Search found 215 matches

by Luke the Flaming
July 10th, 2010, 6:11 pm
Forum: WML Workshop
Topic: elvish_sovereign's WML troubles | now with a ToC!
Replies: 48
Views: 5775

Re: elvish_sovereign's WML troubles | now with a ToC!

I'd use a [switch], but maybe there are be better (faster) ways... Note that the objectives on HARD say "15 traitors" but you list 17 of them. Of your code above, keep only [side]s, [objectives] and [place_shroud] ; replace the rest with something like this (put it all in the "prestar...
by Luke the Flaming
July 9th, 2010, 10:40 am
Forum: WML Workshop
Topic: elvish_sovereign's WML troubles | now with a ToC!
Replies: 48
Views: 5775

Re: elvish_sovereign's WML troubles | now with a ToC!

After a quick glance:
-) you have used {GOBLIN_TYPE VAR TYPE} before its definition;
-) in {RANDOM_PRISONER X Y} you have a FOREACH without a NEXT;
-) by the way, that FOREACH makes no sense, since "random" is a single value and not an array.
by Luke the Flaming
July 7th, 2010, 12:38 am
Forum: Users’ Forum
Topic: Turn Limit - Can it be turned off?
Replies: 16
Views: 8199

Re: Turn Limit - Can it be turned off?

The turn limit and the "early finish" bonus are the (clever) ways Wesnoth uses to avoid turtling. Well balanced campaigns (as you may expect from all those in mainline) give you more than enough turns to win (so even if you "waste" a few, it won't hurt you significantly. It's bet...
by Luke the Flaming
July 4th, 2010, 5:16 pm
Forum: WML Workshop
Topic: passive_leader_shares_keep
Replies: 8
Views: 1388

Re: passive_leader_shares_keep

Another workaround is to use goto_x, goto_y (store the leader and change them back and forth to send him on the keep at the start of his turn and away at the end).
by Luke the Flaming
July 3rd, 2010, 10:41 am
Forum: WML Workshop
Topic: elvish_sovereign's WML troubles | now with a ToC!
Replies: 48
Views: 5775

Re: elvish_sovereign's WML troubles | new poison ability

elvish_sovereign wrote:Problem 5.
I just realized, if Prinak (who gained those attack and the heals because of Rampo) levels up after this scenario, he'll lose the attack and abilities. How would I do it so even if he levels the attacks will stay there?
Objects are not lost when level-up occurs.
by Luke the Flaming
June 26th, 2010, 12:51 pm
Forum: WML Workshop
Topic: Is there a trick to preventing idle animations?
Replies: 14
Views: 2471

Re: Is there a trick to preventing idle animations?

If you do not like the goblin idle animation. Make a custom goblin cfg without idle animation. Giv it its one name and recruit that in game. No more sleeping goblins. That's how I'd do it. It should also be very quick to do (albeit I've not tested it): [unit_type] [base_unit] id=Goblin Spearman [/b...
by Luke the Flaming
June 23rd, 2010, 5:01 pm
Forum: Music & Sound Development
Topic: Elven Dance
Replies: 31
Views: 13531

Re: Elven Dance

For what it may be worth (i.e. next to nothing), I find it nicer ("smoother") than version 5.
Keep up the good work!
by Luke the Flaming
June 23rd, 2010, 10:05 am
Forum: WML Workshop
Topic: elvish_sovereign's WML troubles | now with a ToC!
Replies: 48
Views: 5775

Re: elvish_sovereign's WML troubles | first_time_only=troubles

You may filter range=ranged (or range=melee, or none to affect both) to give "poison" to the unit. [object] [filter] # whatever; e.g. x,y=$x1,$y1 if it is a moveto [event] [/filter] silent=yes # or "no" and put a name, description, etc... [effect] apply_to=attack range=melee # re...
by Luke the Flaming
June 16th, 2010, 8:35 am
Forum: WML Workshop
Topic: Teleport in An Area
Replies: 5
Views: 699

Re: Teleport in An Area

The alternative is to store the units of the player that are in your planned "drop area" (if there are any) and unstore them far away. As if the Adept pushed them away to summon his own minions.
by Luke the Flaming
June 13th, 2010, 11:29 am
Forum: WML Workshop
Topic: library issue?
Replies: 2
Views: 483

Re: library issue?

Maybe you have hide_help=true in the unit definition?
by Luke the Flaming
June 11th, 2010, 3:01 pm
Forum: WML Workshop
Topic: slowing a stored unit? and [resistance] question
Replies: 3
Views: 434

Re: slowing a stored unit? and [resistance] question

To slow a stored unit, modify its status and ustore it.
The code above stores the units that must receive an [object] only to have their "id"s... the [object] is not given to the stored variable, but directly to the unit(s). In fact, there's no [unstore_unit].
by Luke the Flaming
June 10th, 2010, 10:27 am
Forum: WML Workshop
Topic: [if] unit has a specified trait.... Thanks, that did it :)
Replies: 3
Views: 647

Re: Already wearing (e.g. void armour)

When a unit gets the Armour, add a key to its [variables] (e.g. voidarmor=yes) and have it be checked in the [filter] of the [object] that tries to assign the armour.

Traits can be checked in a similar way ( unit.mofications.trait.id ).
by Luke the Flaming
June 7th, 2010, 6:43 pm
Forum: WML Workshop
Topic: elvish_sovereign's WML troubles | now with a ToC!
Replies: 48
Views: 5775

Re: elvish_sovereign's WML troubles | first_time_only=troubles

But river_sighted is triggered by another event... I want it so that it will fire as the second event until that river_sighted event is triggered, then switch to the first event. As zookeeper hinted, first_time_only=yes in the first event is what you're doing wrong then. When a unit goes on 6,8 bot...
by Luke the Flaming
June 7th, 2010, 5:59 pm
Forum: WML Workshop
Topic: Timer in a SP campaign?
Replies: 2
Views: 427

Re: Timer in a SP campaign?

The timer in multiplayer gives you a certain number of seconds when game starts, plus an extra per animation (so you are not penalized by them being displayed). If your turn lasts too much (timer goes to 0), it ends. At the beginning of each turn, you get some seconds added to what you had left (if ...
by Luke the Flaming
June 7th, 2010, 10:20 am
Forum: WML Workshop
Topic: Timer in a SP campaign?
Replies: 2
Views: 427

Timer in a SP campaign?

Is it possible to have the timer (as in multiplayer battles) in one scenario of a single-player campaign (the settings of the timer would be specified in the.cfg file as functions of the difficulty, e.g. #ifdef EASY, etc.).
Is it doable or not?