Search found 723 matches

by gnombat
May 22nd, 2024, 1:31 pm
Forum: Scenario & Campaign Development
Topic: To Lands Unknown 3.10 - now with achievements!
Replies: 1164
Views: 379839

Re: To Lands Unknown 3.10 - now with achievements!

IceSandslash wrote: May 22nd, 2024, 10:29 am Early finish bonus was introduced to Wesnoth only in 1.14, IIRC.
The early finish bonus has been around since Wesnoth 1.0 at least (probably long before that).
by gnombat
May 22nd, 2024, 6:46 am
Forum: Music & Sound Development
Topic: Abandoned melody
Replies: 9
Views: 545

Re: Abandoned melody

ChrundleTheGreat wrote: May 22nd, 2024, 5:48 am If it were to be remixed i think we would turn down the “power” but let it hit the same recognizable notes, (which the new one doesn’t).
Compare the old main_menu.ogg 00:00-00:08 to the new return_to_wesnoth.ogg 00:12-00:21.
by gnombat
May 22nd, 2024, 4:27 am
Forum: Music & Sound Development
Topic: Abandoned melody
Replies: 9
Views: 545

Re: Abandoned melody

ChrundleTheGreat wrote: May 22nd, 2024, 4:07 am any chance that if it got sort of "remixed" into a more inviting version of the song, while still keeping the main melody, it could come back?
(im learning to use lmms to create music)
Isn't that what already happened?
by gnombat
May 21st, 2024, 5:55 pm
Forum: Ideas
Topic: Djinns
Replies: 9
Views: 325

Re: Djinns

holypaladin wrote: May 21st, 2024, 3:59 pm I would still prefer that our users not be misled by confusing jinns with elementals.
Why does this matter?

In other games djinn are explicitly classified as elementals.

https://forgottenrealms.fandom.com/wiki/Djinni
by gnombat
May 14th, 2024, 2:36 pm
Forum: WML Workshop
Topic: WFL conditionals and variable substitution
Replies: 9
Views: 325

Re: WFL conditionals and variable substitution

[if] [variable] name=quests.lilith_deaths greater_than=0 # I wish I could actually test for null ... I think you could replace that with this: [if] [variable] name=quests.lilith_deaths equals="" ... Of course, you would have to switch the [then] and [else] code.
by gnombat
May 14th, 2024, 1:58 pm
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

Yeah, I saw that somewhere after posting. But from what I've read about [filter_wml] it sounds like there's no penalty for using it where it is not necessary, and that way you don't need to remember if you need it or not in cases you don't deal with regularly. ? The documentation for [filter_wml] s...
by gnombat
May 14th, 2024, 9:33 am
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

white_haired_uncle wrote: May 13th, 2024, 10:50 pm Or is that just [filter_wml][not]status=unhealable ?
No need for [filter_wml] - just [filter][not]status=unhealable should work (status is part of the StandardUnitFilter).
by gnombat
May 13th, 2024, 6:24 am
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

> N_("This unit is unhealable. It cannot be healed by healers or villages and doesn’t benefit from resting.")); [heal_unit] is not one of conditions mentioned. Exactly. The statement "this unit is unhealable" by its nature covers all conditions. Unhealable is binary, you either ...
by gnombat
May 12th, 2024, 10:04 pm
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

white_haired_uncle wrote: May 12th, 2024, 6:22 pm I would if unhealable worked properly, but since it doesn't it's of no use to me here
I don't understand - isn't it just a matter of adding one more filter condition for the status? It seems like it should be pretty trivial to get it working, unless I'm misunderstanding what you're trying to do.
by gnombat
May 12th, 2024, 4:08 pm
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

Then they (temporarily) clear the unhealable status, Well, that might work, but: It's a lot of additional code the developer would have to write. It seems like it could have additional side effects; suppose that the unhealable status has some indicator or icon in the user interface. Would clearing ...
by gnombat
May 12th, 2024, 2:53 pm
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 549

Re: [heal_unit] and status=unhealable

If it's unhealable, it shouldn't heal IMO. But what if the developer really does want to heal the unit? I think the rationale for this is that the status sets the default healing behavior, but it's not intended to prevent developers from healing the unit programmatically if that's what they want.
by gnombat
May 7th, 2024, 11:47 am
Forum: Scenario & Campaign Development
Topic: WML Guide: feedback requested
Replies: 42
Views: 10371

Re: WML Guide: feedback requested

Could you please give me the icon from yours _server.pbl, because icon="story/landscape-bridge.jpg~CROP(0, 0, 72, 72)~BLIT(portraits/humans/mage-arch.png~CROP(54,101,240,260)~SCALE(70,70)~CS(10,10,10)~BG(0, 0, 0), 1, 1)" Shows the icon but doesn't let me publish because of "Invalid i...
by gnombat
April 26th, 2024, 11:04 am
Forum: Technical Support
Topic: [Bug] Prince of Wesnoth freezes
Replies: 4
Views: 514

Re: [Bug] Prince of Wesnoth freezes

Could it just call units[i]:advance(false) instead of units[i]:advance( )?

LuaAPI/wesnoth/units#wesnoth.units.advance
by gnombat
April 25th, 2024, 3:37 pm
Forum: Technical Support
Topic: [Bug] Prince of Wesnoth freezes
Replies: 4
Views: 514

Re: [Bug] Prince of Wesnoth freezes

Belfaldurnik wrote: April 25th, 2024, 10:26 am Savegame attached. :eng: Can you reproduce it? :hmm:
I can reproduce it, although if I wait about a minute or so, eventually the scenario does continue. Very strange.
by gnombat
April 24th, 2024, 11:18 pm
Forum: WML Workshop
Topic: negative ai aggression
Replies: 2
Views: 386

Re: negative ai aggression

white_haired_uncle wrote: April 24th, 2024, 9:02 pm I'm tired of standing in an enemy keep, pounding away at the leader and never being attacked in return.
I think there are other AI parameters which affect this, too. (e.g., passive_leader)