Search found 626 matches

by Ceres
November 17th, 2012, 12:00 am
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 28432

Re: Die event...

ChaosRider wrote:Ok, but what was wrong in my first posted in this topic code?
You used tags that don't exist, like [filter_unit] and [not_side].
by Ceres
November 16th, 2012, 9:53 pm
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 28432

Re: Die event...

Telchin wrote:

Code: Select all

  {FOREACH humside i}
      [if]
         [have_unit]
            side=humside[i]
            canrecruit=yes
         [/have_unit]
         [then]
            [gold]
               side=humside[i]
               amount=75
            [/gold]
There are 4 dollar signs missing here.
by Ceres
November 15th, 2012, 9:35 pm
Forum: Scenario & Campaign Development
Topic: Development: Scarlet Sea [campaign]
Replies: 141
Views: 13444

Re: Development: Scarlet Sea [campaign]

No, fireball and bolt work just fine for me. Maybe there's something missing in another macro which is called somewhere indirectly, but since the error messages can't handle excessive macro usage very well, I've got no idea. I put a test scenario in front of the prologue so I can debug more easily, ...
by Ceres
November 13th, 2012, 2:50 pm
Forum: WML Workshop
Topic: Its me again with a new question:-)
Replies: 16
Views: 1141

Re: Its me again with a new question:-)

Dugi wrote:There is a tag named [move_unit_fake] for it. Use the {MOVE_UNIT id=blablabla x y} macro, that will make it even easier.
There is also a [move_unit] tag, which really moves the unit instead of just moving an image like [move_unit_fake] does.
by Ceres
November 10th, 2012, 9:21 pm
Forum: WML Workshop
Topic: An Unexpected Error
Replies: 4
Views: 410

Re: An Unexpected Error

Line 197:

Code: Select all

    	 #ifdef HARD
    		[allow_extra_recruit]
    			type=Orcish Warrior,Orcish Archer
    			id=Rocnar
    		[/allow_extra_recruit]	
    [/side]
The #endif is missing.
by Ceres
November 6th, 2012, 11:24 pm
Forum: Scenario & Campaign Development
Topic: Development: Scarlet Sea [campaign]
Replies: 141
Views: 13444

Re: Development: Scarlet Sea [campaign]

Hi there! Sorry for not contributing much lately, I got stuck with the "stunned" status. The possibility of the effect prolonging when the affected unit is hit by an impact weapon made it way harder, and it is not done yet :augh: Anyway, here're the first two fire/thunder/battle spells. I know that ...
by Ceres
November 3rd, 2012, 2:35 pm
Forum: WML Workshop
Topic: My wml (solved)
Replies: 30
Views: 2384

Re: My wml [need help with filter adjacent tag]

[filter_adjacent] x,y=$x1,$y1 count=5 [/filter_adjacent] It kind of looks as if you mixed up [filter_adjacent] and [filter_location] here - right now you're searching for five adjacent units which have to be at $x1,$y1. I tried this, and it stored all units from side 1 which are up to 5 hexes away ...
by Ceres
October 24th, 2012, 6:19 pm
Forum: WML Workshop
Topic: Removing Random Level Generation Labels
Replies: 19
Views: 4656

Re: Removing Random Level Generation Labels

EDIT I made a quick check using the interactive :lua debug command, and could remove one of the labels that way, so the FOREACH... should work, something else was wrong I suppose. Gah :doh: Note to self: read code written by myself at least thrice to notice all glaringly obvious mistakes. Sorry abo...
by Ceres
October 23rd, 2012, 6:04 pm
Forum: WML Workshop
Topic: Removing Random Level Generation Labels
Replies: 19
Views: 4656

Re: Removing Random Level Generation Labels

I tried that too, but it only removes the random name parts. You have still things like " 's Forest" or "ham" left.
by Ceres
October 23rd, 2012, 4:13 pm
Forum: WML Workshop
Topic: Removing Random Level Generation Labels
Replies: 19
Views: 4656

Re: Removing Random Level Generation Labels

Pentarctagon wrote:Would it allow you to do a FOREACH loop on all the map hexes and set the label to an empty string?
Tried it, nope.

Is there any specific reason for those labels to be immutable? IMO it would make much more sense if they weren't.
by Ceres
October 22nd, 2012, 8:29 pm
Forum: WML Workshop
Topic: Heindals WML Questions
Replies: 36
Views: 4695

Re: Heindals WML Questions

Code: Select all

[set_variable]
  name=texty
  value=$firer.y
[/set_variable]
I'm assuming that it should be testy, not texty.
by Ceres
October 5th, 2012, 2:56 pm
Forum: WML Workshop
Topic: Campaign issues
Replies: 1
Views: 298

Re: Campaign issues

I wasn't able to reproduce that. I only got an error about Of_The_Uprising/units not existing. Once I removed the include from the _main.cfg everything worked fine.
by Ceres
October 3rd, 2012, 10:18 pm
Forum: Art Workshop
Topic: Female variant for the Rogue Mage line
Replies: 14
Views: 2905

Re: Female variant for the Rogue Mage line

Is it intentional that the female sprites still have parts of the beard?
by Ceres
September 8th, 2012, 8:30 pm
Forum: WML Workshop
Topic: Wml-ish questions relating to display.
Replies: 18
Views: 1239

Re: Wml-ish questions relating to display.

When in the save/load map dialog, double-clicking the double period (..) brings you to the parent directory and double-clicking a folder brings you to that folder, allowing you to navigate around and save/load maps wherever you want.
by Ceres
August 25th, 2012, 1:58 pm
Forum: WML Workshop
Topic: ChaosRider’s WML questions
Replies: 459
Views: 28432

Re: I want to change something :P

Code: Select all

[event]
   name=recruit
   first_time_only=no
   [filter]
      type=Tentacle of the Deep
   [/filter]
   [object]
      [filter]
         id=$unit.id
      [/filter]
      ...