Search found 1298 matches
- 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...
- Yesterday, 1:42 pm
- Forum: Lua Labs
- Topic: [solved] Weapon proxy
- Replies: 9
- Views: 253
Re: Weapon proxy
Wouldn't that replace the last one? I'd think for lua you'd need #unit.attacks+1Celtic_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 }
- 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...
- 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...
- 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...
- 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...
- 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.
(or something close to that)
Code: Select all
$stored_unit.abilities.damage[$i].add, where $stored_unit.abilities.damage$[i].id=="battle_frenzy"
- 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...
- 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?
- 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...
- 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...
- 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
https://github.com/wesnoth/wesnoth/pull/8908
- 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
viewtopic.php?t=35400
- 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:
- May 21st, 2024, 2:43 am
- Forum: WML Workshop
- Topic: Trigger message on attack during certain range of turns
- Replies: 6
- Views: 249