Search found 22 matches
- 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...
- 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...
- 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 ...
- 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...
- 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...
- 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
Edit: I started to make such a tool myself, see here: http://forums.wesnoth.org/viewtopic.php ... 96#p516696
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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.
Thanks for the information though.
- 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...
- 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...
- 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...