Search found 31 matches
- March 3rd, 2009, 7:24 pm
- Forum: WML Workshop
- Topic: Storing unit, change team then recall
- Replies: 8
- Views: 1787
Re: Storing unit, change team then recall
There's a MAKE_HERO macro that should work.
- February 21st, 2009, 4:06 am
- Forum: WML Workshop
- Topic: A question about changing attack depth
- Replies: 4
- Views: 999
Re: A question about changing attack depth
In 1.5, I think you should be able to do it (change the attack depth, that is) using the [modify_side] and [ai] tags.
- February 16th, 2009, 1:26 pm
- Forum: Ideas
- Topic: Accomplished objectives
- Replies: 13
- Views: 2498
Re: Accomplished objectives
There was some discussion of adding a [show_if] option to [objectives] to allow more flexibility in whether a given objective is shown here. The general sentiment seemed to be that it was a good idea, but I don't know whether that means it's likely to happen soon.
- January 31st, 2009, 11:58 pm
- Forum: Technical Support
- Topic: Sceptre of Fire bug in version 1.5.8
- Replies: 2
- Views: 1003
Re: Sceptre of Fire bug in version 1.5.8
Already reported and fixed here.
- January 28th, 2009, 10:03 pm
- Forum: Users’ Forum
- Topic: Funny things you did as a beginner
- Replies: 64
- Views: 12009
Re: Funny things you did as a beginner
I still want to have at least one of every kind of unit!
And,
11) I got annoyed that there was no way to tell how far a unit could see.
And,
11) I got annoyed that there was no way to tell how far a unit could see.
- January 28th, 2009, 8:28 pm
- Forum: Ideas
- Topic: expand IF usefulness
- Replies: 34
- Views: 5997
Re: expand IF usefulness
Looks good to me.
- January 24th, 2009, 10:47 pm
- Forum: Scenario & Campaign Development
- Topic: RELEASE: Coming of the Storm - v0.3.2- 10.07.2020
- Replies: 535
- Views: 143800
Re: RELEASE: Coming of the Storm - v1.12
I've had those days. Actually, almost all of my days are those days.
(Rewrote dozens of lines of code at one point trying to fix an error that turned out to be caused by a call to the macro VARAIBLE.)
(Rewrote dozens of lines of code at one point trying to fix an error that turned out to be caused by a call to the macro VARAIBLE.)
- January 24th, 2009, 9:29 pm
- Forum: Ideas
- Topic: expand IF usefulness
- Replies: 34
- Views: 5997
Re: expand IF usefulness
I had visualized the [show_if] just being checked when that set of objectives is encountered, not rechecked continually. My scenario that does something similar to this (messily) used a DISPLAY_OBJECTIVES macro that it called whenever the objectives should change.
- January 24th, 2009, 8:32 pm
- Forum: Scenario & Campaign Development
- Topic: RELEASE: Coming of the Storm - v0.3.2- 10.07.2020
- Replies: 535
- Views: 143800
Re: RELEASE: Coming of the Storm - v1.12
I think the issue is with the [or] statements. It's being interpreted as (x=1-44,y=59-61,id=Ellderon) OR (id=Lotion) OR (id=Ithilien) OR (id=Aquae). Try [filter] x=1-44 y=59-61 [and] id=Ellderon [or] id=Lotion [/or] [or] id=Ithilien [/or] [or] id=Aquae [/or] [/and] [/filter] EDIT: My formatting was ...
- January 24th, 2009, 8:23 pm
- Forum: WML Workshop
- Topic: Displaying objectives conditionally
- Replies: 4
- Views: 1168
Re: Displaying objectives conditionally
Thanks! I couldn't quite get it working (I could build the string, but only the first line would appear green in the objectives window) but it suggested another kludgey approach that was still better than the "32 if statements" option. (I built an array of the appropriate objectives and th...
- January 24th, 2009, 4:01 pm
- Forum: WML Workshop
- Topic: Displaying objectives conditionally
- Replies: 4
- Views: 1168
Displaying objectives conditionally
I'm working on a scenario with a total of 5 victory objectives. I'd like to be able to display just the objectives that haven't yet been met, but using [if] within an [objectives] tag doesn't work. Is there any way to cause an objective to display only if a variable has a certain value? (The alterna...
- January 22nd, 2009, 9:01 pm
- Forum: WML Workshop
- Topic: How to use self made units in 1.5.8?
- Replies: 10
- Views: 1553
Re: How to use self made units in 1.5.8?
Even if that worked on your system, it would break on systems that keep the userdata directory in a different place.woodmouse wrote:Code: Select all
[+units] {../userdata/data/campaigns/Deadly_Alliance/units/} [/units]
Use
Code: Select all
[+units]
{@campaigns/Deadly_Alliance/units}
[/units]
- January 22nd, 2009, 3:23 am
- Forum: Scenario & Campaign Development
- Topic: Dead Water 1.0 for BfW 1.8
- Replies: 177
- Views: 54475
Re: Merman campaign: Dead Water (0.9.7)
"Archaeologists were startled to discover that the mermen of ancient Wesnoth employed orcs as a medium of exchange."
- January 20th, 2009, 3:20 pm
- Forum: WML Workshop
- Topic: FOREACH - counting "i" correctly? (and other WML problems)
- Replies: 27
- Views: 4108
Re: FOREACH - counting "i" correctly?
FOREACH is designed to iterate over an array, so passing it a number probably won't work. I would use a while loop instead: [set_variable] name=i value=1 [/set_variable] [while] [variable] name=i less_than_equal_to=$sides [/variable] [do] ... your code... [set_variable] name=i add=1 [/set_variable] ...
- January 19th, 2009, 1:50 pm
- Forum: Scenario & Campaign Development
- Topic: Invasion from the Unknown (1.14.4) for Wesnoth 1.6 ONLY
- Replies: 195
- Views: 67436
Re: Invasion from the Unknown (1.10.3) for Wesnoth 1.5-1.6
Yup, "revivifying" is fine English, though not very common usage (thus the confusion, probably). The dictionary says "revivify" means "to impart new life, energy, or spirit to" which seems to be exactly the shade of meaning you were going for.