Search found 204 matches

by Neuromancer
September 23rd, 2011, 8:05 am
Forum: WML Workshop
Topic: Questions regarding shop code
Replies: 8
Views: 825

Re: Questions regarding shop code

Am I doing it right? Using {SHUFFLE_ARRAY 1..4} instead of {VARIABLE_OP random rand 1..4} and replacing variable random by temp?

Code: Select all

...
[do]
								{SHUFFLE_ARRAY 1..4}
								[if]
									[variable]
										name=temp
										equals=1
									[/variable]
									[then]
...
by Neuromancer
September 22nd, 2011, 8:51 pm
Forum: Scenario & Campaign Development
Topic: spells/abilities
Replies: 10
Views: 3196

Re: spells/abilities

I took a time to think and came up with this concept: Lets divide spells into schools and schools into tiers. Life tier: Holy, Shadow Elemental: Water, Fire, Air, Earth Bard: Bard One character can learn spells only from one tier. Each school has its own rune. Spells are conjured by combining the ru...
by Neuromancer
September 22nd, 2011, 11:07 am
Forum: Scenario & Campaign Development
Topic: spells/abilities
Replies: 10
Views: 3196

Re: spells/abilities

I suppose the spells are sorted by their power and by crush/slash you mean impact/blade? Anyways, how hard it will be to learn these spells? Do you want them to be pretty rare, or used quite often on the battlefield? Will the effects and afflictions combine between themselves (for example lightning ...
by Neuromancer
September 22nd, 2011, 8:06 am
Forum: WML Workshop
Topic: Questions regarding shop code
Replies: 8
Views: 825

Re: Questions regarding shop code

Thanks, that does it. One additional question, is there some way to make random less random? Like, not to roll another 1 right after it rolled 1.
by Neuromancer
September 21st, 2011, 7:37 pm
Forum: WML Workshop
Topic: Questions regarding shop code
Replies: 8
Views: 825

Questions regarding shop code

The ingame shop sells books. Firstly, it fills the ooze variable with text, this is done by this code: {RANDOM 1..4} [if] [variable] name=random equals=1 [/variable] [then] [set_variable] name=ooze value= _ "The darkness embraced me, it's velveteen grip flowing around me as I slept. Cool, cold, wet....
by Neuromancer
September 21st, 2011, 3:39 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

Well, dont know whether to post this issue there , or there, but I assume it is caused by some stupidly-coded event rather then by engine bug. The thing is, AI is slow in Swamp scenario. It takes approximately 15 seconds to perform its moves at the start of the scenario and the count is increasing w...
by Neuromancer
September 21st, 2011, 8:04 am
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

Thank you guys :)
by Neuromancer
September 20th, 2011, 6:12 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

Phew, Im desperate. IDs are ok, units have full moves, they dont move even on next turn. There is campaign file as attachment. If anyone would bother to look at it, Id be very thankful. Just unpack it into userdata, start it on normal difficulty, pick whatever recruits you like, and on the world map...
by Neuromancer
September 20th, 2011, 11:10 am
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

In swamp scenario Im deploying several units via {GENERIC_UNIT} macro. Example: {GENERIC_UNIT 4 (Saurian Oracle) 24 14} Some of these units then get location goals: {MODIFY_UNIT id=patroller1,patroller2,patroller3 goto_x 39} {MODIFY_UNIT id=patroller1,patroller2,patroller3 goto_y 23} Problem is, the...
by Neuromancer
September 20th, 2011, 10:17 am
Forum: Scenario & Campaign Development
Topic: Gloria Victis
Replies: 18
Views: 8035

Re: Gloria Victis

Well, do you mean stable like 1.0 version, or putting the campaign on the 1.8 server? Currently there are no plans for 1.8 release (mainly because of the new map and code features introduced in 1.9). I really cannot say when 1.0 version will be uploaded. Currently about one third of the campaign is ...
by Neuromancer
September 19th, 2011, 5:17 pm
Forum: WML Workshop
Topic: help
Replies: 9
Views: 1170

Re: help

Hmm... Toto je kod z Heir to the Throne, je to sprava, ktora sa zobrazi, ked ubehne cas. Skus tvoj event odvodit z tohto.. [event] name=time over [message] speaker=Delfador message= _ "Oh, no! We have run out of time, they have arrived with reinforcements..." [/message] [/event]
by Neuromancer
September 19th, 2011, 3:29 pm
Forum: WML Workshop
Topic: help
Replies: 9
Views: 1170

Re: help

Skus dat do name hodnotu time over namiesto turn 70, takto:

Code: Select all

[event]
        name=time over
...atd pokracovanie tvojho kodu
by Neuromancer
September 19th, 2011, 3:07 pm
Forum: WML Workshop
Topic: help
Replies: 9
Views: 1170

Re: help

Zdravicko :)
Hmm, v com konkretne je problem? Nezobrazuje sa ti defeat pre side 1?
by Neuromancer
September 18th, 2011, 9:12 pm
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

thanks
by Neuromancer
September 18th, 2011, 10:52 am
Forum: WML Workshop
Topic: Gloria Victis code issues
Replies: 41
Views: 6235

Re: Gloria Victis code issues

I want to check whether side 1 owns villages in given coordinates at the end of their turn, but this event keeps firing regardless of the actual ownership of the villages. Any suggestions? [event] name=side 1 turn end first_time_only=no [if] [filter] [filter_location] x,y=47-53,9-13 terrain=*^V* own...