Search found 2204 matches

by Celtic_Minstrel
Today, 12:37 am
Forum: WML Workshop
Topic: Terrain - cave path, castle overlay, lit
Replies: 3
Views: 103

Re: Terrain - cave path, castle overlay, lit

You could combine the graphics for the two overlays in any decent image editor, …why would you do this? Just use both sets of graphics for your custom terrain. But in this specific case it's even easier, because one of the sets of graphics is nothing (except for the editor overlay), so you can pret...
by Celtic_Minstrel
Today, 12:33 am
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

Celtic_Minstrel wrote: Yesterday, 1:10 pm I recommend you look at the file gui/dialogs/wml_message.cfg in the Wesnoth data folder to see how the WML message actually does it.
Look at how it's done there. The variables in question are used – specifically, look at where x, y, width, and height are set in the resolution tag.
by Celtic_Minstrel
Yesterday, 1:16 pm
Forum: Coder’s Corner
Topic: Seeking tricky WML examples
Replies: 14
Views: 2799

Re: Seeking tricky WML examples

You're right, the issue doesn't have anything to do with WFL. It just happens to more frequently come up with WFL for various reasons. I'm thinking something really simple like: #define MY_MACRO "bar"#enddef [message] speaker=harry message="foo {MY_MACRO}" [/message] Yup, that lo...
by Celtic_Minstrel
Yesterday, 1:10 pm
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

That's technically true, but you, personally, don't need to know those numbers. There are variables in the GUI2 positioning system that already contain the correct numbers. You may also need the height of the menubar, which strangely isn't in a variable (it seems to be 30). I recommend you look at t...
by Celtic_Minstrel
Yesterday, 5:19 am
Forum: Lua Labs
Topic: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
Replies: 10
Views: 267

Re: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...

You can display dialogs on top of each other, but only the one on the top can be interacted with, even if it's completely transparent.
by Celtic_Minstrel
Yesterday, 5:18 am
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

The Lua API only lets you use a single [resolution] (you pass the content of that tag to gui.show_dialog ). You could of course have your own logic to choose between resolution tags, though I think you don't have access to the screen size… So in other words, you can't use the [window] tag for a Lua ...
by Celtic_Minstrel
Yesterday, 3:43 am
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

I'm pretty sure there's no need to do that. There's allowance in either [window] or [window_definition] for specifying where the dialog window should appear on the screen, so you really just need to work out the right numbers or formulas to get the effect you want. (If it's in [window_definition] yo...
by Celtic_Minstrel
Yesterday, 3:40 am
Forum: Coder’s Corner
Topic: Seeking tricky WML examples
Replies: 14
Views: 2799

Re: Seeking tricky WML examples

WML has very few special characters. Any character that appears after the = , with a few exceptions, is considered to be part of the value of the attribute. It doesn't matter how convoluted it looks or how many punctuation characters appear in it – as long as none of the special characters appear, i...
by Celtic_Minstrel
Yesterday, 12:38 am
Forum: Coder’s Corner
Topic: Seeking tricky WML examples
Replies: 14
Views: 2799

Re: Seeking tricky WML examples

Don't worry, there are people experienced with WML who are also confused by this.
by Celtic_Minstrel
Yesterday, 12:17 am
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

gui.show_narration is written in C++, so while technically yes it could be reused, that doesn't help you any. Unless the placement is done in the WML – you're welcome to take a look.
by Celtic_Minstrel
Yesterday, 12:16 am
Forum: Lua Labs
Topic: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
Replies: 10
Views: 267

Re: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...

No.

The GUI2 system provides at least two different ways to do it, but they're not exposed in the Lua API.
by Celtic_Minstrel
Yesterday, 12:15 am
Forum: Coder’s Corner
Topic: Seeking tricky WML examples
Replies: 14
Views: 2799

Re: Seeking tricky WML examples

Well, if I understand correctly, this definition would also work fine.

Code: Select all

#define MY_FORMULA
" (if(a = b,
	12,
	22
)) "#enddef
by Celtic_Minstrel
April 16th, 2024, 1:46 pm
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 11
Views: 197

Re: Custom dialog placement

The dialog doesn't know anything about the map screen, so it's technically not possible. Since the sidebar is a fixed width as far as I know, you can probably get this to work with the default theme, at least; it would probably break if someone uses a different theme though. Basically, you would hav...
by Celtic_Minstrel
April 15th, 2024, 5:41 pm
Forum: WML Workshop
Topic: [solved] Artificial Inteligence more [avoid] tags
Replies: 4
Views: 133

Re: [solved] Artificial Inteligence more [avoid] tags

Yeah, you're right, you need the empty not tag as well.
by Celtic_Minstrel
April 15th, 2024, 1:29 pm
Forum: WML Workshop
Topic: [solved] Artificial Inteligence more [avoid] tags
Replies: 4
Views: 133

Re: Artificial Inteligence question

If you want units to avoid certain terrains only when they're not using the Goto MicroAI, that's easy. Set up the avoid tag for the avoided terrains like normal. Then add an empty avoid tag in the Goto Micro AI definition. For MicroAIs that support it, an avoid tag inside their definition overrides ...