Search found 46 matches
- April 11th, 2014, 3:35 am
- Forum: WML Workshop
- Topic: In what ways may I filter by faction in wesnoth 1.10?
- Replies: 2
- Views: 864
Re: In what ways may I filter by faction in wesnoth 1.10?
Thank you for letting me know. So, now I need to practice merging lua and wml, unless anyone will think of a wml way to solve the problem. Don't get me wrong, it IS a solution, and I appreciate it. Thank you. However, I have run into a problem with Hornshark Island: Lua file says during gameplay: <e...
- April 11th, 2014, 2:23 am
- Forum: WML Workshop
- Topic: In what ways may I filter by faction in wesnoth 1.10?
- Replies: 2
- Views: 864
In what ways may I filter by faction in wesnoth 1.10?
I know you can: Filter by can_recruit Filter by Race Filter by level Filter by location Filter by Char abilities like movement, hp, attacks, XP... Filter by gold Now I saw, XP era (and I like it) and I thought- what if I want to make an XP faction using units of the other factions? I want to be able...
- July 1st, 2011, 2:27 am
- Forum: WML Workshop
- Topic: Weapon Special: Redemption
- Replies: 10
- Views: 2336
Re: Weapon Special: Redemption
I know that "$" means the value of the variable immediately following it, like for instance $food meant the number that is equated to the variable "food". The problem is "$unit.side" didn't work for changing attacker side, when defender hit. I am right now seeing if [se...
- June 26th, 2011, 10:48 am
- Forum: WML Workshop
- Topic: Weapon Special: Redemption
- Replies: 10
- Views: 2336
Re: Weapon Special: Redemption
I notice that "charm type 2" is an attacker-only weapon special. I have been working on a similar idea, and so came up with the following (taking bits from GEB, thank you gambit, and wiki wesnoth): I know that every line of the first half below works for 1.8 because that is what I am playi...
- September 3rd, 2010, 12:11 am
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
Re: How does one filter units based on traits
Well thank you... Does it seem reasonable that one could use [kill] *all on void terrain without spacewalker* [/kill] instead of [store_unit] with the [if] [have_unit] [filter] x=$x1 y=$y1 [filter_location] terrain="Xv" [/filter_location] [not] [filter_wml] [modifications] [trait] id=space...
- August 30th, 2010, 11:54 pm
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
Re: How does one filter units based on traits
Your code is so, so wrong. I suggest you give this a good read. Also, follow the link to standard unit filter, because it has great wisdom to share with you, and you could use it. And get rid of x1 and y1, they make no sense used there. If you really must, you can use "$this_unit.x,$this_unit....
- August 30th, 2010, 11:28 pm
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
Re: How does one filter units based on traits
I got it to work except it seems to ignore the filter of
Code: Select all
[not]
[modifications]
[trait]
id=spacewalker
[/trait]
[/modifications]
[/not]
- August 30th, 2010, 11:01 pm
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
Re: How does one filter units based on traits
I tried what you said and it just caused the effect of the first set of code in my last post this is the code I tried: ###voiddeath### [event] name=new turn first_time_only=no [store_unit] [filter] x=$x1 y=$y1 [/filter] [filter_location] terrain="Xv" [/filter_location] [filter_wml] [not] [...
- August 30th, 2010, 9:24 pm
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
Re: How does one filter units based on traits
What did I do wrong with this bit of code? ###voiddeath### [event] name=new turn first_time_only=no [have_unit] side=$side_number x,y=$x1,$y1 [/have_unit] [filter_location] terrain="Xv" [/filter_location] [not] [filter_wml] [modifications] [trait] id=spacewalker [/trait] [/modifications] [...
- August 30th, 2010, 6:15 am
- Forum: WML Workshop
- Topic: How does one filter units based on traits
- Replies: 15
- Views: 3816
How does one filter units based on traits
Where would I find help in making an event filter that works for all units only in one type of terrain (I already know mostly how to do this) at the beginning of each turn (I think I could do this without help) and NOT (I think I could do this without help) if they have "X" trait (this is ...
- July 22nd, 2010, 8:25 pm
- Forum: WML Workshop
- Topic: How does one make a reduceable *object* which sticks ...
- Replies: 22
- Views: 4274
Re: How does one make a reduceable *object* which sticks ...
Well then why don't you tell me how to fix it? What does one say instead of ? Or how do I fix the other given how much information I have given you?
Code: Select all
is_equal_to=
- July 22nd, 2010, 5:14 am
- Forum: WML Workshop
- Topic: How does one make a reduceable *object* which sticks ...
- Replies: 22
- Views: 4274
Re: How does one make a reduceable *object* which sticks ...
Thank you, but it still does not work, probably because I am still not sure how to *activate* it. This is what I so far came up with... ###Pray01### [event] name=turn 1 first_time_only=yes [set_menu_item] # makes an option on the right click menu id=celpray01 description="Pray" [show_if] [...
- June 23rd, 2010, 3:58 am
- Forum: WML Workshop
- Topic: How does one make a reduceable *object* which sticks ...
- Replies: 22
- Views: 4274
Re: How does one make a reduceable *object* which sticks ...
Actually, it should be obvious on how I tried to get it working without an array. It was one of my posts. Now what I mean is in Visual Basic 6 you actually don't need arrays because of Dim Praychance As Integer *Put in code which selects a random number 1-20 for Praychance (it has been a while since...
- June 20th, 2010, 2:07 am
- Forum: WML Workshop
- Topic: How does one make a reduceable *object* which sticks ...
- Replies: 22
- Views: 4274
Re: How does one make a reduceable *object* which sticks ...
Um, I have never been in a WML class. Yes, I know what arrays are supposed to do, but haven't worked with them in WML. Would you please tell how to make [set_variables] name=possible_commands [literal] # code for +1 HP [/literal] [literal] # code for +1 XP [/literal] [literal] # code for +1 GP [/lit...
- June 13th, 2010, 9:04 pm
- Forum: WML Workshop
- Topic: How does one make a reduceable *object* which sticks ...
- Replies: 22
- Views: 4274
Re: How does one make a reduceable *object* which sticks ...
There are few wml differences (things that got changed or removed) between 1.4 and 1.8 - I started coding with 1.4, and updated some stuff from 1.2; the big difference was the new terrain system between 1.2 and 1.4. Also, you get documentation only for the newest release - you should have severe pr...