Search found 1189 matches

by gfgtdf
October 11th, 2019, 1:54 am
Forum: WML Workshop
Topic: Is it possible to get opponent's level in weapon specials?
Replies: 7
Views: 219

Re: Is it possible to get opponent's level in weapon specials?

yes im quite sure that would work. It it doesn't maybe you could tell what exact syntax you have tried?
by gfgtdf
October 8th, 2019, 11:08 pm
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 710

Re: "upkeep=free" problem

josteph wrote:
October 8th, 2019, 6:51 pm

Lua also has access to wesnoth.game_config.base_income as a read-only.
Be aware though that is is iirc not persistent In saves so.it has.to be set in preload events or other code that runs whenever saves are loaded.
by gfgtdf
October 5th, 2019, 9:42 pm
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 315

Re: Change control over side to AI and back mid turn

It means that when there is a new weanoth version that will be 1.14.10 or 1.15.2 it will probably be fixed in that version.
by gfgtdf
October 5th, 2019, 3:38 pm
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 315

Re: Change control over side to AI and back mid turn

the bugfix https://github.com/wesnoth/wesnoth/comm ... e3407ef162 is pushed to master and i tested that it works , hopefully i don't forget to backport it to 1.14 before a 1.14.10 release.
by gfgtdf
October 5th, 2019, 1:45 am
Forum: WML Workshop
Topic: Change control over side to AI and back mid turn
Replies: 9
Views: 315

Re: Change control over side to AI and back mid turn

hmm sounds like a bug, my first suspect woudl be the equivalent of this line https://github.com/wesnoth/wesnoth/blob/f04abd2d87b071149de4d719feb0d2e47a1d586d/src/menu_events.cpp#L1499-L1504 missing in the code that changes controllers from wml. can you run (c++) source patches to test if we give you...
by gfgtdf
October 3rd, 2019, 3:37 pm
Forum: WML Workshop
Topic: Submerge ability not working as expected
Replies: 8
Views: 434

Re: Submerge ability not working as expected

yes hidden does something different. It was originally only made for animations during events.
by gfgtdf
September 26th, 2019, 2:27 pm
Forum: WML Workshop
Topic: Headache with [tunnel]
Replies: 5
Views: 212

Re: Headache with [tunnel]

then var1 and var2 must constantly exist, as their value is not substituted directly in at the creation of the tunnel, but are instead "constantly read"...? And as soon as they are cleared, the tunnel ceases to have a source. That's my understanding of this. And if this is the case, then it is bad ...
by gfgtdf
September 26th, 2019, 11:06 am
Forum: WML Workshop
Topic: "upkeep=free" problem
Replies: 24
Views: 710

Re: "upkeep=free" problem

serclino wrote:
September 26th, 2019, 10:12 am
I don't want to use {TRAIT_LOYAL}, because it will cost me one slot of unit's attributes.
Yes what white wolf said does work, but I'm curious why is it a problem for you if it costs one of the units "attributes"? There is no limit on how many attributes a unit can have.
by gfgtdf
September 22nd, 2019, 2:17 pm
Forum: WML Workshop
Topic: how to work with array and random numbers
Replies: 3
Views: 588

Re: how to work with array and random numbers

Whether the logic is done in Lua or WML, [side] does not support variable evaluation. This is not 100% true since 1.14, with scenario_genreration=lua you can actually generate the whole wml code for the scenario with lua code, ( I do that in the 1.15 version of world conquest II), although I agree ...
by gfgtdf
September 21st, 2019, 10:48 am
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 89566

Re: World Conquest II

SatHyre wrote:
September 21st, 2019, 10:27 am
i dont know if the settings in map1 apply to map2, map3, ...
they don't . I could change that (so that there woudl bea slider like for example from -50% to +50% mapsize that'd then apply to all scenarios) but that'd require features from wesnoth 1.15 so not going to happen soon.
by gfgtdf
September 20th, 2019, 9:44 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 89566

Re: World Conquest II

hmm okay once says yes one says no, so I'd currently not change the 2p or 3p map size
by gfgtdf
September 18th, 2019, 7:02 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 354
Views: 89566

Re: World Conquest II

I recently played 1p. Strangely i had the same experience. I struggled on the first and second scenarios due to the map being small. Loyalists with horsemen and mages and drakes in general are especially hard to deal with. On the other hand, once i got through the first two, the third and the fourt...
by gfgtdf
September 16th, 2019, 3:00 am
Forum: Users’ Forum
Topic: [POLL] What Operating Systems do you use Wesnoth on?
Replies: 51
Views: 15096

Re: [POLL] What Operating Systems do you use Wesnoth on?

> Steam itself keeps track of that sort of information, so there isn't really a need to have our own poll for it. well not everyone uses steam, in particular there are plattforms like mobile, that steam does not support, but even if not it's still interesting to see whether there is a differnt betwe...
by gfgtdf
September 3rd, 2019, 12:08 am
Forum: Ideas
Topic: [engine] Enhancement to [put_to_recall_list]: refresh objects
Replies: 13
Views: 873

Re: [engine] Enhancement to [put_to_recall_list]: refresh objects

so i'm currently wondering, shoduil the engine only expire these objects or should the unit on the recall list also be healed like the units on the map?
by gfgtdf
September 2nd, 2019, 6:12 pm
Forum: Ideas
Topic: [engine] Enhancement to [put_to_recall_list]: refresh objects
Replies: 13
Views: 873

Re: [engine] Enhancement to [put_to_recall_list]: refresh objects

both are easy to implement but my current plan is to do what octalot suggested.

Note that 1.14 already has a `remove_modification` function so you can probably just use
u:remove_modifications({ duration = "scenario" }) before putting the unit u to the recall list.