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by Ravana
Yesterday, 5:46 pm
Forum: Technical Support
Topic: possible bug with BaB tile
Replies: 13
Views: 189

Re: possible bug with BaB tile

Grep your addons directory for BaB. That will show where it is from. Then if that terrain type is defined by your own addon, then the problem is with you, otherwise most likely with whoever created that addon.
by Ravana
January 17th, 2019, 6:59 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 172

Re: Rotate Area WML not working on 1.14.x

Added.
by Ravana
January 17th, 2019, 3:44 pm
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 172

Re: Rotate Area WML not working on 1.14.x

I mean that [lua] is not supported in [scenario] https://wiki.wesnoth.org/ScenarioWML
by Ravana
January 17th, 2019, 7:10 am
Forum: WML Workshop
Topic: Rotate Area WML not working on 1.14.x
Replies: 13
Views: 172

Re: Rotate Area WML not working on 1.14.x

[scenario][lua] is not documented at least. Normally you would include it in preload.

> move_units=true
Better to write "yes", then Lua receives it as boolean instead of string. I think 1.8 is last wesnoth version where using true/false in WML was supported.
by Ravana
January 16th, 2019, 8:11 pm
Forum: Lua Labs
Topic: Synchronization with LUA?
Replies: 8
Views: 160

Re: Synchronization with LUA?

Any code called by unsynced event is unsynced. No way to change it.

Best you can do is store the action until synced code wants to use it.
by Ravana
January 15th, 2019, 8:04 pm
Forum: Lua Labs
Topic: Synchronization with LUA?
Replies: 8
Views: 160

Re: Synchronization with LUA?

Unsynced events can not request synchronization. This is case a).
by Ravana
January 14th, 2019, 4:18 pm
Forum: Lua Labs
Topic: Synchronization with LUA?
Replies: 8
Views: 160

Re: Synchronization with LUA?

When using syncing based on global variables, your use case should be possible with WML - after each action current side asks if master wants to do something.
by Ravana
January 12th, 2019, 6:11 pm
Forum: Coder’s Corner
Topic: WML syntax tree analysis
Replies: 12
Views: 2859

Re: WML syntax tree analysis

I will remain with python. Even just being able to add breakpoints makes it worth it.
by Ravana
January 12th, 2019, 5:49 pm
Forum: Coder’s Corner
Topic: WML syntax tree analysis
Replies: 12
Views: 2859

Re: WML syntax tree analysis

Interesting. Looks like it would support all normal cases. Technically I support selecting with stateful function too, but it is not what I use in practice. Select all units that have more health than the last match - https://github.com/ProditorMagnus/WML_tree_tools/commit/822a3062408d31da49695f2809...
by Ravana
January 12th, 2019, 1:41 pm
Forum: Coder’s Corner
Topic: WML syntax tree analysis
Replies: 12
Views: 2859

Re: WML syntax tree analysis

Added some changes to make it easier to use, and with different addons as well.

Now only one file has absolute paths, others use relative paths.
by Ravana
January 11th, 2019, 8:51 pm
Forum: Scenario & Campaign Development
Topic: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"
Replies: 26
Views: 3532

Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

It is also interesting how closing tag is expected two lines before opening tag. Tried it out, preprocessing specified resource: \data\add-ons\Castle_of_evil_spirit ... Ran out of memory. Aborted. Added more memory. With wesnoth -p still out of memory (it didnt go over 400MB), with GUI reached [vari...
by Ravana
January 10th, 2019, 5:43 pm
Forum: Add-on Feedback
Topic: Antar, Son of Rheor [Feedback Thread]
Replies: 18
Views: 631

Re: Antar, Son of Rheor [Feedback Thread]

Linux Mint 18.3.

Actual empty [message][/message].
by Ravana
January 10th, 2019, 4:22 pm
Forum: Add-on Feedback
Topic: Antar, Son of Rheor [Feedback Thread]
Replies: 18
Views: 631

Re: Antar, Son of Rheor [Feedback Thread]

Checked for this.

Detected an image with bad dimensions: terrain/../terrain/human-village_188_by_zebulon.png: 78x68
It will not be masked, please use: 72x72

Around start there is empty [message], around 3 messages into it.