Search found 96 matches

by LordAwsomeness
October 27th, 2019, 3:14 am
Forum: WML Workshop
Topic: need help creating custom [status]
Replies: 14
Views: 688

Re: need help creating custom [status]

Yes, it's possible. Run wesnoth -t and look at the Thief at 12,8, it has a custom "entangled" status. There was recently a bug where custom statuses wouldn't show in the sidebar, but it's been fixed, see 4376 . where would I find wesnoth -t? In the hotkey preferences, there is a "Start Test Scenari...
by LordAwsomeness
October 27th, 2019, 3:10 am
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Re: Issues with giving xp in a [fire_event]

Is there any chance that you've got three copies of this event? As in, is it in a macro? so I actually do need this specific macro to work. I updated it to the [foreach] syntax and it was still an issue oddly enough. dont have 3 copies in the macro but it is still strange how it is adding more. see...
by LordAwsomeness
October 27th, 2019, 3:09 am
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Re: Activate dependencies

Celtic_Minstrel wrote:
October 21st, 2019, 12:26 am
If you wanted to include units from a different campaign you'd probably need to include that campaign's units directory in your campaign's `[units]` tag.
awesome!! Thank you so much for your help!
by LordAwsomeness
October 20th, 2019, 9:53 pm
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Re: Activate dependencies

Ravana wrote:
October 20th, 2019, 9:43 pm
In MP units are global, so nothing to do. Never worked with campaigns.
okay so as long as they are installed they should work without any major issues?
by LordAwsomeness
October 20th, 2019, 9:39 pm
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Re: Activate dependencies

yep that worked :doh:
thank you so much!

How would I do the same for units from a different add-on?
by LordAwsomeness
October 20th, 2019, 9:33 pm
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Re: Activate dependencies

Then include the file before you need content of those macros. Example https://github.com/doofus-01/wesnoth-Trinity/blob/master/_main.cfg#L17 hmm I did something similar. Idk what the difference is but I am still not getting it to work. here is a copy of my code: [binary_path] path=data/add-ons/LA_...
by LordAwsomeness
October 20th, 2019, 8:47 pm
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Re: Activate dependencies

what would that look like? How would I do that? I defined the file that is needed that I use as the mother file for all of my macros and utils. It has all of the paths for each other file in Addon B that addon A needs
by LordAwsomeness
October 20th, 2019, 8:13 pm
Forum: WML Workshop
Topic: Activate dependencies
Replies: 12
Views: 437

Activate dependencies

So I am trying to use macros and stuff from a separate add-on but the game keeps saying I am missing the macros. I have placed the {~add-ons/LA_MP_Pack/utils/paths.cfg} in the main.cfg of the new add-on I am trying to make under the #ifdef MULTIPLAYER yet it still does not recognize that I have the ...
by LordAwsomeness
October 20th, 2019, 8:01 pm
Forum: WML Workshop
Topic: How to use the built in AI Scenarios
Replies: 4
Views: 269

Re: How to use the built in AI Scenarios

these ones:
by LordAwsomeness
October 20th, 2019, 3:56 pm
Forum: WML Workshop
Topic: How to use the built in AI Scenarios
Replies: 4
Views: 269

How to use the built in AI Scenarios

Hey! So I am working on learning the AI behaviors and trying to learn how to adapt the AI I want to use. I recently stumbled upon the AI scenarios and was wondering how to activate them so I can use them. Is there a way to do this? If so, how?
by LordAwsomeness
October 16th, 2019, 5:38 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Re: Issues with giving xp in a [fire_event]

Sounds like the example https://wiki.wesnoth.org/EventWML#A_Trap_for_the_Unwary wow that is so strange. the event id was all I needed... after adding an event id it started working as I initially anticipated. I dont understand how that bug was coming up though because I didn't have multiple of the ...
by LordAwsomeness
October 16th, 2019, 5:35 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Re: Issues with giving xp in a [fire_event]

BTW, the [for] and [foreach] loops are simpler than using the older {FOREACH} macro. It looks like you unstore the killer2 unit multiple times (once for each time through the loop). this is the new code im running. it gives xp to them all but still does the bug... [event] name=give_xp first_time_on...
by LordAwsomeness
October 16th, 2019, 5:32 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Re: Issues with giving xp in a [fire_event]

Is there any chance that you've got three copies of this event? As in, is it in a macro? so I actually do need this specific macro to work. I updated it to the [foreach] syntax and it was still an issue oddly enough. dont have 3 copies in the macro but it is still strange how it is adding more. see...
by LordAwsomeness
October 16th, 2019, 3:33 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Re: Issues with giving xp in a [fire_event]

nevermind I just coded it into my event where the unit gets killed and the bug stopped.
by LordAwsomeness
October 16th, 2019, 2:44 pm
Forum: WML Workshop
Topic: Issues with giving xp in a [fire_event]
Replies: 8
Views: 469

Issues with giving xp in a [fire_event]

So im attempting to create scenario where anytime players kill an enemy unit, all of the teammates receive bonus xp. The idea behind it is that players level up and essentially receive skill points to spend on abilities. I felt there was a balance issue with turn order having the first player genera...