Search found 20 matches
- June 8th, 2025, 7:36 pm
- Forum: WML Workshop
- Topic: filter_adjacent in resistance tag not working
- Replies: 32
- Views: 718
filter_adjacent in resistance tag not working
After adding the filter_adjacent the ability remains permanently disabled. [effect] apply_to=new_ability [abilities] mode=append [resistance] id=shields_up name= _ "Shields Up" description= _ "By grouping up with 2 other allies, this unit’s resistances are increased by 10, up to a max...
- August 22nd, 2022, 9:56 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
v1.6.0
-added fear based wounds alternative healing
-added level limit to ghosts
-added fear based wounds alternative healing
-added level limit to ghosts
- August 20th, 2022, 5:55 am
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
v1.5.0
-added AMLA based general wound healing system
-changed death message to work better for nameless units
-added AMLA based general wound healing system
-changed death message to work better for nameless units
- August 14th, 2022, 10:40 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
v1.3.0
-changed most traits to objects with specials to allow removing them (left dead, undead_ghost, undead_corpse unchanged)
-changed undead_corpse image change to an overlay of a soulless
-added the sick wound to the random wound table
-changed most traits to objects with specials to allow removing them (left dead, undead_ghost, undead_corpse unchanged)
-changed undead_corpse image change to an overlay of a soulless
-added the sick wound to the random wound table
- August 10th, 2022, 12:00 am
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
Finished the base versions of the injuries I was planning on adding.
Next I will probably swap the traits to objects using dummy specials to inform the player of the injury (the remove_trait tag wasn't working for me).
edited original post to reflect current add-on version
Next I will probably swap the traits to objects using dummy specials to inform the player of the injury (the remove_trait tag wasn't working for me).
edited original post to reflect current add-on version
- August 9th, 2022, 6:14 pm
- Forum: WML Workshop
- Topic: maximum attack index
- Replies: 2
- Views: 663
Re: maximum attack index
thanks
- August 8th, 2022, 4:06 am
- Forum: WML Workshop
- Topic: maximum attack index
- Replies: 2
- Views: 663
maximum attack index
How can you figure out the highest attack index of a given unit?
I want to modify a random weapon of a unit and was going to us a {VARIABLE_OP rand_index rand(0..[highest index])}, but cant figure out how to find that value.
I want to modify a random weapon of a unit and was going to us a {VARIABLE_OP rand_index rand(0..[highest index])}, but cant figure out how to find that value.
- August 2nd, 2022, 4:37 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
Also originally I was going to use objects, but i wanted there to be a way for players to see what is modifying their units at a glance.
the only way i can think of for objects to display themselves would be a custom overlay for each wound.
the only way i can think of for objects to display themselves would be a custom overlay for each wound.
- August 2nd, 2022, 4:33 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
in my own testing it was working. A quick way to test if the traits are working is to change the last_breath event to a recruit event in the randomizer file.
health modifications and the dead trait wont trigger until the following scenario.
health modifications and the dead trait wont trigger until the following scenario.
- August 1st, 2022, 5:57 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
My guess is that wesnoth is loading Non-Fatal before it loads Maimed Edition, causing it to copy units to the recall list before the maimed effects are applied. Assuming this is the problem ive updated the add-on to force the load order, but this means that Non-Fatal needs to be disabled (but still ...
- July 29th, 2022, 5:42 pm
- Forum: WML Workshop
- Topic: add-on dependencies
- Replies: 4
- Views: 616
Re: add-on dependencies
Non_Fatal_Wounds
I take then that you don't use the id or name but the folder name?
I take then that you don't use the id or name but the folder name?
- July 29th, 2022, 5:12 pm
- Forum: WML Workshop
- Topic: add-on dependencies
- Replies: 4
- Views: 616
add-on dependencies
Im trying to add a dependency for my add-on but when i download it from the server i get an error saying that the add-on cant be found.
These are what I've tried so far:
does it need to be in quotations?
These are what I've tried so far:
Code: Select all
dependencies=non_fatal_wounds
dependencies=Non-fatal_wounds
dependencies=Non-fatal wounds
- July 29th, 2022, 5:05 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
The messages for enemy deaths is a side affect of allowing the player to see the messages when it is not their turn.
Eventually I would like to change that, but I felt knowing what happened to your own units was more important than the increased number of messages on screen.
Eventually I would like to change that, but I felt knowing what happened to your own units was more important than the increased number of messages on screen.
- July 29th, 2022, 5:00 pm
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
Do you have both Non-Fatal Wounds and my mod installed and activated?
The original Non-fatal wounds is needed to add your dead unit to the recall list.
The original Non-fatal wounds is needed to add your dead unit to the recall list.
- July 29th, 2022, 12:16 am
- Forum: Multiplayer Development
- Topic: Non-Fatal Wounds: Maimed Edition
- Replies: 18
- Views: 3248
Re: Non-Fatal Wounds: Maimed Edition
Apparently the dependencies are set wrong and I don't know how to fix it.