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by Celtic_Minstrel
Today, 12:05 am
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

This is an interesting point you make here. It's certainly possible to prevent changes to the game state from Lua code, and I even did something like this for AI Candidate Action evaluation functions, but extending that to the general Lua API would be a lot more work... but certainly still possible....
by Celtic_Minstrel
Yesterday, 3:41 am
Forum: Lua Labs
Topic: Wesnoth Lua Pack: Development Thread
Replies: 102
Views: 35664

Re: Wesnoth Lua Pack: Development Thread

So if that's correct, it would mean you can use menu buttons from Lua but probably can't alter their list of options once the dialog is being shown (you can only alter them before it's shown by editing the config).

I guess that's yet another thing to add to the API at some point.
by Celtic_Minstrel
September 23rd, 2018, 10:17 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

I saw that. What I was trying to say is, making it possible to write conditions in lua is a small incremental step, that can be done right away, in the direction you're proposing. It will be an improvement in its own right since it will let people write lua instead of using [and] and [or] and [not]...
by Celtic_Minstrel
September 23rd, 2018, 8:14 pm
Forum: Lua Labs
Topic: Wesnoth Lua Pack: Development Thread
Replies: 102
Views: 35664

Re: Wesnoth Lua Pack: Development Thread

That's a very good question... I know it would be possible to use a regular button as a menu button in Lua (create a button whose callback opens a popup menu), but I don't remember how actual menu buttons specified their options. I think there might be a way but I'm not sure.
by Celtic_Minstrel
September 23rd, 2018, 8:12 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

Josteph, if you read my original proposal more carefully, you'll see that I have that in there already – it's the evaluate key. Of course, it could be renamed if you don't like that – I only chose the names evaluate and execute to mirror AI candidate actions. Perhaps I should've also used location i...
by Celtic_Minstrel
September 23rd, 2018, 7:10 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

I don't see why you insist on making this distinction between an "engine" and a "common usage". Your distinction doesn't make any sense. It's all part of ActionWML, after all. If you're removing it, why would you want to keep vestiges of it around?
by Celtic_Minstrel
September 23rd, 2018, 6:30 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

In fact, even if you do use toplevel Lua tags, you still need to use ActionWML when you actually add events from that Lua code. you can use on_event, as i said before, you don't need actionwml for that. ... Um, like all your other proposals, on_event is built on top of ActionWML. It does make addin...
by Celtic_Minstrel
September 23rd, 2018, 5:27 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

if you were taking abotu actionwml lua then you statemenjt is still wrong, becasoue you dont need that for execute lua events if you can use toplevel lua tags, in either case, your implied statement 'Even if you try to write the event entirely in Lua, you need ActionWML' is wrong. In fact, even if ...
by Celtic_Minstrel
September 23rd, 2018, 4:34 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Re: Building an alternative to ActionWML

Even if you try to write the event entirely in Lua, that [lua] tag is still an ActionWML tag this is wrong, [lua] tags in [scenario] are are parsed directly by the c++ engine and not part of actionwml. You completely misread what I said there. Yes, I know that about scenario-level Lua; that's not w...
by Celtic_Minstrel
September 23rd, 2018, 3:28 pm
Forum: Ideas
Topic: Building an alternative to ActionWML
Replies: 19
Views: 307

Building an alternative to ActionWML

There has been a lot of talk about deprecating ActionWML some day, and there are a number of reasons why it has never happened. One of the big reasons, though, is that there's no complete alternative to ActionWML. If you want to code your scenario entirely in Lua, you can technically do it now, but ...
by Celtic_Minstrel
September 8th, 2018, 9:53 pm
Forum: WML Workshop
Topic: Assigning Multiple Traits via Options is not working
Replies: 6
Views: 438

Re: Assigning Multiple Traits via Options is not working

If you replace the [modifications] tag like you are doing, you rewrite the whole traits array with the one trait you are currently adding. That's not actually what that code does, as far as I know. Rather, it replaces your first trait with the new trait while leaving any other traits untouched. Thi...
by Celtic_Minstrel
September 4th, 2018, 4:05 am
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 6825
Views: 598788

Re: Legend of the Invincibles

Fluffy024 wrote:
September 4th, 2018, 1:37 am
what I’d guess is the most popular add-on on one of the bigger platforms for Wesnoth.
Well, I'd question both of these statements, but I don't have any actual statistics, so who knows... but in particular I'd question iOS being one of the bigger platforms for Wesnoth.
by Celtic_Minstrel
September 3rd, 2018, 11:47 pm
Forum: Scenario & Campaign Development
Topic: Legend of the Invincibles
Replies: 6825
Views: 598788

Re: Legend of the Invincibles

I'm pretty sure that the person who is able to update the iPhone version is long gone and didn't leave any information behind to allow others to take over, meaning that there's no way to update it unless this person suddenly comes back. So, there's no point in waxing on how many people might be usin...
by Celtic_Minstrel
September 3rd, 2018, 11:44 pm
Forum: Scenario & Campaign Development
Topic: The Black Cross of Aleron (formerly Besieged Druids)
Replies: 262
Views: 39070

Re: The Black Cross of Aleron (formerly Besieged Druids)

I can take a look at your save, but assuming you still have those mods enabled, I'd strongly suspect that they're the cause here.
by Celtic_Minstrel
September 3rd, 2018, 3:11 pm
Forum: Scenario & Campaign Development
Topic: The Black Cross of Aleron (formerly Besieged Druids)
Replies: 262
Views: 39070

Re: The Black Cross of Aleron (formerly Besieged Druids)

Are you playing the latest version, 2.0.3?

I'll take a look at your saves later.