Search found 40 matches

by Ruvaak
November 1st, 2019, 8:04 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

the icon of your addon seems to be about as big as your addon and takes up a significant amount of the addon list everyone downloads when connecting to the addon server. Please reduce the icon size or use a path to a mainline image instead of a data URI. The image seems to be a mainline portrait an...
by Ruvaak
October 30th, 2019, 4:15 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Hi Soliton !

Ok, I will try to take care of it this weekend
by Ruvaak
October 19th, 2019, 6:13 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Hello Zakimoto After checking things, it appears there is a problem on this Ravager campaign because it uses lot of "chances_to_hit", depending on some conditions (see screenshot) My code don't interpret the conditions and filters, so it's just basing the damage on the combination of all chances_to_...
by Ruvaak
October 12th, 2019, 10:29 am
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Hello Zakimoto Thanks for reporting me, it's clearly a bug. Magickal and Marksman are managed in a special way in my code , they ignore the terrain defenses and always hit at 60-70% : so on No-Random option enabled, with hit ratio is converted in damage reduction, and 12x5 on 60% hit should be 7x5. ...
by Ruvaak
April 15th, 2019, 10:42 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

However....I'm somehow back to "No Random Combats" being always enabled in both custom and swarm mode (despite not being indicated as turned on by lua message at game start). Greez, Hammerfritz I saw the issue, just uploaded the 1.14.14.3 who fix it. But tell me if you still see problems. thanks ag...
by Ruvaak
April 15th, 2019, 3:04 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Thanks, I will look at this ^^
by Ruvaak
April 14th, 2019, 6:07 pm
Forum: Users’ Forum
Topic: BfW is a game that relies on save-scumming too much
Replies: 111
Views: 15261

Re: BfW is a game that relies on save-scumming too much

If you don't like save-scumming, for campaign you can use Experimental RNG (don't forget to enable "keep seed", like almost people), give a try on Advanced Wesnoth Wars mod. The first feature is about that. The chances to hit become 100%, and a temporal damage multiplier is created for each attack, ...
by Ruvaak
April 14th, 2019, 3:35 pm
Forum: WML Workshop
Topic: remove a trait to WML
Replies: 8
Views: 803

Re: remove a trait to WML

Thanks all, I did a lua function similar to similar object, with the 3rd parameter Celtic_Minstrel show me, and it works : function wesnoth.wml_actions.aww_remove_trait(cfg) local trait_id = cfg.trait_id for _,unit in ipairs(wesnoth.get_units(cfg)) do wesnoth.remove_modifications(unit, {id = trait_i...
by Ruvaak
April 13th, 2019, 2:11 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.6
Replies: 16
Views: 5501

Re: Wesnoth 1.14.6

Steam version passed to 1.14.7, but no communication of download off-steam nowhere for now. Was the steam update a mistake maybe ?
by Ruvaak
April 13th, 2019, 12:32 pm
Forum: WML Workshop
Topic: remove a trait to WML
Replies: 8
Views: 803

Re: remove a trait to WML

Yes but actually [remove_object] might also be able to remove traits, did you try it? like for example [remove_object] object_id="loyal" to remove the loyal trait. Yes, I tried, didn't worked. (v1.14.7) When I defined the trait, I didn't put in using [modifications] (because I noticed sometimes thi...
by Ruvaak
April 13th, 2019, 12:17 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

@Hammerfritz I quickly tried you WML code and did a 0 damage on all units :(
in the end I did the reduced damage for single-strikes on swarm mode the same way I did it in Custom mode, in LUA scripts. Because making a loop on each attack in WML in incredibely slow ^^
by Ruvaak
April 13th, 2019, 12:09 am
Forum: WML Workshop
Topic: remove a trait to WML
Replies: 8
Views: 803

Re: remove a trait to WML

Hi both, @ravana. I see. The thing is, I'm working on option to disable/enable certains mods options ingame, so removing abilities/objects/traits than was created on units. But if the core code was not designated that way, i can understand the problem. @gfgtdf, I didn't understood. There is a LUA fu...
by Ruvaak
April 12th, 2019, 4:59 pm
Forum: WML Workshop
Topic: remove a trait to WML
Replies: 8
Views: 803

remove a trait to WML

Hello, From my understanding, [traits] and [object] works in similar ways, stored in [modifications] tags of unit. There is a [remove_object] (which sometimes creates bugs, like resetting completely or partially unit/attack default values, for a reason I still didn't understood), but apparently not ...
by Ruvaak
April 7th, 2019, 2:42 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Yep, it's a good suggestion. I already thought about that, and then, first it's boring to code (interactive menu in wml or lua... uff), it can also be boring and break the rythm to always have to choose on every recruit. And in the end, keeping some randomness for minor things (things that you will ...
by Ruvaak
April 4th, 2019, 7:41 pm
Forum: Multiplayer Development
Topic: Mod : Advanced Wesnoth Wars
Replies: 33
Views: 4159

Re: Mod : Advanced Wesnoth Wars

Have you seen the snippet I edited into my last post? Maybe that could help with adding that feature to the swarm version. Also applies to units that have more than 1 base strike, but were reduced to having just one. Hope it's not way too bloaty though xD Yep, it's a good idea. I wil check that thi...