]]&lt;br /&gt;
[[category:mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5245</id>
		<title>AI&#039;s don&#039;t play cards: How to set up</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_to_set_up&amp;diff=5245"/>
		<updated>2022-02-21T17:20:50Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;When adding the mod to the game you’ll get the mod configuration. Here you’re able to specify for each AI playable card if AIs are allowed to play the card or not. Note th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When adding the mod to the game you’ll get the mod configuration. Here you’re able to specify for each AI playable card if AIs are allowed to play the card or not. Note that when adding the mod all the settings are on their default False value, when you want AIs to play a certain card (eg. the blockade card) you should tick the corresponding checkbox which will allow the AIs to play that card.&lt;br /&gt;
&lt;br /&gt;
These 5 cards AIs play can be configured:&lt;br /&gt;
*[[Blockade card]]&lt;br /&gt;
*[[Emergency blockade card]]&lt;br /&gt;
*[[Sanction card]]&lt;br /&gt;
*[[Diplomacy card]]&lt;br /&gt;
*[[Bomb card]]&lt;br /&gt;
&lt;br /&gt;
Note that AIs always play reinforcement cards, but canceling this is way more difficult due to the way warzone handles these cards. For a better explanation see [[AI&#039;s don&#039;t play cards: How does it work]]&lt;br /&gt;
&lt;br /&gt;
== other pages ==&lt;br /&gt;
*[[AI&#039;s don&#039;t play cards]]&lt;br /&gt;
*[[mods]]&lt;br /&gt;
[[category:mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_does_it_work&amp;diff=5244</id>
		<title>AI&#039;s don&#039;t play cards: How does it work</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards:_How_does_it_work&amp;diff=5244"/>
		<updated>2022-02-21T17:16:46Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;This mod prevents AI from playing cards. It simply checks every order in the order list when a turn gets processed. When the mod finds a card being played by an AI, it checks ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This mod prevents AI from playing cards. It simply checks every order in the order list when a turn gets processed. When the mod finds a card being played by an AI, it checks if the AI is allowed to play the card (configurable in the mod configuration) and cancels the order if the AI is not allowed to play it. If a player gets booted but returns it will find (unless the AI decided to discard some cards) all his cards untouched.&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5243</id>
		<title>AI&#039;s don&#039;t play cards</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=AI%27s_don%27t_play_cards&amp;diff=5243"/>
		<updated>2022-02-21T17:16:19Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;== Mod description == Prevents AI&amp;#039;s from playing cards, configurable for all (except reinforcement) cards AI&amp;#039;s play. Note that checking a checkbox allows an AI to play that ca...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Prevents AI&#039;s from playing cards, configurable for all (except reinforcement) cards AI&#039;s play. Note that checking a checkbox allows an AI to play that card&lt;br /&gt;
&lt;br /&gt;
== Other pages ==&lt;br /&gt;
*[[AI&#039;s don&#039;t play cards: How does it work]]&lt;br /&gt;
*[[AI&#039;s don&#039;t play cards: How to set up]]&lt;br /&gt;
*[[cards]]&lt;br /&gt;
*[[mods]]&lt;br /&gt;
[[category:mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral:_Compatibility&amp;diff=5242</id>
		<title>Buy Neutral: Compatibility</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral:_Compatibility&amp;diff=5242"/>
		<updated>2022-02-21T17:04:36Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;This mod is compatible with every setting, but does need the game to be a commerce game to allow the mod to be actually used. Nevertheless this mod lacks some useful features ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This mod is compatible with every setting, but does need the game to be a commerce game to allow the mod to be actually used. Nevertheless this mod lacks some useful features and really needs an update or revamp.&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral:_Bugs&amp;diff=5241</id>
		<title>Buy Neutral: Bugs</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral:_Bugs&amp;diff=5241"/>
		<updated>2022-02-21T17:04:21Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;There are currently no bugs with this mod&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There are currently no bugs with this mod&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral:_How_to_set_up&amp;diff=5240</id>
		<title>Buy Neutral: How to set up</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral:_How_to_set_up&amp;diff=5240"/>
