Search found 367 matches

by WhiteWolf
Yesterday, 2:50 pm
Forum: Art Workshop
Topic: The Gnats Franken Dungeon
Replies: 467
Views: 33279

Re: The Gnats Franken Dungeon

I needed a higher vampire lord for my campaign, so I guessed I frankensteined one. I didn't really find anything related in other UMC's or here, so here it is, maybe someone else can use it as well :D The base unit the portrait was needed for was the Master of Darkness from Reign of the Lords, by th...
by WhiteWolf
January 31st, 2018, 1:13 pm
Forum: Faction & Era Development
Topic: Factions and Units from the World of Eragon
Replies: 6
Views: 845

Re: Factions and Units from the World of Eragon

It's not about "commercial success" - it's because everything you release on the add-ons server must be under GLP license (or in case of art/music it can be now some variant of CC, I don't know exactly which). And you cannot relicense copyrighted material, including the names, the world, the map, an...
by WhiteWolf
January 28th, 2018, 5:41 pm
Forum: WML Workshop
Topic: How to make one unit stop striking during an attack
Replies: 29
Views: 1519

Re: How to make one unit stop striking during an attack

So I see. Another insert_tag example :D Thanks :)
by WhiteWolf
January 28th, 2018, 2:09 pm
Forum: WML Workshop
Topic: How to make one unit stop striking during an attack
Replies: 29
Views: 1519

Re: How to make one unit stop striking during an attack

I had the thing on rest for a while, but I finished experimenting, and the best result i'd say is... set the damage to zero. Not sure if it's intentional or not, but when damage=0, always the miss animation is played, even when the unit should hit a do 0 damage. Kinda cool for the feature I want out...
by WhiteWolf
January 26th, 2018, 9:57 pm
Forum: WML Workshop
Topic: Check for item in terrain
Replies: 6
Views: 325

Re: Check for item in terrain

For this I use [store_items] on the tile, and then if there's an item there, then

Code: Select all

[variable]
    name=stored_items.image
    contains="png"
[/variable]
will be true, if there is no item there, it'll be false.
by WhiteWolf
January 25th, 2018, 9:59 am
Forum: WML Workshop
Topic: How to use [floating_text]
Replies: 12
Views: 513

Re: How to use [floating_text]

Oh, silly me then :D
I still think it should be between ""-s though, maybe that solves it?
by WhiteWolf
January 25th, 2018, 9:06 am
Forum: WML Workshop
Topic: How to use [floating_text]
Replies: 12
Views: 513

Re: How to use [floating_text]

What is "round()"? Is it a variable you also want to multiply with...? Or you just want the value to be rounded? It doesn't work this way, if you want to round it, you first need to calculate this value in a WML variable, then use the ceil/floor attributes of the [set_variables] tag. Or just leave i...
by WhiteWolf
January 23rd, 2018, 4:53 pm
Forum: WML Workshop
Topic: How to consume attack?
Replies: 14
Views: 290

Re: How to consume attack?

Add speaker=unit to the [message] :)
by WhiteWolf
January 23rd, 2018, 4:20 pm
Forum: WML Workshop
Topic: How to consume attack?
Replies: 14
Views: 290

Re: How to consume attack?

Because in 1.12, orb only turns black when moves=0. Of course, when a unit attacks, its moves also become 0 :) But, when you modify attacks_left to 0 by hand, moves don't become 0, so orb doesn't turn black.

Who is the speaker in the [message]? Can you please attach that code? :)
by WhiteWolf
January 23rd, 2018, 3:55 pm
Forum: WML Workshop
Topic: How to consume attack?
Replies: 14
Views: 290

Re: How to consume attack?

No, the orb turns red if you set attacks_left to 0. Doesn't that depend on settings? Also, it stays green in 1.12. I'm sorry, but I didn't understand why you want to reverse my code. Actually, I do right click in the wounded target and then select the medic. But you want to right click in the heale...
by WhiteWolf
January 23rd, 2018, 3:16 pm
Forum: WML Workshop
Topic: How to consume attack?
Replies: 14
Views: 290

Re: How to consume attack?

After click the healer the unit get heal and the choosen healer loose its attack for this turn . My problem is: How can I do the last part? Each unit has an attacks_left attribute, set it to 0: [modify_unit] [filter] # the healer [/filter] attacks_left=0 [/modify_unit] To solve the rest of your iss...
by WhiteWolf
January 22nd, 2018, 7:41 am
Forum: WML Workshop
Topic: Is possible to attack an ally unit?
Replies: 3
Views: 212

Re: Is possible to attack an ally unit?

If the allies attacking each other are not the player's side, then you could do that, by having both AI sides allied with the player, but not with each other. That way, the player as a viewer will see two allied side also fighting each other. I think this is the closest you could get with "regular" ...
by WhiteWolf
January 21st, 2018, 12:12 pm
Forum: WML Workshop
Topic: Canrecruiter that still pays upkeep, how to ?
Replies: 5
Views: 260

Re: Canrecruiter that still pays upkeep, how to ?

Silver crowns, a.k.a {IS_HERO} will still pay upkeep. And canrecruit=yes will never pay upkeep. As far as I know :) What you could do, is have a new turn event sub the gold from the side. Something like this: [event] name=new turn first_time_only=no [store_unit] # store the guy for his level variabl...
by WhiteWolf
January 17th, 2018, 9:33 pm
Forum: WML Workshop
Topic: How to make one unit stop striking during an attack
Replies: 29
Views: 1519

Re: How to make one unit stop striking during an attack

Sorry, I was a little ignorant here. Yes, it would make the desired result, but I discarded this solution at the very beginning, because of the animation issue. In my opinion, for the case where I'd like this effect, the unit that's supposed to stop the fight, would look weird and out of context, ke...
by WhiteWolf
January 17th, 2018, 7:40 pm
Forum: WML Workshop
Topic: How to make one unit stop striking during an attack
Replies: 29
Views: 1519

Re: How to make one unit stop striking during an attack

Probably a new tag would be best... one can check defense, fires hit/miss/death events, apply damage, grant exp, and trigger all the relevant animations with ease. [simulate_attack] [filter] # attacker [/filter] [filter_second] # defender [/filter_second] [filter_weapon] # primary attack, if omitte...