Search found 2829 matches
- September 1st, 2023, 8:53 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 47082
Re: dabber's questions: contiguous castle
There should be more of them 2 columns left of the big demon leader. Hmm. Yeah, I see what you mean. I do think this method will work in the end. It's usually really hard to find a logic error in 100 lines of someone else's code though, and as I expected, nothing sticks out as obvious. The next thi...
- September 1st, 2023, 12:56 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 47082
Re: dabber's questions: contiguous castle
Why don't you just have the AI go first? It would fill its castle automatically that way. You can use
[side] color
to keep the player's color the same as it was when the player was side 1.- August 9th, 2023, 7:05 am
- Forum: WML Workshop
- Topic: Scanning area for certain terrain
- Replies: 2
- Views: 3143
Re: Scanning area for certain terrain
You might need to use radius. I don't think so. I think all you need to do is put the x and y lines into one [store_locations] tag. If I understand correctly, that will store the locations you want. That will store 9 hexes in a 3x3 area. Each location will have an x and y in it. I'm pretty sure the...
- July 14th, 2023, 5:49 pm
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1873
Re: Persistent multi-hex animation query
If this is true, it's actually pretty bad. It would definitely be better if the game ignored all whitespace. I didn't have time to test it before, but now I have, and it's actually not true. It does say so in the multihex terrain tutorial though. Just before the first code block it says: "Bewa...
- July 13th, 2023, 9:25 pm
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1873
Re: Persistent multi-hex animation query
The wiki says spaces are significant (in tile_maps) but I'm not clear why? I'm pretty sure spaces don't matter inside the map. However, the comma at the beginning of a line must be the first character (and that may be true for the anchor character as well). I think that is what the wiki is actually...
- July 13th, 2023, 7:59 am
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1873
Re: Persistent multi-hex animation query
I'm assuming by line the text means: rows (same y or ordinate value) of hexes consisting of either all odd-numbered or all even numbered x (abscissa) values. No, "line" has the normal meaning here: a horizontal line of text. Hopefully, this image will make it clear: [terrain_graphics] map...
- July 8th, 2023, 7:18 am
- Forum: WML Workshop
- Topic: how to replace AMLA?
- Replies: 7
- Views: 1015
Re: how to replace AMLA?
I think I already answered that question. If I didn't answer it, I need you to ask a specific question about one part that is difficult. I'm not going to write a whole mod for you. If you can only write a clearer, more complete question in another language, you should try that. There is probably som...
- July 8th, 2023, 6:19 am
- Forum: WML Workshop
- Topic: how to replace AMLA?
- Replies: 7
- Views: 1015
Re: how to replace AMLA?
This is not a specific question that is easy to answer, but maybe this is all you need: Use replace=yes in the [effect]. If you need more information: Add the [effect] with [object] or [modify_unit]. The [effect] needs to apply_to a new_advancement . The [advancement] tag defines the new AMLA. You c...
- July 7th, 2023, 9:02 pm
- Forum: Users’ Forum
- Topic: Wesnoth as the basis for a grand strategy game for many players?
- Replies: 2
- Views: 2079
Re: Wesnoth as the basis for a grand strategy game for many players?
This sounds like the game of Risk with scenarios deciding the outcome of battles instead of dice. I don't see why this couldn't be done completely in Wesnoth. The world map would just be a scenario that is returned to after any battle scenario. I imagine that only the leaders would be on the world m...
- July 6th, 2023, 6:32 pm
- Forum: WML Workshop
- Topic: Error Meassage, need a hint
- Replies: 8
- Views: 858
Re: Error Meassage, need a hint
btw, is there any way to suppress these messages from popping up that can be controlled via the scn? There is an exception being thrown, so you probably shouldn't be attempting to leave it like that even if your code does what you want at the moment. This should be fixable in your code. There is a ...
- June 26th, 2023, 8:48 am
- Forum: WML Workshop
- Topic: Looping through units to obtain their movement area and then implementing it into AI.
- Replies: 3
- Views: 438
Re: Looping through units to obtain their movement area and then implementing it into AI.
It also seemed like reachable locations didn't store properly. That is the problem, but it sounds like you aren't sure. Did you know that you can find out with : inspect? It would have allowed you to ask a more specific question and include a lot less code. Also, it seems like you didn't validate t...
- June 21st, 2023, 5:57 pm
- Forum: WML Workshop
- Topic: Make unit stay where it is.
- Replies: 3
- Views: 463
Re: Make unit stay where it is.
There are macros available in SotA utils called FREEZE_UNIT and THAW_UNIT. They use objects, which would be simpler than removing each unit's movement every turn.
- June 14th, 2023, 8:04 pm
- Forum: WML Workshop
- Topic: [message] behaviour check
- Replies: 21
- Views: 1396
Re: [message] behaviour check
Since this behavior doesn't seem to be the expected one, this probably qualifies as a bug that can be reported. There might still be a workaround, but I won't have time to look for one for about a week.
- June 12th, 2023, 5:26 pm
- Forum: WML Workshop
- Topic: [message] behaviour check
- Replies: 21
- Views: 1396
Re: [message] behaviour check
I couldn't replicate the highlighting problem you are having in BfW 1.16 or 1.17 using the code you posted above. The unit highlighted correctly when I tried it. I had to remove some pieces of the code because I didn't have the variable, macro, or terrain, but I can't see how that would make a diffe...
- June 11th, 2023, 5:47 am
- Forum: Ideas
- Topic: Wyvern Rider description
- Replies: 7
- Views: 8155
Re: Wyvern Rider description
I wouldn’t say that the Wyverns are good for assassinations....I would say that it is likely most commonly used in battle to show of wealth I don't care very much about the assassination thing, but assassins don't need to be sneaky. Some famous ones were quite bold. However, if a player is seeing a...