Search found 1298 matches

by white_haired_uncle
Yesterday, 2:49 pm
Forum: Art Workshop
Topic: AI-generated Art
Replies: 100
Views: 200665

Re: AI-generated Art

According to pop culture, the media, and anyone in marketing, if a power cord is involved it's "Using AI!", just as saving the cat pictures you take with your phone to someone else's storage is "cloud computing". It's been 30 years now since my Intro to AI class. I wonder if we'r...
by white_haired_uncle
Yesterday, 1:42 pm
Forum: Lua Labs
Topic: [solved] Weapon proxy
Replies: 9
Views: 253

Re: Weapon proxy

Celtic_Minstrel wrote: Yesterday, 1:07 pm That implies you can add a new attack to the end with code like the following:

Code: Select all

unit.attacks[#unit.attacks] = { name = 'new attack', range = 'melee', damage = 4, number = 3 }
Wouldn't that replace the last one? I'd think for lua you'd need #unit.attacks+1
by white_haired_uncle
May 27th, 2024, 11:35 pm
Forum: Ideas
Topic: [interface] sidebar: make unit status / unit_weapons scrollable
Replies: 1
Views: 258

[interface] sidebar: make unit status / unit_weapons scrollable

If a unit has a lot of attacks and/or specials, they don't fit on the sidebar. My first thought was to, when necessary, add a couple small up/down buttons at the bottom so the player could scroll through and see all of the attacks (a scrollbar would take up valuable horizontal space, while the space...
by white_haired_uncle
May 27th, 2024, 10:29 am
Forum: WML Workshop
Topic: AI ability damage counting
Replies: 3
Views: 231

Re: AI ability damage counting

I think by "count with" you mean "take into account". For example, if you create your own status that is like poison (harms a unit, needs to be cured by village/healer), how do you make the AI understand that the unit now needs to get cured? You don't, though you might look at ht...
by white_haired_uncle
May 27th, 2024, 1:25 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 8126
Views: 2189478

Re: Legend of the Invincibles

I heard that according to the poll, the battlerager isn't very popular. I love them. Give this guy the right book, a few potions, a special limited item, and maybe craft a certain axe and he'd be pretty tough. I didn't really build him out to be the ultimate stud, at some point there's not much poin...
by white_haired_uncle
May 26th, 2024, 11:56 am
Forum: Scenario & Campaign Development
Topic: Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]
Replies: 264
Views: 159578

Re: Invasion from the Unknown 2.1.13.1 [Wesnoth 1.14.x & 1.15.12+]

Hey, I suddenly got the urge to play Battle For Wesnoth after 3 or 4 years of not playing it, and I remembered about this add-on campaign that I enjoyed so much. After downloading the game and installing it, I proceeded to look for the Invasion from the Unknown add-on (as well as the sequel After t...
by white_haired_uncle
May 25th, 2024, 11:28 am
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 484

Re: WFL get adjecent units

At the beginning of the attack and every attacker_hits/defender_hits, check the number of adjacent units and adjust the damage accordingly.

Code: Select all

$stored_unit.abilities.damage[$i].add, where $stored_unit.abilities.damage$[i].id=="battle_frenzy"
(or something close to that)
by white_haired_uncle
May 25th, 2024, 6:47 am
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 484

Re: WFL get adjecent units

inside [abilities][damage] ? (not [ability]). You MIGHT be able to use [filter_adjacent] https://wiki.wesnoth.org/AbilitiesWML#Common_keys_and_tags_for_every_weapon_special if you're looking to do something specific like unit is adjacent to exactly one enemy. I don't know what you're trying to do, b...
by white_haired_uncle
May 24th, 2024, 9:07 pm
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 484

Re: WFL get adjecent units

WFL? You couldn't just use [store_unit] and a filter to store them to an array and then take its length?
by white_haired_uncle
May 23rd, 2024, 8:53 pm
Forum: WML Workshop
Topic: new campaign's questions and ideas
Replies: 31
Views: 1334

Re: new campaign's questions and ideas

im still having trouble loading the lua package... Adjust this to match your scenario/file: [lua] code=<< wesnoth.dofile("~add-ons/Legend_of_the_Invincibles/lua/effects.lua") >> [/lua] Then, since the function is wml_actions.give_fight_xp, just [give_fight_xp] attacker = foo # or leave bl...
by white_haired_uncle
May 23rd, 2024, 1:12 am
Forum: Art Workshop
Topic: Duncan's Sprite Gallery
Replies: 29
Views: 1856

Re: Duncan's Sprite Gallery

His face accounts for about 20-25% of his height. It looks right in proportion to his arms, I think it's the legs that don't look right to me. It's as if his knees connect to his waist, with no thighs in between. But perhaps he's just hunched over? He seems to be leaning slightly forward, but not en...
by white_haired_uncle
May 22nd, 2024, 11:55 pm
Forum: Ideas
Topic: [interface] move position of abilities popup
Replies: 16
Views: 11346

Re: [interface] move position of abilities popup

pango_layout_get_pixel_size does look promising. I guessed that I'd put the message into a pango layout, query the size, and then use that to adjust the rect dimensions. I totally failed at that, unfortunately. One day, but right now not so much.

https://github.com/wesnoth/wesnoth/pull/8908
by white_haired_uncle
May 22nd, 2024, 1:17 am
Forum: Ideas
Topic: wesnoth rpg
Replies: 10
Views: 6332

Re: wesnoth rpg

That starts off sounding a lot like Trader: Strange Legacy, when played in RPG mode. I don't think it's what you are looking to do, but it's certainly worth looking at:

viewtopic.php?t=35400
by white_haired_uncle
May 21st, 2024, 2:54 am
Forum: WML Workshop
Topic: Trigger message on attack during certain range of turns
Replies: 6
Views: 249

Re: Trigger message on attack during certain range of turns

You could
Spoiler:
by white_haired_uncle
May 21st, 2024, 2:43 am
Forum: WML Workshop
Topic: Trigger message on attack during certain range of turns
Replies: 6
Views: 249

Re: Trigger message on attack during certain range of turns

MathBrush wrote: May 21st, 2024, 2:35 am I was under the impression that 'first_time_only' was set to 'yes' by default, which is what I want here. My issue is that it's not firing at all.
turn_number is not a filter, so it runs once on turn 1 and then never again.