Search found 3013 matches
- Yesterday, 1:23 am
- Forum: WML Workshop
- Topic: Nearly impassably terrain
- Replies: 3
- Views: 117
Re: Nearly impassably terrain
You can add impassable overlay during player turns.
- April 27th, 2024, 7:52 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
Re: [solved] two [grid] tags
That is why I created https://wiki.wesnoth.org/Template:Lua_Functions for https://wiki.wesnoth.org/LuaAPI as documentation where you can actually use search. I say again that handle_event_commands has nothing to do with current topic about grids and closing. It is way how to run wml such as [lua] mi...
- April 27th, 2024, 4:44 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
Re: [solved] two [grid] tags
wml-utils part is reference how to test this code, it has nothing to do with dialogs.
- April 27th, 2024, 3:31 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
- April 27th, 2024, 2:35 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
Re: two [grid] tags
Your latest version does not need callbacks at all. Can be simplified to # lua wesnoth.require("wml-utils").handle_event_commands(wml.load("~add-ons/EventLoader/action.cfg")) [lua] code=<< local T = wml.tag local chat = wesnoth.interface.add_chat_message local sf = string.format ...
- April 27th, 2024, 2:01 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
Re: two [grid] tags
That does not match what previously described use case was. You code that after something has been entered, start listening for mouse event. But mouse event callback just does not work anyways https://github.com/wesnoth/wesnoth/issues/8815
- April 27th, 2024, 9:10 am
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 54
- Views: 972
Re: two [grid] tags
Compare the input value, and if it is ' ' then do one thing, else do other thing.
- April 24th, 2024, 3:55 pm
- Forum: WML Workshop
- Topic: [solved] comma = or syntax
- Replies: 4
- Views: 176
- April 24th, 2024, 2:38 pm
- Forum: WML Workshop
- Topic: [solved] comma = or syntax
- Replies: 4
- Views: 176
Re: comma = or syntax
For multiple assignements on one line you can do equals,name=3,unit.level. If values to be split themselves contain comma you can probably do something with quotes, but not sure. For single key like type=Ghost,Wraith,Shadow it is only supported in keys where such support was intentionally added. I d...
- April 22nd, 2024, 1:19 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 434
Re: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
If you give array to insert_tag it inserts multiple tags.
https://github.com/ProditorMagnus/Hide_ ... /_main.cfg
https://github.com/ProditorMagnus/Hide_ ... /_main.cfg
- April 20th, 2024, 7:32 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 434
Re: where I can use [lua] and it's return value, what I can do in modify_unit
[lua] as actionWML is wesnoth.wml_actions.lua, while [lua] in [if] is wesnoth.wml_conditionals.lua. From wml point of view both are [lua], but behaviour is different. There are similar examples for example [object] as actionWML is different from [object] in tags such as [modify_unit].
- April 20th, 2024, 6:54 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 434
Re: where I can use [lua] and it's return value, what I can do in modify_unit
You can do [modify_unit] part also in Lua https://wiki.wesnoth.org/LuaAPI/wesnoth/units#wesnoth.units.add_modification Example https://github.com/ProditorMagnus/OrociaRandomMod/blob/master/lua/spawn_functions.lua#L93 where effect definition is in https://github.com/ProditorMagnus/OrociaRandomMod/blo...
- April 20th, 2024, 11:54 am
- Forum: Scenario & Campaign Development
- Topic: No Randomness Mod Released
- Replies: 56
- Views: 29650
Re: No Randomness Mod Released
1.18 wesnoth.deepcopy() does not work on wml tables, better use wml.clone for them.
- April 19th, 2024, 5:02 pm
- Forum: Lua Labs
- Topic: [closed] Custom dialog placement
- Replies: 18
- Views: 498
Re: Custom dialog placement
https://wiki.wesnoth.org/index.php?search= first, when that does not give anything then https://github.com/search?q=repo%3Awesn ... &type=code
- April 19th, 2024, 4:03 pm
- Forum: Lua Labs
- Topic: [closed] Custom dialog placement
- Replies: 18
- Views: 498
Re: Custom dialog placement
Search finds where it is published.