Search found 762 matches
- May 17th, 2018, 7:47 pm
- Forum: Off-Topic
- Topic: Funny units names
- Replies: 198
- Views: 122081
- May 17th, 2018, 9:49 am
- Forum: WML Workshop
- Topic: Eagle WML Questions: how to filter disabled attacks? +more
- Replies: 46
- Views: 14724
Re: Eagle WML Questions: how to filter disabled attacks? +more
an random question: how exactly does faction_from_recruit function ? if given spearman, elf fighter and mage will it do an coinflip to decide rebel or loyalist since mage is available to both ? :p edit: i need to understand why the filter_opponent here is not taking effect. [damage] id=exi_charge na...
- May 17th, 2018, 9:40 am
- Forum: Users’ Forum
- Topic: Request for new add-on
- Replies: 11
- Views: 5246
Re: Request for new add-on
edit: if you have an idea on how this code can be extended, rewritten do tell. [event] name=turn refresh first_time_only=no id=exi_healerxp_event [store_unit] variable=healer_units [filter] side=$side_number ability=healing #only if there was something like ability_active= [/filter] [/store_unit] {F...
- May 14th, 2018, 9:00 am
- Forum: Art Contributions
- Topic: Mainline campaign sprites and animations needed
- Replies: 444
- Views: 220747
Re: Mainline campaign sprites and animations needed
The new standing anim frames for the Knight have this weird glittering two pixels in the torso area clipping through the teamcolored tabard he is wearing over the armor. Ive thought it may be some sort of talisman yet still comes off as weird to me. Facing north sprites have an 2x2 block of those br...
- May 14th, 2018, 8:54 am
- Forum: WML Workshop
- Topic: Eagle WML Questions: how to filter disabled attacks? +more
- Replies: 46
- Views: 14724
Re: Eagle WML Questions: how to filter disabled attacks? +more
This used to function, but no longer. What needs to be changed ? Nevermind, after taking a look into wml wiki got it. #define WEAPON_SPECIAL_EXI_RAIN_OF_ARROWS [attacks] id=exi_rainofarrows name=_"rain of arrows" name_inactive=_"rain of arrows" description=_"If enemy cant r...
- May 13th, 2018, 6:58 pm
- Forum: Multiplayer Development
- Topic: Eagle's combined MP modifications thread
- Replies: 37
- Views: 33549
Eagle's combined MP modifications thread
This thread can be used for bug reporting, suggesting things, giving feedback, asking questions about them, etc. Here is an listing of my mods that can be found on the 1.14 server Advance on Kill Mod : If this mod is on, then attacker must take defender's hex upon kill. Works only at offense and onl...
- May 13th, 2018, 11:40 am
- Forum: Faction & Era Development
- Topic: Eagle_11's combined MP Factions thread
- Replies: 15
- Views: 11699
Re: Eagle_11's combined MP Factions thread
Thanks for the comment, based on your suggestions have made the following changes: Hunter's Mark ability now adds +3 damage instead 25% increase. Rioter/Arsonist/Pyromaniac HP changed to 34/46/58 from 30/41/55 and their torch attack's damage to 8x2/10x2/12x2 from 6x2/8x2/12x2 Rebel/Raider ranged att...
- May 12th, 2018, 10:45 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.14.1
- Replies: 41
- Views: 47661
Re: Wesnoth 1.14.1
Ive got another MinGW Runtime Assertion working with the editor, i couldnt screenshot because all of the keys on my keyboard stopped responding until i have pressed 'abort' with the mouse. The expression was image or _image, symptom was that the main map display gone basically haywire. I was scrolli...
- May 11th, 2018, 11:32 am
- Forum: Users’ Forum
- Topic: Request for new add-on
- Replies: 11
- Views: 5246
Re: Request for new add-on
Need to determine what happens when two healers are adjacent to same injured unit. can probably filter via ability_type_active to set a variable on actual healer, that will get filtered later to give exp to active healer per injured unit around itself. The question is would this incorrectly catch bo...
- May 10th, 2018, 10:56 pm
- Forum: Users’ Forum
- Topic: A mod to make Wesnoth's RNG a little less frustrating
- Replies: 47
- Views: 31136
Re: A mod to make Wesnoth's RNG a little less frustrating
I have found that 'Better Odds' on the addons server, does an good job of 'softening' the rng aspect without entirely removing or altering it completely. (thats provided you tick off the 'luck stacking' option of it)
- May 10th, 2018, 10:50 pm
- Forum: WML Workshop
- Topic: How do you get a number and use it from sides having the same team name
- Replies: 25
- Views: 5583
Re: How do you get a number and use it from sides having the same team name
Well, thanks for telling me about it. I have just gone and changed the two addons which had been making use of advancefrom. #the point of existence for this is to get transformed at moment of advancement [unit_type] id=Ogre E [base_unit] id=Ogre [/base_unit] advances_to=Great Ogre hide_help=yes do_n...
- May 10th, 2018, 10:47 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.14.1
- Replies: 41
- Views: 47661
Re: Wesnoth 1.14.1
Saddeningly not, as it did not appear again yet.
- May 10th, 2018, 8:57 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Wesnoth 1.14.1
- Replies: 41
- Views: 47661
Re: Wesnoth 1.14.1
This error came at exiting the editor.
There was another one, unsure if it was same, that one had came up when pressing terrain group on the side-bar. Later acessing the same terrain-group in editor did not reproduce the crash and i have no screeny of that one.
There was another one, unsure if it was same, that one had came up when pressing terrain group on the side-bar. Later acessing the same terrain-group in editor did not reproduce the crash and i have no screeny of that one.
- May 10th, 2018, 8:51 pm
- Forum: WML Workshop
- Topic: How do you get a number and use it from sides having the same team name
- Replies: 25
- Views: 5583
Re: How do you get a number and use it from sides having the same team name
I have observed campaigns wrapping the advancefrom into an ifdef when they use one, would doing so and invoking it in my addon prevent the out of addon corruption ?
- May 10th, 2018, 4:29 pm
- Forum: WML Workshop
- Topic: How do you get a number and use it from sides having the same team name
- Replies: 25
- Views: 5583
Re: How do you get a number and use it from sides having the same team name
Is there, like any gamebreaking issue with using advancefrom in a mp environment ? need to know why its undesired, if there is an bug about it.