Search found 348 matches
- October 26th, 2021, 8:41 pm
- Forum: WML Workshop
- Topic: Compatibility-breaking changes between 1.14 and 1.15/1.16
- Replies: 23
- Views: 7508
Re: Compatibility-breaking changes between 1.14 and 1.15/1.16
Edit: I think I somehow got confused about the purpose of this thread, sorry. I don't think so. The purpose of this thread is to be a porting guide, not only about breaking changes (=minimum to change guide). At least that is was I had in mind when I wrote it. Updated the post about the new macros ...
- December 27th, 2020, 11:39 pm
- Forum: Users’ Forum
- Topic: How is the in-game editor used?
- Replies: 40
- Views: 7691
Re: How is the in-game editor used?
# This file was generated using the scenario editor. # # If you edit this file by hand, then you shouldn't use the # scenario editor on it afterwards. The editor completely # rewrites the file when it saves it, which will lose any WML # that the editor doesn't support. There's a way around it, but ...
- December 11th, 2020, 4:27 pm
- Forum: WML Workshop
- Topic: Spreading Poison
- Replies: 24
- Views: 1901
Re: Spreading Poison
[…] I've had this thought for a while in mind … I think what is missing is a new landing page in the wiki for people who are new here, which tells where to start. Maybe you guys want to write one? You're new enough to know what is missing. What I feel what is missing: - telling people how to use th...
- December 7th, 2020, 10:12 am
- Forum: WML Workshop
- Topic: [event] name=capture,die
- Replies: 6
- Views: 525
Re: [event] name=capture,die
On the first sight's it's an easy way to write one event instead of two.
But the special part is that it will fire only once – so it offers a way for dialogues, which should fire in one of the two cases, but not twice.
But the special part is that it will fire only once – so it offers a way for dialogues, which should fire in one of the two cases, but not twice.
- December 2nd, 2020, 7:47 pm
- Forum: WML Workshop
- Topic: impassable overlay removing Plank Bridge
- Replies: 15
- Views: 1073
Re: impassable overlay removing Plank Bridge
It actually is easy. For an enter hex event x2,y2 would be the adjacent hex which can be full. For a moveto event it can be farther away, but it's empty. [event] name=moveto first_time_only=no [filter] x,y=1,5 [/filter] {TELEPORT_TILE 1 5 $x2 $y2} [/event] Uses the macro from here
- December 2nd, 2020, 6:42 pm
- Forum: WML Workshop
- Topic: impassable overlay removing Plank Bridge
- Replies: 15
- Views: 1073
Re: impassable overlay removing Plank Bridge
Looked into it too, but all solutions have some quirks …
Made a symbol image which you could use though.
Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it.
Made a symbol image which you could use though.
Another option is to block the terrain by putting a petrified unit onto the hex, or teleporting units which step onto it.
- December 2nd, 2020, 10:34 am
- Forum: Faction & Era Development
- Topic: WW2 Dynamic Ostfront Era Idea
- Replies: 3
- Views: 1160
Re: WW2 Dynamic Ostfront Era Idea
For realizing it: 1. Events on turns 5, 10, 15 and 20 2. There's a mod for it, https://r.wesnoth.org/t51067 3. Balancing … 4. Balancing + some event which gives extra MP. 5. AMLAs are fun and easy 6. Fuel mechanics … duh. Needs to write a Candidate Action or MicroAI in Lua, otherwise the AI will ju...
- November 28th, 2020, 10:01 am
- Forum: WML Workshop
- Topic: ghype's Problems:
- Replies: 108
- Views: 22659
Re: ghype's Problems: [ability] adding mp
The problem is that you wrote ability in singular, but the tag is called abilities nevertheless. Let me throw in a variant with [heal_unit] instead of storing & unstoring: #define PL_ABILITY_ENDLESS_MP # wmlxgettext: [abilities] [dummy] id=PL_endless_mp name= _ "…" description= _ "...
- November 17th, 2020, 8:51 pm
- Forum: WML Workshop
- Topic: Coding Unit Movement = 0
- Replies: 5
- Views: 571
Re: Coding Unit Movement = 0
Hi There's not much needed to be done differently. First of all, the code above does not change the movement of an ai leader, but of all of side 2's units. Though, as it happens before side 2 recruited, the movement restricting object will only be given to the leader. You could fire the code at a la...
- November 14th, 2020, 6:14 am
- Forum: Technical Support
- Topic: facing
- Replies: 3
- Views: 583
Re: facing
That's on the bug tracker as bug #4978.
- October 15th, 2020, 4:44 pm
- Forum: WML Workshop
- Topic: Making the AI faster
- Replies: 8
- Views: 757
Re: Making the AI faster
[store_side] expects a side filter, without using a [filter_side] tag - so, just what one put's usually into a [filte_side] tag, but in a [store_side] tag. Btw, [filter] is always a unit filter. The [filter] tag is not a valid tag inside a side filter . I'm not sure what the engine does in this case...
- October 1st, 2020, 8:27 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: [solved]- Trying to build older release 1.10.7 on Debian 10.x
- Replies: 4
- Views: 2259
Re: Trying to build older release 1.10.7 on Debian 10.x
Hi mzs_47. The clue is to not take the last release, but the last commit from that branch — there were added additional patches over time, just to keep them buildable. AFAIK every stable branch can be built. Some time ago I compiled all branches, I left explanations about it in the script for Arch, ...
- September 20th, 2020, 5:16 pm
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 74
- Views: 58384
Re: A New Land Era
Yes, it's saved in the savefile. Actually, I was thinking about making it like the menus in ANL, where the code is read from a local file, though thus all players need to have the scenario installed. But you can send me the savefile and I can edit it.
- September 19th, 2020, 4:34 pm
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 74
- Views: 58384
Re: A New Land Era
I uploaded it already a few days ago, you probably got it already. Also updated Undead Empire now which still used the old code.
- September 17th, 2020, 2:03 pm
- Forum: Faction & Era Development
- Topic: A New Land Era
- Replies: 74
- Views: 58384
Re: A New Land Era
Hi Atreides, thanks for finding that. Quite bad one. The fix is out for this as well.