Search found 1244 matches
- Yesterday, 11:19 am
- Forum: Lua Labs
- Topic: [open] Custom dialog text "center" placement
- Replies: 31
- Views: 785
Re: [open] Custom dialog text "center" placement
I'm not sure what you mean, but if it works differently only when run during a start (or prestart) event, I would guess that maybe gamemap_width isn't set yet at that point (which I would consider a bug if it happens in start, but I could be wrong). You could try moving it to "side 1 turn 1&quo...
- May 10th, 2024, 6:54 am
- Forum: Users’ Forum
- Topic: Legend of the Invincibles
- Replies: 6
- Views: 560
Re: Legend of the Invincibles
Recent versions of the 1.16 LotI will work on 1.18. I don't think you have to use the beta version, I believe the last stable version contains the only necessary fix for 1.18.
A 1.18 version is coming "soon". I believe it will be released once some re-balancing of the units is complete.
A 1.18 version is coming "soon". I believe it will be released once some re-balancing of the units is complete.
- May 10th, 2024, 6:02 am
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 145
Re: [solved] weapon specials inside [abilities]
Any idea what would happen in the case where you had the same special (same id) at both the weapon and ability level? I'm looking at moving from having the special on every weapon to putting it in abilities so it could happen when loading an old save. Like: [abilities] [damage] add=10 apply_to="...
- May 10th, 2024, 12:14 am
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 145
Re: weapon specials inside [abilities]
Thank you. I've got a bunch of events to adjust that are non-trivial to test, so I wanted to make sure I was starting off on the right foot.
- May 9th, 2024, 11:53 pm
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 145
[solved] weapon specials inside [abilities]
https://wiki.wesnoth.org/AbilitiesWML (Version 1.15.0 and later only) All weapon specials except for [plague], [heal_on_hit], and [swarm] can be placed in the [abilities] tag. These "weapon specials as abilities" will give that weapon special to all attacks the unit has if matches with [fi...
- May 9th, 2024, 3:08 pm
- Forum: WML Workshop
- Topic: [solved] Starting Wesnoth 1.18 console output
- Replies: 5
- Views: 186
Re: Starting Wesnoth 1.18 console output
--no-log-to-file is an option to wesnoth, not flatpak
I don't/won't use flatpak, but I suspect you want
/usr/bin/flatpak run --branch=stable --arch=x86_64 --command=sh org.wesnoth.Wesnoth -c 'wesnoth --no-log-to-file'
I don't/won't use flatpak, but I suspect you want
/usr/bin/flatpak run --branch=stable --arch=x86_64 --command=sh org.wesnoth.Wesnoth -c 'wesnoth --no-log-to-file'
- May 8th, 2024, 6:30 pm
- Forum: WML Workshop
- Topic: [solved] Starting Wesnoth 1.18 console output
- Replies: 5
- Views: 186
Re: Starting Wesnoth 1.18 console output
wesnoth --no-log-to-file
(or look in ~/.local/share/wesnoth/1.18/logs)
(or look in ~/.local/share/wesnoth/1.18/logs)
- May 8th, 2024, 12:57 am
- Forum: Lua Labs
- Topic: wesnoth.interface.game_display.unit_status with limited space
- Replies: 0
- Views: 111
wesnoth.interface.game_display.unit_status with limited space
When the status field in the right panel contains too much to fit on the screen, an ellipsis (...) is created and you can hover the mouse over the area to get a full list of the tooltips. At least, it does so when something like slowed or poisoned (presumedly statuses which are built-in) is added. I...
- May 7th, 2024, 3:17 pm
- Forum: WML Workshop
- Topic: fire event in teleport
- Replies: 13
- Views: 388
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] ]
[I assume you mean fire event after unit uses the teleport ability, not [teleport] ]
- May 6th, 2024, 5:38 pm
- Forum: Lua Labs
- Topic: [solved] How to move WML table
- Replies: 12
- Views: 322
Re: How to move WML table
wml.array_access.get
- May 5th, 2024, 11:12 pm
- Forum: WML Workshop
- Topic: [solved] [unit_type] hide_help=
- Replies: 2
- Views: 154
Re: [unit_type] hide_help=
Thanks, just wanted to check first.
- May 5th, 2024, 10:54 pm
- Forum: WML Workshop
- Topic: [solved] [unit_type] hide_help=
- Replies: 2
- Views: 154
[solved] [unit_type] hide_help=
This is my unit. If you go to the right panel and click on the unit type, it says "Unknown unit .. you must discover...". If instead you hit 'd', it shows you all the usual unit data. Is this they way it's supposed to work? [unit_type] id=hidden name="hidden" hide_help=yes do_not...
- May 5th, 2024, 12:56 am
- Forum: WML Workshop
- Topic: Event stored in save file twice
- Replies: 0
- Views: 108
Event stored in save file twice
I was troubleshooting an issue with an event, and didn't want to replay from the start, so I added some messages to the save file. That's when I noticed that one of my events, which I define exactly once and with an id, was stored in the save file twice. Is this right? It seems odd, and while it's p...
- May 3rd, 2024, 6:11 am
- Forum: Lua Labs
- Topic: Messing with saving and reloading
- Replies: 14
- Views: 428
Re: Messing with saving and reloading
You might think you can disable reloading, but you can't. A player who doesn't like save/loading can simply choose not to do so. A player who wants to bad enough can simply, and I do mean simply, bypass whatever you try to do to stop them. And even if you were successful, you'd break saving for &quo...
- May 1st, 2024, 12:32 am
- Forum: Scenario & Campaign Development
- Topic: Need some fake bullying comments about campaigns for a meta-campaign
- Replies: 9
- Views: 599