Search found 788 matches
- April 26th, 2010, 12:20 am
- Forum: Strategies & Tips
- Topic: The Point of Goblins?
- Replies: 69
- Views: 18959
- 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.
- 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...
- 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...
- 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.
- 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...
- 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.
- 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.
EDIT: it's definitely valid .. as long as you use [filter] tag as in the example above.
- 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...
- 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...
- 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!
- 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...
- 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?
- 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.
- 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...