Search found 2517 matches

by Ravana
December 29th, 2020, 11:42 am
Forum: WML Workshop
Topic: [SOLVED] How to modify pre-defined common abilities like "ABILITY_CURES" ?
Replies: 9
Views: 606

Re: How to modify pre-defined common abilities like "ABILITY_CURES" ?

Undef only affects WML which is loaded after that line. Core is loaded before addons.
by Ravana
December 11th, 2020, 4:50 pm
Forum: WML Workshop
Topic: Error when uploading an add-on
Replies: 11
Views: 1950

Re: Error when uploading an add-on

Windows sometimes hides information from you. Try to delete the mentioned file with command line.
by Ravana
December 10th, 2020, 10:09 pm
Forum: WML Workshop
Topic: Spreading Poison
Replies: 24
Views: 1119

Re: Spreading Poison

If I would write this in another language I would try something like: adjacentUnits = [] foreach unit in AllUnits if unit.isPoisoned adjacentUnits.add(unit) foreach unit in adjacentUnits unit.setPoisoned = true If you are familiar with that kind of languages, it might be suitable to implement some ...
by Ravana
December 10th, 2020, 10:07 pm
Forum: WML Workshop
Topic: Build your own faction - How to proceed?
Replies: 8
Views: 462

Re: Build your own faction - How to proceed?

3.1.1 How do I create an Era?
My answer: Just create a ERANAME.cfg top level and use the [era] tags
It is good idea to use separate files, but WML works though _main.cfg. If _main.cfg does not include [era] (directly or through preprocessor) then having ERANAME.cfg does not do anything.
by Ravana
December 5th, 2020, 1:44 pm
Forum: Multiplayer Development
Topic: Mod : Advance Wesnoth Wars
Replies: 43
Views: 15059

Re: Mod : Advanced Wesnoth Wars

Store all dying units, and unstore them to recall list at start.
by Ravana
December 2nd, 2020, 10:25 pm
Forum: WML Workshop
Topic: ghype's Problems:
Replies: 108
Views: 19690

Re: ghype's Problems: {DROP_GOLD_ON_KILL}

I suspect number-only variable names are not supported.

name=$second_unit.level
by Ravana
December 2nd, 2020, 4:05 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 1354

Re: #ifdef NORMAL, HARD

Difference for these examples is that NORMAL has Ringcaster in one form but not other.
by Ravana
November 30th, 2020, 10:24 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 1354

Re: #ifdef NORMAL, HARD

Thanks. I guess I just don't see why WML needs to involve preprocessors or symbols. Why didn't the developers make the code like this? Preprocessor works even with invalid WML, it is general purpose text inclusion, it does not know anything about WML. Preprocessor is comfort feature mostly. All WML...
by Ravana
November 30th, 2020, 5:37 pm
Forum: Ideas
Topic: #ifdef NORMAL, HARD
Replies: 19
Views: 1354

Re: #ifdef NORMAL, HARD

#ifdef NORMAL
#define NORMAL_OR_HARD
#enddef
#endif
#ifdef HARD
#define NORMAL_OR_HARD
#enddef
#endif

And then can use #ifdef NORMAL_OR_HARD
by Ravana
November 10th, 2020, 12:15 am
Forum: WML Workshop
Topic: After a unit dies, a monster appears in their spot
Replies: 8
Views: 485

Re: After a unit dies, a monster appears in their spot

[fire_event] is not subtag of [harm_unit]. That key is about usual last breath and die events.

Instead you could store the units, and check hp of each and based on that either harm or replace with monster.
by Ravana
November 10th, 2020, 12:12 am
Forum: Release Announcements, Compiling & Installation
Topic: Wesnoth 1.15.6
Replies: 10
Views: 2987

Re: Wesnoth 1.15.6

I think if delay advancements is in core then AI needs to be aware of it to kill units it otherwise couldnt.
by Ravana
November 3rd, 2020, 4:49 pm
Forum: WML Workshop
Topic: Allowing a unit to pass through enemies (with [move_unit])
Replies: 12
Views: 704

Re: Allowing a unit to pass through enemies (with [move_unit])

If you do it within same event then it does not notice that there was moment without leader.
by Ravana
October 31st, 2020, 1:29 pm
Forum: WML Workshop
Topic: Allowing a unit to pass through enemies (with [move_unit])
Replies: 12
Views: 704

Re: Allowing a unit to pass through enemies (with [move_unit])

[store_unit] kill=yes to not need to hide and kill separately.
by Ravana
October 31st, 2020, 9:05 am
Forum: WML Workshop
Topic: Allowing a unit to pass through enemies (with [move_unit])
Replies: 12
Views: 704

Re: Allowing a unit to pass through enemies (with [move_unit])

You need to set 3 coordinates for that: start, enemy, end. Then it does not do pathfinding.
by Ravana
October 30th, 2020, 9:41 pm
Forum: WML Workshop
Topic: Allowing a unit to pass through enemies (with [move_unit])
Replies: 12
Views: 704

Re: Allowing a unit to pass through enemies (with [move_unit])

Why you want to use [move_unit]? This goal seems more suited to [move_unit_fake] and [unstore_unit]/[teleport].