Search found 331 matches
- December 24th, 2020, 3:14 pm
- Forum: WML Workshop
- Topic: [recall] when the unit might be dead
- Replies: 11
- Views: 303
Re: [recall] when the unit might be dead
My only amendment to that code is that id="Grizz_replacement" should probably just be id="Grizz" . Otherwise, it'll be really inconvenient to reference that unit from later events. What I did was make the replacement unit of Grizz his sister, Grizzil. If Grizz is dead, she steps...
- December 24th, 2020, 3:09 pm
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 610
Re: "Alert" unit immune to backstab
if you use 1.15.7 then you could make an alert abilities without customi backstab... the divide by 2 applied to opponent cancel the multiply=2 of backstab without use a customised backstab or [event] The code works great... except for one tiny little thing . In the Attack Enemy window, the word &qu...
- December 24th, 2020, 2:26 pm
- Forum: WML Workshop
- Topic: custom names based on unit type
- Replies: 7
- Views: 210
Re: custom names based on unit type
Yes, that's an alternative solution, but as you guessed here, it would impose severe limitations regarding future expansions to your race. I decided to go with your solution, for that reason. I playtested the code and it works great. Thanks again! I put the code in a macro, so it's just one little ...
- December 24th, 2020, 1:07 pm
- Forum: WML Workshop
- Topic: custom names based on unit type
- Replies: 7
- Views: 210
Re: custom names based on unit type
Directly in the [race] tag, I don't think so. This could be a useful future addition to WML maybe. I think it would be a nice addition to WML. That way, if a designer wanted a totally different kind of name for, say, Dwarvish Thunderers, they could do it, no problem. In the meantime, it's fairly ea...
- December 24th, 2020, 2:56 am
- Forum: WML Workshop
- Topic: custom names based on unit type
- Replies: 7
- Views: 210
custom names based on unit type
I figured-out how to give custom random names to my custom races. Here is the problem... One particular race is actually composed of two different types of creatures: ones that fly and ones that don't. I would like the names within each group to be unique to that group. Is there a way to designate a...
- December 22nd, 2020, 3:18 am
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 33
- Views: 1160
Re: How is the in-game editor used?
Basically, my point is that such a hybrid system (some button clicking, some typing) would make sense. You'd have to have some vague idea what you were doing, but the available keys are shown from some sort of template and it should be enough guidance for most people. RPG Maker does this sort of th...
- December 22nd, 2020, 3:08 am
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 610
Re: "Alert" unit immune to backstab
if you use 1.15.7 then you could make an alert abilities without customi backstab... A brand new feature? Cool! I'm using 1.15.8 because I like brand new features. Thank you. Early on, I had tried to think of a way to counteract the doubling of damage through division, but my limited knowledge of W...
- December 21st, 2020, 12:51 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Procedure for determining version numbers for add-ons
- Replies: 2
- Views: 143
Re: Procedure for determining version numbers for add-ons
The most common convention I've seen (and the one I use is): Major.Minor.Patch ... Thanks, WhiteWolf, that was extremely helpful. I might start with 0.8, anticipating a few mistakes that were overlooked, then wait a little while, correct the mistakes, and upload 1.0. I'm interested how your campaig...
- December 20th, 2020, 2:37 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Procedure for determining version numbers for add-ons
- Replies: 2
- Views: 143
Procedure for determining version numbers for add-ons
This was just posted with the latest update to BfW. Add-on version check when uploading Additionally, in an effort to help avoid potential issues, when uploading an add-on you've created to the official add-ons server you must now always increment the add-on's version. Attempting to upload an existi...
- December 19th, 2020, 12:03 am
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 329
Re: filter not filtering what I want it to filter
I think you may have misunderstood this. The real reason you don't see this_item a lot is that it is only used inside [foreach] loops, and they aren't that common. You have been trying to use it in other contexts where it simply doesn't exist. Oh! You are correct. I assumed $this_item could be used...
- December 18th, 2020, 11:46 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 442
Re: adding music to a campaign
VLC plays ogg just fine. I just tried VLC. It works well except for one thing. Before some tracks play, VLC makes a loud sound, like a pop in a microphone, for a fraction of a second. I checked the tracks in Audacity and there are no defects in the track, so it must be VLC. Not every track makes th...
- December 18th, 2020, 10:45 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 442
Re: adding music to a campaign
You would need to add the music pack add-on's [binary_path] to your add-on's _main.cfg, then after that using it is the same as using mainline music. You'd also want to add the music pack add-on as a dependency in your _server.pbl. Alternatively, you could take just the tracks you want, put them di...
- December 18th, 2020, 10:14 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 442
Re: adding music to a campaign
You can change the music during any event with append=no probably along with immediate=yes (from here ). Thanks, Pentarctagon. I just read the wiki, and evidently the append=no is the default, so any new music is immediately started. Wow, this doesn't seem as hard as I thought it would be (so far.)...
- December 18th, 2020, 7:19 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 442
adding music to a campaign
My campaign is almost done, so I need to select music. Not being a musical person, I'd appreciate some help with this part. Right now I'm using the {DEFAULT_MUSIC_PLAYLIST} , which is awesome music. But I'd like to customize the music anyway with some other awesome music that the player might not ha...
- December 18th, 2020, 2:58 pm
- Forum: WML Workshop
- Topic: filter not filtering what I want it to filter
- Replies: 12
- Views: 329
Re: filter not filtering what I want it to filter
Oh, I see, thanks. That way is not only more concise, it's easier to understand at a glance.WhiteWolf wrote: ↑December 18th, 2020, 11:07 am is perfectly fine and valid, but it can be abbreviated intoCode: Select all
[event] name=turn 3 end