changing parameters to units the script

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dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

changing parameters to units the script

Post by dragon_99 »

Hello! I'm sorry placet mine English.

How can change the unit in the process script.
Need to change : experience=59 ,hitpoints=1 ,max_moves=0
Add ability : {ABILITY_CURES}
attempt to 1

Code: Select all

 [modify_unit]
            type="Elvish Fighter"
            [filter]
                type="Elvish Fighter"
            [/filter]
            [store_unit]
                [filter]
                    type="Elvish Fighter"
                [/filter]
                type="Elvish Fighter"
            [/store_unit]
            [set_variables]
                name = stored_unit.modifications.object
                [value]
                    [effect]
                        experience=59
                        increase_total=-99%
                        max_moves=0
                    [/effect]
                [/value]
            [/set_variables]
            [unstore_unit]
                type="Elvish Fighter"
            [/unstore_unit]
        [/modify_unit]
attempt to 2

Code: Select all

        [object]
            silent=yes
            [filter]
                id=lp-2
                x=1-46
                y=1-21
            [/filter]
            [effect]
                apply_to=last breath
                max_moves=0
                [abilities]
                    {ABILITY_CURES}
                [/abilities]
            [/effect]
        [/object]

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Ravana
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Re: changing parameters to units the script

Post by Ravana »

Something like

Code: Select all

	[modify_unit]
		[filter]
			type="Elvish Fighter"
		[/filter]
		experience=59
		hitpoints=1
		max_hitpoints=1
		moves=0
		max_moves=0
		{ABILITY_CURES}
	[/modify_unit]
I guessed you wanted both current and max for hp and moves.

dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

Re: changing parameters to units the script

Post by dragon_99 »

Can somehow through id

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Ravana
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Re: changing parameters to units the script

Post by Ravana »

You can put id for [filter] then.

dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

Re: changing parameters to units the script

Post by dragon_99 »

Will an unknown type

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Ravana
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Re: changing parameters to units the script

Post by Ravana »

If you dont know certain type then dont use that key.

dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

Re: changing parameters to units the script

Post by dragon_99 »

Solution type above id.
And of life has not changed

Code: Select all

        [modify_unit]
            [filter]
                type="Elvish Fighter"
                id=Elvish Fighter-3
            [/filter]
            experience=59
            hitpoints=1
            moves=0
            max_moves=0
        [/modify_unit]

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Ravana
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Re: changing parameters to units the script

Post by Ravana »

If you use id in filter then everything else in that filter is needless.

dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

Re: changing parameters to units the script

Post by dragon_99 »

No. Bug.

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beetlenaut
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Re: changing parameters to units the script

Post by beetlenaut »

It's not a bug. Remove type="Elvish Fighter". This is probably a mistake. If it doesn't work, you have another mistake.

Posting in English is a good idea, but you should repeat the post in your native language. You might get help that is easier to understand. Many people on these forums speak other languages.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Elvish_Hunter
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Re: changing parameters to units the script

Post by Elvish_Hunter »

beetlenaut wrote:Posting in English is a good idea, but you should repeat the post in your native language. You might get help that is easier to understand. Many people on these forums speak other languages.
I must admit that I'm having a hard time understanding what are you trying to accomplish :augh: Do you want to modify a single unit? A bunch of units? Or a unit type, meaning that all Fighters will be modified? As beetlenaut said, please post both in English and you native language.
I'm assuming that you're trying to modify a single unit, so here there is a tip:

Code: Select all

id=Elvish Fighter-3
Don't rely on IDs assigned automatically by the game, because they'll be different for every player. Instead, when creating a unit by using the [unit] tag or a macro, assign yourself an ID to it; be careful, as multiple units with the same ID aren't allowed.
Current maintainer of these add-ons:
1.14: The Sojournings of Grog, A Rough Life, The White Troll (co-author), Wesnoth Lua Pack
1.12: Children of Dragons

dragon_99
Posts: 21
Joined: February 19th, 2015, 2:49 pm

Re: changing parameters to units the script

Post by dragon_99 »

I all decided through macros.

Code: Select all

        {MODIFY_UNIT (id=Elvish Fighter-3) experience 59}
        {MODIFY_UNIT (id=Elvish Fighter-3) moves 0}
        {MODIFY_UNIT (id=Elvish Fighter-3) max_moves 0}
        {MODIFY_UNIT (id=Elvish Fighter-3) hitpoints 1}

Code: Select all

[modify_unit]
            [filter]
                type="Princess"
                id=lp-2
            [/filter]
            [abilities]
                {ABILITY_CURES}
            [/abilities]
        [/modify_unit]

        {MODIFY_UNIT (id=lp-2) moves 0}
        {MODIFY_UNIT (id=lp-2) max_moves 0}
beetlenaut wrote:It's not a bug. Remove type="Elvish Fighter". This is probably a mistake. If it doesn't work, you have another mistake.

Posting in English is a good idea, but you should repeat the post in your native language. You might get help that is easier to understand. Many people on these forums speak other languages.
I wrote on the Russian forums there silence.
Last edited by Elvish_Hunter on February 24th, 2015, 9:32 am, edited 1 time in total.
Reason: Merged double posts

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beetlenaut
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Re: changing parameters to units the script

Post by beetlenaut »

If you have a problem again, you should write on this forum in Russian (and English). The forums for other languages are often silent.
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The Founding of Borstep,
Secrets of the Ancients,
and WML Guide

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Elvish_Hunter
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Re: changing parameters to units the script

Post by Elvish_Hunter »

dragon_99: please avoid posting two consecutive messages in the same thread in just four minutes. This is what we call double posting, and is against point 1f of our Posting Guidelines. If nobody replied, please just edit your last message instead.
For this reason, I merged your messages.
dragon_99 wrote:I all decided through macros.
I'm still noticing the suspicious Elvish Fighter-3 ID, that looks like an automatically generated one. How did you create the unit, exactly? Was it recruited? Because this may change our answer.
Current maintainer of these add-ons:
1.14: The Sojournings of Grog, A Rough Life, The White Troll (co-author), Wesnoth Lua Pack
1.12: Children of Dragons

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ChaosRider
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Re: changing parameters to units the script

Post by ChaosRider »

Maybe this way?
Spoiler:
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.

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