Search found 2941 matches

by Ravana
March 25th, 2024, 10:17 pm
Forum: WML Workshop
Topic: Problems with [filter_ability]
Replies: 2
Views: 100

Re: Problems with [filter_ability]

[filter_ability] looks correct. You have some non-filter-ability logic in these examples too. Try testing without those.
by Ravana
March 25th, 2024, 9:31 am
Forum: Faction & Era Development
Topic: Ageless Era - Current Version: 4.33
Replies: 1989
Views: 589234

Re: Ageless Era - Current Version: 4.33

Please add screenshot.
by Ravana
March 24th, 2024, 7:05 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.16 and 1.17/1.18
Replies: 17
Views: 5526

Re: Compatibility-breaking changes between 1.16 and 1.17/1.18

So it is only visual difference not compatibility.
by Ravana
March 24th, 2024, 6:56 pm
Forum: WML Workshop
Topic: Changing difficulty
Replies: 5
Views: 236

Re: Changing difficulty

This lets you define HARD for rest of the file (and preprocessor context). It has nothing to do with what you see on screen. And events do not affect it.
by Ravana
March 24th, 2024, 4:03 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.16 and 1.17/1.18
Replies: 17
Views: 5526

Re: Compatibility-breaking changes between 1.16 and 1.17/1.18

.png is not redirected either, so if using same way it wont be compatibility breaking.

$ filesystem.have_asset("images","maps/titlescreen.png")
false
$ filesystem.have_asset("images","maps/titlescreen.webp")
true
by Ravana
March 23rd, 2024, 7:20 pm
Forum: Ideas
Topic: New Lua functions.
Replies: 8
Views: 336

Re: New Lua functions.

1 sounds useful.

2 has nothing to do with Lua functions.

3 I got impression if it difficult to improve performance.
by Ravana
March 23rd, 2024, 12:56 am
Forum: WML Workshop
Topic: Trying to create a new weapon special.
Replies: 13
Views: 443

Re: Trying to create a new weapon special.

You are not able to use anything that is not documented. Even if it does not show immediate error it does nothing. So to guide you towards solution, link where is MESSAGE documented.
by Ravana
March 22nd, 2024, 8:41 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.18.0 — Draconic Invasions Update
Replies: 22
Views: 3264

Re: Wesnoth 1.18.0 — Draconic Invasions Update

Ambush ability terrain filter for new types of forest terrain was also in this version.
by Ravana
March 19th, 2024, 4:50 pm
Forum: WML Workshop
Topic: [solved] damage_type within [harm_unit]
Replies: 5
Views: 260

Re: damage_type within [harm_unit]

[filter_wml] lets you do [filter_wml][abilities][harm_unit]value=48. If you want to work with ability id only then use regular filter not [filter_wml].
by Ravana
March 19th, 2024, 1:41 pm
Forum: WML Workshop
Topic: [solved] damage_type within [harm_unit]
Replies: 5
Views: 260

Re: damage_type within [harm_unit]

You seem to be trying to use actionWML tag as if it were ability.
by Ravana
March 19th, 2024, 8:21 am
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 13
Views: 576

Re: Question on "name=unit placed" events

Lua is taken from local file, it is not sent over network unless wrapped in [lua]. It is probably oos to change this behaviour in 1.18 when something reacts to unit placed.
by Ravana
March 18th, 2024, 3:00 pm
Forum: WML Workshop
Topic: Reset achievements for UMC campaign?
Replies: 27
Views: 993

Re: Reset achievements for UMC campaign?

Without WML, the solution is to show error message to user telling to delete the achievement, and [end_level] defeat at start. WML based deletion would provide better user experience.
by Ravana
March 18th, 2024, 8:58 am
Forum: Technical Support
Topic: How to play dunefolk on steam?
Replies: 1
Views: 240

Re: How to play dunefolk on steam?

In screen with map selection, pick era which says dunefolk.
by Ravana
March 17th, 2024, 8:23 pm
Forum: WML Workshop
Topic: Question on "name=unit placed" events
Replies: 13
Views: 576

Re: Question on "name=unit placed" events

It is probably just matter of timing, whether attack_end triggers too soon to transfer them.

Changing side at turn end removes chance from AI to kill the corpses.