Search found 1756 matches
- January 14th, 2021, 2:17 am
- Forum: WML Workshop
- Topic: formula with set_variable
- Replies: 4
- Views: 249
Re: formula with set_variable
If you're using [set_variable]formula= then the correct way to write it is formula="1+2" - you don't need the $ at all. Your example is no different from writing value="$(1+2)" . The difference between value="$(...)" and formula="..." is that in the latter you...
- January 9th, 2021, 12:33 am
- Forum: WML Workshop
- Topic: WFL and damage special
- Replies: 12
- Views: 1482
Re: WFL and damage special
Ok, this is getting interesting. Enclosing it parentheses gave an error. multiply="(0.01 * d where d = defense_on( other , other.loc ))" Invalid WML found: Formula error in ability or weapon special: Illegal unary operator: '=' at formula:1) (2) But doing it this way is getting us closer ...
- December 29th, 2020, 7:11 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 474
Re: adding music to a campaign
I'll add that if you set
[endlevel]music
to be the same track that's already playing before the scenario ends, I think it'll simply continue to play.- December 27th, 2020, 6:10 am
- Forum: WML Workshop
- Topic: How do you blit a terrain overlay?
- Replies: 6
- Views: 192
Re: How do you blit a terrain overlay?
To be clear, I meant ../embellishments/farm-veg-spring.png~BLIT(items/straw-bale1.png) . However, I don't think that'll actually work, as OVERLAY takes an "image stem" and appends various things to it, so you almost certainly can't use IPFs in it. I think it would actually be better to do ...
- December 26th, 2020, 11:09 pm
- Forum: WML Workshop
- Topic: How do you blit a terrain overlay?
- Replies: 6
- Views: 192
Re: How do you blit a terrain overlay?
Have you tried adding
../
in front of that path?There might also be an option of using {OVERLAY} twice - once with farm-veg-spring.png and once with straw-bale1.png.
- December 26th, 2020, 6:03 pm
- Forum: WML Workshop
- Topic: modify side, hidden=no
- Replies: 3
- Views: 101
Re: modify side, hidden=no
Straff's version is fine, but for future reference:
[modify_side]
does not understand [filter]
. Instead you need to use [filter_side]
.- December 25th, 2020, 10:34 pm
- Forum: WML Workshop
- Topic: custom names based on unit type
- Replies: 7
- Views: 230
Re: custom names based on unit type
Right now it looks like I'll have to split the single race into two different races if I want to apply two different sets of names. I'd rather not do that. Why not just make two races that have the same name? They'd have a different ID and a different name grammar, but everything else would be iden...
- December 25th, 2020, 10:30 pm
- Forum: WML Workshop
- Topic: [recall] when the unit might be dead
- Replies: 11
- Views: 323
Re: [recall] when the unit might be dead
Yeah, you can filter by location, but that only works when you know exactly where they are. By the way, your example also has another problem - it's impossible to correctly translate it to some languages (for example Japanese). If you want to fix that, you need to use `male_message` and `female_mess...
- December 25th, 2020, 4:19 am
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 682
Re: "Alert" unit immune to backstab
The way the Alert ability works is to permit the damage to be doubled, then divide it in half. Doing it that way makes it invisible to the AI, so it can't be grayed out. Also, the AI can't use it in its own calculations when deciding which unit to attack. I'm fairly sure that's not true? I'm pretty...
- December 25th, 2020, 4:14 am
- Forum: WML Workshop
- Topic: [recall] when the unit might be dead
- Replies: 11
- Views: 323
Re: [recall] when the unit might be dead
I see. Then it might make sense to assign the same role to Grizz and his sister, at least if you want them to potentially say the same lines.
- December 24th, 2020, 7:43 pm
- Forum: WML Workshop
- Topic: How to remove terrain graphics mid-scenario
- Replies: 10
- Views: 310
Re: How to remove terrain graphics mid-scenario
I'm not 100% sure either, as I don't work with terrain graphics much. I think it should be possible but I could be wrong. If the pool actually takes up multiple hexes, you would probably need to put your custom terrain on all the hexes it fills; it's definitely possible to tell the engine that a 4x4...
- December 21st, 2020, 7:48 am
- Forum: WML Workshop
- Topic: "Alert" unit immune to backstab
- Replies: 24
- Views: 682
Re: "Alert" unit immune to backstab
There can be advantages. When filtering, you can reference an ability either by tag or by ID. For example, if you had a group of related abilities, you could give them the same tag but a different ID. I guess that probably doesn't apply to this specific case, but it's something to be aware of, at le...
- December 20th, 2020, 8:58 pm
- Forum: WML Workshop
- Topic: adding music to a campaign
- Replies: 16
- Views: 474
Re: adding music to a campaign
If you want to add the track to iTunes or some other music library system that doesn't support ogg, I'd suggest using ffmpeg to convert it to another format that it does support. Although VLC can also do this conversion, its conversion facilities are confusing and sometimes buggy and error-prone, so...
- December 20th, 2020, 8:53 pm
- Forum: WML Workshop
- Topic: [recall] when the unit might be dead
- Replies: 11
- Views: 323
Re: [recall] when the unit might be dead
My only amendment to that code is that
id="Grizz_replacement"
should probably just be id="Grizz"
. Otherwise, it'll be really inconvenient to reference that unit from later events.- December 20th, 2020, 8:49 pm
- Forum: WML Workshop
- Topic: Modifying a unit after it is killed by plague
- Replies: 3
- Views: 179
Re: Modifying a unit after it is killed by plague
I think you might prefer to use a
unit placed
even here. I'm pretty sure that'll fire for the newly-created plague units.