Search found 31 matches

by hyper_cubed
August 25th, 2018, 3:11 pm
Forum: WML Workshop
Topic: Making a unit invisible after attacking/killing
Replies: 4
Views: 350

Re: Making a unit invisible after attacking/killing

I know you probably already have what you need, but here something that I did that has a limited number of turns that it lasts. You have to use an object to get the number of turns lasting effect. I hope this can help you in some way. This would give a unit that just killed another unit the ability ...
by hyper_cubed
August 25th, 2018, 12:38 pm
Forum: WML Workshop
Topic: Creating a page where I can alpha my mod and get feedback
Replies: 4
Views: 269

Re: Creating a page where I can alpha my mod and get feedback

The multiplayer idea is great! I know what you mean by modifying my mod forever. I highly value what you have said, but I don't have alot of time to respond (I wear too many hats). Would it be the same if my mod wasn't an era or faction? My mod is more of a era/faction enhancer. What it does is allo...
by hyper_cubed
August 25th, 2018, 12:55 am
Forum: WML Workshop
Topic: Creating a page where I can alpha my mod and get feedback
Replies: 4
Views: 269

Creating a page where I can alpha my mod and get feedback

Can I get advice from a veteran on how to go about getting testers for a mod? I have just finished a massive mod that queries all units (vanilla and modded) and assigns AMLAs based on the unit's unique meta data. I worked really hard to balance it but I just need people. There are a ton of "classes"...
by hyper_cubed
May 20th, 2018, 8:10 pm
Forum: WML Workshop
Topic: Include new units in a modification type mod
Replies: 1
Views: 393

Include new units in a modification type mod

I have an AMLA that seeks to fill gaps in a line on enemy death. It works but I am limited to passing unit types that already exist. I would like to partition a part of my mod directory to hold specific units that I include in the mod. Tried including a units folder and a [+units] tag in my main.cfg...
by hyper_cubed
April 27th, 2018, 9:18 pm
Forum: WML Workshop
Topic: Relative directional data
Replies: 2
Views: 423

Re: Relative directional data

I'm sure you are aware of this, but just in case: I would like to remind any readers that there exists [store_relative_direction] for versions 1.13 and greater. Wow, that is awesome. I was not aware of that. I started building what I was building because I wanted to create a rotate function that wo...
by hyper_cubed
April 27th, 2018, 4:26 pm
Forum: WML Workshop
Topic: Relative directional data
Replies: 2
Views: 423

Relative directional data

I am not sure if there is a better way to do this, but I created a macro that will tell you where the adjacent unit is in relation to the primary unit. I intend to create a 1.12 friendly rotation macro. I use this primarily for events, but I am sure it can be used for other things. As long as you ca...
by hyper_cubed
April 23rd, 2018, 2:23 am
Forum: WML Workshop
Topic: Terrain codes
Replies: 5
Views: 472

Re: Terrain codes

This is the script which created the wiki page, maybe you want to have a look: https://github.com/wesnoth/wesnoth/blob/master/data/tools/terrain2wiki.py EDIT: for some reason, it is double building the string. Gotta look into it, but almost done. Also the fail string isn't working all the way yet. ...
by hyper_cubed
April 23rd, 2018, 12:00 am
Forum: WML Workshop
Topic: Terrain codes
Replies: 5
Views: 472

Re: Terrain codes

You mean something like this ? This may not be suitable for everyone, but I intend to build a string builder that initializes variables so an individual can build terrain string definitions as needed. I will post my code later but in the mean time if it helps anybody, I built an array out of the in...
by hyper_cubed
April 22nd, 2018, 8:39 pm
Forum: WML Workshop
Topic: Terrain codes
Replies: 5
Views: 472

Re: Terrain codes

Pentarctagon wrote:
April 22nd, 2018, 7:46 pm
You mean something like this?
Doh,

now I feel dumb.
by hyper_cubed
April 22nd, 2018, 7:43 pm
Forum: WML Workshop
Topic: Terrain codes
Replies: 5
Views: 472

Terrain codes

Hey guys, does anyone have any precompiled lists of terrain codes? I work as a database developer and have very little time after work. I am about 3-5k lines into my mod and want to create a terrain resource I just don't have the time to list out all the possibilities. If anyone has a resource, coul...
by hyper_cubed
April 22nd, 2018, 7:40 pm
Forum: WML Workshop
Topic: Dynamically remove default amla from some unit_type
Replies: 9
Views: 765

Re: Dynamically remove default amla from some unit_type

A 1.12-friendly method to remove the default AMLA as an option would probably be something like the following (untested): [store_unit] # Whatever filter you want; should match only one unit, use a loop if you need more variable=my_unit [/store_unit] [clear_variable] variable=my_unit.advancement[0] ...
by hyper_cubed
April 22nd, 2018, 7:33 pm
Forum: WML Workshop
Topic: Advancement Effect apply_to=bonus_attack
Replies: 5
Views: 477

Re: Advancement Effect apply_to=bonus_attack

iirc dugis addons implementes this type of effect manually in postadvance etc events, although it could also be implemented via the new 1.13 custom effects. One important different between duigs implementation and a possible 1.13 custom effect implementation is that dugis implementatiojn makes sure...
by hyper_cubed
April 22nd, 2018, 7:23 pm
Forum: WML Workshop
Topic: Wesnoth formula language function "contains_string"
Replies: 5
Views: 544

Re: Wesnoth formula language function "contains_string"

If you are trying to filter units, you may want to make use of lua_function attribute in StandardUnitFilter . That one just needs to return true/false, so there's no need to store a WML variable. By the way, using Lua code as you have done is a nicer solution than using WFL because a variable subst...
by hyper_cubed
April 18th, 2018, 4:50 pm
Forum: WML Workshop
Topic: Dynamically remove default amla from some unit_type
Replies: 9
Views: 765

Re: Dynamically remove default amla from some unit_type

The Lua snippet I posted would be for removing (ie, undoing) an AMLA that has already been selected. For removing the default AMLA as an option, I'd suggest adopting the other approach I mentioned, which is to use an object something like this: [object] [effect] apply_to=remove_advancement amlas=am...
by hyper_cubed
April 18th, 2018, 4:47 pm
Forum: WML Workshop
Topic: Advancement Effect apply_to=bonus_attack
Replies: 5
Views: 477

Advancement Effect apply_to=bonus_attack

I was perusing through Dugi's codebase for legend of the invincibles and found an advancement called arrow storm. I would like to do something similar, and have already instantiated the weapon special, but there is something that I cannot account for. As I search the database for "bonus_attack" in t...