Search found 97 matches
- November 19th, 2013, 6:45 am
- Forum: WML Workshop
- Topic: Creating new unit statuses and getting them to show
- Replies: 19
- Views: 11950
Re: Creating new unit statuses and getting them to show
I have a problem with the icons. When I use an icon for a status (made the same size as the poison and slows icon) the game seems to stretch the image. How can I fix this?
- July 13th, 2013, 4:34 pm
- Forum: WML Workshop
- Topic: How to change or remove "standart" traits?
- Replies: 4
- Views: 2006
Re: How to change or remove "standart" traits?
I would suggest making custom units for that scenario that are clones of regular ones with a different id and random_traits=no. You could also try a prerecruit event like this [event] name=prerecruit first_time_only=no [modify_unit] [filter] x,y=$x1,$y1 [/filter] [modifications] random_trait=no [/mo...
- June 18th, 2013, 11:41 am
- Forum: WML Workshop
- Topic: Poison Code
- Replies: 29
- Views: 12030
Re: Poison Code
It is meaningless to give entire pieces of code to people with little coding knowledge, because they may place it incorrectly then, or do a small change wrongly and then report that it doesn't work. It happened many times. It is much better to help him to write the code, giving him hints, correctio...
- June 3rd, 2013, 10:15 am
- Forum: WML Workshop
- Topic: WML problem weapon special - disable ZOC
- Replies: 11
- Views: 2747
Re: WML problem weapon special - disable ZOC
Baring that in mind try this. #define WEAPON_SPECIAL_DRACONIAN_STUN [dummy] id=draconian_stun name= _ "Stun" description= _ "Stun: This attack disables ZOC with a succesful hit." [/dummy] #enddef #define EVENT_STUNNED [event] name=attacker_hits first_time_only=no [filter_attack] ...
- June 3rd, 2013, 10:09 am
- Forum: WML Workshop
- Topic: WML problem weapon special - disable ZOC
- Replies: 11
- Views: 2747
Re: WML problem weapon special - disable ZOC
that must be new, I'm positive it used to be 0 means no ZOC and anything else means it does.JaMiT wrote:It's a boolean value, so it should be stored as "yes" or "no".siddh wrote:Really they're stored as 1 or 0? I thought it's "yes" "no" or *blank* like on the unit wml page?
- June 2nd, 2013, 3:51 am
- Forum: WML Workshop
- Topic: WML problem weapon special - disable ZOC
- Replies: 11
- Views: 2747
Re: WML problem weapon special - disable ZOC
it is cooler to do this with a custom status effect. Put this in your era or campaign file [event] name=preload first_time_only=no [lua] code=<< local _ = wesnoth.textdomain "mydomain" local old_unit_status = wesnoth.theme_items.unit_status function wesnoth.theme_items.unit_status() local ...
- June 1st, 2013, 5:05 pm
- Forum: WML Workshop
- Topic: WML problem : weapon special : defense
- Replies: 3
- Views: 968
Re: WML problem : weapon special : defense
in an attack event store the location of the second unit ($x2,$y2) http://wiki.wesnoth.org/InternalActionsWML#.5Bstore_locations.5D Then modify the units damage based on the defense of the second unit {FOREACH unit.attack i} {VARIABLE_OP unit.attack[$i].damage multiply $second_unit.defense.$stored_l...
- May 26th, 2013, 5:05 am
- Forum: WML Workshop
- Topic: WML problem, attack that has a chance to do extra damage
- Replies: 12
- Views: 2652
Re: WML problem, attack that has a chance to do extra damage
wow, ok, that is a lot simpler. Don't know how I overlooked that :S
- May 26th, 2013, 5:02 am
- Forum: WML Workshop
- Topic: taxing events and variables
- Replies: 4
- Views: 1206
Re: taxing events and variables
thank you. I have several filter_wml but no large loops. I think the problem may just be many events and an old laptop.
- May 25th, 2013, 10:07 am
- Forum: WML Workshop
- Topic: WML problem, attack that has a chance to do extra damage
- Replies: 12
- Views: 2652
Re: WML problem, attack that has a chance to do extra damage
[abilities] {WEAPON_SPECIAL_ELECTROCUTE this_guy 5} [/abilities] That is right =) As for the second part you've done a good start, however the specials variable applies to the tag, not the id, so that can only be done that way with pre-existing specials. Also these are abilities not weapon specials...
- May 25th, 2013, 9:48 am
- Forum: WML Workshop
- Topic: taxing events and variables
- Replies: 4
- Views: 1206
Re: taxing events and variables
loading speed is a little slow, but that is not big deal. turns ending/starting, recruiting, attacks. That does give me a clue for what events to look through, however I'm not sure what kind of content may be slowing the game. Is it likely just too many events? or may there be particular wml fragmen...
- May 25th, 2013, 3:50 am
- Forum: WML Workshop
- Topic: taxing events and variables
- Replies: 4
- Views: 1206
taxing events and variables
I have noticed my era is a bit slower on my laptop, and I am currently trying to rewrite some code to speed it up a bit. I use a lot of events and variables (including unit variables), as well as some menu items and was wondering if there are any events or variables that are particularly taxing on w...
- May 25th, 2013, 3:29 am
- Forum: WML Workshop
- Topic: WML problem, attack that has a chance to do extra damage
- Replies: 12
- Views: 2652
Re: WML problem, attack that has a chance to do extra damage
that is a good start, now all you need is to get rid of some of the code that does nothing, and add a random variable. #define WEAPON_SPECIAL_ELECTROCUTE [dummy] id=draconian_electrocute name= _ "Electrocute" description= _ "Electrocute: This attack has a 50% chance to deal 6 addition...
- May 21st, 2013, 4:25 am
- Forum: WML Workshop
- Topic: Ability help
- Replies: 4
- Views: 1120
Re: Ability help
for the first ability do you mean defense on all terrains? The best way to do this is a weapon special that lowers the enemies chance to hit by 20 that is only active on offense. #define WEAPON_SPECIAL_BLANK [chance_to_hit] id=blank name= _ "" description= _ "" add=-20 apply_to=o...
- May 20th, 2013, 1:09 pm
- Forum: WML Workshop
- Topic: Ability problems, making era
- Replies: 8
- Views: 1995
Re: Ability problems, making era
For problem 2 do you want to lower resistance for the duration of the attack or permanently? This should work for the first one #define WEAPON_SPECIAL_LOWER_RES [dummy] id=lower_res name= _ "" name_inactive= _ "" description= _ "" description_inactive= _ "" [/...