Search found 624 matches

by WhiteWolf
July 3rd, 2020, 9:25 am
Forum: WML Workshop
Topic: Recall list deleted/not filled up bug
Replies: 3
Views: 108

Re: Recall list deleted/not filled up bug

The first thing I'd try is to get rid of the [leader] subtags, in both scenarios, for all sides. Reason why: recall lists are transferred between persistent sides, which is the default for human player sides with a proper save_id. The way you set up such a side is by defining a leader directly in th...
by WhiteWolf
June 25th, 2020, 12:36 pm
Forum: Scenario & Campaign Development
Topic: how to remove map label from specific hex?
Replies: 2
Views: 152

Re: how to remove map label from specific hex?

Easiest and probably best way is to use the {REMOVE_LABEL X Y} macro.
by WhiteWolf
June 21st, 2020, 11:32 am
Forum: WML Workshop
Topic: Implementing "Formation" from UtBS
Replies: 19
Views: 1570

Re: Implementing "Formation" from UtBS

The only thing that has me stumped now is properly implementing the 70% limit. (I.e., defense will not exceed 70%, regardless of terrain and number of adjacent formation units.) I'm just not understanding the correct use of the filter code for these clauses: [filter_base_value] greater_than=60 # or...
by WhiteWolf
June 7th, 2020, 11:13 am
Forum: Coder’s Corner
Topic: Minimum Damage Code
Replies: 4
Views: 720

Re: Minimum Damage Code

Alternatively you could do this in WML too, by applying an attack event that temporarily sets the actual base damage to 0, if the opponent's resistance is 100%. This will actually force 0 damage from this attack. Note that if an attack's base damage is 0, if I recall correctly, the animation will al...
by WhiteWolf
May 29th, 2020, 10:46 am
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 720

Re: Wesnoth segfault with [transform_unit]

Should I open an issue on github for this?
by WhiteWolf
May 28th, 2020, 3:41 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 720

Re: Wesnoth segfault with [transform_unit]

OK, it's clear that more focused information is needed. I inserted this simple test code to a mainline campaign (Heir to the Throne's 1st scenario): [event] name=attacker hits first_time_only=no id=REMOVE_ME_LATER_test {VARIABLE target_type (Giant Rat)} [transform_unit] id=$second_unit.id transform_...
by WhiteWolf
May 28th, 2020, 2:12 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 720

Re: Wesnoth segfault with [transform_unit]

I'm not sure I entirely understand. I am using [transform_unit] to transform the unit. (The modify unit tag is only there, after the transform unit, in the case where the new unit is a Rabbit, to change it to a random variation.) But it crashes in case of a Giant rat as well, in which case the [if]'...
by WhiteWolf
May 28th, 2020, 12:12 pm
Forum: WML Workshop
Topic: Wesnoth segfault with [transform_unit]
Replies: 10
Views: 720

Wesnoth segfault with [transform_unit]

The original post is a little bit too cluttered, much better issue description in this reply . ______________________ Hello, I'm having a bit of a headache with [transform_unit]. I'm trying to create a weapon special with some random effects, one if which is to transform the enemy unit to something ...
by WhiteWolf
May 25th, 2020, 9:13 pm
Forum: Strategies & Tips
Topic: How to kill a Yeti without taking 1 hp of damage.
Replies: 11
Views: 1468

Re: How to kill a Yeti without taking 1 hp of damage.

I'd actually consider this an AI bug. I tried it and it works just like in the OP: if a Yeti is poisoned and surrounded, it won't attack, even if it has like 130/142 HP left, and it could literally one-hit any of the surrounding enemies. But the Yeti just sits there, doing nothing. Yes, it's a valid...
by WhiteWolf
May 25th, 2020, 8:48 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Replies: 375
Views: 59541

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

This bug seems to originate from another mod or add-on that you have installed, because I cannot reproduce it on a clean game, but I see where the problem is. My guess is that it's The Reign of the Lords, because the broken id that the advancement is referring to has ROL as abbreviation. I downloade...
by WhiteWolf
May 25th, 2020, 10:47 am
Forum: Scenario & Campaign Development
Topic: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Replies: 375
Views: 59541

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

Here is the save game for the previous scenario. And here is the patched version. Load this, and it should work fine now. Sorry for the inconvenience, so... I guess have a drink on the house? I also took the liberty of adding one bonus bloodshade drink to your inventory. Cheers ;) TRS-(15) Prison o...
by WhiteWolf
May 24th, 2020, 8:56 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Replies: 375
Views: 59541

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

Here is the save game: Thanks. It seems the variable indeed exists, but it only contains 4 keys (instead of the usual ~100). Interesting. I see nothing particular about that sidequest order. However, I did notice one thing - apparently there is no defeat for the player if Addicus dies in combat dur...
by WhiteWolf
May 24th, 2020, 2:37 pm
Forum: WML Workshop
Topic: Implementing "Formation" from UtBS
Replies: 19
Views: 1570

Re: Implementing "Formation" from UtBS

Not sure if it helps, but I too have a formation implementation, which works fine for any side, not just side 1. Note that it is reduced to a 5% defense increase though, but that should be easy enough to tweak where you want it. The {ABILITY} itself is just a dummy: #define ABILITY_FORMATION [dummy]...
by WhiteWolf
May 24th, 2020, 12:56 pm
Forum: Scenario & Campaign Development
Topic: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]
Replies: 375
Views: 59541

Re: The Ravagers 1.3 - SP campaign for Wesnoth 1.14 [Feedback and development]

Hello, “<Invalid WML found> [unstore_unit]: variable ‘stored_addicus’ doesn’t contain unit data”. It means that the game is trying to load the Addicus character from the last time he was present (which was on map 11 - The Forbidden Memory), but it doesn't exist for some reason. I see two possibiliti...