Someone-did-that-already-overview
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Someone-did-that-already-overview
Hello!
Is there something like a Someone-did-that-already-overview? In which you can look up where to look up things?
Like
That might prevent me asking questions that I could easily find out myself without having to study all core campaigns in detail. The WMLReference is great, but it lacks examples, so maybe there is something like that.
EDIT: OOT: I can' find the [facet] tag in the WMLReference, but it's used in LoW Scenario 2, what does it do?
EDIT 2: If there isn't, maybe we can start one, mapping "I want XY to happen in my campaign ..." to a mainline scenario where you'll see it in action.
Is there something like a Someone-did-that-already-overview? In which you can look up where to look up things?
Like
Code: Select all
One side not leaving it's territory
-> Legend of Wesmere, Scenario 2
Move a unit during a dialogue
-> ...
Place an artefact
-> ...
Pick up an artefact
-> ...
...
EDIT: OOT: I can' find the [facet] tag in the WMLReference, but it's used in LoW Scenario 2, what does it do?
EDIT 2: If there isn't, maybe we can start one, mapping "I want XY to happen in my campaign ..." to a mainline scenario where you'll see it in action.
Re: Someone-did-that-already-overview
If you have a good memory, you can do like what I do and remember when certain events occur in campaigns, and then take a look at the file containing the scenario where it happens.
However, most of the stuff you put in your example are things that can be found everywhere (a lot of scenarios), and if you get a brief idea of what you want to happen, if you search the reference for it, or for synonyms, you can find it.
For example, you want to place an artifact. Well a synonym for artifact would be item, which you can find on the reference page.
Either way, people don't really mind helping.
However, most of the stuff you put in your example are things that can be found everywhere (a lot of scenarios), and if you get a brief idea of what you want to happen, if you search the reference for it, or for synonyms, you can find it.
For example, you want to place an artifact. Well a synonym for artifact would be item, which you can find on the reference page.
Either way, people don't really mind helping.
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
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Re: Someone-did-that-already-overview
Some search & grap tool could also be helpful. E.g. once you realize that you need to use the [avoid] tag, search the files in the mainline campaigns/ folder for occurances of [avoid] for examples how to use it etc.
projects (BfW 1.12):
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
A Simple Campaign: campaign draft for wml starters • Plan Your Advancements: mp mod
The Earth's Gut: sp campaign • Settlers of Wesnoth: mp scenario • Wesnoth Lua Pack: lua tags and utils
updated to 1.8 and handed over: A Gryphon's Tale: sp campaign
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Re: Someone-did-that-already-overview
I agree, too that it'd be very useful but I think to get a list of every tag, method, related parts of codes like 'you may not leave your territory' and maybe whole scenarios like 'win if x% of all villages are controlled by a side' is really a lot of work. I can't imagine anyone liking the idea of spending hours, days and even years with that stuff (you mustn't forget UMC, of course).
Re: Someone-did-that-already-overview
You're propably right. I'll search the mainline campaigns while trying out some stuff and write down where I found things on the way, maybe if I really finish a campaign we'll have something like an overview in the end. Lots of 'if's
.
Should be doable as people really like to help you here.

