Search found 464 matches
- January 30th, 2024, 2:01 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130059
Re: Legend of the Invincibles
I get it now. Undrainable got changed to use status, but unpoisonable did not. Good job making a github issue.
- January 30th, 2024, 12:08 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130059
Re: Legend of the Invincibles
I feel like the immune to poison and drain has been fixed before, but there is no history about those events in github. Worse, the github code seems outright wrong - there is no event about "immune to drain", but there are 6 about "immune to poison". abilities_events.cfg starting...
- January 23rd, 2024, 3:19 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: vision to location
Thanks gnombat. I was definitely not going to figure that out on my own. Code for reference: [event] name=moveto [filter] side=1 [/filter] [filter_condition] [have_location] x=40 y=56 [filter_vision] side=1 [/filter_vision] [/have_location] [/filter_condition] [message] speaker=unit message= _ "...
- January 23rd, 2024, 1:52 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: vision to location
I don't see a way to use [filter_vision] to detect being able to see a specific location. But I shouldn't post questions at 3am. Spotting a unit is much easier to figure out after sleeping. Code: [event] name=sighted [filter] side=3 [/filter] [filter_second] side=1 [/filter_second] [message] message...
- January 23rd, 2024, 9:43 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: vision to location
Is there a way to trigger an event based on visibility? Specifically, I want to trigger when a unit moves and is now able to see a specific location or a specific second unit. I don't see anything remotely close.
- January 19th, 2024, 4:04 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: losing leader but keeping villages
When I remove the canrecruit ability from the one unit that can recruit (in an event), that side instantly loses all its villages. Is there a way to prevent that? The side is going to regain a leader later.
- January 17th, 2024, 8:00 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130059
Re: Legend of the Invincibles
That's odd, as it sure looks like the for loops there should include the last value, but clearly they don't. The numbers_between function is documented as returning a half-open interval . So it includes the first value but not the last value. Thank you for the extremely well explained answer. I had...
- January 17th, 2024, 9:05 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130059
Re: Legend of the Invincibles
Either disable debug mode, or disable deprecation logging in the advanced preferences. (I think the logging preferences aren't saved though so you might need to do that every time you open Wesnoth, unless you want to create a shortcut that passes the appropriate logging parameter.) Thanks, that's w...
- January 16th, 2024, 7:17 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2130059
Re: Legend of the Invincibles
I decided to try the beta version, so I downloaded Wesnoth 1.17.24 and installed LotI. Among other things, I repeatedly get an error "wesnoth.fire_event has been deprecated indefinitely.; (Note: You should use wesnoth.game_events.fire instead in new code)." I got nowhere google searching f...
- September 27th, 2023, 6:28 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: store reachable location
I apologize for wasting your time. Apparently [filter] [/filter] does work. I thought I tried that yesterday and it didn't work. I definitely tried it today after Ravana's post and it didn't work. But I try it now and it does work. Big code: #define PRE_POPULATE_KEEP_REACHABLE SIDE [event] name=side...
- September 27th, 2023, 5:13 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: store reachable location
Thanks. I'm sure I'm missing something, but this seems to accomplish the goal. [store_reachable_locations] [filter] id=$populate_recruiter.id [/filter] [filter_location] [not] [filter] [not] side=1 [/not] [/filter] [/not] [/filter_location] moves=current variable=populate_castle viewing_side={SIDE} ...
- September 27th, 2023, 4:07 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: store reachable location
How do I determine if a location is empty? This seems like it should be simple, but I'm not finding it. I can pre-populate a castle so it is full at the start of the game. But if some random other unit is in the castle, I want to not drop a new unit on top of it, because the new unit then bounces ou...
- September 21st, 2023, 12:42 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
- September 20th, 2023, 6:26 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: unique object ids
while [object] id= needs to be unique, [modify_unit][object] id= doesn't need that, so i think you can just use [modify_unit][object] It seems I don't understand properly. I thought the below did that in compliance with the wiki, but the object does not get removed from anyone. Can you explain what...
- September 19th, 2023, 10:59 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33533
Re: dabber's questions: contiguous castle
I want to make all the units on one side unable to leave the castle where they start, except to let a few of them run out each turn, and then all of them be released after a few turns. To lock them in the castle, I thought I would give them an object that modifies movement costs, which I could then ...