Search found 3010 matches
- 53 minutes ago
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 46
- Views: 695
- Today, 2:35 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 46
- Views: 695
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 ...
- Today, 2:01 pm
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 46
- Views: 695
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
- Today, 9:10 am
- Forum: Lua Labs
- Topic: [solved] two [grid] tags
- Replies: 46
- Views: 695
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: 168
- April 24th, 2024, 2:38 pm
- Forum: WML Workshop
- Topic: [solved] comma = or syntax
- Replies: 4
- Views: 168
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: 423
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: 423
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: 423
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: 29629
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: 487
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: 487
Re: Custom dialog placement
Search finds where it is published.
- April 18th, 2024, 6:44 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 222
- April 18th, 2024, 6:41 pm
- Forum: Lua Labs
- Topic: glitchy add_hex_overlay animation
- Replies: 7
- Views: 224
Re: glitchy add_hex_overlay animation
I ran multiple lua wesnoth.interface.add_hex_overlay(42, 23, {halo="projectiles/fireball-impact-[1~16].png~SCALE(200,300):[60*16]"}) over time on same hex and I still dont see anything glitchy.
- April 17th, 2024, 3:29 pm
- Forum: WML Workshop
- Topic: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 214
Re: result of conditional with invalid qualifier
You could make https://github.com/wesnoth/wesnoth/blob ... ls.lua#L25 wml.error if none of comparisons is provided.