Search found 2822 matches
- December 11th, 2023, 6:31 am
- Forum: Users’ Forum
- Topic: This game is ridiculous
- Replies: 10
- Views: 4856
Re: This game is ridiculous
.... When patch? What form would you like this patch to take? How would the mechanics change? I'm genuinely curious. Ravana offered you a real solution to fix the problem you mentioned, and you accused him of trolling, so what exactly do you want? Also ridiculous is that upkeep for level 2 is 2 tim...
- November 18th, 2023, 4:41 am
- Forum: WML Workshop
- Topic: project #1: help this game
- Replies: 8
- Views: 2707
Re: using wml to make things better
The mod Shiki mentioned should take care of your second question. In regard to your first question, I'm not sure I understand what you mean. But, if you mean marking the unit that the user has currently selected, then you can't do it with WML. That's mainly because WML cannot detect when a unit is d...
- November 5th, 2023, 10:47 pm
- Forum: WML Workshop
- Topic: how to filter terrain groups? (all flat, all deep water etc)
- Replies: 3
- Views: 3621
Re: how to filter terrain groups? (all flat, all deep water etc)
It doesn't seem to be possible. It might be too late to make a feature request for 1.18, but I'm not sure. However, using terrain codes probably wouldn't be that hard. I think I would just make macros for each type like this: #define T_VILLAGE *^V* #enddef #define T_FLAT G*,R*,I*,Ur*,*^B* #enddef .....
- September 20th, 2023, 9:05 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: unique object ids
It's shorter than that. It's a while loop that creates objects with IDs made using a formula with concatenate() and replace(). That should be just a few lines.
- September 19th, 2023, 7:11 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: unique object ids
You can replace substrings in WFL.
https://wiki.wesnoth.org/Wesnoth_Formul ... ge#replace
https://wiki.wesnoth.org/Wesnoth_Formul ... ge#replace
- September 15th, 2023, 11:47 pm
- Forum: WML Workshop
- Topic: Spawn unit in passable terrains
- Replies: 5
- Views: 2535
Re: Spawn unit in passable terrains
I don't think you can avoid this, but you could redo the spawn if it's in a bad place. You can use [find_path] to find the distance to a known valid hex (like a village or the leader's position). If $path.hexes = 0, then no path could be found. Use a [while] loop to repeatedly spawn and kill the uni...
- September 4th, 2023, 3:43 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: contiguous castle
Congratulations to dabber for doing something unique enough that a new bug got uncovered. That bug must have been waiting there two years at least. I guess it does relate to visibility, but I was assuming it wouldn't be an engine bug at this point.
- September 3rd, 2023, 4:14 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: contiguous castle
If I don't add the movement restricting item, he summons a nice half+ circle around him, but only east... So, if you remove the code you posted above, you have another form of the same problem. That means the bug is not in that code at all! It's somewhere in the code you haven't posted. It certainl...
- September 1st, 2023, 8:53 pm
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: contiguous castle
There should be more of them 2 columns left of the big demon leader. Hmm. Yeah, I see what you mean. I do think this method will work in the end. It's usually really hard to find a logic error in 100 lines of someone else's code though, and as I expected, nothing sticks out as obvious. The next thi...
- September 1st, 2023, 12:56 am
- Forum: WML Workshop
- Topic: dabber's questions: vision to location
- Replies: 108
- Views: 33605
Re: dabber's questions: contiguous castle
Why don't you just have the AI go first? It would fill its castle automatically that way. You can use
[side] color
to keep the player's color the same as it was when the player was side 1.- August 9th, 2023, 7:05 am
- Forum: WML Workshop
- Topic: Scanning area for certain terrain
- Replies: 2
- Views: 2031
Re: Scanning area for certain terrain
You might need to use radius. I don't think so. I think all you need to do is put the x and y lines into one [store_locations] tag. If I understand correctly, that will store the locations you want. That will store 9 hexes in a 3x3 area. Each location will have an x and y in it. I'm pretty sure the...
- July 14th, 2023, 5:49 pm
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1636
Re: Persistent multi-hex animation query
If this is true, it's actually pretty bad. It would definitely be better if the game ignored all whitespace. I didn't have time to test it before, but now I have, and it's actually not true. It does say so in the multihex terrain tutorial though. Just before the first code block it says: "Bewa...
- July 13th, 2023, 9:25 pm
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1636
Re: Persistent multi-hex animation query
The wiki says spaces are significant (in tile_maps) but I'm not clear why? I'm pretty sure spaces don't matter inside the map. However, the comma at the beginning of a line must be the first character (and that may be true for the anchor character as well). I think that is what the wiki is actually...
- July 13th, 2023, 7:59 am
- Forum: WML Workshop
- Topic: Persistent multi-hex animation query
- Replies: 15
- Views: 1636
Re: Persistent multi-hex animation query
I'm assuming by line the text means: rows (same y or ordinate value) of hexes consisting of either all odd-numbered or all even numbered x (abscissa) values. No, "line" has the normal meaning here: a horizontal line of text. Hopefully, this image will make it clear: [terrain_graphics] map...
- July 8th, 2023, 7:18 am
- Forum: WML Workshop
- Topic: how to replace AMLA?
- Replies: 7
- Views: 819
Re: how to replace AMLA?
I think I already answered that question. If I didn't answer it, I need you to ask a specific question about one part that is difficult. I'm not going to write a whole mod for you. If you can only write a clearer, more complete question in another language, you should try that. There is probably som...