Search found 2268 matches
- Today, 6:11 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 287
Re: units on the recall list
What I wonder is should there be a difference in .valid between the two? I was looking for the answer to the in the above quoted documentation, but didn't see/understand it. __cfg just returns WML. It doesn't know that it's a unit anymore, it's just an arbitrary untyped chunk of data formatted acco...
- Today, 6:04 pm
- Forum: Developers’ Discussions
- Topic: A grand design for singleplayer mainline lore
- Replies: 67
- Views: 41434
Re: A grand design for singleplayer mainline lore
It's the masters that would be evil, not the undead themselves. Undead can't do much without a master... Unless they're a lich or a death knight or a ghost, all of which at least potentially retain a will of their own. Though that doesn't make them evil, either. It depends on what they actually do.
- Today, 6:03 pm
- Forum: Users’ Forum
- Topic: Are humans overfeatured?
- Replies: 33
- Views: 13847
Re: Are humans overfeatured?
That is thread necromancy, isn't it? Yup, it is. Not sure if the forums have an official policy on that though. I personally think it's fine as long as it's actually adding to the thread. (Your mileage may vary on whether holypaladin's comment adds to the thread.) I don't think so. Thread necromanc...
- Today, 1:25 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 287
Re: units on the recall list
Wait, why are you grabbing .__cfg off the unit in the first place? There isn't really any reason to do that unless you want to stuff it into a variable or read stuff that's not otherwise accessible. It serializes the entire unit to WML. Just don't do that and you should be fine… or if you absolutely...
- Today, 1:21 pm
- Forum: Developers’ Discussions
- Topic: A grand design for singleplayer mainline lore
- Replies: 67
- Views: 41434
Re: A grand design for singleplayer mainline lore
Since they will be just another evil entity. I don't know why you're assuming that anything is "just another evil entity". Orcs are clearly not evil, as seen by Son of the Black Eye. Undead are really more chaotic neutral than evil in Wesnoth, as seen in the two undead campaigns (and prob...
- Today, 1:08 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 287
Re: units on the recall list
But I've search high and low for a definition of proxy unit (or proxy table) in the past and not found anything. "proxy unit" just refers to the Lua userdata that represents a unit. And now I'm starting to run into references to private units. I think the paragraph above may have attempte...
- Today, 12:36 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 287
Re: units on the recall list
I'm not sure that's a safe assumption. The x,y might just be set to whatever location the unit was at when it was last on the map. The canonical way to check what you're looking for is with
unit.valid
, which returns a string.- Today, 12:20 am
- Forum: Developers’ Discussions
- Topic: A grand design for singleplayer mainline lore
- Replies: 67
- Views: 41434
Re: A grand design for singleplayer mainline lore
I don't know about making them the centre of events, but I would very much welcome demons in core Wesnoth.
(To be honest, it's probably better not to have any single race be behind everything.)
(To be honest, it's probably better not to have any single race be behind everything.)
- Yesterday, 1:07 pm
- Forum: Lua Labs
- Topic: [resolution] problems
- Replies: 4
- Views: 132
Re: [resolution] problems
This sounds like a bug to me.
- Yesterday, 1:05 pm
- Forum: Lua Labs
- Topic: [unsolvable] Access event content
- Replies: 9
- Views: 286
Re: [unsolvable] Access event content
Maybe queue a second event with the exact same conditions? Or insert extra code at the start of the event that does whatever you need it to do?
- Yesterday, 5:09 am
- Forum: WML Workshop
- Topic: WFL conditionals and variable substitution
- Replies: 9
- Views: 256
Re: WFL conditionals and variable substitution
That's roughly correct, except that increase_damage is never actually parsed as a formula. The formula is parsed by $(...) in this case. Dollar substitutions are always evaluated from right to left, and $(...) is just a special type of dollar substitution. So yes, by the time it's parsing as a formu...
- May 15th, 2024, 1:42 am
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 489
Re: [heal_unit] and status=unhealable
Yeah, I saw that somewhere after posting. But from what I've read about [filter_wml] it sounds like there's no penalty for using it where it is not necessary, and that way you don't need to remember if you need it or not in cases you don't deal with regularly. ? There is a special optimization for ...
- May 15th, 2024, 1:39 am
- Forum: WML Workshop
- Topic: WFL conditionals and variable substitution
- Replies: 9
- Views: 256
Re: WFL conditionals and variable substitution
For substituting WML variables into any moderately complicated WFL formula, I'd recommend using a where clause. [effect] apply_to=attack increase_damage="$(met_lilith*2-lilith_deaths where met_lilith = $quests.met_lilith - 0, lilith_deaths = $quests.lilith_deaths - 0)" [/effect] [effect] a...
- May 10th, 2024, 2:00 pm
- Forum: WML Workshop
- Topic: fire event in teleport
- Replies: 13
- Views: 463
Re: fire event in teleport
Have you looked at unit_placed? It seems to be a bit of a last restort, but you should be able to make it work. [I assume you mean fire event after unit uses the teleport ability, not [teleport] ] yes. as I mentioned before, I am trying to make an event that fire after a unit uses the teleport abil...
- May 10th, 2024, 1:00 pm
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 193
Re: [solved] weapon specials inside [abilities]
Sorry, I'm not sure. It might interact and cancel out because they have the same ID, but I can't be sure.