Search found 22 matches

by Bonteaux
January 5th, 2012, 3:33 pm
Forum: WML Workshop
Topic: Castle control
Replies: 7
Views: 2016

Re: Castle control

Hm, I think the problem is that [kill] doesn't need/understand [filter], so if you used the code as it was posted, the [kill] probably kills all everybody (ignoring the [filter]) and then the new leader is created, is of course the only unit that remains after the event, and thus wins the game. (I d...
by Bonteaux
December 30th, 2011, 2:06 am
Forum: Coder’s Corner
Topic: Phat Agnus - ImagePathFunctionWML interpreter
Replies: 1
Views: 2373

Re: Phat Agnus - ImagePathFunctionWML interpreter

So, I got around to work on this some more. And it's now pretty useful: New Features: - All IPFWML functions implemented :D - Searches the wesnoth installation for images (defaults to '/usr/share/wesnoth', override with WESNOTH_PATH environment variable) - Simple WML parser build in - Also, if it ca...
by Bonteaux
December 25th, 2011, 8:57 pm
Forum: Scenario & Campaign Development
Topic: Ios content development| South Guard revisited
Replies: 2
Views: 1099

Re: Ios content development| South Guard revisited

The following is how it would be under linux, wesnoth 1.9.x, but most is quite probably exactly the same for your version, or easily transferable to it. The best thing to do would be to copy the 'The_South_Guard' campaign folder from the wesnoth main data/campaign folder to your user add-ons folder ...
by Bonteaux
December 24th, 2011, 2:25 am
Forum: Coder’s Corner
Topic: Phat Agnus - ImagePathFunctionWML interpreter
Replies: 1
Views: 2373

Phat Agnus - ImagePathFunctionWML interpreter

Re this: http://forums.wesnoth.org/viewtopic.php?f=12&t=35689 I'm somewhat impatient sometimes :lol2: So I went and wrote a tool in Perl and Perl/ImageMagick to parse IPFWML(ImagePathFunctionWML) strings and get the result as a png file. This way you can check what your IPFWML would do in wesnot...
by Bonteaux
December 22nd, 2011, 7:16 pm
Forum: Lua Labs
Topic: vultraz's lua questions
Replies: 100
Views: 40613

Re: vultraz's lua questions

For this part: --I realized items could either be carried and in effect or carried and not in effect. This'd need some way to designate that. Maybe have the name text a different color whether it was in use or not. You might be able to use the imagepathfunction stuff (if that's supported by the layo...
by Bonteaux
December 21st, 2011, 11:29 pm
Forum: Ideas
Topic: [UMC] standalone imagepathfunction tool
Replies: 2
Views: 1156

Re: [UMC] standalone imagepathfunction tool

Ok cool, thanks :)

Edit: I started to make such a tool myself, see here: http://forums.wesnoth.org/viewtopic.php ... 96#p516696
by Bonteaux
December 21st, 2011, 1:44 am
Forum: Ideas
Topic: [UMC] standalone imagepathfunction tool
Replies: 2
Views: 1156

[UMC] standalone imagepathfunction tool

To make it easier to see the results of ImagePathFunctionWML without having to load wesnoth and start a campaign/scenario, it would be cool if the parser for this kind of WML and the associated functions could be used in a standalone tool. simple version: just a commandline tool, which looks in the ...
by Bonteaux
December 20th, 2011, 1:52 am
Forum: Scenario & Campaign Development
Topic: quick add on icon & imagepathfunctionwml question
Replies: 3
Views: 997

Re: quick add on icon & imagepathfunctionwml question

I tested it by using it as an icon for a test campaign I have lying around and it works and doesn't produce errors... I was just thinking that since everybody who goes to the addon menu would have to compute all this image stuff there might be some restrictions... But if it's all right, then my plan...
by Bonteaux
December 20th, 2011, 1:43 am
Forum: Ideas
Topic: Unit Ideas - Werewolf, Vampire
Replies: 5
Views: 1784

Re: Unit Ideas - Werewolf, Vampire

The werewolf sounds cool. But for the vampire wouldn't it make more sense to be a really weak but moving unit that continually loses HP (like being poisoned) during the day, is a bit weaker during twilight, and only has full power during night time and underground... So a vampire would try to move a...
by Bonteaux
December 19th, 2011, 11:58 pm
Forum: Scenario & Campaign Development
Topic: quick add on icon & imagepathfunctionwml question
Replies: 3
Views: 997

quick add on icon & imagepathfunctionwml question

Since the icon I used for my add on is already used by two or three other add ons and I think that since you can use ~RC(magenta>foo), it seems you can use ImagePathFunctionWML... My question is just, how much imagekungfu is allowed/appropriate for the add on icon in the _server.pbl file? Like, woul...
by Bonteaux
December 19th, 2011, 1:30 am
Forum: Scenario & Campaign Development
Topic: WesNorth And South - (v0.0.10, MP 1on1, BfW 1.9)
Replies: 5
Views: 2262

Re: WesNorth And South - (v0.0.10, MP 1on1, BfW 1.9)

WesNorth And South is now at version 0.0.10 on the add on server Changelog (major points): - Major overhaul of the world map and the territory mechanics - Sort of a final version of the periodic reinforcements is done - Settings selection is improved - Faction Leaders from the MP selector are suppor...
by Bonteaux
December 11th, 2011, 8:41 pm
Forum: WML Workshop
Topic: turning off [move_unit_fake] warnings
Replies: 2
Views: 778

Re: turning off [move_unit_fake] warnings

Hm, then in my case it's probably because the boat has to cross Void/Impassable terrain (because I don't want the players to get to where the boat comes from).

Thanks for the information though.
by Bonteaux
December 10th, 2011, 10:57 pm
Forum: Scenario & Campaign Development
Topic: WesNorth And South - (v0.0.10, MP 1on1, BfW 1.9)
Replies: 5
Views: 2262

Re: WesNorth And South - (v0.0.3, MP 1on1, BfW 1.9)

Hi! Thanks for the report. The problem is, that you have to start the campaign in Multiplayer mode. If you want to try against the AI, just chose Multiplayer->Local Game and set one side to AI. (It also works in network mode, if both players have the add on installed) It probably should be classes a...
by Bonteaux
December 10th, 2011, 7:50 pm
Forum: WML Workshop
Topic: Castle control
Replies: 7
Views: 2016

Re: Castle control

Here's an idea: 1.) Give the leader units that spawn on the castles defined ids according to which castle they occupy, such as leader_castle_1, leader_castle_2 and so on 2.) Then make a "die" event (inside $unit is the one doing the dying, $second_unit is the killer): - filter for id= lead...
by Bonteaux
December 10th, 2011, 7:08 pm
Forum: WML Workshop
Topic: turning off [move_unit_fake] warnings
Replies: 2
Views: 778

turning off [move_unit_fake] warnings

For the add on I'm currently working on, I want to send reinforcements to whatever side controls a certain village. To do this I send a boat with [move_unit_fake] from a mercenary island to the village, spawn the unit and [move_unit_fake] the boat back. I only provide from and to locations, since we...