		<updated>2022-02-21T17:04:02Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;When you add this mod you have to make sure you enable commerce, otherwise the mod won’t do anything and players won’t be able to create purchase orders at all.   Also be ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;When you add this mod you have to make sure you enable commerce, otherwise the mod won’t do anything and players won’t be able to create purchase orders at all. &lt;br /&gt;
&lt;br /&gt;
Also be careful with the multiplier. When you set the multiplier to high, buying neutrals will get extremely inefficiënt but setting it to low, it becomes extremely efficiënt. The bare minimum in my opinion is 1, although it is possible to set it to 0. But by doing so you will give players the possibility to buy every territory they can fully see for free, resulting in a massive auction where the players who know what is listed above (how to use) will get a massive advantage.&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral:_How_to_use&amp;diff=5239</id>
		<title>Buy Neutral: How to use</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral:_How_to_use&amp;diff=5239"/>
		<updated>2022-02-21T17:03:27Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;This mod allows players to buy neutral territories with gold, the price of the territory is determined by the amount of armies and the multiplier configured by the game creato...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This mod allows players to buy neutral territories with gold, the price of the territory is determined by the amount of armies and the multiplier configured by the game creator.&lt;br /&gt;
&lt;br /&gt;
There are some things you should know before you start asking questions. The most notable thing you should know is that only territories you can fully see are purchasable. When playing with light or dense (also heavy) fog you will be able to see who owns the territory, but not the army count and which special units. The mod sees this as ‘not fully’ visible’ and these territories are not purchasable. To buy a territory in light, dense or heavy fog that is not fully visible, you should play a reconnaissance, surveillance or spy (only if you’re able to spy on neutral) card.&lt;br /&gt;
&lt;br /&gt;
Second, when you add the order to buy a territory does not mean you will buy the territory for sure. When the turn advances, the mod will look at every purchase order and check if the territory is still neutral. If the territory is not neutral anymore at the time your purchase order gets processed, nothing will happen. Note that the purchase order type is GameOrderCustom, you can put these orders wherever you want in your order list. You can even put them before your deployment orders where they will get processed before any deployment orders, even those of your opponents.&lt;br /&gt;
&lt;br /&gt;
Third, the amount of armies on the neutral territory can differ at the time your purchase order gets processed then when you added the order in your order list. If the amount of armies on the territory is more than you originally paid for your purchase will get canceled. If the amount of armies is less than you originally paid for and the territory is still neutral, you will buy the territory but won’t get any compensation for paying too much.&lt;br /&gt;
&lt;br /&gt;
At last, when playing on a big map, with a lot of neutral territories and no fog, the list where you can choose the territories from will be really, really big. Creating the list will take a while and searching for a precise territory is a task which requires a lot of patience. In this case I strongly recommend using the browser version to submit your turn. You can use [ctrl] + [F] to search for the name of the territory in the list which is way easier and faster than looking at every possible territory in the list. Note you cannot add these orders in the browser and finish creating your orders on mobile or in the app since the purchase orders will not be stored on the browser. The other way around is possible though.&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Buy_Neutral&amp;diff=5238</id>
		<title>Buy Neutral</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Buy_Neutral&amp;diff=5238"/>
		<updated>2022-02-21T17:02:36Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Mod description ==&lt;br /&gt;
Allows players to purchase neutral territories with gold rather than conquering them by force. Requires that the game is a [[commerce]] game, and will do nothing otherwise. &lt;br /&gt;
The game creator can configure how expensive territories are to purchase, based on how many armies are on the neutral territory. To initiate a purchase, click the button for the mod on the menu, select the territory, and a purchase order will be inserted into your orders list. The purchase will complete when the turn advances.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[Buy Neutral: How to use]]&lt;br /&gt;
*[[Buy Neutral: How to set up]]&lt;br /&gt;
*[[Buy Neutral: Bugs]]&lt;br /&gt;
*[[Buy Neutral: Compatibility]]&lt;br /&gt;
*[[Commerce]]&lt;br /&gt;
