Search found 1257 matches
- Today, 2:26 am
- Forum: WML Workshop
- Topic: WFL conditionals and variable substitution
- Replies: 8
- Views: 146
Re: WFL conditionals and variable substitution
If I'm following this right, X - null = error, but null - X = X therefore X - (null - 0) = X [which of course, should mean that X - null + 0 = X -> X - null = X ] But, I think I might see what's going on. Using simple substitution: "X - $undefined_variable" = "X - ", which is inv...
- Yesterday, 3:31 pm
- Forum: WML Workshop
- Topic: WFL conditionals and variable substitution
- Replies: 8
- Views: 146
Re: WFL conditionals and variable substitution
$quests.met_lilith -> ($quests.met_lilith-0) It was more important around 1.10 when error in formula crashed game. "-" is operator that is valid both as binary and unary. Sorry, I don't follow. It's puking on "=", not "-" so I'm a bit confused. Honestly though, every a...
- Yesterday, 1:51 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
Or is that just [filter_wml][not]status=unhealable ? No need for [filter_wml] - just [filter][not]status=unhealable should work (status is part of the StandardUnitFilter ). Yeah, I saw that somewhere after posting. But from what I've read about [filter_wml] it sounds like there's no penalty for usi...
- Yesterday, 1:49 pm
- Forum: WML Workshop
- Topic: WFL conditionals and variable substitution
- Replies: 8
- Views: 146
WFL conditionals and variable substitution
I encountered this piece of code: [effect] apply_to=attack increase_damage="$($quests.met_lilith*2-$quests.lilith_deaths)" [/effect] [effect] apply_to=hitpoints increase_total="$($quests.met_lilith*60-$quests.lilith_deaths*30)" heal_full=yes [/effect] which throws these errors 20...
- May 13th, 2024, 10:50 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
That sort of thing should go in the wiki, either in the unhealable status documentation or the [heal_unit] documentation (or both). Yes, it should be in both. And now that I think of it, [heal_unit] could take a parameter, honor_unhealable=yes|no (default no, since that's the way it works today). E...
- May 13th, 2024, 12:26 am
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
> N_("This unit is unhealable. It cannot be healed by healers or villages and doesn’t benefit from resting.")); [heal_unit] is not one of conditions mentioned. Exactly. The statement "this unit is unhealable" by its nature covers all conditions. Unhealable is binary, you either ...
- May 12th, 2024, 6:22 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
Then they (temporarily) clear the unhealable status, Well, that might work, but: It's a lot of additional code the developer would have to write. It seems like it could have additional side effects; suppose that the unhealable status has some indicator or icon in the user interface. Would clearing ...
- May 12th, 2024, 6:07 pm
- Forum: Lua Labs
- Topic: Gui2 dialog formatting
- Replies: 14
- Views: 328
Re: Gui2 dialog formatting
Any idea how to move it to the VERY bottom now? ^^ I think it is at the very bottom, but it has a border: border = "all", border_size = 5, Try border = "left,right,top" ? About that box... idk it's just for skiping messages and I don't really care where it is. Yes, you do. It is...
- May 12th, 2024, 4:55 pm
- Forum: Lua Labs
- Topic: Gui2 dialog formatting
- Replies: 14
- Views: 328
Re: Gui2 dialog formatting
Well, I'm terrible with lining things up, but it looks like this column is right justified: T.column { -- SHOULD HORIZONTAL_ALIGNMENT = "CENTER" GO HERE??? vertical_alignment="bottom", T.stacked_widget{ id = "narration_stacked_widget", So, while it looks like you've cen...
- May 12th, 2024, 3:34 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
If it's unhealable, it shouldn't heal IMO. But what if the developer really does want to heal the unit? I think the rationale for this is that the status sets the default healing behavior, but it's not intended to prevent developers from healing the unit programmatically if that's what they want. T...
- May 12th, 2024, 2:30 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
Re: [heal_unit] and status=unhealable
Just to clarify, the unit is healed. I'm just wondering if this is a bug, or if the wiki needs to be updated to make it clear that a unit with status=unhealable is really just "unhealable under certain circumstances: by a healer, by a village, but not by [heal_unit]" -- which should also i...
- May 12th, 2024, 12:32 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 416
[heal_unit] and status=unhealable
[heal_unit] animate=no [filter] x,y=$x1,$y1 [/filter] amount=2 restore_statuses=no [/heal_unit] where the unit at x1,y1 has status=unhealable. What is the expected behaviour? I'm leaning toward the unit should NOT being healed 2HP.
- May 12th, 2024, 5:06 am
- Forum: Lua Labs
- Topic: Core [message] image height and width macros
- Replies: 9
- Views: 225
Re: Core [message] image height and width macros
Probably something like:
Code: Select all
wesnoth -p units/Mario.cfg /tmp
- May 11th, 2024, 11:19 am
- Forum: Lua Labs
- Topic: [open] Custom dialog text "center" placement
- Replies: 31
- Views: 937
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: 7
- Views: 645
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.