Search found 773 matches

by WhiteWolf
March 1st, 2024, 1:16 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]

It would be really cool if the player could access the dwarf mini campaign without having to play The Ravagers. It could be done. For now it can be launched by keeping a save from Inn-4 and launching from there. But yeah, making it standalone could be a plus. rest of the feedback from all past post...
by WhiteWolf
April 6th, 2023, 11:28 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]

Uploaded 1.4.2 that addresses these issues. If you are currently on an affected map, you need to reload the scenario start save file. 1.4.2 - Fixed a game breaking bug on map 19a whereby impassable tiles remained on the map - Fixed an issue on map15 whereby lua errors came up and dialogue was blocke...
by WhiteWolf
March 24th, 2023, 10:13 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]

Uploaded a small update with some bugfixes.
1.4.1 changelog:
by WhiteWolf
March 15th, 2023, 11:13 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]

After some consideration, The Ravagers 1.4.0 has been published for the 1.16 add-ons server. The siege map I mentioned in earlier posts is disabled for now and is to be finished and re-enabled in a later update. I am likely going to be very slow in processing and replying to feedback and bug reports...
by WhiteWolf
March 10th, 2023, 10:46 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

Let us know if there's any way we can help with the 1.16 edition of the campaign. If its source were hosted on GitHub or some other similar code-hosting site, I (or someone else) could submit pull requests... Oh, the porting itself is done already. I just want to finish a new map before publishing....
by WhiteWolf
March 2nd, 2023, 9:01 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

Thanks, glad you liked it! Items disappearing from the map was a known issue for a while but I thought I fixed it in 1.3.7. Then apparently not completely, sorry for that. There is one new map coming to the 1.16 edition of the campaign (as soon as I find the time to finish it), but I do not yet know...
by WhiteWolf
January 18th, 2023, 12:43 pm
Forum: Lua Labs
Topic: wesnoth.get_units with radius
Replies: 4
Views: 3271

Re: wesnoth.get_units with radius

Got it, thank you!
by WhiteWolf
January 17th, 2023, 11:26 pm
Forum: Lua Labs
Topic: wesnoth.get_units with radius
Replies: 4
Views: 3271

wesnoth.get_units with radius

Hi, Sorry for the newbie lua question. I'd like to use wesnoth.get_units to get an array of a units for in an area with a given radius around a tile. Something like: local inrange = wesnoth.get_units{x=27, y=10, radius=10} But of course radius is not in SUF, it needs to go within a [filter_location]...
by WhiteWolf
August 23rd, 2022, 10:52 am
Forum: WML Workshop
Topic: How to get moveto-coordinates of a unit at the time of exiting first hex
Replies: 0
Views: 524

How to get moveto-coordinates of a unit at the time of exiting first hex

Hello, Is it possible in WML or rather with Lua, to get the coordinate information of where a unit is going after it's been ordered to move by the player (i.e. the would-be location where the moveto event would fire), at the time when the unit is just exiting its first hex? The reason for this is th...
by WhiteWolf
June 7th, 2022, 9:47 am
Forum: WML Workshop
Topic: Changing story music
Replies: 2
Views: 699

Re: Changing story music

[part] has a music= key, you should be able to use that to set the music. https://wiki.wesnoth.org/IntroWML#.5Bpart.5D


Also moved to WML Workshop.
by WhiteWolf
April 5th, 2022, 3:53 pm
Forum: Users’ Forum
Topic: Could we check the individual unit's kills statistic?
Replies: 9
Views: 1113

Re: Could we check the individual unit's kills statistic?

It should be very simple to write a mod for this. You could store an array of your units, and have an associated kill counter variable to each. Then in a die event, find your unit in your array (add it if it's not in it yet) and increment in its counter. Then create a new menu item or something that...
by WhiteWolf
March 29th, 2022, 11:42 am
Forum: Scenario & Campaign Development
Topic: The Ravagers - SP campaign for Wesnoth 1.16 [Feedback and development]
Replies: 408
Views: 110836

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

I'm not sure who's still following this thread, but I've seen my campaigns come up mentioned in an "abandoned - trying to find porters for them" post.
The Ravagers will be coming for Wesnoth 1.16 and it will be ported by me. It'll take a while though.
by WhiteWolf
February 1st, 2022, 1:23 pm
Forum: WML Workshop
Topic: Problem with the [role]
Replies: 2
Views: 318

Re: Problem with the [role]

The speaker key in [message] just allows for ID or special attributes (see here: https://wiki.wesnoth.org/InterfaceActionsWML#.5Bmessage.5D ) So to find a unit with role instead, simply use that [message] takes the standard unit filter keys: [message] role = "Advisor" message = _ "tex...
by WhiteWolf
November 18th, 2021, 9:01 pm
Forum: Users’ Forum
Topic: The UI of Battle For Wesnoth
Replies: 10
Views: 1364

Re: The UI of Battle For Wesnoth

While they look a bit out-of-style compared to the current house style, these actually look pretty sick. The dark shading is excellent. I'm not sure about the current limitations of themeWML, and whether this can be implemented or not, but I'd love to see something like this as an optional alternate...
by WhiteWolf
November 3rd, 2021, 10:40 am
Forum: WML Workshop
Topic: Add new effects on a max level troop
Replies: 6
Views: 747

Re: Add new effects on a max level troop

The WML Workshop is the sub-forum where WML-related questions go. You originally posed this to the User's forum, Pentarctagon just noted that they moved your topic to where it's supposed to be. You need an [object] tag if you want to apply the new advancement option to an already existing unit, duri...