Search found 9 matches
- September 21st, 2014, 1:36 pm
- Forum: Add-on Feedback
- Topic: The Sojournings of Grog
- Replies: 45
- Views: 49759
Re: The Sojournings of Grog
Oh. Thanks. Either way, it was kind of amusing to see the dwarves scuffling over who got to get his head smacked next... And having those leveled units (I do get to keep them, right? :3) will probably be nice. Also, giving all the magic items to the Desert Star results in much amusement. (poisoned m...
- September 21st, 2014, 1:28 pm
- Forum: WML Workshop
- Topic: Damage by percentage
- Replies: 3
- Views: 1703
Re: Damage by percentage
Well, I don't know if you're missing it in your actual code, but you're missing the dollar sign on the last line: -{VARIABLE <unit>.hitpoints <unit>.variables.fieldHP} +{VARIABLE <unit>.hitpoints $<unit>.variables.fieldHP} Ugh. Those dollar signs slay me. I found a few others missing elsewhere.... ...
- September 21st, 2014, 11:13 am
- Forum: WML Workshop
- Topic: Damage by percentage
- Replies: 3
- Views: 1703
Damage by percentage
I want/wanted to make a weapon special that makes the attack deal damage as a percentage of the enemy's maximum health. I made a method that works: {VARIABLE_OP <unit>.hitpoints add $damage_inflicted} {VARIABLE_OP <unit>.hitpoints sub "$($($<unit>.max_hitpoints*$damage_inflicted)/100)"} Th...
- September 19th, 2014, 7:58 am
- Forum: Add-on Feedback
- Topic: The Sojournings of Grog
- Replies: 45
- Views: 49759
Re: The Sojournings of Grog
The first scenario of the second chapter is... ehm... broken. I have reached a point in the mission that is allowing me to continue for as long as I'd like. I got to 50 turns before deciding to post this. I'm not at all sure how long I care to continue this scenario, but I'm sure I could go another ...
- August 14th, 2014, 4:25 pm
- Forum: Ideas
- Topic: A status effect, causing day/night to switch allegiance.
- Replies: 6
- Views: 4495
Re: A status effect, causing day/night to switch allegiance.
I made an implementation of werewolves with segregated leveling (with the help of the great Zookeeper). It's on the addon server for... some version of Wesnoth or other. And it might no longer depends on the Era of Myths. And it definitely has a bug right now that results in your save files approach...
- April 5th, 2012, 5:26 am
- Forum: WML Workshop
- Topic: Giving all of a unit's attacks to another unit
- Replies: 8
- Views: 2421
Giving all of a unit's attacks to another unit
I am attempting to take all of the attacks away from a stored unit, and give it all of the attacks from another stored unit with slight modifications. The second stored unit is stored in the first stored unit in <unit>.variables.wereform. (Yes, it's a werewolf.) All of this is within a FOREACH macro...
- September 23rd, 2011, 7:06 am
- Forum: Faction & Era Development
- Topic: Werewolves that change at night.
- Replies: 7
- Views: 3871
Re: Werewolves that change at night.
COOL! Thanks. It works now. But the hp is still doing weird things. :x EDIT: Well, everything works now. I figured it out on my own. WML division (either that or my storing and modifying hitpoints directly) made it so there was no decimal places. So, I just put the division last. :P If you want the ...
- September 23rd, 2011, 4:18 am
- Forum: Faction & Era Development
- Topic: Werewolves that change at night.
- Replies: 7
- Views: 3871
Re: Werewolves that change at night.
I know. I looked into that, but it's not what I want. They don't have separate units. My code allows for you to have a Peasant that turns level 3 at night, and have proportional health to go with, so you don't have a Peasant with >50 health. Which wouldn't make sense at all.
- September 23rd, 2011, 3:53 am
- Forum: Faction & Era Development
- Topic: Werewolves that change at night.
- Replies: 7
- Views: 3871
Werewolves that change at night.
For starters, I'm somehow stupid and thusly cannot publish my era. Not that it works, which is why I'm here. Without further ado, here's the code: BTW: It works aside from not being able to store the original loyalist/werefolk unit, which results in a total die-off at dawn. [event] #this is the tran...