Search found 13 matches
- April 1st, 2019, 3:42 am
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 53282
Re: Custom Campaign 2.0.8 for Wesnoth 1.14
I actually can edit the persist file pretty easily, but a useful feature would be to set the recall cost of a unit.
- January 4th, 2019, 11:12 pm
- Forum: Ideas
- Topic: [engine] configurable AMLA costs
- Replies: 7
- Views: 2700
Re: [engine] configurable AMLA costs
You're right. I keep using reset when I mean overflow or something. Currently, you can advance several times in a row. If after the first advancement, your new XP is still greater than your new max XP, the advancement process will repeat. However, in the code you showed me, there's a hard limit on 2...
- January 4th, 2019, 9:59 pm
- Forum: Ideas
- Topic: [engine] configurable AMLA costs
- Replies: 7
- Views: 2700
Re: [engine] configurable AMLA costs
The default setting would be that the experience is reset. If reset_experience=no, and none of the effects actually reduce the XP or increase the max XP, the unit will level up all 20 legal times. That's on the UMC creator, though. I haven't worked much with C++, but from what I can tell, the tag wo...
- January 3rd, 2019, 6:37 am
- Forum: Ideas
- Topic: [engine] configurable AMLA costs
- Replies: 7
- Views: 2700
[engine] configurable AMLA costs
AMLA don't automatically heal or remove poison. This is a nice option. They do automatically set experience to zero. I'm trying to make the AMLA take a set amount of experience. Trying to circumvent the fact that AMLA always takes all of the unit's experience is clunky — my first idea was to subtrac...
- October 14th, 2018, 9:32 pm
- Forum: WML Workshop
- Topic: Teleport Formula
- Replies: 4
- Views: 2464
Re: Teleport Formula
I'm testing in Wesnoth 1.14.5.. That teleportation definitely is not working.
- October 14th, 2018, 6:16 pm
- Forum: WML Workshop
- Topic: Teleport Formula
- Replies: 4
- Views: 2464
Teleport Formula
The tunnel in abilities.cfg teleport is this: [tunnel] id=village_teleport [source] terrain=*^V* formula=" owner = teleport_unit.side and (unit = teleport_unit or not unit) where unit = unit_at(loc) " [/source] [target] terrain=*^V* formula="owner = teleport_unit.side and not unit_at(...
- September 27th, 2018, 6:50 pm
- Forum: Ideas
- Topic: [engine] alternate meta-condition behavior
- Replies: 20
- Views: 7253
[engine] alternate meta-condition behavior
Hello, Wesnoth. The [and], [or], and [not] tags currently work very weirdly. A more intuitive version would have these tags compare any number of condition tags inside them. For example [and] [true] [/true] [false] [/false] [/and] # returns true [or] [true] [/true] [false] [/false] [/or] # returns f...
- June 23rd, 2017, 5:28 pm
- Forum: Scenario & Campaign Development
- Topic: Custom Campaign 2.2.0 for Wesnoth 1.17/1.18
- Replies: 120
- Views: 53282
Re: Custom Campaign 2.0.1 for Wesnoth 1.13
This version is far less intuitive than the previous version, but I'm getting it.
Is there an option to create a faction instead of a persistent side? Can you rename a faction, or choose a different unit for its leader?
Anyway, its still an enormously powerful tool of a mod. Keep it up.
Is there an option to create a faction instead of a persistent side? Can you rename a faction, or choose a different unit for its leader?
Anyway, its still an enormously powerful tool of a mod. Keep it up.
- March 30th, 2017, 12:00 am
- Forum: Technical Support
- Topic: Autoclear Cache Option
- Replies: 3
- Views: 7937
Autoclear Cache Option
So, I have a folder on my home computer that, when substituted for the Wesnoth data folder, causes Wesnoth to always reload its data when it restarts (i.e. clear its cache). I also have some dubious memories of happening an option for that and setting it some months ago. I'm on a faraway device and ...
- November 12th, 2016, 4:39 pm
- Forum: WML Workshop
- Topic: Multiple [modifications] tags under [unit]
- Replies: 6
- Views: 2121
Re: Multiple [modifications] tags under [unit]
[set_variables] name=some_mods [value] [object] id=whatever [/object] [/value] [/set_variables] [set_variables] name=some_mods mode=merge [value] {TRAIT_LOYAL} [/value] [/set_variables] [unit] side=1 x,y=9,9 type=Fencer [insert_tag] name=modifications variable=some_mods [/insert_tag] [/unit] This c...
- November 5th, 2016, 11:09 pm
- Forum: WML Workshop
- Topic: Multiple [modifications] tags under [unit]
- Replies: 6
- Views: 2121
Re: Multiple [modifications] tags under [unit]
I have tried all twelve permutations of the following. Most give me only the original attributes. Others cause the original attributes to be lost. Would you please help me with this? --------------------------------------------------------------------------------------------------------------- [set_...
- October 28th, 2016, 12:54 am
- Forum: WML Workshop
- Topic: Multiple [modifications] tags under [unit]
- Replies: 6
- Views: 2121
Re: Multiple [modifications] tags under [unit]
Okay. I've been trying for a while, and I don't really understand how [set_variables] works. Can you show me how to?zookeeper wrote:Should be able to do that with [set_variables], sure.ArcdeSeel wrote:Is there away to combine the loyalty, mutations, and dna into one variable or otherwise simplify the process?
- October 25th, 2016, 1:55 am
- Forum: WML Workshop
- Topic: Multiple [modifications] tags under [unit]
- Replies: 6
- Views: 2121
Multiple [modifications] tags under [unit]
#define SPAWNMUT X Y SIDE TYPE DNA {SETUP_MUTATIONS} [unit] x,y={X},{Y} type={TYPE} side={SIDE} placement=map_passable moves=0 attacks_left=0 [insert_tag] name=modifications variable={DNA}.modifications [/insert_tag] [modifications] {TRAIT_LOYAL} {MUT_OBJECT ()} [/modifications] [/unit] #enddef I a...