Search found 331 matches

by Helmet
December 6th, 2020, 4:54 pm
Forum: WML Workshop
Topic: [event] name=capture,die
Replies: 6
Views: 211

[event] name=capture,die

In Secrets of the Ancients, scenario 8, an event has a name key and two values separated by a comma: name=capture,die . When I saw it, I thought...wow. TWO values? That's pretty cool. Have you ever done something like this -- that is, use two or more values in an event? What did your event do? Do yo...
by Helmet
December 6th, 2020, 4:33 pm
Forum: Art Workshop
Topic: Mechanical's art
Replies: 336
Views: 88320

Re: Mechanical's art

Mechanical wrote: December 6th, 2020, 3:11 pm ...My goal now is to draw an era in my own style that will please the eye.
Well, my eyes are pleased. :)

BfW pixel art is an art form with severe constraints on self-expression. It amazes me that you managed to create a distinctive style within those constraints. Keep up the good work!
by Helmet
December 6th, 2020, 5:18 am
Forum: Secrets of the Ancients
Topic: Scenario 9: Training Session
Replies: 8
Views: 5771

Re: Scenario 9: Training Session

(1) What difficulty level and version of Wesnoth have you played the scenario on? (2) How difficult did you find the scenario? (1-10) (3) What did you think about the dialog and story? (4) What were the major challenges you faced? (5) How fun do you think the scenario is? (1-10) (6) What suggestion...
by Helmet
December 6th, 2020, 2:22 am
Forum: Art Contributions
Topic: Wesnoth Fauna
Replies: 47
Views: 4314

Re: Wesnoth Fauna

doofus-01 wrote: December 6th, 2020, 12:38 am...(They eat them, or milk them like ants do aphids?)...something that isn't another nasty cave monster.
How about something like this?
cave_cow.png
cave_cow.png (5.91 KiB) Viewed 544 times
by Helmet
December 6th, 2020, 1:08 am
Forum: Secrets of the Ancients
Topic: Scenario 8: Carcyn
Replies: 8
Views: 5190

Re: Scenario 8: Carcyn

(1) What difficulty level and version of Wesnoth have you played the scenario on? (2) How difficult did you find the scenario? (1-10) (3) What did you think about the dialog and story? (4) What were the major challenges you faced? (5) How fun do you think the scenario is? (1-10) (6) What suggestion...
by Helmet
December 6th, 2020, 1:06 am
Forum: Secrets of the Ancients
Topic: Scenario 7: Meeting of the Minds
Replies: 3
Views: 3259

Re: Scenario 7: Meeting of the Minds

(1) What difficulty level and version of Wesnoth have you played the scenario on? (2) How difficult did you find the scenario? (1-10) (3) What did you think about the dialog and story? (4) What were the major challenges you faced? (5) How fun do you think the scenario is? (1-10) (6) What suggestion...
by Helmet
December 5th, 2020, 10:25 pm
Forum: WML Workshop
Topic: this should not be set manually
Replies: 4
Views: 152

Re: this should not be set manually

WhiteWolf wrote: December 5th, 2020, 8:21 pm Because it exists. The wiki is not just the add-ons author's toolbox, it's a full documentation of WML.
That never occurred to me. I thought it was an add-ons author's toolbox! :shock: No wonder it was so technical and lacking in examples.
by Helmet
December 5th, 2020, 10:11 pm
Forum: Art Contributions
Topic: Wesnoth Fauna
Replies: 47
Views: 4314

Re: Wesnoth Fauna

Cave cricket was the start of the idea, but version 1 didn't look dangerous, so I changed it until it looked like it could attack. This is more of a monster that hops and lives in caves that kinda resembles a cave cricket. Maybe it needs a different name, like cave hopper.
by Helmet
December 5th, 2020, 7:40 pm
Forum: Art Contributions
Topic: Wesnoth Fauna
Replies: 47
Views: 4314

Re: Wesnoth Fauna

doofus-01 wrote: December 5th, 2020, 12:43 pm...I wonder what animal a dwarf would associate with?
I made a cave cricket recently. What about that? A cave cricket is a real bug. Perhaps they could have {ABILITY_CAVE_AMBUSH}.
cave_cricket.png
cave_cricket.png (5.45 KiB) Viewed 615 times
by Helmet
December 5th, 2020, 7:33 pm
Forum: WML Workshop
Topic: this should not be set manually
Replies: 4
Views: 152

Re: this should not be set manually

As far as I know, these warnings are for keys that are being used and managed by other parts of the game, and therefore cannot be reliably used by the coder. Emphasis on reliably. The most notorious one I know is upkeep , which is also a member of [unit]. Setting this directly to loyal will work fo...
by Helmet
December 5th, 2020, 2:45 pm
Forum: WML Workshop
Topic: this should not be set manually
Replies: 4
Views: 152

this should not be set manually

In the WML Wiki, "This should not be set manually" appears a few times. Whenever I had encountered it, I assumed it meant, "DON'T DO THIS!" But this morning I went ahead and ignored the warning and my code apparently works fine. I put hidden=yes within a unit tag, and the unit wa...
by Helmet
December 3rd, 2020, 11:34 am
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 396

Re: impassable overlay removing Plank Bridge

Ohhh. Drat. It would've been awesome if there was a way to easily make a list of possible hexes for a unit, and the game engine would place the unit in the first empty hex in the list. I imagine it would look like this... x=1,7,7,2,10,1 y=5,7,8,5,2,12 Such a thing could probably be made in a macro, ...
by Helmet
December 3rd, 2020, 12:01 am
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 396

Re: impassable overlay removing Plank Bridge

I forgot the [unit] tag, for which that attribute is inconsistently named. Please try placement=map with passable=yes . Cool! I tested it; it works like a charm. The unit will land on a nearby available hex. The Wiki says: " placement : How the unit should be placed: can be one value or a comm...
by Helmet
December 2nd, 2020, 8:12 pm
Forum: WML Workshop
Topic: impassable overlay removing Plank Bridge
Replies: 15
Views: 396

Re: impassable overlay removing Plank Bridge

Oh! Thanks. I didn't think of teleporting. That does look easy. Thanks for answering that question.
by Helmet
December 2nd, 2020, 7:53 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 584

Re: #ifdef NORMAL, HARD

Use my suggestion... or else! :twisted: Of course, whatever works best for you is the way you should do it :) Yay! :D I simply don't want to mix-up NORMAL and HARD, etc., that's all. A good chunk of my mistakes arise from mixing things up. For example: allow_recruit and allow_extra_recruit . Ugg. A...