Search found 456 matches

by vghetto
July 4th, 2021, 7:23 pm
Forum: WML Workshop
Topic: Attack changing targeted tile to snowy terrain
Replies: 4
Views: 250

Re: Attack changing targeted tile to snowy terrain

There might be more than one way of doing this.
An easy way would be by changing the [terrain] inside an 'attack_end' event.
by vghetto
June 30th, 2021, 6:26 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 553

Re: Improved AI Ally Control

The big advantage of Beetlenaut's AI controller is that it is not complicated. If I understood it correctly, the old AI controller was removed from the mainline campaigns because it was too complicated and not intuitive enough. If you make Beetlenaut's AI controller just as complicated, what have w...
by vghetto
June 30th, 2021, 5:10 pm
Forum: Lua Labs
Topic: Utter lua consufion
Replies: 3
Views: 184

Re: Utter lua consufion

Try the following: local set_floor = tonumber(cfg.floor) or set_amount When I run the new version I get <Invalid WML found> [set_gold] not supported :doh: Try to clear wesnoth cache. Edit: oh, you already mentioned clearing the cache. I missed that. In that case I don't know, usually that error mean...
by vghetto
June 30th, 2021, 4:52 pm
Forum: Scenario & Campaign Development
Topic: Improved AI Ally Control
Replies: 19
Views: 553

Re: Improved AI Ally Control

This is a well written mod, but as LK has said, it can't act as a drop in replacement for now. I really hope beetlenaut expands it further. I love the target_x/y approach. Personally I've already included beetlenaut's freezer/thaw code in my mod. In my case I had to complement it with a bunch of mic...
by vghetto
June 30th, 2021, 4:41 pm
Forum: Multiplayer Development
Topic: Era of High Sorcery
Replies: 281
Views: 85580

Re: Era of High Sorcery

I love the random map building approach in this mod. Well done.
by vghetto
June 29th, 2021, 7:42 pm
Forum: Scenario & Campaign Development
Topic: A Goblin Adventure - Short SP Campaign
Replies: 41
Views: 10955

Re: A Goblin Adventure - Short SP Campaign

Here is how it's done in Den of Thieves.
In the start event, store all x,y=recall,recall units
change the variable recall_cost for those units.
unstore the units back to recall,recall.
by vghetto
June 25th, 2021, 1:23 pm
Forum: WML Workshop
Topic: Force rebuild a unit
Replies: 7
Views: 277

Re: Force rebuild a unit

The object name in WML was like so name=_"Some Object" I did std_print on object_name and the output was Some Object . It was without quotes and without the underscore. The docs say that remove_modifications takes [filter_wml] . Maybe using tag.filter_wml or literal, how would I go about t...
by vghetto
June 23rd, 2021, 9:15 pm
Forum: WML Workshop
Topic: Force rebuild a unit
Replies: 7
Views: 277

Re: Force rebuild a unit

Thanks, remove_modifications is what I was looking for. I didn't have an id set for the [object] s so I tried to remove them by name instead with the following: function wesnoth.wml_actions.remove_object_name(cfg) local obj_id = cfg.object_name for _,unit in ipairs(wesnoth.get_units(cfg)) do wesnoth...
by vghetto
June 23rd, 2021, 7:05 pm
Forum: WML Workshop
Topic: Force rebuild a unit
Replies: 7
Views: 277

Re: Force rebuild a unit

That's not what I was after. My question was unclear. I don't want a fresh unit, I want the current modifications+amlas minus some [object] The object might affect attack, abilities, resistance .... So I want to remove that object manually and then force rebuild the unit, so any effects that the obj...
by vghetto
June 23rd, 2021, 6:11 pm
Forum: WML Workshop
Topic: Force rebuild a unit
Replies: 7
Views: 277

Force rebuild a unit

Hi,
Is there a way of force rebuilding a unit from it's base type?
by vghetto
June 21st, 2021, 3:08 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.13
Replies: 14
Views: 2150

Re: Wesnoth 1.15.13

The comment needs to be updated in that case.

Edit: Oops, I seem to have uploaded to 1.16 :/
What's the 1.15 port?
by vghetto
June 21st, 2021, 2:44 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.13
Replies: 14
Views: 2150

Re: Wesnoth 1.15.13

Isn't {NOTE_*} the new system though? #deprecated 4 Use [special_note]note= tags instead to apply special notes, or use the {NOTE_*} macros (note the singular). # SPECIAL_NOTES_* are the deprecated versions that provide the strings. # INTERNAL:SPECIAL_NOTES_* contain the strings shared by deprecated...
by vghetto
June 21st, 2021, 2:19 pm
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.13
Replies: 14
Views: 2150

Re: Wesnoth 1.15.13

sigh. starting WF on 1.15.14 is giving the following errors. They are appearing in-game, not just the console. Battle for Wesnoth v1.15.14 x86_64 Invalid WML found: NOTE_BERSERK has been deprecated and removed.; This note is now added automatically. Invalid WML found: NOTE_CHARGE has been deprecated...
by vghetto
June 21st, 2021, 1:40 pm
Forum: Strategies & Tips
Topic: Wesnoth Strategy Guide for competitive 1v1 on the Ladder of Wesnoth
Replies: 16
Views: 2916

Re: Wesnoth Strategy Guide for competitive 1v1 on the Ladder of Wesnoth

hitandrun wrote: June 16th, 2021, 6:20 am hi!Could you send it to me?Google was baned in China...thanks very much!
by vghetto
June 21st, 2021, 5:16 am
Forum: Scenario & Campaign Development
Topic: MT - Marauding Thieves [SP Campaign]
Replies: 5
Views: 528

Re: MT - Marauding Thieves [SP Campaign]

Hi,
Trap poisoning the unpoisonable might have been an oversight. I couldn't say.
I'm not sure if it is something that will be fixed in the future either.
Could you please report this to the upstream Den of Thieves thread?
Thank you for trying MT :)