Search found 2811 matches
- March 23rd, 2024, 8:47 am
- Forum: WML Workshop
- Topic: Trying to create a new weapon special.
- Replies: 13
- Views: 456
Re: Trying to create a new weapon special.
How the hell can such a simple concept be so difficult to apply I think because you just barely know WML at this point. Most things are hard at the beginning. Trying to fix it myself, now The code you have posted is not something you can "fix". Almost every line needs to be erased and rew...
- March 19th, 2024, 5:36 am
- Forum: WML Workshop
- Topic: Question on "name=unit placed" events
- Replies: 13
- Views: 585
Re: Question on "name=unit placed" events
So part of the internal AI calculations removes a bunch of units for a millisecond, then puts them right back. I don't think unit_placed events should be triggered by that code. They will be triggered constantly at a time nobody expects. (See: this thread.) I would even say this is a bug, so it coul...
- March 18th, 2024, 5:07 pm
- Forum: WML Workshop
- Topic: Question on "name=unit placed" events
- Replies: 13
- Views: 585
Re: Question on "name=unit placed" events
AFTER the refresh event, all the zombies disappear from the map and are placed again I tried it, and I see what you mean. There is nothing in the code you showed us that could cause this problem though. I even tried these events in one of my scenarios to make sure there wasn't some sort of engine b...
- February 26th, 2024, 7:23 am
- Forum: Strategies & Tips
- Topic: tagging the units for quick reference oh who's who. lol
- Replies: 3
- Views: 3050
Re: tagging the units for quick reference oh who's who. lol
There is an add-on called "unitmarker" that allows you to put little icons on units. It sounds like you probably found the "Rename Unit" command.
- February 24th, 2024, 6:58 am
- Forum: Users’ Forum
- Topic: Add new gamemode!!!
- Replies: 13
- Views: 4003
Re: Add new gamemode!!!
And where's the problem? can't be right... wdym I would do that without a problem (if I could code) You are talking to people here who CAN code. We are telling you that some of the features you want would probably be too difficult to code, not interesting to play, or are not well-enough defined. Yo...
- February 23rd, 2024, 7:22 am
- Forum: Users’ Forum
- Topic: Add new gamemode!!!
- Replies: 13
- Views: 4003
Re: Add new gamemode!!!
The way Wesnoth is written and the way the API works requires scenarios. Some UMC authors have been creative on how to move from one to another, like in Strange Legacy, but you always need to be in one. Removing turn limits is very easy to implement, but it requires changing the way gold and experie...
- February 22nd, 2024, 10:33 pm
- Forum: Users’ Forum
- Topic: Add new gamemode!!!
- Replies: 13
- Views: 4003
Re: Add new gamemode!!!
What you are describing is a completely different game. This is not a mode that can be tacked on to Wesnoth. It would require rewriting huge sections of the code to make something that works that differently.
Try out Civilization VI. It has a lot of the features you want.
Try out Civilization VI. It has a lot of the features you want.
- February 16th, 2024, 6:08 pm
- Forum: WML Workshop
- Topic: Terrain - Removing village healing
- Replies: 6
- Views: 541
Re: Terrain - Removing village healing
I only have this weird error now It's usually a bad idea to ignore errors that don't seem to affect the game. It might work on your system, but not somebody else's, or it may only work most of the time. It sounds to me like you are loading the scenarios before you load the terrain_type definition. ...
- February 8th, 2024, 10:07 pm
- Forum: WML Workshop
- Topic: how fire_event works?
- Replies: 10
- Views: 614
Re: how fire_event works?
Can I fire events that have been added to game recently? Every event provided with the game has a defined trigger that comes from the game or a player's action, so you don't need [fire_event] for those. It is almost always used to fire custom events, which are mainly used to avoid duplicating secti...
- February 8th, 2024, 9:53 pm
- Forum: WML Workshop
- Topic: Terrain - Removing village healing
- Replies: 6
- Views: 541
Re: Terrain - Removing village healing
Village healing is set in the [terrain_type] tags. You can see them in
/data/core/terrain.cfg
. You will have to define your own [terrain_type] for each kind of village you need without the line that sets the healing.- January 8th, 2024, 7:13 am
- Forum: WML Workshop
- Topic: How can I instruct AI not to recruit? A piece of code from Wiki seems not working
- Replies: 2
- Views: 796
Re: How can I instruct AI not to recruit? A piece of code from Wiki seems not working
Is there a reason you need to do it this way? This seems needlessly complex. You could just not define any recruits for the AI, then add them in a turn 4 [event] using [modify_side].
If the point is that you may have discovered a bug, then yes, I would report this on the bug tracker.
If the point is that you may have discovered a bug, then yes, I would report this on the bug tracker.
- January 8th, 2024, 2:31 am
- Forum: WML Workshop
- Topic: build village
- Replies: 22
- Views: 7767
Re: build village
I am guessing that "Saurgrath" is the map called "Saurian Treasury" in my version. The hex (20,21) is a castle with a village on it. It has the terrain code "Ko^Vd". You can type the command " : show_terrain_codes" during the game to see that. The map editor a...
- January 7th, 2024, 6:53 pm
- Forum: WML Workshop
- Topic: build village
- Replies: 22
- Views: 7767
Re: build village
Oh,I try use "^Cv" add Castle and "^Cva" add "Main Castle",but can not work This does not work because castles are base terrains, not overlays. Village+Flat→Village+Castle+Flat Forest+Flat→Forest+Castle+Flat Flat→Flat+Castle Each hex can have one base, and one overlay....
- January 7th, 2024, 11:55 am
- Forum: WML Workshop
- Topic: build village
- Replies: 22
- Views: 7767
Re: build village
#define PWSMGIVE TARGET_SIDE [option] [set_variable] name=df_player_name value=$player_{TARGET_SIDE}.name [/set_variable] label= _"side" + "{TARGET_SIDE}" + "$player_{TARGET_SIDE}.name" [store_locations] x=$x1 y=$y1 variable=GVL [/store_locations] [show_if] [variable] ...
- January 7th, 2024, 8:17 am
- Forum: WML Workshop
- Topic: build village
- Replies: 22
- Views: 7767
Re: build village
The code you posted works. The error must be somewhere else. If you post the whole scenario, we will probably be able to find it.