Search found 560 matches

by WhiteWolf
October 27th, 2019, 10:40 am
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 4
Views: 291

Re: Suggestion for {HIGHLIGHT_IMAGE} macro

I'm leaning toward having two separate macros. With one macro it'll be two easy to forget to handle all case when we change the macro. Could you please (fix the indentation and) open a pull request for discussing this further? So sorry for the very late answer :( I was completely absent for the pas...
by WhiteWolf
October 18th, 2019, 3:12 pm
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 4
Views: 291

Re: Suggestion for {HIGHLIGHT_IMAGE} macro

If I understand correctly, your suggestion is to add a new version of {HIGHLIGHT_IMAGE} that, instead of taking {BACKGROUND_VALUE} that specifies a particular image to preserve, takes a yes/no parameter that means "preserve all images on that hex"? That sounds like a reasonable addition. Yes, that'...
by WhiteWolf
October 15th, 2019, 2:45 pm
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 2
Views: 201

Re: [engine] Extend weapon syntax for multiple weapon type series in same attack

Quite misremembered that :doh: Then, it's already quite possible to experiment with something like this, great :D
by WhiteWolf
October 15th, 2019, 2:36 pm
Forum: Ideas
Topic: Suggestion for {HIGHLIGHT_IMAGE} macro
Replies: 4
Views: 291

Suggestion for {HIGHLIGHT_IMAGE} macro

Hello, I have a small suggestion for the above mentioned macro. Currently, only background images can be protected with the BACKGROUND parameter, but background halos are lost no matter what. I'd suggest to change the BACKGROUND paramater to a yes/no boolean that would set if the background items (b...
by WhiteWolf
October 10th, 2019, 7:04 am
Forum: Ideas
Topic: [engine] Extend weapon syntax for multiple weapon type series in same attack
Replies: 2
Views: 201

[engine] Extend weapon syntax for multiple weapon type series in same attack

Hello, First let me start by saying that I am by no means a combat expert, and this is just my "Hollywood-infected" view of the technical details of armed fights :) I think it would enrich Wesnoth's combat system, and open up room for some very interesting combos, to allow an attack to have multiple...
by WhiteWolf
October 8th, 2019, 6:05 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 707

Re: "upkeep=free" problem

It doesn't seem to be recognized inside [scenario]. I don't have goals here, and we strayed way off the original topic, I was just merely wondering if having the option to set base_income in [scenario] could be more convenient than having to set income for each side one by one, if for example, someo...
by WhiteWolf
October 8th, 2019, 2:52 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 707

Re: "upkeep=free" problem

I tried it today on 1.14.5, base_income does nothing inside [scenario], so the MP screen probably works differently. Could it be a room for improvement then, that the [scenario] tag should accept base_income?
by WhiteWolf
October 7th, 2019, 7:34 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 707

Re: "upkeep=free" problem

Celtic_Minstrel wrote:
October 3rd, 2019, 4:20 am
Doesn't base_income= also work in the scenario tag?
Well, it is not mentioned in the scenario wiki, and I never tried to use such key there, so I honestly don't know. I could test it some time if I don't forget.
by WhiteWolf
October 7th, 2019, 6:50 pm
Forum: WML Workshop
Topic: Remove object bug
Replies: 2
Views: 142

Re: Remove object bug

That's strange. Are you sure are using the syntax right? I'm asking because it's a little bit confusing: Inside [object], the "name" is supposed to be the id key, but inside [remove_object], you must refer to it as object_id ! That's because id here means the id in standard unit filter, and that is ...
by WhiteWolf
September 26th, 2019, 3:11 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 210

Re: Headache with [tunnel]

Yay, delayed_variable_substitution=no works and solved it :) Apparently it exists then, but for some reason, yes is the default value here in [tunnel]. I must note, I'm not sure if it's the best default value. :hmm: For now I'll add the key to the wiki.
by WhiteWolf
September 26th, 2019, 1:41 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 210

Re: Headache with [tunnel]

No, that's not it. The two codes you pasted are identical. [not] is like [and], but with a false expectation, so several not's after each other work as expected. Also, the item appear fine on the locations, and the printf also finds legal locations. On the other hand, I also wanted to check on the v...
by WhiteWolf
September 26th, 2019, 1:27 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 707

Re: "upkeep=free" problem

I'm not sure what you mean. base_income is a key inside game_config.cfg (described here), not in scenarios. If you want to set a side's income to 0, use [side] income=-2 instead. (since base income is +2, and side income is added to that).
by WhiteWolf
September 26th, 2019, 12:23 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 210

Headache with [tunnel]

Hello, I'm having a bit of trouble making some tunnels appear. The idea is to store some locations, then select the sources and targets randomly. Currently, I'm just testing for 1 random tunnel, because that doesn't work already. Here is the code: event=prestart .... [store_locations] x=37-75 y=5-36...
by WhiteWolf
September 26th, 2019, 10:26 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 707

Re: "upkeep=free" problem

The upkeep key is generally not for the coder to mess with, as far as I know. Other background mechanisms access it, that's why it resets. Instead, you could use an object set a unit to loyal "silently" (without the visible trait). [unit] # unit values [modifications] [object] id=loyalty [effect] ap...
by WhiteWolf
September 20th, 2019, 7:04 am
Forum: WML Workshop
Topic: change unit statistics at the beginning of a scenario
Replies: 4
Views: 666

Re: change unit statistics at the beginning of a scenario

In this case I managed to place the loyal trait in modification but when I wanted to assign to 8 the movements of this unit and that of the leader, it does not allow me [modifications] has a little bit different meaning, it's not where you can "modify" a unit, it's the group where [traits], [object...