Search found 122 matches

by trewe
January 30th, 2014, 1:37 pm
Forum: Translations & Internationalization
Topic: Noob questions
Replies: 20
Views: 5637

Re: Noob questions

The compiled translation file name has to match exactly the name of your textdomain.

You can safely rename the autogenerated one into something like the following:

Code: Select all

World_Conquest_tek/translations/es/LC_MESSAGES/wesnoth-World_Conquest_tek_translated.mo
by trewe
January 25th, 2014, 12:13 am
Forum: Translations & Internationalization
Topic: Noob questions
Replies: 20
Views: 5637

Re: Noob questions

Here you have.

Two notes: never have filenames containing spaces (there is a file called "Read me.txt", rename that) and the name of the textdomain should be prefixed by 'wesnoth-'.
by trewe
January 17th, 2014, 12:01 am
Forum: WML Workshop
Topic: Graziani WML Questions
Replies: 107
Views: 24906

Re: Graziani WML Questions

Graziani wrote:

Code: Select all


{MOVE_UNIT $second_unit.id 12 21}
I've got an error... Wesnoth told we that a "$" in uncorrect
It is id=$second_unit.id
by trewe
January 13th, 2014, 5:02 pm
Forum: WML Workshop
Topic: Portals - AI
Replies: 7
Views: 1840

Re: Portals - AI

Does the AI use them all the time or only in the attack phase? I had the impression as it was only in the later :hmm:
by trewe
January 13th, 2014, 4:58 pm
Forum: WML Workshop
Topic: tekelili advanced WML questions
Replies: 224
Views: 44073

Re: tekelili advanced WML questions

I have tried to learn from other add ons how to declare scenarios for 1.11 but I was unable. What should I change from this 1.10 code to work on 1.11? Nothing. Unless you want it to be recognized as a campaign, in which case your _main.cfg becomes something like the following: [campaign] id=mp_camp...
by trewe
January 6th, 2014, 3:09 pm
Forum: WML Workshop
Topic: Modify Unit from existing unit's modifications
Replies: 7
Views: 2896

Re: Modify Unit from existing unit's modifications

Instead of mode=append you have to use mode=merge. Appending would create an array of modifications for the unit, being unit.modifications[0] the original and unit.modifications[1] the inherit. But the engine reads only the first. Of course, special care have be done, not all modifications can be me...
by trewe
January 6th, 2014, 3:03 pm
Forum: WML Workshop
Topic: Summoning a 'random' unit ?
Replies: 5
Views: 1676

Re: Summoning a 'random' unit ?

Eagle_11 wrote:

Code: Select all

#define RANDOMIMP_TYPES
"MRFlappers, MRNailers, MROvergrown, MRSneaky, MRCursers"
#enddef
Keep in mind that when you pass a list like this the line break will be included too, which may cause unwanted problems.

Being a bit more save:

Code: Select all

#define EXAMPLE
foo,bar,list #enddef
by trewe
December 30th, 2013, 6:31 pm
Forum: WML Workshop
Topic: How to move units
Replies: 10
Views: 2757

Re: How to move units

I see the campaing that you told to me but I had never use the lua code so I don't know how to use it, can you help me ? Lua does not bite. Anyway, in wml, store all units with kill=yes, iterate over then changing their coordinates and finally iterate again over them to unstore them. For the villag...
by trewe
December 30th, 2013, 6:23 pm
Forum: WML Workshop
Topic: Get and Filter Unit Type List
Replies: 8
Views: 2188

Re: Get and Filter Unit Type List

I haven't checked it, so small errors can be there, but I hope there are none, I was careful. The problem with that attempt is that it stores all units known to the engine, e.g. a whole mess of dozens of multiplayer add-on units and those unusable there. If in other hand it is supposed for SP, than...
by trewe
December 21st, 2013, 3:03 pm
Forum: WML Workshop
Topic: About villages...
Replies: 13
Views: 2166

Re: About villages...

Easier to say, harder to do it in wml or other any code :P which will work in wesnoth... but how to check what type of unit is moving to our village, no, question should be diffrent, how to check whose is village to which our unit move, cause we cant create code from side of Hint: use a capture eve...
by trewe
December 21st, 2013, 2:58 pm
Forum: WML Workshop
Topic: teleport help
Replies: 12
Views: 2987

Re: teleport help

Any suggestions? Instead (or additionally) of delayed_variable_substitution insert it literally [set_variables] name=new_ability [literal] {ABILITY_TELEPORT} [/literal] [/set_variables] [unit] #... [modifications] [object] # blah [effect] apply_to=new_ability [insert_tag] name=abilities variable=ne...
by trewe
November 28th, 2013, 11:18 am
Forum: WML Workshop
Topic: Dig ability
Replies: 27
Views: 4739

Re: Dig ability

Some problems I see there: select event is not multiplayer safe no need to define the menu N times just once in a side turn event (or any other synchronized one) is enough my mistake, formula does not need to be given 'unit', it is already implicit Working example, modify at will: [event] name=side ...
by trewe
November 27th, 2013, 6:27 pm
Forum: WML Workshop
Topic: Dig ability
Replies: 27
Views: 4739

Re: Dig ability

Instead of those awfull ton of filter_wml tags replace them all by:

Code: Select all

    formula="unit.moves >= 3"
And you may restrict it to the current side, or you can dig with enemy units ...
by trewe
November 24th, 2013, 12:43 am
Forum: WML Workshop
Topic: Can someone walk me through an event filter?
Replies: 3
Views: 912

Re: Can someone walk me through an event filter?

well, [event] name=moveto # Druid moves to a Forest tile which has no units adjacent [filter] type=Elvish Druid,Elvish Shyde [filter_location] terrain=*^F* [not] [filter_adjacent_location] [filter] [/filter] [/filter_adjacent_location] [/not] [/filter_location] [/filter] # if no units adjacent to th...
by trewe
November 14th, 2013, 1:23 pm
Forum: WML Workshop
Topic: tekelili advanced WML questions
Replies: 224
Views: 44073

Re: tekelili WML noob questions

Check for any vacant castle/keep terrain that are connected to a keep on which the side leader is currently standing. [show_if] [have_location] terrain=K*,C*,*^C*,*^K* x,y=$x1,$y1 [and] [filter] canrecruit=yes side=$side_number [filter_location] terrain=K*,*^K* [/filter_location] [/filter] radius=99...