Should be doable as people really like to help you here.
Re: Someone-did-that-already-overview
Yes they do. I remember when I returned here in January of this year and started my campaign, I knew nothing. Now I know A LOT.
F:tGJ, Saurian Campaign
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
The Southern Chains, a fanfic
“The difference between winners and champions is that champions are more consistent."
~Sierra
Re: Someone-did-that-already-overview
I need to retain a unit in the player's recall list (keep it from dying) during its last breath event.
I looked at Tale of a Mage where they have a battle that is not to the death, but that relies on the next scenario (re)creating all the heroes so it just goes ahead and lets the dying unit die...
Removing it from the battlefield is fine, in fact a lot simpler than trying to depict someone carrying it off to sickbay. At some point I might get fancy and allow it to be lost from your team (yet meetable on another team later so you know it didn't actually die) if it isn't one of the essential characters, but for now I just need to figure out how to keep a unit recallable despite its last breath event or die event having been triggered...
(Note this is without ending the scenario at that point. I think I maybe do keep the unit when I end the scenario during last breath though I haven't specifically checked that, hmm I guess I should...)
-MarkM- ("knotwork"; Digitalis Data Services.)
I looked at Tale of a Mage where they have a battle that is not to the death, but that relies on the next scenario (re)creating all the heroes so it just goes ahead and lets the dying unit die...
Removing it from the battlefield is fine, in fact a lot simpler than trying to depict someone carrying it off to sickbay. At some point I might get fancy and allow it to be lost from your team (yet meetable on another team later so you know it didn't actually die) if it isn't one of the essential characters, but for now I just need to figure out how to keep a unit recallable despite its last breath event or die event having been triggered...
(Note this is without ending the scenario at that point. I think I maybe do keep the unit when I end the scenario during last breath though I haven't specifically checked that, hmm I guess I should...)
-MarkM- ("knotwork"; Digitalis Data Services.)
Re: Someone-did-that-already-overview
to prevent a unit from dying in the last breath event, you must give it life (a.k.a. hitpoints)
simple, eh?
simple, eh?

http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."
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Re: Someone-did-that-already-overview
The WML reference isn't cluttered with all the AI stuff: http://wiki.wesnoth.org/Customizing_AI_in_Wesnoth_1.8Blutkoete wrote:EDIT: OOT: I can' find the [facet] tag in the WMLReference, but it's used in LoW Scenario 2, what does it do?
Re: Someone-did-that-already-overview
Maybe not so much.Sapient wrote:to prevent a unit from dying in the last breath event, you must give it life (a.k.a. hitpoints)
simple, eh?
I wasn't sure whether unit is at that point stored, so that unit.hitpoints could be set followed by an unstore of unit; or whether the unit was stored as first (or even still as second having been hit rather than doing the hitting).
So I tried storing id=unit and I dont think that quite worked, so now I am storing whatever filtering on x1,y1 finds.
I haven't yet seen someone with only one hitpoint (which is what I set it to) in my recall list, and meanwhile someone else entirely, that hadnt even been recalled, seems to have gone missing from my recall list.
So now I am doing the whole campaign from scratch to get another nationality of Time Cadet up to that point in case maybe there is just something broken about the Hacker time-cadet I'd been having these problems with... Something about Hackers and bugs, just seems prudent to try someone who isn't a Hacker...

-MarkM-
Re: Someone-did-that-already-overview
I'm not certain I know what you're after, but I recently coded a similar event and here's how I did it:markm wrote:Maybe not so much.Sapient wrote:to prevent a unit from dying in the last breath event, you must give it life (a.k.a. hitpoints)
simple, eh?
I wasn't sure whether unit is at that point stored, so that unit.hitpoints could be set followed by an unstore of unit; or whether the unit was stored as first (or even still as second having been hit rather than doing the hitting).
So I tried storing id=unit and I dont think that quite worked, so now I am storing whatever filtering on x1,y1 finds.
I haven't yet seen someone with only one hitpoint (which is what I set it to) in my recall list, and meanwhile someone else entirely, that hadnt even been recalled, seems to have gone missing from my recall list.
So now I am doing the whole campaign from scratch to get another nationality of Time Cadet up to that point in case maybe there is just something broken about the Hacker time-cadet I'd been having these problems with... Something about Hackers and bugs, just seems prudent to try someone who isn't a Hacker...
-MarkM-
Code: Select all
[event]
name=die
[filter]
id=Shining
[/filter]
[store_unit]
[filter]
id=Shining
[/filter]
variable=stored_shining
kill=yes
[/store_unit]
{VARIABLE stored_shining.hitpoints 1}
[unstore_unit]
variable=stored_shining
find_vacant=yes
[/unstore_unit]
“It is written in my life-blood, such as that is, thick or thin; and I can no other.” - J.R.R. Tolkien
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.
My campaign: Swamplings - Four centuries before the founding of Wesnoth, the first wolf rider emerges from a tribe of lowly swamp goblins.