Search found 9 matches

by ialdabaoth
November 25th, 2013, 12:05 am
Forum: WML Workshop
Topic: How do I specify a unit that is adjacent to a specific hex?
Replies: 3
Views: 611

Re: How do I specify a unit that is adjacent to a specific h

Excellent! Everything seems to work, except for one thing: The Elvish Shaman changes direction, but doesn't show the healing animation unless I put it AFTER the creation of the Wose Sapling. Is there something specific to healing animations, that they don't show if there isn't an adjacent unit to he...
by ialdabaoth
November 24th, 2013, 11:01 pm
Forum: WML Workshop
Topic: How do I specify a unit that is adjacent to a specific hex?
Replies: 3
Views: 611

How do I specify a unit that is adjacent to a specific hex?

Here's my code: [animate_unit] [filter] side=$side_number type=Elvish Shaman,Elvish Druid,Elvish Shyde,Ancient Wose #only the one that's adjacent [filter_adjacent_location] x,y=$x1,$y1 [/filter_adjacent_location] [/filter] flag=healing facing=$x1,$y1 [/animate_unit] [unit] type=Wose Sapling side=$si...
by ialdabaoth
November 24th, 2013, 5:10 pm
Forum: WML Workshop
Topic: Can someone walk me through an event filter?
Replies: 3
Views: 575

Re: Can someone walk me through an event filter?

Brilliant! I even understand all that!

Thank you so much, you've given me a lot to work with.
by ialdabaoth
November 23rd, 2013, 10:42 pm
Forum: WML Workshop
Topic: Can someone walk me through an event filter?
Replies: 3
Views: 575

Can someone walk me through an event filter?

So, here's the logic of what I want to do: I want a moveto event, that triggers whenever an Elvish Druid or Elvish Shyde moves out of a forest space that it started its turn in, into an adjacent space, but only if there are no other units (friendly or enemy) adjacent to the forest space OR the Druid...
by ialdabaoth
November 23rd, 2013, 9:44 pm
Forum: WML Workshop
Topic: Adding graphics / menus when moving units?
Replies: 2
Views: 466

Re: Adding graphics / menus when moving units?

Hrm. Well, I suppose I should open up the c++ source, then. This should be entertaining.
by ialdabaoth
November 23rd, 2013, 7:04 pm
Forum: WML Workshop
Topic: Adding graphics / menus when moving units?
Replies: 2
Views: 466

Adding graphics / menus when moving units?

This might be a little complicated to explain, but here's basically what I want to do: Current behavior: When you've selected a unit and begin to move the cursor, a footprint path renders on the map to where the cursor is, and clicking on that hex will move you to that hex. If the cursor is highligh...
by ialdabaoth
November 23rd, 2013, 2:41 am
Forum: WML Workshop
Topic: Does {MODIFY_UNIT (type=whatever) canrecruit yes} work?
Replies: 2
Views: 548

Re: Does {MODIFY_UNIT (type=whatever) canrecruit yes} work?

The first sample will work exactly once (because first_time_only=no isn’t specified and alter all Elvish Lords on the map, which is inefficient and pointless as odds are that they already have canrecruit=yes once their number is not singular. The second sample should work correctly but it’s also go...
by ialdabaoth
November 23rd, 2013, 1:56 am
Forum: WML Workshop
Topic: Does {MODIFY_UNIT (type=whatever) canrecruit yes} work?
Replies: 2
Views: 548

Does {MODIFY_UNIT (type=whatever) canrecruit yes} work?

Here's what I'm trying to do: [event] name=post advance {MODIFY_UNIT (type=Elvish Lord) canrecruit yes} [/event] In plain English, whenever any unit advances to an Elvish Lord, I want that Elvish Lord to gain the canrecruit=yes property. (I'm settling for ALL Elvish Lords gaining the canrecruit=yes ...
by ialdabaoth
November 22nd, 2013, 6:08 pm
Forum: Art Contributions
Topic: New animations
Replies: 1489
Views: 406540

Re: New animations

Hello! I've built some animations for the Elvish Lady, so she can (theoretically) be made as a full unit like the Elvish Lord. They're effectively frankensteins, but (I hope) reasonably well-done. Here's my animation WML: die_sound={SOUND_LIST:ELF_FEMALE_HIT} {DEFENSE_ANIM_RANGE "units/elves-wood/la...