Search found 86 matches

by LordAwsomeness
October 16th, 2019, 5:38 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 6
Views: 83

Re: Issues with giving xp in a [fire_event]

Sounds like the example https://wiki.wesnoth.org/EventWML#A_Trap_for_the_Unwary wow that is so strange. the event id was all I needed... after adding an event id it started working as I initially anticipated. I dont understand how that bug was coming up though because I didn't have multiple of the ...
by LordAwsomeness
October 16th, 2019, 5:35 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 6
Views: 83

Re: Issues with giving xp in a [fire_event]

BTW, the [for] and [foreach] loops are simpler than using the older {FOREACH} macro. It looks like you unstore the killer2 unit multiple times (once for each time through the loop). this is the new code im running. it gives xp to them all but still does the bug... [event] name=give_xp first_time_on...
by LordAwsomeness
October 16th, 2019, 5:32 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 6
Views: 83

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 LordAwsomeness
October 16th, 2019, 3:33 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 6
Views: 83

Re: Issues with giving xp in a [fire_event]

nevermind I just coded it into my event where the unit gets killed and the bug stopped.
by LordAwsomeness
October 16th, 2019, 2:44 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 6
Views: 83

Issues with giving xp in a [fire_event]

So im attempting to create scenario where anytime players kill an enemy unit, all of the teammates receive bonus xp. The idea behind it is that players level up and essentially receive skill points to spend on abilities. I felt there was a balance issue with turn order having the first player genera...
by LordAwsomeness
October 16th, 2019, 1:42 pm
Forum: WML Workshop
Topic: Count units on a side?
Replies: 6
Views: 88

Re: Count units on a side?

Ravana wrote:
October 16th, 2019, 6:12 am
You can store units in WML as well and check length.

Also, filter_wml is not needed for status anymore since 1.12 I think.
oh interesting. what would I use to check the wml instead of filter wml?
by LordAwsomeness
October 16th, 2019, 3:52 am
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 12
Views: 167

Re: need help creating custom [status]

lhybrideur wrote:
October 14th, 2019, 2:56 pm
you can also look in abilities.cfg of Legend of the Invincibles add-on
thank you! I will definitely check it out!
by LordAwsomeness
October 16th, 2019, 3:51 am
Forum: WML Workshop
Topic: Count units on a side?
Replies: 6
Views: 88

Re: Count units on a side?

[lua] wml.variables.foo = #wesnoth.get_units { side=1, wml.tag.filter_wml { wml.tag.status { poisoned='yes' } } } [/lua] and then access the WML variable $foo. I am unfamiliar with integrating lua into wml. do I need to just copy and paste that lua syntax or do I have to do something more?
by LordAwsomeness
October 16th, 2019, 3:03 am
Forum: WML Workshop
Topic: Count units on a side?
Replies: 6
Views: 88

Count units on a side?

is there a way to count the units on a side? specifically units that have a static effect such as poisoned or slowed?
by LordAwsomeness
October 13th, 2019, 5:18 pm
Forum: WML Workshop
Topic: Issues with [object] duration=turn_end
Replies: 1
Views: 43

Re: Issues with [object] duration=turn_end

Actually I figured out the issue was that I was unstoring the unit after I applied the object... sorry!
by LordAwsomeness
October 13th, 2019, 5:09 pm
Forum: WML Workshop
Topic: Issues with [object] duration=turn_end
Replies: 1
Views: 43

Issues with [object] duration=turn_end

having a little issue with my coding here. Im sure the coding is working as intended but I need a solution. so essentially I have created a macro that allows a player to cast a spell on themselves or an ally. for the player who casts it on themself, the effect continues until the beginning of their ...
by LordAwsomeness
October 13th, 2019, 4:12 pm
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 12
Views: 167

Re: need help creating custom [status]

Ravana wrote:
October 13th, 2019, 4:11 pm
That part does not have anything special, so just from reference.
so how would I make my own status?
do I just store the unit, affect the status of the unit, unstore the unit with the status modification and work it as a dummy status?
by LordAwsomeness
October 13th, 2019, 4:03 pm
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 12
Views: 167

Re: need help creating custom [status]

Ravana wrote:
October 13th, 2019, 3:17 pm
Note that Lua is only needed for status icon, unit coloring and status effect you can do in WML.
where would I find how to do the wml parts of it?
by LordAwsomeness
October 13th, 2019, 1:04 pm
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 12
Views: 167

Re: need help creating custom [status]

I wish we'd have a sticky thread that explains this, but until then, what OS do you use and how do you usually start wesnoth? I run wesnoth on Windows 10 and usually I run it through a custom exe that allows me to save the user_data on a portable drive, but the root folder for the PC's I use run th...
by LordAwsomeness
October 13th, 2019, 3:54 am
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 12
Views: 167

Re: need help creating custom [status]

josteph wrote:
October 13th, 2019, 12:49 am
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?