Search found 363 matches

by Xalzar
September 10th, 2019, 7:56 pm
Forum: Art Contributions
Topic: Dunefolk Rework - Extra Units
Replies: 111
Views: 9316

Re: Dunefolk Rework - Extra Units

EarthCake wrote:
September 9th, 2019, 4:11 pm
For some reason one chakram (unit's left) doesn't have teeth. Perhaps one is for slicing and second one is for piercing?
The toothed one is for melee, the smooth one is for throwing. They are inspired by real life chakrams, which function this way.
by Xalzar
August 7th, 2019, 7:30 am
Forum: WML Workshop
Topic: How to Prevent Rest Healing in Artificially Induced Poisoned
Replies: 11
Views: 643

Re: How to Prevent Rest Healing in Artificially Induced Poisoned

Indeed unhealable also means no poison damage since that is part of the healing logic. What logic is that? How should anyone guess that's how it works? :augh: :P There is unit attribute which shows whether unit is resting. If you update it at right times you should be able to decide if resting shou...
by Xalzar
August 4th, 2019, 11:05 am
Forum: WML Workshop
Topic: How to Prevent Rest Healing in Artificially Induced Poisoned
Replies: 11
Views: 643

Re: How to Prevent Rest Healing in Artificially Induced Poisoned

Oof, doesn't work entirely- the poison does show up, but doesn't do any loss of HP. You're right! :o I really thought the poison effect to be part of the status, all defined by the game engine...but clearly I was wrong. At least unhealable works correctly. I'd say you should use a [harm_unit] in a ...
by Xalzar
August 3rd, 2019, 10:46 am
Forum: WML Workshop
Topic: How to Prevent Rest Healing in Artificially Induced Poisoned
Replies: 11
Views: 643

Re: How to Prevent Rest Healing in Artificially Induced Poisoned

Glad it worked for you! @Xalzar- is your location (New Saurgrath) by any chance from my campaign 'The Thelien Attack' (just wondering how many people here on the forums played it)? Unluckily I've had no time to play campaigns in nearly a year, so since your campaign is recent I've certainly not play...
by Xalzar
August 2nd, 2019, 8:47 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

I've hit a hurdle, in the form of ai manipulation - so maybe my questions necessitate an ai expert. I thought [modify_side] would be sufficient for my goals (more on that later), but I've read the wiki better and maybe it's not so simple after all... Maybe I need to use [modify_ai] instead and the d...
by Xalzar
August 2nd, 2019, 8:17 pm
Forum: WML Workshop
Topic: How to Prevent Rest Healing in Artificially Induced Poisoned
Replies: 11
Views: 643

Re: How to Prevent Rest Healing in Artificially Induced Poisoned

Like Soliton said, if the leader needs to have the unhealable status for the whole scenario, use a first_time_only=yes event, no need to refresh the effect. Try to use this in your event: [object] [filter] id="Typhon" [/filter] id=artificial_poison #or whatever you want, you need this if you want to...
by Xalzar
July 21st, 2019, 10:20 am
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

:augh: Another question... is there any star-of-turn event which triggers after an ai turn event? :hmm: Since I cannot filter the controller of the side with a filter (it's disabled in networked games) I've used a side turn event to set a variable with a value and an ai turn event to set a different...
by Xalzar
July 20th, 2019, 10:40 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

Quick update: AFAIK my problem was unsolvable, so I brute-forced the solution and manually wrote the unit parameters inside [modification]. It will be a long list (the units to modify are quite a number), but macros help a lot at least visually (coding-wise, maybe I have a solution for that too). I'...
by Xalzar
July 14th, 2019, 11:35 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

Either I don't understand what you want to do, or there's a much simpler way to do it. I think you want a side to have several leaders, all recruited units to get a buff based on which leader recruits them, and each recruit to know who their squad leader is. That can be done like this: :augh: I don...
by Xalzar
July 14th, 2019, 6:07 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

Thank you, you are doing too much! :) I put the parts together as https://github.com/ProditorMagnus/Xalzar. What is the expected behavior, and what happens instead with this code? Rats! I've realized only now that typing "[ code=in UNIT FILES ]" in the forum post does not work. I wrote where to put ...
by Xalzar
July 14th, 2019, 8:54 am
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

I understand original issue is slow performance then. Do you have code in form I could try out in game? More like "preempively avoiding slow performances in the future". I have many more events to add still, I'm testing with only few units to make sure everything works before adding more. The code ...
by Xalzar
July 13th, 2019, 10:33 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

I've quite re-ordered my code for those events, but I still have a major problem. Let me explain better (my last post was quite unclear on rereading). The obstacle I face is an event included as macro inside unit files, which has variable with variables set by said macro. It's all fine and dandy whe...
by Xalzar
July 11th, 2019, 8:42 pm
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

Sometimes the best approach to a complex debugging problem is pen, paper, pizza and not sitting in front of the PC. Don't focus on where you're getting stuck, instead write an overview of the desired behaviour. Doodle a bit and avoid thinking about the current implementation, the aim is that an eas...
by Xalzar
July 11th, 2019, 10:48 am
Forum: WML Workshop
Topic: Xalzar's WML Headaches
Replies: 78
Views: 5657

Re: Xalzar's WML Headaches

If the variables you need aren't set yet, then you could perhaps use defaults in that case? If the only case you'd need to do that for would be the prestart event, then you'd only need to account for side 1 turn 1. The major problem is that I have lots of events in my code, and I wanted to remove s...
by Xalzar
July 10th, 2019, 8:33 pm
Forum: Scenario & Campaign Development
Topic: Does it matter what kind of keeps are around castles?
Replies: 1
Views: 127

Re: Does it matter what kind of keeps are around castles?

Don't worry, the differences between the various castles and keep are merely aesthetic (except some of them do give slightly different defences to particular units e.g. swamp castle gives more defence to swimmers).
You can mix and match them as you want.