Search found 778 matches
- July 7th, 2019, 2:24 pm
- Forum: WML Workshop
- Topic: x2,y2 issue
- Replies: 4
- Views: 833
Re: x2,y2 issue
The shroud doesn't automatically update when creating units or moving them via WML units. Does adding this at the end of the unit-spawning event help? [redraw] clear_shroud=yes [/redraw] That might also need a side filter to ensure that it applies to all sides. Thanks to EarthCake for pointing out t...
- July 7th, 2019, 12:45 pm
- Forum: Scenario & Campaign Development
- Topic: A New Order.
- Replies: 608
- Views: 209916
Re: A New Order.
Do you have a different set of other add-ons installed? There might be some conflict between this one and another one.
- July 6th, 2019, 11:36 pm
- Forum: Scenario & Campaign Development
- Topic: A New Order.
- Replies: 608
- Views: 209916
Re: A New Order.
The "invalid anchor" warnings are because the map in terrains/terrain-graphics.cfg isn't the right format for the terrain graphics rules. I can't find documentation on what they should be, but I assume they need more commas, as in the data/core/terrain-graphics/ files.
- July 5th, 2019, 6:19 pm
- Forum: Scenario & Campaign Development
- Topic: Campaign: Saving Elensefar
- Replies: 411
- Views: 122557
Re: Campaign: Saving Elensefar
Add a few lines to abilities.cfg, with wmlxgettext comments. The lines to add are the ones that start with a + . # wmllint: unbalanced-on +# wmlxgettext: [abilities] #define ABILITY_BLITZ [leadership] id=blitz [/event] [+abilities] #enddef +# wmlxgettext: [/abilities] +# wmllint: unbalanced-off #def...
- July 5th, 2019, 3:17 pm
- Forum: Users’ Forum
- Topic: Would it be OK to publish an era that uses sprites for units from a 1995 SNES game?
- Replies: 19
- Views: 4367
Re: Would it be OK to publish an era that uses sprites for units from a 1995 SNES game?
Or ask the producer of the the 1995 game to place it in the public domain. I don't think Square Enix will place a game in public domain because a random dude on the internet asks them to. :lol: Then start a petition. It's not that unusual for 20+ years old games to be released for free. The compani...
- July 2nd, 2019, 11:43 am
- Forum: WML Workshop
- Topic: Need help with coding a shop into a map.
- Replies: 16
- Views: 4564
Re: Need help with coding a shop into a map.
You need to tell Wesnoth to read the definition of COLOSSEUM_UPGRADE, which is described in the Colosseum add-on's
There's a bug in that readme (in version 1.6.4), the line to include should read
Colosseum3p/readme
file.There's a bug in that readme (in version 1.6.4), the line to include should read
{~add-ons/Colosseum3p/macros/upgrade.cfg}
.- July 2nd, 2019, 11:38 am
- Forum: Multiplayer Development
- Topic: 3 player colosseum
- Replies: 16
- Views: 10731
Re: 3 player colosseum
A bug in the readme:
But that file is now
Code: Select all
You can create your own add-on while using the same macros.
To do so, include a line such as the this in your _main.cfg:
{~add-ons/Colosseum3p/macros/Colosseum_upgrade.cfg}
~add-ons/Colosseum3p/macros/upgrade.cfg
- July 1st, 2019, 10:33 pm
- Forum: Multiplayer Development
- Topic: SXRPG AddOn 5.2.3 AI Broken
- Replies: 3
- Views: 1268
Re: SXRPG AddOn 5.2.3 AI Broken
Thanks for debugging. The version on the 1.14 server seems to be exactly the version from the 1.12 server, without the fixes in https://r.wesnoth.org/p627421 Edit: @the add-on mods: even with a broken AI it's useful to have the add-on on the server, as it's one that needs all players to have its bui...
- June 30th, 2019, 9:10 pm
- Forum: WML Workshop
- Topic: Need help with coding a shop into a map.
- Replies: 16
- Views: 4564
Re: Need help with coding a shop into a map.
Also a good mod for items on map that add attacks or different atributes :mrgreen:. Just a small sample that is easily reusable The Storm Trident, Holy Water and a few other objects are provided in the core macro utilities, which you can use in any scenario. Definition is at https://raw.githubuserc...
- June 25th, 2019, 8:30 pm
- Forum: Users’ Forum
- Topic: Fungus terrain bug
- Replies: 31
- Views: 8178
Re: Awkward orcs
I'd vote for considering it a bug. The issue is the terrain's properties, not the unit's properties. For forest-on-hills terrains, such as Hh^Fms , the forest overlay ^Fms takes the best defence of (forest or the underlying terrain), but the similar concept of fungus-on-hills using ^Uf takes a fungu...
- June 18th, 2019, 12:32 pm
- Forum: Translations & Internationalization
- Topic: gettext and define
- Replies: 12
- Views: 10299
Re: gettext and define
Is somebody knowing a "pre-processor" which could give me a "result file" with the #define included ? Maybe a part of the official loader of the game ? Method 1: Use the --preprocess option to wesnoth, for example to output to a directory called "temp" wesnoth --prepro...
- June 16th, 2019, 7:59 pm
- Forum: Scenario & Campaign Development
- Topic: Defense of Elensefar - single-player scenario for 1.14
- Replies: 24
- Views: 6368
Re: Defense of Elensefar - single-player scenario for 1.14
Thanks for the feedback, I've uploaded v0.4.0, making hard a bit harder, adding a nightmare version, and addressing anything that doesn't have a comment below. bats only go for keep and bodies. I mean, there was 3 free villages next to bat and he continued to keep. Also for the ghosts. They continue...
- June 14th, 2019, 9:07 pm
- Forum: Scenario & Campaign Development
- Topic: Forgotten Conflicts: Single-Scenario Campaign Set (Version 1.3.1)
- Replies: 38
- Views: 10373
Re: Forgotten Conflicts: Single-Scenario Campaign Set (Version 0.7.3)
There is a Shadow on 13,31 but I can't see him, even though he is range of the Southern Lighthouse. Why? (savefile attached to the original message in the DoE thread) This is a bug in the FC version, the DoE_Shadows have regular ABILITY_NIGHTSTALK, and the #define in utils/abilities.cfg doesn't ove...
- June 12th, 2019, 11:35 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17513
Re: Xalzar's WML Headaches
We're mixing multiple languages together, and using insufficiently-documented features - I certainly wouldn't call you a n00b.
(Ravana has already posted the rest of the message that I was going to post.)
(Ravana has already posted the rest of the message that I was going to post.)
- June 12th, 2019, 10:21 pm
- Forum: WML Workshop
- Topic: Xalzar's WML Headaches
- Replies: 78
- Views: 17513
Re: Xalzar's WML Headaches
error "macro/file 'value=false' is missing". That error means the WML preprocessor is trying to process the Lua code. If you're putting Lua in a WML file, put << at the start and >> at the end to fix it. Also, I've noticed you added this discussion to the SideWML page, lol| :lol:Let's hop...