Search found 320 matches

by vghetto
Yesterday, 10:31 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 199
Views: 28192

Re: WF - Wild Frontiers [SP Campaign]

In WF 1.11.10, I added the new animal "Horned Scarab". I think you'll need wesnoth 1.15.9 for it to work. People playing on wesnoth 1.14 don't need to worry about this. All new animals feedback, except for Tuskers, should be directed at https://forums.wesnoth.org/viewtopic.php?f=9&t=52...
by vghetto
January 25th, 2021, 8:09 pm
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 17
Views: 837

Re: Help filtering menu item based on sides unit & location

Celtic_Minstrel wrote: November 8th, 2019, 2:29 am In a location filter, an empty [filter] tag means "match only locations with units on them", so an empty [filter] tag in a [not] tag inverts that to "match only locations with no unit on them".
by vghetto
January 25th, 2021, 7:37 pm
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 17
Views: 837

Re: Help filtering menu item based on sides unit & location

Ah, then my example won't do what you want. This might, I didn't test this either :whistle: [set_menu_item] id=test description= _ "testing" [show_if] [have_location] x,y=$x1,$y1 terrain=C* [not] [filter] [/filter] [/not] [filter_adjacent_location] terrain=K* [filter] [/filter] [/filter_ad...
by vghetto
January 25th, 2021, 5:36 pm
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 17
Views: 837

Re: Help filtering menu item based on sides unit & location

I didn't test this, but give it a try. [set_menu_item] id=test description= _ "testing" [show_if] [have_unit] # if there is a unit x,y=$x1,$y1 side=$side_number [filter_location] terrain=C* [filter_adjacent_location] terrain=K* [filter] [/filter] [/filter_adjacent_location] [/filter_locati...
by vghetto
January 25th, 2021, 9:06 am
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 17
Views: 837

Re: Help filtering menu item based on sides unit & location

Legend_Rider wrote: January 24th, 2021, 10:53 pm Only thing I need to do now is figure out how to set the menu to show up adjacent to the unit rather than on the unit.
The menu shows up where you right click. It is unclear to me what you'd like to do exactly. Could you clarify?
by vghetto
January 25th, 2021, 9:01 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 199
Views: 28192

Re: WF - Wild Frontiers [SP Campaign]

Great thanks for playing :) Posting the answers to other questions that came up: 1. What are the benefits for upgrading my outposts/stronghold from wood to stone? stone is undestructible for enemies? Wooden castles can be destroyed by side 4 outlaws, side 5 orcs and side 8 calamities. Stone is indes...
by vghetto
January 24th, 2021, 9:21 am
Forum: Scenario & Campaign Development
Topic: WF - Wild Frontiers [SP Campaign]
Replies: 199
Views: 28192

Re: WF - Wild Frontiers [SP Campaign]

is there a wiki or something i could use to find out what exactly my buildings do? maybe i can open advisor dialogue in the editor to read again what i've already seen? i'd like to know things like: what's the purpose of a road, what's the purpose of a stone wall, when will windmill finally spawn a...
by vghetto
January 24th, 2021, 8:57 am
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11338

Re: Den of Thieves 2.0 (tactical stealth mod)

Thanks for the bug report, dwarftough. The bug also affects the MP version. The role of the escort is "hunter", the filter is looking for role=escort. Maybe it should filtering on ability instead. I'll wait for Bob's input before trying to fix this in the SP version. Edit: comma separating...
by vghetto
January 24th, 2021, 5:44 am
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11338

Re: Den of Thieves 2.0 (tactical stealth mod)

Sorry for confusing everybody. I updated the fork's server.pbl description to explain that it's a fork and that a multiplayer version exists.
I also disabled the 2p/3p selection for those that might start the SP version from the multiplayer screen.
by vghetto
January 23rd, 2021, 3:35 pm
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11338

Re: Den of Thieves 2.0 (tactical stealth mod)

Deleted my old save from v1 (I'd bungled it anyways) and started anew with 2.0. Some feedback. I discovered the SP version this time around but when I start it it gives me this mysterious choice of 2p or 3p. No explanation given. Since I had no clue I chose the pre highlit 3p. Not sure what this wa...
by vghetto
January 23rd, 2021, 1:31 pm
Forum: Multiplayer Development
Topic: Den of Thieves 2.0 (tactical stealth mod)
Replies: 71
Views: 11338

Re: Den of Thieves 2.0 (tactical stealth mod)

To make this more clear. DOT_STORE_UNIT is looking for ability=assassin. If the recalled unit doesn't have that ability, store_unit variable will be empty. Then the macro will try to [unstore_unit] that variable with the data status.started_hidden, which is a malformed [unit] definition and hence th...
by vghetto
January 23rd, 2021, 9:49 am
Forum: Scenario & Campaign Development
Topic: The Pool of Ek [SP Campaign] v1.15
Replies: 14
Views: 1070

Re: The Pool of Ek [SP Campaign] v1.15

Not sure if this is something that mainline developers are interested in looking at and addressing. The attached Konrad2 Lord-Knightmare scenario 5 replay aborts wesnoth 1.15.9 with the following message: wesnoth-1.15: /home/amnesia/src/wesnoth/build/wesnoth/src/replay.cpp:586: config &replay::a...
by vghetto
January 23rd, 2021, 7:01 am
Forum: WML Workshop
Topic: Help filtering menu item based on sides unit & location
Replies: 17
Views: 837

Re: Help filtering menu item based on sides unit & location

Not sure what you need the side thing for. Try the following and see if it's what you want: [set_menu_item] id=test description= _ "testing" [show_if] [have_unit] # if there is a unit x,y=$x1,$y1 #side=1 # Set the side explicitly, or leave out if it applies to all sides. #side=$side_number...
by vghetto
January 22nd, 2021, 6:07 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.9
Replies: 4
Views: 1555

Re: Wesnoth 1.15.9

Traits are broken in this version when using this definition :( The unit won't get the quick/strong .... traits. only the loyal [unit] id=loyal_bowman passable=yes placement=leader random_traits=no side=1 type=Bowman {IS_LOYAL} [modifications] {TRAIT_LOYAL} {TRAIT_QUICK} [/modifications] [/unit] [un...
by vghetto
January 21st, 2021, 5:22 pm
Forum: WML Workshop
Topic: WFL and damage special
Replies: 12
Views: 1491

Re: WFL and damage special

This seems to work in 1.15.9+ Use defender , the wfl variable other will point at self in this context. [effect] apply_to=attack [set_specials] mode=append [chance_to_hit] id=magnetic value=100 apply_to=self cumulative=no [/chance_to_hit] [damage] id=truestrike name= _ "truestrike" descrip...