Search found 1497 matches

by Celtic_Minstrel
Yesterday, 12:34 am
Forum: WML Workshop
Topic: Activate dependencies
Replies: 11
Views: 117

Re: Activate dependencies

Yeah, for that you'd need to add a [binary_path] tag referencing the campaign as well.
by Celtic_Minstrel
Yesterday, 12:32 am
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 8
Views: 195

Re: [move_unit] exactly one hex back

Though it may technically be unsynced, I believe you can at least rely on its value to be effectively synced after a unit has finished moving or attacking?
by Celtic_Minstrel
October 21st, 2019, 12:26 am
Forum: WML Workshop
Topic: Activate dependencies
Replies: 11
Views: 117

Re: Activate dependencies

If you wanted to include units from a different campaign you'd probably need to include that campaign's units directory in your campaign's `[units]` tag.
by Celtic_Minstrel
October 21st, 2019, 12:04 am
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 7
Views: 141

Re: Issues with giving xp in a [fire_event]

Is there any chance that you've got three copies of this event? As in, is it in a macro? so I actually do need this specific macro to work. I updated it to the [foreach] syntax and it was still an issue oddly enough. dont have 3 copies in the macro but it is still strange how it is adding more. see...
by Celtic_Minstrel
October 20th, 2019, 11:56 pm
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 13
Views: 198

Re: need help creating custom [status]

Yes, it's possible. Run wesnoth -t and look at the Thief at 12,8, it has a custom "entangled" status. There was recently a bug where custom statuses wouldn't show in the sidebar, but it's been fixed, see 4376 . where would I find wesnoth -t? In the hotkey preferences, there is a "Start Test Scenari...
by Celtic_Minstrel
October 20th, 2019, 11:54 pm
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 7
Views: 147

Re: Is it possible to get opponent's level in weapon specials?

ihybrideur – That's not how this works. Your code creates a WML variable, but the formulas in a weapon special use WFL variables, which are not the same thing (I know, it's a little confusing to have three types of variables, but that's how it is). The other WFL variable is created by the engine in ...
by Celtic_Minstrel
October 20th, 2019, 11:49 pm
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 8
Views: 195

Re: [move_unit] exactly one hex back

In 1.15 the following should also work: [move_unit] x=$x1 y=$y1 dir=-$unit.facing [/move_unit] Basically, move the unit one space in the direction opposite the direction it's currently facing. But again, unless you patch in the capability (as I did in Black Cross), you need 1.15 for that to work.
by Celtic_Minstrel
October 20th, 2019, 11:44 pm
Forum: WML Workshop
Topic: Better method for this skill?
Replies: 2
Views: 95

Re: Better method for this skill?

I believe this would also work:

Code: Select all

[filter_opponent]
	[not]
		level=0,1,2,3,4
	[/not]
[/filter_opponent]
That said, even if that works, I'd probably recommend josteph's method since it's clearer what you mean.
by Celtic_Minstrel
October 20th, 2019, 11:37 pm
Forum: WML Workshop
Topic: How to use the built in AI Scenarios
Replies: 4
Views: 70

Re: How to use the built in AI Scenarios

Just mentioning that if you're not used to the command-line it might be easier to (as mattsc's link mentions) assign the "Start Test Scenario" hotkey in preferences, which will allow you to start any of these scenarios right from the title screen.
by Celtic_Minstrel
October 19th, 2019, 10:23 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

Aldarisvet wrote:
October 19th, 2019, 8:13 pm
I know that from equality point of view, it can be said that if there is no explanation of while some units are male only, then why to explain this case?
This.
by Celtic_Minstrel
October 18th, 2019, 12:45 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

That is old Sunderer. The horse is wearing a lot of metal chainmail armor. http://units.wesnoth.org/1.14/mainline/en_US/Dune%20Sunderer.html That is the part I actually wanted to clear up. That is not supposed to be chainmail. That's supposed to be scale armour or call it small-plated armour (dunno...
by Celtic_Minstrel
October 16th, 2019, 12:44 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

Still, even if it does impact balance, I think coherence of theme is more important than balance. You might be on the minority on this one. True enough. As for the Swiftrider and Raider, the "swift" might as well refer to the archery of that unit, That's really stretching it. That is old Sunderer. ...
by Celtic_Minstrel
October 16th, 2019, 1:49 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

I could get behind skirmisher -> strider -> ranger. I don't like hotshot or cutthroat though. I would also say that swiftrider and windrider should be changed to 9 MP while raider and marauder should be changed to 8 MP. This shouldn't have a huge impact on balance, right? After all, even level 2 uni...
by Celtic_Minstrel
October 15th, 2019, 4:03 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

Scale armour is heavier than leather (being made usually from lots of overlapping metal plates – though indeed animal scales can be used as well), but I suppose it's not totally out-of-place for a ranger to wear it...
by Celtic_Minstrel
October 13th, 2019, 6:05 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 59
Views: 2203

Re: Dunefolk Rework - Unit Descriptions

Personally I'd rather change stats or sprites than names in most cases, but changing descriptions is also fine when that's sufficient. Ok, no problem, but then we have new southern line, in which lvl1 unit immediately wields two daggers, but to your surprise there is nothing that explains why southe...