Search found 463 matches
- October 29th, 2012, 12:33 am
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 224384
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
The initial scenario is not random. There are a couple of different start maps, but there is one map that happens more than half the time. And, if you follow the same sequence of purchases, it will generate the same set of monsters in the dungeon. Not fun. I'm not sure what caused this, but I think...
- August 14th, 2012, 2:07 pm
- Forum: WML Workshop
- Topic: ChaosRider’s WML questions
- Replies: 459
- Views: 72231
Re: I am trying do random teleportation...
[set_variable] name=VALUE1 value={A} [/set_variable] [set_variable] name=VALUE2 value={B} [/set_variable] should be [set_variable] name={VALUE1} value=$A [/set_variable] [set_variable] name={VALUE2} value=$B [/set_variable] (Also, what Ravana said about the proper use of rand). You could also write...
- August 14th, 2012, 4:45 am
- Forum: WML Workshop
- Topic: cleave optimization
- Replies: 11
- Views: 2867
Re: cleave optimization
Note that WML concatenation is handled by the WML parser on load and variable/formula substitution is done much later at run-time as necessary. True. I twisted the order a bit in an attempt to make the result easier to read. :P Apologies if that ends up throwing someone for a loop. (I don't see a c...
- August 14th, 2012, 4:32 am
- Forum: Ideas
- Topic: [engine] A possibility to determine a players mp faction
- Replies: 14
- Views: 4100
Re: [engine] A possibility to determine a players mp faction
As I understand, eras are not actually loaded if you're playing a campaign. Doesn't affect your suggestion much, but just saying. Multiplayer campaigns do load an era. Filtering events on something less specific than "faction" would allow a scenario to instantly adapt to non-standard eras...
- July 8th, 2012, 7:27 pm
- Forum: Scenario & Campaign Development
- Topic: Problems with multiplayer campaigns
- Replies: 3
- Views: 1248
Re: Problems with multiplayer campaigns
Let me guess, this occurs after you've loaded a saved game? Try reading this post:
http://forums.wesnoth.org/viewtopic.php?f=15&t=34363
One of the GSOC projects this year is hopefully going to deal with some of these issues.
http://forums.wesnoth.org/viewtopic.php?f=15&t=34363
One of the GSOC projects this year is hopefully going to deal with some of these issues.
- July 3rd, 2012, 10:36 pm
- Forum: Scenario & Campaign Development
- Topic: What you should know to make your campaign easy to translate
- Replies: 19
- Views: 45837
Re: What you should know to make your campaign easy to trans
The ongoing saga of Procedural Content vs. Translatable Strings continues: Would something like the following scheme work? if spotted_gender == "male" then if enemy_gender == "male" then raw_string = _ "male_unit_name^%s the male_unit_type^%%s notices male_unit_name^%%%%s&qu...
- June 29th, 2012, 5:36 pm
- Forum: Multiplayer Development
- Topic: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
- Replies: 958
- Views: 224384
Re: Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)
Sorry about my long absence, real life got in the way, and I had to take an unplanned wesbreak. If you're wondering how things stand, here's an update: I completed a lot of bugfixes and other improvements before my time away, but the reason why I didn't upload a new version was that I was between a ...
- January 31st, 2012, 9:42 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9884
Re: Crendgrim's Lua Thread
Hmmm... what's pnr? I don't know if it's related to the problem, but "for j = 1, pnr, -1 do" seems suspicious to me. If pnr >= 1 (which is suggested by its use as an index for a wml table earlier), I would think either "for j = 1, pnr do" or "for j = pnr, 1, -1 do" woul...
- January 31st, 2012, 6:02 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9884
Re: Crendgrim's Lua Thread
Hmmm... you may need to give that grid cell permission to grow. Try this:
Code: Select all
T.column { vertical_grow = "true", horizontal_grow = "true", T.label { id = "listbox_text", linked_group = "labels" } }
- January 31st, 2012, 4:43 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9884
Re: Crendgrim's Lua Thread
Try this: T.column { T.image { id = "listbox_image", linked_group = "images", label = "misc/quest_open.png" } }, if status == "solved" then -- don't need the case for quest_open, since it now defaults to that wesnoth.set_dialog_value("misc/quest_solved.pn...
- January 24th, 2012, 9:57 am
- Forum: WML Workshop
- Topic: How to make a new ability
- Replies: 5
- Views: 1759
Re: How to make a new ability
An ability that does this, named Battle Tutor, was implemented for the Free Saurian faction in the Era of Strife; you could start by looking to see how they did it.
- January 23rd, 2012, 7:20 pm
- Forum: Lua Labs
- Topic: Crendgrim's Lua Thread
- Replies: 36
- Views: 9884
Re: Crendgrim's Lua Thread
I think what you actually want is a [listbox], which is a specialized form of a [scrollbar_panel]. For example, you could do something like the following (simplified version of your dialog, but including usage of list_definition and list_data): local quest_list = {} local quests = helper.get_variabl...
- January 21st, 2012, 7:43 pm
- Forum: WML Workshop
- Topic: Elmor's wml questions
- Replies: 75
- Views: 9611
Re: Elmor's wml questions
If you're using [unit] to create a unit, you can do [unit] # whatever other keys you're using to create the unit [variables] die_on="$($turn_number+10)" [/variables] [unit] to add the value into the unit's variables when the unit is created. For [transform_unit], you're going to have to ad...
- January 19th, 2012, 11:20 pm
- Forum: WML Workshop
- Topic: path to savedata? [resolved]
- Replies: 3
- Views: 1223
Re: path to savedata?
I don't think accessing a saved game directly is possible, but you should be able to pass values from one playthrough of a campaign to another using persistent variables.
- January 18th, 2012, 11:06 pm
- Forum: WML Workshop
- Topic: Elmor's wml questions
- Replies: 75
- Views: 9611
Re: Elmor's wml questions
Actually, I think it would be better to set it to the turn you want them to die. Consider: [set_variable] name=my_unit.variables.die_on value="$($turn_number+5)" [/set_variable] [event] name=new turn first_time_only=no [kill] [filter_wml] [variables] die_on=$turn_number [/variables] [/filt...