Search found 20 matches

by CookieLord
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...
by CookieLord
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
by CookieLord
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
by CookieLord
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
by CookieLord
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
by CookieLord
August 9th, 2022, 6:14 pm
Forum: WML Workshop
Topic: maximum attack index
Replies: 2
Views: 663

Re: maximum attack index

thanks
by CookieLord
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.
by CookieLord
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.
by CookieLord
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.
by CookieLord
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 ...
by CookieLord
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?
by CookieLord
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:

Code: Select all

dependencies=non_fatal_wounds

dependencies=Non-fatal_wounds

dependencies=Non-fatal wounds
does it need to be in quotations?
by CookieLord
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.
by CookieLord
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.
by CookieLord
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.