Search found 353 matches

by Shiki
August 27th, 2022, 5:00 pm
Forum: Faction & Era Development
Topic: A New Land Era
Replies: 74
Views: 70373

Re: A New Land Era

I'm working on this again, all the things mentioned will be changed in the next version.

About the hotkeys I'm not sure: What would be good hotkeys?
by Shiki
July 29th, 2022, 8:37 pm
Forum: WML Workshop
Topic: add-on dependencies
Replies: 4
Views: 470

Re: add-on dependencies

Yes.
by Shiki
July 26th, 2022, 5:40 pm
Forum: Faction & Era Development
Topic: The Reign of the Lords
Replies: 561
Views: 283510

Re: The Reign of the Lords

This add-on would profit a lot from switching to [modify_unit_type]. The [modification] will be compatible with more add-ons.
by Shiki
July 7th, 2022, 2:22 pm
Forum: WML Workshop
Topic: two campaigns in one
Replies: 7
Views: 859

Re: two campaigns in one

I think you can use for define=… in both [campaign] tags the same value. A few nitpicks: - Use [units] instead of [ + units]. The latter is an old workaround. - Binary files, that are images, sounds, music, are found by [binary_path] . No need for {~add-ons/A_Hidden_War/music} . - {~add-ons/A_Hidden...
by Shiki
November 22nd, 2021, 1:36 pm
Forum: Users’ Forum
Topic: Is there any way to increase the display resolution of the avatar picture?
Replies: 6
Views: 1049

Re: Is there any way to increase the display resolution of the avatar picture?

That code is for 1.12, where the size was 205x205. It was a useful piece of code back then. If you use it nowadays, the picture will be upscaled again (after having being downscaled to 205x205). As for today: Picture in the help tries to be 400px for width or height . It scales the picture according...
by Shiki
October 26th, 2021, 8:41 pm
Forum: WML Workshop
Topic: Compatibility-breaking changes between 1.14 and 1.15/1.16
Replies: 23
Views: 8006

Re: Compatibility-breaking changes between 1.14 and 1.15/1.16

Edit: I think I somehow got confused about the purpose of this thread, sorry. I don't think so. The purpose of this thread is to be a porting guide, not only about breaking changes (=minimum to change guide). At least that is was I had in mind when I wrote it. Updated the post about the new macros ...
by Shiki
December 27th, 2020, 11:39 pm
Forum: Users’ Forum
Topic: How is the in-game editor used?
Replies: 40
Views: 8388

Re: How is the in-game editor used?

# This file was generated using the scenario editor. # # If you edit this file by hand, then you shouldn't use the # scenario editor on it afterwards. The editor completely # rewrites the file when it saves it, which will lose any WML # that the editor doesn't support. There's a way around it, but ...
by Shiki
December 11th, 2020, 4:27 pm
Forum: WML Workshop
Topic: Spreading Poison
Replies: 24
Views: 2157

Re: Spreading Poison

[…] I've had this thought for a while in mind … I think what is missing is a new landing page in the wiki for people who are new here, which tells where to start. Maybe you guys want to write one? You're new enough to know what is missing. What I feel what is missing: - telling people how to use th...
by Shiki
December 7th, 2020, 10:12 am
Forum: WML Workshop
Topic: [event] name=capture,die
Replies: 6
Views: 583

Re: [event] name=capture,die

On the first sight's it's an easy way to write one event instead of two.

But the special part is that it will fire only once – so it offers a way for dialogues, which should fire in one of the two cases, but not twice.
by Shiki
December 2nd, 2020, 7:47 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 1147

Re: impassable overlay removing Plank Bridge

It actually is easy. For an enter hex event x2,y2 would be the adjacent hex which can be full. For a moveto event it can be farther away, but it's empty. [event] name=moveto first_time_only=no [filter] x,y=1,5 [/filter] {TELEPORT_TILE 1 5 $x2 $y2} [/event] Uses the macro from here
by Shiki
December 2nd, 2020, 6:42 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 1147

Re: impassable overlay removing Plank Bridge

Looked into it too, but all solutions have some quirks …
Made a symbol image which you could use though.

Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it.
by Shiki
December 2nd, 2020, 10:34 am
Forum: Faction & Era Development
Topic: WW2 Dynamic Ostfront Era Idea
Replies: 3
Views: 1256

Re: WW2 Dynamic Ostfront Era Idea

For realizing it: 1. Events on turns 5, 10, 15 and 20 2. There's a mod for it, https://r.wesnoth.org/t51067 3. Balancing … 4. Balancing + some event which gives extra MP. 5. AMLAs are fun and easy 6. Fuel mechanics … duh. Needs to write a Candidate Action or MicroAI in Lua, otherwise the AI will ju...
by Shiki
November 28th, 2020, 10:01 am
Forum: WML Workshop
Topic: ghype's Problems:
Replies: 108
Views: 23885

Re: ghype's Problems: [ability] adding mp

The problem is that you wrote ability in singular, but the tag is called abilities nevertheless. Let me throw in a variant with [heal_unit] instead of storing & unstoring: #define PL_ABILITY_ENDLESS_MP # wmlxgettext: [abilities] [dummy] id=PL_endless_mp name= _ "…" description= _ "...
by Shiki
November 17th, 2020, 8:51 pm
Forum: WML Workshop
Topic: Coding Unit Movement = 0
Replies: 5
Views: 639

Re: Coding Unit Movement = 0

Hi There's not much needed to be done differently. First of all, the code above does not change the movement of an ai leader, but of all of side 2's units. Though, as it happens before side 2 recruited, the movement restricting object will only be given to the leader. You could fire the code at a la...
by Shiki
November 14th, 2020, 6:14 am
Forum: Technical Support
Topic: facing
Replies: 3
Views: 639

Re: facing

That's on the bug tracker as bug #4978.