Search found 1243 matches

by Celtic_Minstrel
Today, 4:45 am
Forum: Writers’ Forum
Topic: In-Game help (encyclopedia) - Feedback
Replies: 3
Views: 1605

Re: In-Game help (encyclopedia) - Feedback

The definition of the distract ability should be able to use <ref>dst='movement' text='Zones of Control'</ref> to make that text clickable... though the description is also used in the sidebar, where you won't want that markup to appear. I don't suppose abilities can have a separate description for ...
by Celtic_Minstrel
Today, 4:34 am
Forum: WML Workshop
Topic: ability wml help needed
Replies: 2
Views: 77

Re: ability wml help needed

I don't think you'd need any events for this type of ability (though it depends on precisely what kind of bonus you intend to give).

If you want a bonus to hit chance or damage, just use a [chance_to_hit] or [damage] weapon special filtering on the target race.
by Celtic_Minstrel
Today, 1:31 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 33
Views: 741

Re: Dunefolk balancing rework ideas - discussion.

For the record, I'm not specifically recommending making the falcon's attack consume a fixed amount of MP, nor am I recommending against it; I'm just pointing out the possibility as a capability that exists in the engine, in case it strikes someone's fancy. Changes can be done in matter of minutes, ...
by Celtic_Minstrel
November 12th, 2018, 5:48 am
Forum: WML Workshop
Topic: Where to ask?
Replies: 24
Views: 3210

Re: Where to ask?

Feel free to open a proposal thread for specific new units that you want, but note that I for one would prefer them to fall into one of two categories: Something related to existing units. For example, the Elvish Hunter. New monsters might be acceptable too, but no promises on that. Something that w...
by Celtic_Minstrel
November 12th, 2018, 5:43 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 33
Views: 741

Re: Dunefolk balancing rework ideas - discussion.

-Will cause a bit if confusion as this is a unique exception This is a non-issue; we'd make sure the movement cost of the attack is shown somewhere in the UI, perhaps next to the attack's name. It's not a unique exception; it's just an ability in the engine that seems to be rarely used. It really s...
by Celtic_Minstrel
November 11th, 2018, 2:13 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 33
Views: 741

Re: Dunefolk balancing rework ideas - discussion.

I'm not enthusiastic about doing any of this by a poll (which by the way you misspelled, Hejnewar). I'd rather just see a discussion of the ups and downs of each proposed change. Even if we did use polls I would have preferred to use the forum's built-in poll system (though I think that might requir...
by Celtic_Minstrel
November 11th, 2018, 2:05 am
Forum: WML Workshop
Topic: Where to ask?
Replies: 24
Views: 3210

Re: Where to ask?

No, 1.16 will not be out in about a month. 1.15.0 might be, but it also might not be. There are a lot of new WML features and a few new core units, but I'm unaware of any major new features and in particular unaware of anything new that's directly relevant to players, so it's definitely not enough t...
by Celtic_Minstrel
November 10th, 2018, 2:38 am
Forum: WML Workshop
Topic: Where to ask?
Replies: 24
Views: 3210

Re: Where to ask?

Not yet. I think this month or next is fairly likely, though.
by Celtic_Minstrel
November 10th, 2018, 1:48 am
Forum: Multiplayer Development
Topic: Dunefolk balancing rework ideas - discussion.
Replies: 33
Views: 741

Re: Dunesfolk balance ideas - discussion.

Yay, more Dunefolk balancing threads.

Once I can see some sort of agreement on what should be done, I'll go ahead and do it.
by Celtic_Minstrel
November 9th, 2018, 4:07 am
Forum: Lua Labs
Topic: Custom WML access
Replies: 3
Views: 4910

Re: Custom WML access

The answer to this as stated is no. The Lua API provides no direct access to the WML parser. It wouldn't be particularly difficult to add it, though, so I've opened 3696 on the topic. If what you want is specifically custom tags in scenarios, then what you need is wesnoth.wml_actions , wesnoth.wml_c...
by Celtic_Minstrel
November 9th, 2018, 3:49 am
Forum: WML Workshop
Topic: Where to ask?
Replies: 24
Views: 3210

Re: Where to ask?

The fact that unexpected tags are ignored without a warning is often annoying in this way. I wonder if there couldn't be a --wml-debug mode that prints log messages about every tag that was parsed but not used. In 1.15.0 this will be --validate-addon <your-addon-folder-name> . (Okay, so that's slig...
by Celtic_Minstrel
November 9th, 2018, 3:43 am
Forum: WML Workshop
Topic: Slow Experimental AI with custom Era, likely caused by WML abilities
Replies: 3
Views: 1621

Re: Slow Experimental AI with custom Era, likely caused by WML abilities

If you can identify any significant performance issues with the experimental AI under specific identifiable conditions, feel free to open an issue about it so that we can try to address the problem.
by Celtic_Minstrel
November 2nd, 2018, 12:08 am
Forum: WML Workshop
Topic: How many persistent side I can use in a single campaign?
Replies: 12
Views: 2732

Re: How many persistent side I can use in a single campaign?

I'm not entirely sure what you're getting at with that, but the save_id is supposed to uniquely represent a persistent side (if there's no save_id it defaults to the value of id ). If you use a different save_id in the two scenarios it shouldn't restore the side. Or do you mean you used persistent s...
by Celtic_Minstrel
November 2nd, 2018, 12:03 am
Forum: Lua Labs
Topic: Lua & WML, when to use what?
Replies: 24
Views: 4295

Re: Lua & WML, when to use what?

You get that error dialog for syntax errors or preprocessor errors, yeah; but for ActionWML logic errors, you get a Lua stack trace at best.
by Celtic_Minstrel
October 31st, 2018, 12:35 am
Forum: Lua Labs
Topic: Lua & WML, when to use what?
Replies: 24
Views: 4295

Re: Lua & WML, when to use what?

Using GUI2 dialogs in add-ons, which you can only invoke from lua(ironically), are much easier to for me to read when written as WML rather a giant lua table. This is why my way of using GUI2 dialogs is something like this: [lua] code=<<wesnoth.show_dialog(...)>> [args] # define the actual dialog h...