EarthCake's problems
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Re: EarthCake's problems
When I changed what josteph said about unmounting.type, now units appears, but there is again lua error.
@josteph, thanks a lot, I will try your idea.
Also, great thanks to everyone who ever helped me in this topic (for before, now and always).
@josteph, thanks a lot, I will try your idea.
Also, great thanks to everyone who ever helped me in this topic (for before, now and always).
Last edited by EarthCake on May 10th, 2019, 7:41 pm, edited 1 time in total.
Re: EarthCake's problems
Divide and conquer. First make it so when a unit is reduced to 0HP, it doesn't die. Then make it so when a unit dies it changes to some other unit type, but hardcode which type that is. When that works, see about making different units transform to different types.
Re: EarthCake's problems
When horseman dies, is there any way that spearman be spawned on the same tile where horseman died?
Re: EarthCake's problems
Also, when scenario finishes, and spearman that was horseman survived, how do I make him back to be horseman and have back his xp in next scenario?
Re: EarthCake's problems
How far have you got with Joseph's suggestion to divide and conquer? What's working and what's not?
Doing another change at the end of the scenario could be similar code, but it's a separate problem. First get the transformation in one direction working, then you'll have an already-working example for the transformation in the other direction.
Re: EarthCake's problems
Is there any way to make that one side has two leaders, which in the previous scenario were two heroes on one side, but that one leader can only recruit units, and another one can only recall units from previous scenarios. In next scenario they should be again on the same side, that one leader can both recruit and recall units from previous scenario(s).
Re: EarthCake's problems
Legend of Wesmere does that and more - in single player mode you have three leaders, of whom Kalenz and Landar can recruit and recall the non-fairy elves, and Cleodil does the woses and fairies.
There's a single recall list, using per-character
Cleodil joins in scenario 4. The per-character defines are in utils/characters.cfg and the definitions of ELVES_STEEL and ELVES_NON_STEEL are in utils/low-macros.cfg.
There's a single recall list, using per-character
[filter_recall]
, and the recruitment is handled by per-character extra_recruit
lists.Cleodil joins in scenario 4. The per-character defines are in utils/characters.cfg and the definitions of ELVES_STEEL and ELVES_NON_STEEL are in utils/low-macros.cfg.
Re: EarthCake's problems
What is this about?
Code: Select all
The following add-on had errors and could not be loaded:
~/.config/wesnoth-1.14/data/add-ons/Under_a_Single_Banner/_main.cfg
Please report this to the author or maintainer of this add-on.
Details:
Found filename containing whitespace: '06_The_ Elvish_Capital.cfg' in included directory '~/.config/wesnoth-1.14/data/add-ons/Under_a_Single_Banner/scenarios'.
The included symbol probably looks similar to '/add-ons/Under_a_Single_Banner/scenarios'
at ~add-ons/Under_a_Single_Banner/_main.cfg:-1
Re: EarthCake's problems
Whitespace is not allowed in file path.
Re: EarthCake's problems
Ah, thanks, I didn't notice that in file name.
Re: EarthCake's problems
Code: Select all
#define HELP_EVENTS
[event]
name=help_walkthroughs_check
first_time_only=no
[message]
speaker=narrator
message=_"<span color='red'>SPOILER WARNING: Better read this only if you get stuck.</span>
Do you want to read this anyway?"
side_for=$side_number
image="wesnoth-icon.png"
[option]
label=_"No."
[command]
[/command]
[/option]
[option]
label=_"Yes."
[command]
[fire_event]
name=help_walkthroughs
[/fire_event]
[/command]
[/option]
[/message]
[/event]
[event]
name=help_walkthroughs
first_time_only=no
[message]
speaker=narrator
message= _ "For which scenario do you need help?"
side_for=$side_number
image="wesnoth-icon.png"
[option]
label=_"Prologue"
[command]
[message]
speaker=narrator
message= _ "This is just a prologue scenario. The only thing you need to do is to reach the signpost in south. The undead will try to catch you, but if you move the hero all the time towards the village in south, the undead will not be able to catch you."
side_for=$side_number
image="wesnoth-icon.png"
[/message]
[fire_event]
name=help_walkthroughs
[/fire_event]
[/command]
[/option]
[option]
label= _ "Scenario 1 (Defense of Elensefar)"
[command]
[message]
speaker=narrator
message= _ "This isn't implemented yet."
side_for=$side_number
image="wesnoth-icon.png"
[/message]
[fire_event]
name=help_walkthroughs
[/fire_event]
[/command]
[/option]
[option]
label= _ "Exit"
[command]
[/command]
[/option]
[/message]
[/event]
#enddef
{HELP_EVENTS}
- Pentarctagon
- Project Manager
- Posts: 5565
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: EarthCake's problems
Is there something firing the
help_walkthroughs_check
event?99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
- Pentarctagon
- Project Manager
- Posts: 5565
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: EarthCake's problems
That would be your problem then.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: EarthCake's problems
@Pentarctagon, thanks, I created this:
Code: Select all
#define GLOBAL_EVENTS
[event]
name=start
[set_menu_item]
# Please don't ask what is this for.
id=9help
description=_"Walkthroughs"
[command]
[fire_event]
name=help_walkthroughs_check
[/fire_event]
[/command]
[/set_menu_item]
[/event]
#enddef [code]
and put {GLOBAL_EVENTS} in scenario, but now it doesn't fire event help_walkthroughs_check.