Search found 331 matches

by Helmet
December 27th, 2020, 5:01 am
Forum: WML Workshop
Topic: filtering by status
Replies: 7
Views: 126

Re: filtering by status

This is something you have to remember: You can only use tags where the wiki tells you they are supported. The section on the [modify_unit] tag does not list [remove_object] as supported under it, so it isn't. Simple as that. If it seems like the game is ignoring a tag, that's what you should alway...
by Helmet
December 27th, 2020, 3:35 am
Forum: WML Workshop
Topic: filtering by status
Replies: 7
Views: 126

Re: filtering by status

I think you need to use the wiki more. You should have looked under the standard unit filter to see how to filter statuses and what that looked like. I think you just guessed and hoped it would work. Even after writing four campaigns, I have the wiki bookmarked and refer to it all the time. I didn'...
by Helmet
December 27th, 2020, 2:08 am
Forum: WML Workshop
Topic: filtering by status
Replies: 7
Views: 126

Re: filtering by status

I use modify_unit a lot. But I can't get it to work right. The units keep getting corrupted over and over. [event] name=side 2 turn # before turn refresh (i.e., before healing, calculating income, etc.) first_time_only=no [modify_unit] [filter] side=2 [/filter] [filter] [not] corrupted=yes [/not] [/...
by Helmet
December 27th, 2020, 1:59 am
Forum: WML Workshop
Topic: filtering by status
Replies: 7
Views: 126

Re: filtering by status

[unit_filter] is not a real tag, and neither is [wml_filter], so that part is being ignored, and a "side 2" event doesn't store a unit filter, so that part is being ignored too. You should filter for side and status in the [filter] block under [modify_unit] because that one exists. Are yo...
by Helmet
December 27th, 2020, 12:51 am
Forum: WML Workshop
Topic: filtering by status
Replies: 7
Views: 126

filtering by status

My campaign has a custom status called "corrupted." A corrupted unit turns slightly purple, changes their alignment to chaotic, and gains 3 temporary hitpoints. The problem is, units are getting corrupted multiple times, getting more and more hitpoints every turn. I want a unit to get corr...
by Helmet
December 26th, 2020, 8:33 pm
Forum: WML Workshop
Topic: [recall] when the unit might be dead
Replies: 11
Views: 327

Re: [recall] when the unit might be dead

I didn't know it was an id. Now it makes sense.

I wish it had been called something different, like team_id, though. Or if a person did mistakenly try to translate it, they would get an error message telling them not translate it.

Thanks for explaining.
by Helmet
December 26th, 2020, 7:20 pm
Forum: WML Workshop
Topic: [recall] when the unit might be dead
Replies: 11
Views: 327

Re: [recall] when the unit might be dead

By the way, your example also has another problem - it's impossible to correctly translate it to some languages (for example Japanese). If you want to fix that, you need to use `male_message` and `female_message`. (If you don't care about translations, then you can leave it how it is.) Thanks for t...
by Helmet
December 26th, 2020, 2:29 pm
Forum: WML Workshop
Topic: modify side, hidden=no
Replies: 3
Views: 104

Re: modify side, hidden=no

Straff wrote: December 26th, 2020, 2:16 pm I would try to remove the [filter]
Thanks, problem fixed.

That scene in "Star Trek: The Wrath of Khan" where Captain Kirk screams "Khaaan!" That's me right now, but screaming "Filterrrrs!"
by Helmet
December 26th, 2020, 1:52 pm
Forum: WML Workshop
Topic: modify side, hidden=no
Replies: 3
Views: 104

modify side, hidden=no

In one of my scenarios, sides 3, 4 and 5 are hidden from the outset. At a certain point, a side 3 unit enters the map and side 3 appears in the Status Table via the following code... [modify_side] # <<< un-hide side 3 from the status table [filter] side=3 [/filter] hidden=no [/modify_side] The probl...
by Helmet
December 26th, 2020, 12:33 pm
Forum: WML Workshop
Topic: custom names based on unit type
Replies: 7
Views: 236

Re: custom names based on unit type

Why not just make two races that have the same name? They'd have a different ID and a different name grammar, but everything else would be identical. There is a very good reason that I did not make two races with the same name, Celtic_Minstrel. It never occurred to me (sigh). WhiteWolf's code worke...
by Helmet
December 25th, 2020, 4:33 am
Forum: WML Workshop
Topic: [recall] when the unit might be dead
Replies: 11
Views: 327

Re: [recall] when the unit might be dead

I see. Then it might make sense to assign the same role to Grizz and his sister, at least if you want them to potentially say the same lines. I need to learn how to use role . I bet it would make dialogue much easier. This is what I did when I wasn't sure who would be talking, Grizz or Grizzil... [...
by Helmet
December 25th, 2020, 3:22 am
Forum: WML Workshop
Topic: "Alert" unit immune to backstab
Replies: 24
Views: 689

Re: "Alert" unit immune to backstab

Yes, but don't use [filter] inside the [and]. Inside an SUF , an [and] tag creates another SUF, and [filter] isn't allowed there. It's working! Well, it wasn't working at first. The backstab wasn't being grayed-out, just like before. But then I changed the and s to not s and that fixed it. I figure...
by Helmet
December 25th, 2020, 12:48 am
Forum: WML Workshop
Topic: "Alert" unit immune to backstab
Replies: 24
Views: 689

Re: "Alert" unit immune to backstab

Nifty solution, beetlenaut. Thank you. Does and go inside the filter_opponent , like I wrote below? #define WEAPON_SPECIAL_BACKSTAB_CUSTOM2 [damage] id=backstab_custom2 name= _ "backstab" description= _ "When used offensively..." multiply=2 active_on=offense [filter_opponent] for...
by Helmet
December 24th, 2020, 8:21 pm
Forum: WML Workshop
Topic: How to remove terrain graphics mid-scenario
Replies: 10
Views: 312

Re: How to remove terrain graphics mid-scenario

Well, I gave it a shot and couldn't get it to work. When I changed the designated tile, the multi-hex terrain graphic did not disappear like I hoped it would. Oh well. I'll keep using the Time Of Day hack to remove the multi-hex terrain graphic, since it works.
by Helmet
December 24th, 2020, 3:31 pm
Forum: WML Workshop
Topic: How to remove terrain graphics mid-scenario
Replies: 10
Views: 312

Re: How to remove terrain graphics mid-scenario

It's good you found a way to make it work, but I think it would've been simpler to link the slime pool to an overlay terrain. Then you just remove the terrain and it's gone. Are you referring to type= ? In a different scenario, I used type= to get rid of an animated, swirling pool of slime that was...