Search found 9 matches
- July 5th, 2014, 10:53 am
- Forum: Faction & Era Development
- Topic: Armored Era
- Replies: 3
- Views: 3337
Re: Armored Era
Updated to 0.3.0
4 standard factions.
Playable.
4 standard factions.
Playable.
- June 30th, 2014, 4:58 am
- Forum: Coder’s Corner
- Topic: WML files automated modifications
- Replies: 1
- Views: 1299
Re: WML files automated modifications
Updated with attribute expressions feature. For example if one want to add 1 to number of attacks of all chaotic units in the game, and prepend their name with Chaotic. One can simply apply this file: [unit_type] / alignment=chaotic name=`"Chaotic ".name` [attack] number=`number+1` [/attac...
- June 12th, 2014, 4:47 am
- Forum: Coder’s Corner
- Topic: WML files automated modifications
- Replies: 1
- Views: 1299
WML files automated modifications
Hello, community! While was working on my mod for Wesnoth, realized that it will be great if I can perform simple modifications on many WML (units descriptions) files. Can't find anything similar within standard Wesnoth bundle, so created utility named wml_action for this. It can add/replace attribu...
- October 27th, 2010, 1:58 pm
- Forum: Faction & Era Development
- Topic: Armored Era
- Replies: 3
- Views: 3337
Re: Armored Era 0.2.0
Updated era to 0.2.0.
New factions and units.
New factions and units.
- September 26th, 2009, 5:46 am
- Forum: Faction & Era Development
- Topic: Armored Era
- Replies: 3
- Views: 3337
Armored Era
Era with alternate combat logic. Era Features: Units have high chance to hit (95%). No more watching units misses for 60% of the game. Single counterattack. No more single unit can seriously damage surrounding 6 units before got killed. Defense stance: if not moving or after was attacked, reduce inc...
- September 21st, 2009, 3:32 pm
- Forum: WML Workshop
- Topic: Add custom variable to unit
- Replies: 10
- Views: 3176
Re: Add custom variable to unit
If you want to modify your variable and then store it with [store_unit], you should declare it explicitly with [set_variable] in event of some kind and keep it in the [variables] scope. Otherwise you will lose write access to it after savegame/loadgame.
- September 20th, 2009, 5:42 am
- Forum: WML Workshop
- Topic: Add custom variable to unit
- Replies: 10
- Views: 3176
Re: Add custom variable to unit
Sorry, it works properly only in the [variables] scope.
- September 18th, 2009, 6:50 pm
- Forum: WML Workshop
- Topic: Add custom variable to unit
- Replies: 10
- Views: 3176
Re: Add custom variable to unit
Thanks for your answers. Works fine with [set_variable] in recruit event, no matter under [variables] or not. Still works after savegame/loadgame. If saved after all the recruiting, result WML in savegame file near identical to that without recruit event (WML in [unit_type]). But loading from one sa...
- September 18th, 2009, 4:43 pm
- Forum: WML Workshop
- Topic: Add custom variable to unit
- Replies: 10
- Views: 3176
Add custom variable to unit
I want that each recruited unit has it's own copy of a custom variable. I have added a variable to [unit_type], everything was OK until i've tryed to modify it and invoke [unstore_unit]. [unit_type] ... [myera] myvar=no [/myera] ... [/unit_type] [era] ... [event] name=defender_hits, defender_misses ...