Search found 134 matches

by Helmet
Yesterday, 2:29 am
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 24
Views: 341

Re: Gaining XP whenever a unit is killed by plague

Ah! I think I finally understand. I wasn't filtering what I thought I was filtering.

Whew.

Thanks for those examples, Pilauli. They helped a lot.
by Helmet
Yesterday, 12:36 am
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 24
Views: 341

Re: Gaining XP whenever a unit is killed by plague

I'm still struggling to understand what's wrong with my code. I tested your code example. Your code displays a final message from any unit killed by side 1. That helped some. It seems like filter_second acts like a mirror and reverses primary and secondary units. Could you make another example, mayb...
by Helmet
October 20th, 2020, 9:15 pm
Forum: Art Workshop
Topic: A quick question regarding Unit art...
Replies: 3
Views: 130

Re: A quick question regarding Unit art...

Sir, what you suggest is heresy. How dare you! You expect me to believe that multiple soldiers can occupy a single hex? Such a thing is impossible. Believe me, I have tried. Every time I attempted to move a unit into a hex that already had a unit, the computer wouldn't let me. Do you also pile all y...
by Helmet
October 20th, 2020, 8:19 pm
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 24
Views: 341

Re: Gaining XP whenever a unit is killed by plague

That totally worked! Thanks, Pilauli. But the solution makes no sense to me. Why did I need filter_second and not a common [filter] ? After all, when I employ name=last_breath , a common filter works fine. Why doesn't name=last_breath also need a filter_second ? The following code for last_breath wo...
by Helmet
October 20th, 2020, 3:26 pm
Forum: WML Workshop
Topic: Gaining XP whenever a unit is killed by plague
Replies: 24
Views: 341

Gaining XP whenever a unit is killed by plague

A have a unit named Moho on side 1. Also on side 1 are units with a special plague type called fungal plague. I want Moho to gain experience whenever an enemy unit is killed by any side 1 unit using their fungal plague attack. I've tried many different filters and variations, and I can't get it righ...
by Helmet
October 19th, 2020, 12:56 pm
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 172

Re: A hex that kills a unit who passes through it

The AI will know that walking on the hex will kill an AI unit? I was thinking the AI would be oblivious. That changes everything. Ah no, the AI won't know, unless you give it an [avoid] instruction. Oh. Good. In a dozen playtests, the ai-controlled saurian fighting adjacent to the pool never steppe...
by Helmet
October 19th, 2020, 12:46 pm
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 172

Re: A hex that kills a unit who passes through it

[filter] formula="$( ($x1=8) and ($y1=3) )" [/filter] Wow, the formula worked! Thanks! The unit who tries to pass through the pool dies. I had no idea that $x1 and $y1 weren't having their variables checked. I was working on another section of code and it stopped working when I removed the $ from t...
by Helmet
October 19th, 2020, 1:41 am
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 172

Re: A hex that kills a unit who passes through it

Given that no unit will ever want to walk through it The AI will know that walking on the hex will kill an AI unit? I was thinking the AI would be oblivious. That changes everything. The pool might be too deadly, now that I think about it. Some players wouldn't like having a unit die in such a mann...
by Helmet
October 18th, 2020, 10:36 pm
Forum: WML Workshop
Topic: A hex that kills a unit who passes through it
Replies: 8
Views: 172

A hex that kills a unit who passes through it

Time for my (almost) daily question. Thank you for helping me, WML Workshop. I'm about 80% done coding my campaign, so this barrage of WML questions will not be going on much longer. In my scenario-in-progress, there exists a deadly pool. It is one hex in size (hex 8,3). If a unit stands in the pool...
by Helmet
October 18th, 2020, 10:09 pm
Forum: WML Workshop
Topic: A healer who can only heal 20 hit points, total
Replies: 7
Views: 201

Re: A healer who can only heal 20 hit points, total

Wow, thanks White Wolf.

All the maps in my campaign are small, and the number of recruits is small. Maybe I could get by with one healer, and thus eliminate the undesirable behavior that happens when two healers stand near the same wounded unit.

Hmm. Thanks again!
by Helmet
October 18th, 2020, 2:27 am
Forum: WML Workshop
Topic: A healer who can only heal 20 hit points, total
Replies: 7
Views: 201

Re: A healer who can only heal 20 hit points, total

Interesting, I really like this concept. Thanks! Write a "side turn" event, that stores all such healers and adjacent allied units - if they are harmed, make a record, that this unit is going to heal. Then use a "turn refresh" event, which takes place after the healing is done, to sub the recorded ...
by Helmet
October 17th, 2020, 7:02 pm
Forum: WML Workshop
Topic: A healer who can only heal 20 hit points, total
Replies: 7
Views: 201

A healer who can only heal 20 hit points, total

I have a custom healer-type unit who uses potions. He heals the usual 4 hit points of damage. I want to weaken this healer a little, but in an interesting way. Specifically, I want to limit him to healing 20 hit points of damage, total. When the healer reaches his maximum points of damage healed (20...
by Helmet
October 17th, 2020, 12:20 am
Forum: WML Workshop
Topic: Modifying a unit after it moves
Replies: 2
Views: 144

Re: Modifying a unit after it moves

Restoring the moves right after exiting the hex could mean that the AI will move the unit again, still within that turn. If you want to avoid that, you can do so with a nested turn end event as in the example. I'm happy you anticipated a possible second move. That would've been another problem for ...
by Helmet
October 16th, 2020, 11:27 pm
Forum: Writers’ Forum
Topic: Wesnoth as tabletop roleplaying game setting
Replies: 4
Views: 123

Re: Wesnoth as tabletop roleplaying game setting

I like your idea for several reasons. You could incorporate large battles via Wesnoth, and have their outcomes change the course of events for the PCs. (Large battles are difficult to manage in a TTRPG.) Your players could watch the replay of the battle while you narrate dramatically. The PCs could ...
by Helmet
October 16th, 2020, 11:08 pm
Forum: WML Workshop
Topic: Modifying a unit after it moves
Replies: 2
Views: 144

Modifying a unit after it moves

I have an orcish archer (id=Megdar) with the guardian status, and I changed his max_moves to 3. Now he waits patiently until someone gets close before he springs into action. It works great. However, once in a while Megdar somehow doesn't get killed by the player right away, and then he's stuck with...