Search found 4267 matches
- December 9th, 2018, 4:41 am
- Forum: WML Workshop
- Topic: ability wml help needed
- Replies: 14
- Views: 5412
Re: ability wml help needed
FYI... one should never put a macro substitution inside a translateable string: name=_"{NAME} slayer" # won't work! you have to pass the whole translateable string as an argument instead. or you can add two translateable strings together... but that would fail for languages where the order...
- October 12th, 2018, 6:40 pm
- Forum: Art Workshop
- Topic: Potrait Pumpkin Monster
- Replies: 9
- Views: 5991
Re: Potrait Pumpkin Monster
I love the pumpkin monster! Thanks for sharing.
- September 30th, 2018, 9:36 am
- Forum: Ideas
- Topic: [engine] alternate meta-condition behavior
- Replies: 20
- Views: 7167
Re: [engine] alternate meta-condition behavior
As I noted in my post, [all_of] appears to be the exact same behavior as [and].
However, I don't see anything wrong with adding [any_of] and [none_of] meta-condition tags.
However, I don't see anything wrong with adding [any_of] and [none_of] meta-condition tags.
- September 29th, 2018, 6:10 pm
- Forum: Ideas
- Topic: [engine] alternate meta-condition behavior
- Replies: 20
- Views: 7167
Re: [engine] alternate meta-condition behavior
For what it's worth, I find your proposal less intuitive. Furthermore, I don't see any difference between the current behavior of [and] vs your proposed tag [all], or [not] vs [not_all].
- September 25th, 2018, 9:15 am
- Forum: Ideas
- Topic: Building an alternative to ActionWML
- Replies: 45
- Views: 15590
Re: Building an alternative to ActionWML
In fact, the [lua] tag can now be used as a conditional tag, so technically it is already possible to write your conditions in Lua, at least the non-filter conditions. I actually hadn't considered putting the filter conditions in Lua too... The WML for filters was designed intentionally to be decla...
- September 22nd, 2018, 4:17 pm
- Forum: WML Workshop
- Topic: [SOLVED] Multi-condition event: units alive x and after turn x
- Replies: 7
- Views: 2619
Re: Multi-condition event: units alive x and after turn x
[event] name=new turn first_time_only=yes [filter_condition] [variable] name=turn_number greater_than=11 [/variable] [have_unit] side=2 count=0-6 # leader is also counted here [/have_unit] [/filter_condition] [gold] amount=100 side=2 [/gold] [/event]
- September 10th, 2018, 6:09 am
- Forum: Users’ Forum
- Topic: A mod to make Wesnoth's RNG a little less frustrating
- Replies: 47
- Views: 31054
Re: A mod to make Wesnoth's RNG a little less frustrating
The current mods that modify the RNG are all add-ons, though. I think there's a difference between an add-on that modifies the game and a core preference that changes the game's behavior. In fact, I don't think there have ever been any preferences that actually change the rules of the game (as oppo...
- August 15th, 2018, 1:16 pm
- Forum: Off-Topic
- Topic: chicken or the Orc?
- Replies: 13
- Views: 11260
Re: chicken or the Orc?
That was an awful movie. I think I watched it for about 5 minutes, tops, before switching it off in disgust. And that coming from someone who loves the genre.
- August 13th, 2018, 1:47 pm
- Forum: Users’ Forum
- Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
- Replies: 11
- Views: 6503
Re: Quantifying how good/bad units are per-level. (UNFINISHED)
Hmmmm.....seems like the first one was trying to build a campaign, and was trying to make his units balanced for his scenarios, so that's not really applicable. Not true. Although he eventually came to that realization by the end of the thread, in the beginning his ambition was much the same as wha...
- August 13th, 2018, 5:22 am
- Forum: Users’ Forum
- Topic: Quantifying how good/bad units are per-level. (UNFINISHED)
- Replies: 11
- Views: 6503
Re: Quantifying how good/bad units are per-level. (UNFINISHED)
You may be interested in some of these past attempts, and seeing why they failed, before getting too invested in this project:
viewtopic.php?f=12&t=26558
viewtopic.php?f=12&t=46028
viewtopic.php?f=12&t=26558
viewtopic.php?f=12&t=46028
- August 2nd, 2018, 3:39 pm
- Forum: Writers’ Forum
- Topic: ORC'ifying dialogue
- Replies: 13
- Views: 8757
Re: ORC'ifying dialogue
Orcs are not stupid, they just value strength more than intelligence. Some goblins are "dim", but not all. The dumbest humanoids are ogres ("easily outsmarted"). And trolls are just a step up from ogres in intelligence("simple-minded", and "little evidence of tool ...
- July 31st, 2018, 9:55 pm
- Forum: Music & Sound Development
- Topic: New music contribution
- Replies: 17
- Views: 30578
Re: New music contribution
Impressive! I really enjoyed the intense and unique opening part of the song. Unique, but in a good way. I also enjoyed the quiet, eerie part, although maybe it was a little too long? Not sure. Finally, If I had one critique it would be that plucked instrument around 3:21-3:31 (guess I am agreeing w...
- July 23rd, 2018, 9:34 am
- Forum: WML Workshop
- Topic: [resolved] event firing tied to count function
- Replies: 10
- Views: 5884
Re: [resolved] event firing tied to count function
I'd disagree. Modify_unit isn't placing a unit on the map, it's only, well, modifying one. The documentation says that unstore should trigger it. Unstore is (or was) a catch-all for any unit modifications, not just placing a unit with a new id. Otherwise there can be many edge cases where a unit be...
- July 22nd, 2018, 1:58 pm
- Forum: WML Workshop
- Topic: [resolved] event firing tied to count function
- Replies: 10
- Views: 5884
Re: [resolved] event firing tied to count function
So, the implementation details changed. For example, maybe modify_unit no longer relies on unstore_unit. OK? I still see that as a bug. The "unit placed" event no longer functions as intended. The workaround proposed here is far from ideal.
- July 22nd, 2018, 1:21 pm
- Forum: WML Workshop
- Topic: [resolved] event firing tied to count function
- Replies: 10
- Views: 5884