Search found 318 matches

by Shiki
December 27th, 2020, 11:39 pm
Forum: Users’ Forum
Topic: How is the in-game editor used?
Replies: 33
Views: 1192

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: 586

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: 211

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: 396

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: 396

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: 360

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: 16869

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: 213

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: 212

Re: facing

That's on the bug tracker as bug #4978.
by Shiki
October 15th, 2020, 4:44 pm
Forum: WML Workshop
Topic: Making the AI faster
Replies: 8
Views: 324

Re: Making the AI faster

[store_side] expects a side filter, without using a [filter_side] tag - so, just what one put's usually into a [filte_side] tag, but in a [store_side] tag. Btw, [filter] is always a unit filter. The [filter] tag is not a valid tag inside a side filter . I'm not sure what the engine does in this case...
by Shiki
October 1st, 2020, 8:27 pm
Forum: Release Announcements, Compiling & Installation
Topic: [solved]- Trying to build older release 1.10.7 on Debian 10.x
Replies: 4
Views: 1110

Re: Trying to build older release 1.10.7 on Debian 10.x

Hi mzs_47. The clue is to not take the last release, but the last commit from that branch — there were added additional patches over time, just to keep them buildable. AFAIK every stable branch can be built. Some time ago I compiled all branches, I left explanations about it in the script for Arch, ...
by Shiki
September 20th, 2020, 5:16 pm
Forum: Faction & Era Development
Topic: A New Land Era
Replies: 62
Views: 21568

Re: A New Land Era

Yes, it's saved in the savefile. Actually, I was thinking about making it like the menus in ANL, where the code is read from a local file, though thus all players need to have the scenario installed. But you can send me the savefile and I can edit it.
by Shiki
September 19th, 2020, 4:34 pm
Forum: Faction & Era Development
Topic: A New Land Era
Replies: 62
Views: 21568

Re: A New Land Era

I uploaded it already a few days ago, you probably got it already. Also updated Undead Empire now which still used the old code.
by Shiki
September 17th, 2020, 2:03 pm
Forum: Faction & Era Development
Topic: A New Land Era
Replies: 62
Views: 21568

Re: A New Land Era

Hi Atreides, thanks for finding that. Quite bad one. The fix is out for this as well.
by Shiki
September 14th, 2020, 11:59 pm
Forum: Lua Labs
Topic: Issue with distribution of Lua code in a multiplayer scenario
Replies: 10
Views: 837

Re: Issue with distribution of Lua code in a multiplayer scenario

wesnoth.dofile('X') The scenario data is transfered over the network from the host to other players. For this case, it transfers the literal Lua statement, which means read file X. But other players do not have the add-on and not file X. But it's also possible to send the contents of file X over th...