Search found 21 matches

by zijing
March 10th, 2020, 10:23 pm
Forum: Lua Labs
Topic: help for add-ons
Replies: 2
Views: 674

Re: help for add-ons

It feels like goal of your code is quite close to what I wrote some years ago [option] message=_"change controller" [command] [lua] code=<< -- human, network, ai, network_ai, null, idle. local count = 0 wesnoth.set_variable("Rav_DBG_control["..tostring(count).."].message", "Return") for i, side in ...
by zijing
March 10th, 2020, 2:12 pm
Forum: Lua Labs
Topic: help for add-ons
Replies: 2
Views: 674

help for add-ons

can any one help me to find where's the error of the code?thanks:) local all_sides = wesnoth.get_sides({ {"has_unit", { canrecruit = true }} }) wesnoth.set_variable("dm_message.caption","Droid Menu") wesnoth.set_variable("dm_message.speaker","narrator") wesnoth.set_variable("dm_message.scroll","no")...
by zijing
March 2nd, 2020, 2:11 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Oh,also the <b>Droid Menu</b> designed by enclave,it sometimes work,sometimes didn't.In a campaign,in some scenario it works properly,but with the pango markup error: <span color='nil'>Undroid jing side 1</span> <span color='nil'>Undroid jing side 2</span> Only shows properly with green and purple.I...
by zijing
February 29th, 2020, 1:55 am
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Sorry, I had to be more clear. [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [filter] [not] x,y=$x2,$y2 [/not] [not] x,y=$x1,$y1 [/not] [/filter] If it still doesn't work, look at this wiki page and search for [filter_adjacent] there. It works,but it harms all the unit on the map,no...
by zijing
February 27th, 2020, 9:39 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Use: [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] One remark: when you use [filter_adjacent] tag, don't put it inside [filter] tag. [harm_unit] [filter] [filter_adjacent] x,y=$x2,$y2 is_enemy=yes [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [not] x,y=$x1,$y1 [/not] [/filter] [filter...
by zijing
February 25th, 2020, 9:48 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Thanks And I would like to ask,how should I use this filter to make it only effected on enemy but not with allie? [filter] [filter_adjacent] x,y=$x2,$y2 [/filter_adjacent] [not] x,y=$x2,$y2 [/not] [not] x,y=$x1,$y1 [/not] [/filter] [filter_second] x,y=$x1,$y1 [/filter_second]
by zijing
February 24th, 2020, 9:34 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Almost. The second [event] tag is unnecessary, and at last time I checked, [filter_side] does work. [event] id=determine_human_recruits name=prestart [allow_recruit] [filter_side] controller=human [/filter_side] type= # insert the human-specific recruits here [/allow_recruit] [/event] But this one ...
by zijing
February 24th, 2020, 2:34 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

I just can't make that only human player can recruit this. [filter_side] doesn't work,no one can get it.Here is the code: #part for giving units if was on [event] name=determine_recruits first_time_only=yes [event] name=prestart [allow_recruit] side=1,2,3,4,5,6,7,8,9 type="Dread Bat,Beelzebub,Akula_...
by zijing
February 20th, 2020, 9:55 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

lhybrideur wrote:
February 20th, 2020, 1:39 pm
Maybe you can create an attack special that does that with an event
something like

Code: Select all

 [event]
        name=attack end
        first_time_only=no

        [filter_attack]
            special=armor protect
        [/filter_attack]
It does nothing,either.But still thanks.
by zijing
February 19th, 2020, 12:53 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

I try to make a unit that increases resistance after every attack.But,it doesn't work.Is that any problem here ? #textdomain wesnoth-units [unit_type] id=Iron Protector name= _ "Iron Protector" race=human {TRAIT_FEARLESS} image="units/human-loyalists/siegetrooper.png" profile="portraits/humans/iron-...
by zijing
February 17th, 2020, 1:49 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

[modification] id=Loyalty_Mod name= _ "Units Loyal Mod" description= _ "If this mod is on, then all your units become loyal." require_modification=yes type=hybrid [event] name=recruit id=unit_loyal first_time_only=no [modify_unit] type=Dread Bat,Beelzebub,Akula_steel_finale,Dark Dragon,Dust Devil,F...
by zijing
February 16th, 2020, 2:09 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

Another problem here.I try to make a mod that let all recruited units become loyal,but it doesn't work at all,or tell me an WML error. Here's the code: [modification] id=Loyalty_Mod name= _ "Units Loyal Mod" description= _ "If this mod is on, then all your units become loyal." require_modification=y...
by zijing
February 16th, 2020, 6:00 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.14.11
Replies: 5
Views: 3086

Re: Wesnoth 1.14.11

My compilation isnt't complete.The game can play,but some translation isn't success.
by zijing
February 4th, 2020, 3:17 pm
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

after modified: #have to ensure not using mainline rubble as its used in some maps as decoration. [terrain_type] symbol_image=misc/rubble-tile id=rubble_for_village name= _ "Village Rubble" string=^Drv aliasof=_bas editor_group=flat [/terrain_type] #define NEW:OVERLAY TERRAIN IMAGESTEM # Places {IMA...
by zijing
February 4th, 2020, 11:38 am
Forum: WML Workshop
Topic: help for add-ons
Replies: 31
Views: 1558

Re: help for add-ons

It seems (as Pentarctagon has already stated) that terrain building macros aren't defined until either the editor, multiplayer or singleplayer has been started. To propose a quick fix to your problem, I suggest to simply copy them into the mod file. Insert this into the healertent_mod.cfg file: #de...