Search found 300 matches

by lea
February 7th, 2024, 8:00 pm
Forum: Faction & Era Development
Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
Replies: 223
Views: 122315

Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)

version 0.8.8 is published for BfW 1.14.x and 1.16.x as "Altera" currently this addon is published under 2 names: "Altered era/ruleset" is stable version, it is going to be updated only when second digit of version number is changed "Altera" is "development" v...
by lea
December 10th, 2023, 7:16 pm
Forum: Faction & Era Development
Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
Replies: 223
Views: 122315

Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)

hotfix version 0.8.7a is published for Wesnoth 1.16.x (only) this version fixes following issue: - message about missing '~add-ons/Altera/units/boggarts/harassers' folder this hotfix is not published for Wesnoth 1.14.x because this version does not have this issue looks like add-ons server for wesno...
by lea
December 10th, 2023, 11:46 am
Forum: Faction & Era Development
Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
Replies: 223
Views: 122315

Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)

Macro/file '~add-ons/Altera/units/boggarts/harassers' is missing at ~add-ons/Altera/_main-units.cfg:108 included from ~add-ons/Altera/_main-body.cfg:58 included from ~add-ons/Altera/_main.cfg:17 confirmed: got exactly same error under BfW 1.16.0 after deleting all add-ons and re-downloading Altera ...
by lea
November 20th, 2023, 10:40 am
Forum: WML Workshop
Topic: Testing WML actions more often without reloading cache
Replies: 3
Views: 3149

Re: Testing WML actions more often without reloading cache

... ... ... Many WML tags are implemented in Lua now, and because of that Lua has all the tools needed to read and run WML. ... ... ... is it limited to WML tags which are already (re/)implemented in lua? if so then will it ignore tags which are not implemented in lua? will these tags cause runtime...
by lea
November 14th, 2023, 10:52 am
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

Ravana wrote: July 21st, 2023, 5:34 pm

Code: Select all

# lua wesnoth.require("wml-utils").handle_event_commands(wml.load("~add-ons/EventLoader/action.cfg"))
what this commented line is for?
did it somehow help with debugging?
by lea
November 6th, 2023, 4:32 pm
Forum: WML Workshop
Topic: how to filter terrain groups? (all flat, all deep water etc)
Replies: 3
Views: 2885

Re: how to filter terrain groups? (all flat, all deep water etc)

I think I would just make macros for each type like this: ... ... ... apparently that's how it is done in mainline the problem is that it may fail on maps with custom terrains unless makers of such maps strictly adhere to mainline's style of terrain codes also consider terrain categories like shall...
by lea
November 6th, 2023, 6:45 am
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

[filter_attacker][filter_weapon] might help https://wiki.wesnoth.org/FilterWML#Filtering_Weapons, https://wiki.wesnoth.org/AbilitiesWML it does help with specials that set purely fixed chance to hit (like "magical" in mainline) but not ones that are intended to limit maximum chance to hit...
by lea
November 5th, 2023, 6:06 pm
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

EDIT: weapon special described above overrides fixed chance to hit specials like mainline's "magical" weapon special when fixed chance to hit is lower than one yielded by above formula, like when defender is land unit standing in water

yet to find how to counter this issue
by lea
November 4th, 2023, 7:55 pm
Forum: WML Workshop
Topic: how to filter terrain groups? (all flat, all deep water etc)
Replies: 3
Views: 2885

how to filter terrain groups? (all flat, all deep water etc)

StandardLocationFilter allows filtering terrain types by terrain code, including wildcards but that's pretty much it is there any way to filter terrains by defense/movement category, as they are listed in unit type descriptions? namely these 15 categories as listed in movetypes: deep_water, shallow...
by lea
November 4th, 2023, 2:49 pm
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

following parameters for [chance_to_hit] special seem to do the trick:

Code: Select all

    value="(100-defense_on(self, other.loc))"
    apply_to=opponent
    active_on=offense
except it works only under wesnoth 1.14.x and later

going to search for some other way for older versions of wesnoth
by lea
October 14th, 2023, 1:54 pm
Forum: Faction & Era Development
Topic: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)
Replies: 223
Views: 122315

Re: Altered era/ruleset (AKA "Altera", for 1.16, 1.14, 1.12 and 1.10)

version 0.8.7 is published for BfW 1.14.x and 1.16.x as "Altera" currently this addon is published under 2 names: "Altered era/ruleset" is stable version, it is going to be updated only when second digit of version number is changed "Altera" is "development" v...
by lea
October 6th, 2023, 8:55 am
Forum: Users’ Forum
Topic: Incorporating the Advanced Wesnoth Wars mod into the official set?
Replies: 4
Views: 2659

Re: Incorporating the Advanced Wesnoth Wars mod into the official set?

another possibility to reduce gambling-like effects (and feelings!) of wesnoth's randomized combat is to make missing strikes deal fraction of their full damage instead of no damage at all this way odd chance for a single unit to kill many enemies of the same (or even higher) level can be reduced fr...
by lea
July 22nd, 2023, 7:13 am
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

Ravana wrote: July 21st, 2023, 5:34 pm Use self+other or attacker+defender and chance_to_hit/defense_on according to what fits your needs best.
... ... ...
thanks, going to try it
is it https://wiki.wesnoth.org/Wesnoth_Formula_Language used in your example after "value="?
by lea
July 22nd, 2023, 7:12 am
Forum: WML Workshop
Topic: village names
Replies: 4
Views: 1338

Re: village names

I guess by "umc" you mean user-made campaigns? AFAIK campaigns (both mainline and user-made ones) usually have pre-made maps with non-ramdom village names predefined by authors each campaign it should be possible to write WML script that replaces village names with random ones for existing...
by lea
July 21st, 2023, 3:15 pm
Forum: WML Workshop
Topic: how to use opponent's terrain to calculate own defense?
Replies: 11
Views: 3543

Re: how to use opponent's terrain to calculate own defense?

Maybe creating an ability or a weapon special that would use enemy's terrain as defense or to modify defense would work. it is easy to modify defense in weapon special by modifying opponent's chance to hit the problem is how to tie amount of accuracy/defense to opponent's terrain it is also (probab...