Search found 1005 matches

by gfgtdf
Today, 1:36 am
Forum: Faction & Era Development
Topic: how to regenerate(ability regenerate) by percentage with respect to hitpoints?
Replies: 6
Views: 56

Re: how to regenerate(ability regenerate) by percentage with respect to hitpoints?

oh ok i was assuming you were using the current stable wesnoth version which is wesnoth 1.14, what i said before won't work on wesnoth 1.12

In wesnoth 1.12 you ahve to implement it manually with [event]s
by gfgtdf
Today, 12:12 am
Forum: Faction & Era Development
Topic: how to regenerate(ability regenerate) by percentage with respect to hitpoints?
Replies: 6
Views: 56

Re: how to regenerate(ability regenerate) by percentage with respect to hitpoints?

no the code is correct asis. There must be something else that you are doing wrong. Maybe your unit does not have enough hp left, if you unit has less than 20hp then 5% of that will be less than one so this code will not heal units with less than 20hp.
by gfgtdf
Yesterday, 11:40 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 265
Views: 48410

Re: World Conquest II

ok i am now working on a new version, the current state can be downloaded form here https://github.com/gfgtdf/World_Conquest_II/archive/0.7-a.zip it has the follwing features: Alienera modification is no longer needed to play with other eras than wc2. New Invest ui that needs less click New and impr...
by gfgtdf
Yesterday, 8:22 pm
Forum: Faction & Era Development
Topic: how to regenerate(ability regenerate) by percentage with respect to hitpoints?
Replies: 6
Views: 56

Re: how to regenerate(ability regenerate) by percentage with respect to hitpoints?

hi comunity!! i'am noob and sorry my english is bad haha... this is my code, #define ABILITY_REGENERACION_MENOR [regenerate] value=5% id=regeneracion menor name= _ "regeneracion menor" description=_" La unidad se regenera 5% del HP por turno." affect_self=yes poison=slowed [/regenerate] #enddef cla...
by gfgtdf
July 16th, 2018, 3:04 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.3
Replies: 13
Views: 9111

Re: Wesnoth 1.14.3

yes both wml.actions.message and wesnoth.delay should not be used during initial [lua] or on_load regarding wesnoth.delay(): the expected behviour is that wesnoth.delay should have no effect during on_load, maybe we forgot to implement this. regaring wml.actions.message: mostly for technical reasons...
by gfgtdf
July 8th, 2018, 8:50 pm
Forum: Lua Labs
Topic: enclave's Lua thread
Replies: 220
Views: 25594

Re: enclave's Lua thread

well yes but as I understood it his point was just to make cheating a little harder.
by gfgtdf
July 8th, 2018, 7:42 pm
Forum: Lua Labs
Topic: enclave's Lua thread
Replies: 220
Views: 25594

Re: enclave's Lua thread

yes the is afaik no way to to know on which turn the save was done when loading a replay. What could maybe work do is to store the current time in the replay start, (assuming that on_save is also called when [replay_start] is created, not sure on that) and then refuse to load of that happend less th...
by gfgtdf
July 8th, 2018, 5:01 pm
Forum: Users’ Forum
Topic: Making a browser version of wesnoth?
Replies: 29
Views: 1980

Re: Making a browser version of wesnoth?

Hey guys, take it easy! I wouldn't like this thread to derail into a fist fight. ;) It would be nice to keep a courteous tone. I'm clearly realizing rewriting Wesnoth is a herculean task. It's always difficult to assess such big projects, and for now it was just an idea I toyed with. I made a mini ...
by gfgtdf
July 3rd, 2018, 10:05 pm
Forum: WML Workshop
Topic: Way to limit number of players per faction
Replies: 3
Views: 140

Re: Way to limit number of players per faction

wesnoth 1.14 has a no mirror option in the mp create dialog.
by gfgtdf
June 30th, 2018, 10:08 am
Forum: Users’ Forum
Topic: 1.14.3 reload/out of sync bug?
Replies: 2
Views: 315

Re: 1.14.3 reload/out of sync bug?

while it's not totally impossible that this is a bug with wesnoth, it's it much more likely that this happens becasue the cleints local data is differnt, either becasue one of the players explcitly changed them for whatever reason or becasue one the the player tried to cheat or becasue one the the p...
by gfgtdf
June 29th, 2018, 10:52 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 265
Views: 48410

Re: World Conquest II

ok i added disallow_observers=yes to the enemies side which shoudl fix that one, it's not uploaded to the campaign server yet though, i have some other changes that i want to complete before uploading.
by gfgtdf
June 19th, 2018, 9:42 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 265
Views: 48410

Re: World Conquest II - no fog for spectators

A minor bug/feature in 0.6.13: during the AI turn, spectators see the map with no fog. Is this intentional? well last time i checked you actuall get to see the map with fog but from the ais point of view so it's unfogged where the ai units are. Has this changed? Its just alwas been like this, could...
by gfgtdf
June 19th, 2018, 7:14 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 265
Views: 48410

Re: World Conquest II

i changes the epic trait implementation to be more ompatible with other mods that might be used, but it seems like it doenst work they way it should, whta seems to happen is thhat: first the epic traits sets the appless to set the unit hp to 60, then the wc2 cusom x1.5 exp modier is aplied to set t...
by gfgtdf
June 10th, 2018, 4:45 pm
Forum: Users’ Forum
Topic: Wesnoth 1.14 on Android
Replies: 57
Views: 4374

Re: Wesnoth 1.14 on Android

> 1.14.2 upgrade will be available soon.

as 1.14.3 was already tagged it might make sense to skip 1.14.2 in particular as it has some known regressions from 1.14.1 like the statistics bug and the negative hp bug.
by gfgtdf
June 8th, 2018, 9:37 pm
Forum: Multiplayer Development
Topic: World Conquest II
Replies: 265
Views: 48410

Re: World Conquest II

yes i tested it myself, maybe you didn't refresh your cache (F5) after adding that file ? wesnoth doesn't notice that the addons 'content' was changed since it onyl checks whetehr the files in the addons directory were changes so it won't do that autmaticially for you in that case.