Search found 168 matches
- December 14th, 2023, 7:31 pm
- Forum: Multiplayer Development
- Topic: Mod : Advance Wesnoth Wars
- Replies: 71
- Views: 55907
Re: Mod : Advance Wesnoth Wars
Hello, How do I make leadership gain 1xp from adjacent battles when they assist their friends? It is not a feature available for AWW nor do I see it being balanced, it would be an excessive gain in experience. Even so, if you require it for a specific campaign or your own mod, you can start from th...
- July 20th, 2023, 10:08 am
- Forum: Users’ Forum
- Topic: Multiplayer: Changing a player to AI
- Replies: 10
- Views: 4374
Re: Multiplayer: Changing a player to AI
With Advanced wesnoth wars (fork) it can be done, in the tools section.
Otherwise, you have to code it in the scenario itself. Although I thought that if a player quit, they automatically change to the AI...
Otherwise, you have to code it in the scenario itself. Although I thought that if a player quit, they automatically change to the AI...
- July 4th, 2023, 1:06 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
Craftingwhite_haired_uncle wrote: ↑July 3rd, 2023, 9:49 am Where are you getting anger? I want that for my other scythemaster who needs more help (giving it to this one it probably overkill).
wrath
is the easiest way. The materials it requires are relatively cheap.- July 2nd, 2023, 6:51 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
A few days ago I noticed that "anger" also doubles whirlwind attacks while the enemy is still at 0 attacks, which literally makes it the most powerful unit in my army right now. (Chapter 6)
- July 1st, 2023, 8:28 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
I have tried to remove the artifacts from this image, do you think it is acceptable like this, or can someone improve it?
- June 30th, 2023, 5:46 pm
- Forum: WML Workshop
- Topic: Disable opponent weapon during fight
- Replies: 3
- Views: 491
Re: Disable opponent weapon during fight
Just before the attack. For example, in pre attack event: [modify_unit] [filter] id=$unit.id [/filter] [object] id=aww_disable_attacks [effect] apply_to=attack set_attacks=0 [/effect] [/object] [/modify_unit] After the attack, on attack end event: [remove_object] id=$unit.id object_id=aww_disable_at...
- June 26th, 2023, 6:31 am
- Forum: WML Workshop
- Topic: Looping through units to obtain their movement area and then implementing it into AI.
- Replies: 3
- Views: 414
Re: Looping through units to obtain their movement area and then implementing it into AI.
Try variable=$waterbone_troop.id|_range
Same with id= find_in= etc
Same with id= find_in= etc
- June 25th, 2023, 9:24 pm
- Forum: Technical Support
- Topic: Console messages superimposed
- Replies: 4
- Views: 3203
Re: Console messages superimposed
I thought it was already resolved. It must be a special case.
https://github.com/wesnoth/wesnoth/issues/7100
https://github.com/wesnoth/wesnoth/issues/7100
- June 21st, 2023, 11:30 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
Some defense abilities are capped at 80% and others at 90% but I didn't really understand the logic yet...
- June 20th, 2023, 3:10 am
- Forum: WML Workshop
- Topic: Abilities clause
- Replies: 7
- Views: 584
Re: Abilities clause
You don't need to use [+abilities], use: [abilities] MACRO> keys of ability [/abilities] [abilities] <MACRO [/abilities] or MACRO> [abilities] keys of ability [/abilities] <MACRO [+abilities] is for: [abilities] some keys [/abilities] MACRO> [+abilities] more keys of the SAME ability, or the same ke...
- June 17th, 2023, 2:23 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
lua/inventory/storage.lua - sort "In the item storage:" lua/inventory/recall.lua - sort "Items on units on the recall list" both units by name and items by name utils/chapter9_utils.cfg - remove units that are already on the autorecall list from the list of units to add utils/ch...
- June 16th, 2023, 10:45 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
My version of LOTI (downloaded from Github, updated) show the autorecall list like this: Sin título.png The savegame of white_haired_uncle, with "3.2.7.162gbb3986a" version show the list like this: Sin título.png How is that? Are the list numbers something new, or something old? Where is t...
- June 14th, 2023, 8:13 am
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
Incinerate is sustained even if a unit is healed from advancing or receiving AMLA. Is this intentional?
- June 13th, 2023, 11:45 pm
- Forum: Scenario & Campaign Development
- Topic: Legend of the Invincibles
- Replies: 8125
- Views: 2173348
Re: Legend of the Invincibles
Try this. I cannot guarantee this works, I don't recall if fire_event is used like I put in the code, but maybe bypassing kill=yes on harm_unit with an extra condition on scenario in case unit has necromancy as a possible ability, and triggering last breath from outside the tag, it should preserve ...
- June 12th, 2023, 11:59 pm
- Forum: Users’ Forum
- Topic: Everything is so small / Map Zoom
- Replies: 4
- Views: 3373
Re: Everything is so small / Map Zoom
Edit this line on this file: D:\SteamLibrary\steamapps\common\wesnoth\data\game_config.cfg zoom_levels = 0.25, 0.33333333333333333, 0.5, 0.75, 1.0, 1.25, 1.5, 2.0, 3.0, 4.0, 10.0 You will have a greater range of zooms, above and below. This only affects the vision of the battlefield itself, not the ...