Search found 773 matches
- December 20th, 2020, 10:08 pm
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 1771
Re: "Alert" unit immune to backstab
You can use any tag as an ability, and if it's not an ability recognized by the engine, it will just have no effect other than showing in the sidebar. Hmm, I'm aware of that, but is there any advantage to actually doing that? My reason for not doing so is that the id identifies everything anyway, a...
- December 20th, 2020, 3:45 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Procedure for determining version numbers for add-ons
- Replies: 10
- Views: 3031
Re: Procedure for determining version numbers for add-ons
The most common convention I've seen (and the one I use is): Major.Minor.Patch Here are the meanings that I attach to it: A 0 major means work in progress or incomplete. 1.x.y is the initial full release, generally speaking. By default, an odd minor means development version, an even minor means sta...
- December 18th, 2020, 10:53 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 1536
Re: adding music to a campaign
VLC plays ogg just fine. Two comments: you're missing name= before journeys_end.ogg in your code. Also, play_once=yes may be arguably better for this than immediate=yes , because... well, it does what it says: it plays the track once, then the scenario returns to its playlist that is left unchanged....
- December 18th, 2020, 5:25 pm
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 40
- Views: 7338
Re: How is the in-game editor used?
These two are already possible if I'm understanding - see https://wiki.wesnoth.org/EditorWML#The_.5Bitem_group.5D_tag and then the section below it for units. Oh, that's good to know, thanks :) I'm not sure if the info is very visible though - I missed this section of this page, and probably many o...
- December 18th, 2020, 11:40 am
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 40
- Views: 7338
Re: How is the in-game editor used?
Where's the option for "I hand code everything, I even hand code the map file"? :twisted: :lol: Anyway, I voted that the map is created in the editor, but WML is hand coded. But the scenario editor did come a long way, so I'm inclined to change this approach. A few limitations that still b...
- December 18th, 2020, 11:07 am
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 759
Re: filter not filtering what I want it to filter
Sure :) Yeah, the wiki should probably have a page where it discusses the differences and similarities between filters and conditional tags, where each is applicable and why that is so. Just a tiny comment on your experiment: This [event] name=turn 3 [event] name=turn end is perfectly fine and valid...
- December 18th, 2020, 12:39 am
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 759
Re: filter not filtering what I want it to filter
And have_location also won't work with turn end , because have_location is a kind of filter? Okay, one step back :) The structure of WML tags is: [parent_tag] parent_keys = parent_values [child_tag] child_keys=child_values [/child_tag] [/parent_tag] There is of course no theoretical limit on embedd...
- December 17th, 2020, 11:34 pm
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 759
Re: filter not filtering what I want it to filter
In the following code, it's the first filter that doesn't work. Everything past the filter works. That's because it's a turn end event :) And unit filters don't make sense for that. Roughly speaking, events that understand filters are events that care about unit actions - moved to, exited hex, sigh...
- December 17th, 2020, 7:47 pm
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 759
Re: filter not filtering what I want it to filter
but I thought, "That's too many filters in a row. No way that will work." :oops: As far as I know, there's no limit on the number of different filters - you could use all types in a row if it's needed for some weird special case. $this_item.id was something I copied from another section o...
- December 17th, 2020, 8:27 am
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 759
Re: filter not filtering what I want it to filter
I'm not sure what $this_item.id does in this context, probably nothing. That should be id=$unit.id , but you can just merge the [filter_location] into the event's filter easily, getting rid of an unnecessary [if]: [event] # Doomshroom gains HP whenever an enemy turns into a shroomling name=die first...
- December 15th, 2020, 12:33 am
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 1771
Re: "Alert" unit immune to backstab
Backstab only works on offense, so counter-attacking units don't get backstab even from the vanilla special. So it sounds like it doesn't work at all. I'm not sure if it's the source of all the problems, but I did make a mistake, the id of the modified backstab special should be unique. #define WEAP...
- December 14th, 2020, 10:59 pm
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 1771
Re: "Alert" unit immune to backstab
The way to do this is to create your own backstab ability that excludes Smekk, and then replace every backstab ability in the game with that one. Insert the not-Smekk condition to backstab: #define WEAPON_SPECIAL_BACKSTAB_CUSTOM # Canned definition of the Backstab ability to be included in a # [spec...
- December 12th, 2020, 10:09 pm
- Forum: WML Workshop
- Topic: Filter attack_specials without attack
- Replies: 2
- Views: 322
Re: Filter attack_specials without attack
Could try
You need Wesnoth 1.15.2 or newer for
Code: Select all
[filter]
[has_attack]
special_id=poison
[/has_attack]
[/filter]
special_id
.- December 12th, 2020, 11:40 am
- Forum: WML Workshop
- Topic: My code makes the game consistently crash
- Replies: 5
- Views: 523
Re: My code makes the game consistently crash
I suspect something's wrong with how you use the roll variable. You create it in your {RANDOM_HUMAN_DWARF_CREATION} macro, don't use it, then clear it immediately. (I don't see the point btw). But then you try to access it in the {..._TYPE} macros. What you do then, is you're passing a non-existent ...
- December 11th, 2020, 11:08 pm
- Forum: WML Workshop
- Topic: Spreading Poison
- Replies: 24
- Views: 1885
Re: Spreading Poison
No worries, glad it's sorted out :) Absolutely worth a try, it's a great help in speeding up your testing processes. The in-game help window's "Commands" section at the bottom contains the full "Debug Mode Commands" list that contains what each of them do. Typing help <command na...