Search found 9581 matches

by zookeeper
Yesterday, 5:37 pm
Forum: WML Workshop
Topic: [SOLVED] Rendering issue with [item] tag.
Replies: 3
Views: 82

Re: Rendering issue with [item] tag.

It does. If it's a 72x72 image and you want it to get drawn behind units, use image= instead of halo=.
by zookeeper
Yesterday, 8:33 am
Forum: Ideas
Topic: Do healing on turn 1
Replies: 7
Views: 134

Re: Do healing on turn 1

I'm pretty sure the reason is kind of twofold: 1) If the scenario starts with wounded units on the map, healing would/could happen immediately at scenario start (possibly including rest healing?), which would feel weird in side 1's case. And if side 1 doesn't get healing on turn 1, then no other sid...
by zookeeper
September 14th, 2018, 7:05 pm
Forum: WML Workshop
Topic: [SOLVED] Set remaining movement to 0
Replies: 6
Views: 149

Re: Set remaining movement to 0

And in this case you don't even need to store the unit yourself; in events with a primary unit (such as enter_hex etc) you have the auto-stored $unit variable/container available, so something as simple as this would do: [set_variable] name=unit.moves value=0 [/set_variable] [unstore_unit] variable=...
by zookeeper
September 13th, 2018, 6:50 pm
Forum: WML Workshop
Topic: [SOLVED] Set remaining movement to 0
Replies: 6
Views: 149

Re: Set remaining movement to 0

Shiki wrote:
September 13th, 2018, 3:53 pm

Code: Select all

  {VARIABLE $unit.moves 0}
Except that should be:

Code: Select all

  {VARIABLE unit.moves 0}
by zookeeper
August 31st, 2018, 10:44 am
Forum: Writers’ Forum
Topic: The Sleepless Sea
Replies: 8
Views: 1519

Re: The Sleepless Sea

This gave me an interesting idea. Is it possible to write around this, so there's no story conflict? So, what if a large portion of the Sleepless Sea periodically receeds for several decades and the seafloor is exposed, along with the ruins there. I don't see why not, besides possible objections so...
by zookeeper
August 5th, 2018, 2:46 pm
Forum: WML Workshop
Topic: Making a unit invisible after attacking/killing
Replies: 4
Views: 346

Re: Making a unit invisible after attacking/killing

You probably need to manually (re)set the unit.status.uncovered status to "no" as well.
by zookeeper
July 30th, 2018, 2:34 pm
Forum: Music & Sound Development
Topic: New music contribution
Replies: 12
Views: 1404

Re: New music contribution

From a more or less layman standpoint, sounds good to me. Hopefully West will chime in for some helpful technical critique.
by zookeeper
July 30th, 2018, 2:09 pm
Forum: Users’ Forum
Topic: What manner of the projection is the map of Wesnoth?
Replies: 5
Views: 497

Re: What manner of the projection is the map of Wesnoth?

Has there even been a decision that the world is a globe? Not officially, but it seems like a reasonable assumption regardless. A globe requires no particular explanation, but if it's something else then that means there's some weird cosmology going on and that would require an explanation of some ...
by zookeeper
July 30th, 2018, 8:26 am
Forum: Users’ Forum
Topic: What manner of the projection is the map of Wesnoth?
Replies: 5
Views: 497

Re: What manner of the projection is the map of Wesnoth?

The projection used on the existing bigmaps is unspecified (nor does it matter much, considering how small part of the world each map portrays), but it is of course some kind of cylindrical projection.
by zookeeper
July 24th, 2018, 9:36 am
Forum: WML Workshop
Topic: Random Unit Dialogue
Replies: 11
Views: 635

Re: Random Unit Dialogue

It seems like one can't do it with a lua_function=, but this does seems to work: [lua] code = << function wesnoth.wml_actions.random_message(cfg) local new_cfg = cfg.__literal local matching_units = wesnoth.get_units(cfg) local random_unit_id = matching_units[math.random(#matching_units)].id table.i...
by zookeeper
July 24th, 2018, 7:57 am
Forum: WML Workshop
Topic: Random Unit Dialogue
Replies: 11
Views: 635

Re: Random Unit Dialogue

There's currently no simple way to choose a random unit in a situation like that. You'd have to store all units, pick a random index, and then filter by the id or location of the stored unit in that index. It would be convenient if SUF allowed a key such as random_selection=4 which would cause only ...
by zookeeper
July 23rd, 2018, 9:08 pm
Forum: Technical Support
Topic: [1.14.1] Sceptre of Fire - 9 - Caverns of Flame - Repeated messages and possible defeat upon killing final elf
Replies: 1
Views: 258

Re: [1.14.1] Sceptre of Fire - 9 - Caverns of Flame - Repeated messages and possible defeat upon killing final elf

Easy to miss, but it's there: ## Version 1.14.2 ### Campaigns [...] * Sceptre of Fire: * In 'Caverns of Flame', fixed various issues with the volcano eruption. Now, I can't be absolutely positive that I caught all possible problems with that sequence (since it is pretty complicated), but I haven't s...
by zookeeper
July 23rd, 2018, 9:01 pm
Forum: WML Workshop
Topic: [solved] Campaign images not showing
Replies: 5
Views: 329

Re: Campaign images not showing

The code you posted is just fine (except for what Ravana already pointed out). It's the location of your images and/or how you're writing their paths in your scenario/unit files that has to be wrong.
by zookeeper
July 22nd, 2018, 7:07 am
Forum: Technical Support
Topic: Lich/Ghost flicker bug
Replies: 5
Views: 1460

Re: Lich/Ghost flicker bug

Samonella wrote:
July 21st, 2018, 11:04 pm
Out of curiosity, I used :choose_level to skip to Isle of the Damned, but nothing unusual happened there.
Same here. I haven't been able to reproduce this so far.