Search found 122 matches
- 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:
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
- 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-'.
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-'.
- January 17th, 2014, 12:01 am
- Forum: WML Workshop
- Topic: Graziani WML Questions
- Replies: 107
- Views: 24906
Re: Graziani WML Questions
It is id=$second_unit.idGraziani wrote:I've got an error... Wesnoth told we that a "$" in uncorrectCode: Select all
{MOVE_UNIT $second_unit.id 12 21}
- 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
- 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...
- 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...
- January 6th, 2014, 3:03 pm
- Forum: WML Workshop
- Topic: Summoning a 'random' unit ?
- Replies: 5
- Views: 1676
Re: Summoning a 'random' unit ?
Keep in mind that when you pass a list like this the line break will be included too, which may cause unwanted problems.Eagle_11 wrote:Code: Select all
#define RANDOMIMP_TYPES "MRFlappers, MRNailers, MROvergrown, MRSneaky, MRCursers" #enddef
Being a bit more save:
Code: Select all
#define EXAMPLE
foo,bar,list #enddef
- 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...
- 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...
- 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...
- 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...
- 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 ...
- 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:
And you may restrict it to the current side, or you can dig with enemy units ...
Code: Select all
formula="unit.moves >= 3"
- 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...
- 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...