dabber's questions: vision to location
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Re: dabber's questions: leader go off to fight
I guess I didn't miss anything then. I have to create a die event, check all the enemy sides, then trip endlevel. I was thinking I was missing a shortcut. (not that doing this is difficult)
Thanks
Thanks
Re: dabber's questions: leader go off to fight
Not sure how WML could have done this, but I've been messing around with storing/loading/manipulating the recall list a lot, so ....
In my recall list, I have a White Mage with quick resilient with 52 hitpoints. I have another White Mage with resilient quick with 51 hitpoints. Order of traits is not supposed to matter, so maybe this should be a real bug report (edit - previous is wrong!). But ... the second Mage is also in the recall list injured (only 19/51 hitpoints) and I don't know why that happened.
Any suggestions?
In my recall list, I have a White Mage with quick resilient with 52 hitpoints. I have another White Mage with resilient quick with 51 hitpoints. Order of traits is not supposed to matter, so maybe this should be a real bug report (edit - previous is wrong!). But ... the second Mage is also in the recall list injured (only 19/51 hitpoints) and I don't know why that happened.
Any suggestions?
Last edited by dabber on September 5th, 2014, 12:38 pm, edited 1 time in total.
Re: dabber's questions: leader go off to fight
This is intended: http://forum.wesnoth.org/viewtopic.php?t=21754&p=303183dabber wrote:In my recall list, I have a White Mage with quick resilient with 52 hitpoints. I have another White Mage with resilient quick with 51 hitpoints. Order of traits is not supposed to matter, so maybe this should be a real bug report.
But not sure your second issue...
P.S. we can always edit the topic titles.
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Re: dabber's questions: leader go off to fight
Units are only healed when the scenario ends, during the [endlevel] event. A unit stored before that point won't be healed, even if it is put on the recall list later. The FULL_HEAL macro does the same thing as the end of scenario healing.dabber wrote:he second Mage is also in the recall list injured (only 19/51 hitpoints) and I don't know why that happened.
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Re: dabber's questions: leader go off to fight
Well I sure missed that! Thought I'd played this enough to have noticed, but obviously not. My bad.SkyOne wrote:This is intended:dabber wrote:In my recall list, I have a White Mage with quick resilient with 52 hitpoints. I have another White Mage with resilient quick with 51 hitpoints. Order of traits is not supposed to matter, so maybe this should be a real bug report.
Re: dabber's questions: [+unit]
I'm having a basic brain failure today, and I cannot make this work. I want to modify all new recruit units, using a recruit event. But when I put the code below in, I get what looks like an empty window pop up. Its about a 1 inch square on the screen, and when I click or press space, it goes away.
Also, I have seen this in several places now, but I cannot find an explanation of it. What is [+unit] for?
Code: Select all
[event]
name=recruit
first_time_only=no
[filter]
side=1
[/filter]
[object]
[effect]
apply_to=attack
range=melee
increase_damage=40%
[/effect]
[/object]
[/event]
Also, I have seen this in several places now, but I cannot find an explanation of it. What is [+unit] for?
Last edited by dabber on September 16th, 2014, 7:27 pm, edited 1 time in total.
Re: dabber's questions: modify recruited unit
For +tag syntax best explanation I have seen is http://forums.wesnoth.org/viewtopic.php ... 7&p=555660
I dont see anything wrong with the recruit event. Or did you mean that each new recruitment increases all units damage?
I dont see anything wrong with the recruit event. Or did you mean that each new recruitment increases all units damage?
Re: dabber's questions: modify recruited unit
Thanks for the link.
I got my recruit event to work, except for popping up some sort of degenerate window. I get what looks like an empty window pop up. Its about a 1 inch square on the screen, and when I click or press space, it goes away. There is nothing in stderr.txt
I got my recruit event to work, except for popping up some sort of degenerate window. I get what looks like an empty window pop up. Its about a 1 inch square on the screen, and when I click or press space, it goes away. There is nothing in stderr.txt
Re: dabber's questions: modify recruited unit
That is just [object] message. Use silent=yes to avoid it.
On that point it might be worth suggesting default silent=yes if messages are not used. 2 Years ago I had same problem.
On that point it might be worth suggesting default silent=yes if messages are not used. 2 Years ago I had same problem.
Re: dabber's questions: modify recruited unit
i also wonder why we show that message by default, any reasons against making silent= defaulting to yes if all image=, name=, description= are all empty?Ravana wrote:That is just [object] message. Use silent=yes to avoid it.
On that point it might be worth suggesting default silent=yes if messages are not used. 2 Years ago I had same problem.
EDIT:
in 1.12
Scenario with Robots SP scenario (1.11/1.12), allows you to build your units with components, PYR No preperation turn 1.12 mp-mod that allows you to select your units immideately after the game begins.
Re: dabber's questions: modify recruited unit
Sounds safe to me, as I doubt anyone wants the empty default box to ever show up. Although you might want to add cannot_use_message= to the list.gfgtdf wrote:i also wonder why we show that message by default, any reasons against making silent= defaulting to yes if all image=, name=, description= are all empty?
EDIT:
in 1.12
Re: dabber's questions: modify recruited unit
Is making it go silent the best answer, or is putting out a dummy message better? "Possible missing WML, no message in non-silent object"
Re: dabber's questions: modify recruited unit
Such message would be better only if there was need for message there, but [object] is just to add changes that remain after unit advancement.
So that cant be missing when there is no need for this in the first place.
So that cant be missing when there is no need for this in the first place.
Re: dabber's questions: recruit list
In a campaign, I cannot seem to remove units from the recruit list between scenarios. If I say recruit = A,B,C in one scenario, then in the next scenario I say recruit = D,E,F, what I can actually recruit is A,B,C,D,E,F. Why? How do I fix it? This is an add-on campaign I'm playing, so I'm mainly after an explanation, not just a fix.
Re: dabber's questions: recruit list
I guess is probably because you are using [allow_recruit] instead [set_recruit]
Be aware English is not my first language and I could have explained bad myself using wrong or just invented words.
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