Search found 788 matches

by boru
April 25th, 2010, 9:47 pm
Forum: WML Workshop
Topic: Petrifying poison
Replies: 8
Views: 1154

Re: Petrifying poison

Thanks, zookeeper! It's working fine now.
by boru
April 25th, 2010, 7:35 pm
Forum: WML Workshop
Topic: Petrifying poison
Replies: 8
Views: 1154

Re: Petrifying poison

Okay, I spent a few hours on this today, but I'm still not quite getting it right. Here's the code as it stands now: [store_unit] [filter] id=Ronry [/filter] variable=stored_ronry kill=yes [/store_unit] [set_variable] name=stored_ronry.status.poisoned value="on" [/set_variable] [set_variab...
by boru
April 23rd, 2010, 1:10 pm
Forum: WML Workshop
Topic: Petrifying poison
Replies: 8
Views: 1154

Re: Petrifying poison

Thanks to all three for your comments :) Using {MODIFY_UNIT ...} in turn refresh event works. What's interesting is, the character can still heal others (he's a white mage) even though he can't move. Since this part of the scenario has no combatants on the board at the moment, the issue of defending...
by boru
April 23rd, 2010, 3:23 am
Forum: Art Contributions
Topic: The Hammer of Thursagan portrait repaints
Replies: 396
Views: 140655

Re: The Hammer of Thursagan portrait repaints(update4)

Jetrel, that image of sagus is already in 1.8.0, in Delfador's Memoirs.
by boru
April 23rd, 2010, 1:44 am
Forum: WML Workshop
Topic: Petrifying poison
Replies: 8
Views: 1154

Petrifying poison

I want to have a single instance of a unit being attacked with "petrifying poison." The idea is he cannot move and each turn loses 8 hp until he is at 1 hp. Meanwhile, other units search for an antidote! Can't seem to get it to work. Here's what I tried: [store_unit] [filter] id=Ronry [/fi...
by boru
April 22nd, 2010, 10:01 pm
Forum: WML Workshop
Topic: Array problems
Replies: 13
Views: 1608

Re: Array problems

There's an example of this kind of race test in the first scenario of "Founding of Borstep" where the goblins hop on wolves. The {IF_VAR ..} macro is not used, but it looks like what you're after.
by boru
April 22nd, 2010, 9:41 pm
Forum: WML Workshop
Topic: Array problems
Replies: 13
Views: 1608

Re: Array problems

Spooky, I used "race" because I didn't want to miss any units that may have leveled up.

EDIT: it's definitely valid .. as long as you use [filter] tag as in the example above.
by boru
April 22nd, 2010, 8:43 pm
Forum: WML Workshop
Topic: Array problems
Replies: 13
Views: 1608

Re: Array problems

Thanks very much, Ken. Corrected code follows: [store_unit] [filter] race=bats side=1 [/filter] variable=stored_bats kill=yes [/store_unit] # put bats in bat house {FOREACH stored_bats i} {FAKE_UNIT_MOVE $stored_bats[$i].x 13 $stored_bats[$i].y 8 1 "Vampire Bat" ()} {NEXT i} Is there any d...
by boru
April 22nd, 2010, 7:36 pm
Forum: WML Workshop
Topic: Array problems
Replies: 13
Views: 1608

Array problems

I hope someone is willing to help me with this. I am trying to move a bunch of units scattered across the board to a central hex (13,8). My code simply animates each unit departing from the same hex. [store_unit] [filter] race=bats side=1 [/filter] variable=stored_bats kill=yes [/store_unit] # Count...
by boru
April 19th, 2010, 5:38 pm
Forum: Music & Sound Development
Topic: artisticdude's Garageband SFX Pack
Replies: 3
Views: 1493

Re: artisticdude's Garageband SFX Pack

These are nice, thanks!
by boru
April 17th, 2010, 4:35 am
Forum: Ideas
Topic: Addon's screen.
Replies: 11
Views: 2101

Re: Addon's screen.

Well, maybe I misunderstood it. I think, the original poster did not want to go to the add-on server and see add-ons he's already installed -- only the ones that were not installed. That's not the same as compressing add-ons that you've already downloaded. I never considered that the number of add-o...
by boru
April 17th, 2010, 1:44 am
Forum: Ideas
Topic: Addon's screen.
Replies: 11
Views: 2101

Re: Addon's screen.

Gambit, why would you want some add-ons to not load?
by boru
April 16th, 2010, 4:45 pm
Forum: Ideas
Topic: Addon's screen.
Replies: 11
Views: 2101

Re: Addon's screen.

That would be really helpful.
by boru
April 8th, 2010, 4:31 am
Forum: Ideas
Topic: Laurels showing the campaign difficulty
Replies: 8
Views: 2345

Re: Laurels showing the campaign difficulty

I'd like to see a WML key (or tag) controlling laurels. Currently, if we playtest an unfinished UMC campaign, we get laurels, which kind of cheapens their meaning. (I'm considering letting my campaign end in a crash instead, once I'm ready to post it to the server.) A simple key like "laurels=n...