*[[Mods]]&lt;br /&gt;
[[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplomacy_Mod_V4&amp;diff=5237</id>
		<title>Advanced Diplomacy Mod V4</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplomacy_Mod_V4&amp;diff=5237"/>
		<updated>2022-02-21T16:55:41Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Redirected page to Advanced Diplomacy Mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced Diplomacy Mod]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Advanced_Diplomacy_Mod_V4&amp;diff=5236</id>
		<title>Advanced Diplomacy Mod V4</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Advanced_Diplomacy_Mod_V4&amp;diff=5236"/>
		<updated>2022-02-21T16:55:22Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: Created page with &amp;quot;#REDIRECT Advanced Diplomacy Mod&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT Advanced Diplomacy Mod&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
	<entry>
		<id>https://war.app/wiki/index.php?title=Mods&amp;diff=5235</id>
		<title>Mods</title>
		<link rel="alternate" type="text/html" href="https://war.app/wiki/index.php?title=Mods&amp;diff=5235"/>
		<updated>2022-02-21T16:16:31Z</updated>

		<summary type="html">&lt;p&gt;JustADutchman: updated the mod list&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Mods&#039;&#039;&#039; are a way of modifying/expanding the Warzone core gameplay beyond what is possible using the built-in configuration options. Modded games can be created only by [[Membership|members]].&lt;br /&gt;
&lt;br /&gt;
Mods are easy to use! When joining a game with mods, Warzone automatically downloads the mod. No installation is required. Simply join or create a game that has mods enabled.&lt;br /&gt;
&lt;br /&gt;
Since no installation is required, mods are fully supported on Android and iOS!  The only platform that does not support mods is the legacy Flash client.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Create your own Mod ==&lt;br /&gt;
See the [[Mod Developers Guide]] for details on how to get started making your own mod.&lt;br /&gt;
&lt;br /&gt;
== List of published mods (not exhaustive) ==&lt;br /&gt;
Please note some of these mods might have bugs. Contact the mod developer to report a bug.&lt;br /&gt;
=== Promoted mods ===&lt;br /&gt;
* [[Buy Neutral]]&lt;br /&gt;
* [[Diplomacy]]&lt;br /&gt;
* [[Gift Armies]]&lt;br /&gt;
* [[Gift Gold]]&lt;br /&gt;
* [[Picks Swap]]&lt;br /&gt;
* [[Randomized Bonuses]]&lt;br /&gt;
* [[Randomized Wastelands]]&lt;br /&gt;
=== Standard Mods ===&lt;br /&gt;
* [[Advanced Diplomacy Mod V4]]&lt;br /&gt;
* [[AIs don&#039;t deploy]]&lt;br /&gt;
* [[Buy Cards]]&lt;br /&gt;
* [[Commerce Plus]]&lt;br /&gt;
* [[Custom Card Package]]&lt;br /&gt;
* [[Diplomacy 2]]&lt;br /&gt;
* [[Late Airlifts]]&lt;br /&gt;
* [[Limited Attacks]]&lt;br /&gt;
* [[Limited Multiattacks]]&lt;br /&gt;
* [[Neutral Moves]]&lt;br /&gt;
* [[Safe Start]]&lt;br /&gt;
* [[Swap Territories]]&lt;br /&gt;
* [[Take Turns]]&lt;br /&gt;
=== Experimental Mods ===&lt;br /&gt;
* [[BetterCities and group chat]]&lt;br /&gt;
* [[AI&#039;s don&#039;t play cards]]&lt;br /&gt;
* [[Better don&#039;t fail an attack]]&lt;br /&gt;
* [[Bonus Airlift]]&lt;br /&gt;
* [[BonusValue QuickOverrider]]&lt;br /&gt;
* [[Connected Commanders]]&lt;br /&gt;
* [[Deployment Limit]]&lt;br /&gt;
* [[Don&#039;t lose a territory]]&lt;br /&gt;
* [[Essentials]]&lt;br /&gt;
* [[Extended Randomized Bonuses]]&lt;br /&gt;
* [[Extended Winning conditions]]&lt;br /&gt;
* [[Forts]]&lt;br /&gt;
* [[Gift Armies 2]]&lt;br /&gt;
* [[Hybrid Distribution]]&lt;br /&gt;
* [[Hybrid Distribution 2]]&lt;br /&gt;
* [[Informations for spectators]]&lt;br /&gt;
* [[King Of The Hills]]&lt;br /&gt;
* [[Local Deployment Helper]]&lt;br /&gt;
* [[Lotto Mod Istant Random Winner]]&lt;br /&gt;
* [[More_Distributions]]&lt;br /&gt;
* [[One Way Connections]]&lt;br /&gt;
* [[Portals]]&lt;br /&gt;
* [[Press This Button]]&lt;br /&gt;
* [[Random Starting Cities]]&lt;br /&gt;
* [[Runtime Wastelands]]&lt;br /&gt;
* [[Spawnbarriers]]&lt;br /&gt;
* [[Special units are Medics]]&lt;br /&gt;
* [[Stack Limit]]&lt;br /&gt;
* [[Transport Only Airlift]]&lt;br /&gt;
&lt;br /&gt;
== Restrictions == &lt;br /&gt;
&lt;br /&gt;
Single-player modded games are always free for members.  Likewise, multi-player games where all players are members are also free.  Members can create a modded game for non-members by using the special &amp;quot;Allow non-members to join&amp;quot; check-box on the mods page.  Using this special checkbox is free once per week to members, (restarts Monday), but after that it will cost a small fee (2 coins per player, member or not, in the game). This fee exists since mods can run on the server, and modded games are significantly more CPU-intensive for the Warzone server to run than non-modded games.&lt;br /&gt;
[[Category:Game Settings]][[Category:Mods]]&lt;/div&gt;</summary>
		<author><name>JustADutchman</name></author>
	</entry>
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