Search found 2163 matches
- March 26th, 2024, 4:36 am
- Forum: WML Workshop
- Topic: Reset achievements for UMC campaign?
- Replies: 27
- Views: 1041
Re: Reset achievements for UMC campaign?
Also surprised to learn that Wesnoth doesn't know where the WML originates from... I vaguely recall reading ages ago that the engine maintained namespaces and prepended campaign specific strings to every variable within said campaign to avoid name clashes between variables in different campaigns (I...
- March 26th, 2024, 4:30 am
- Forum: Ideas
- Topic: New Lua functions.
- Replies: 8
- Views: 373
Re: New Lua functions.
Do you mean wesnoth.audio.sources ? If I understand that correctly it handles sources that can play sound files. Not any sounds that are actively playing. The reason why this is so important for narration is that if the player skips dialogue we want to cancel the voiceover. The intended use-case fo...
- March 23rd, 2024, 10:09 pm
- Forum: Lua Labs
- Topic: How to make my own gui.show_story
- Replies: 7
- Views: 318
Re: How to make my own gui.show_story
There's a lot of functionality built in to the story screen that you would have to reimplement yourself if you wanted to alter its appearance.ZombieKnight wrote: ↑March 23rd, 2024, 5:25 pm I thought I could just put true in that if, that says if theres a golden line or not...
Okay I'm sticking with the default one
- March 23rd, 2024, 10:04 pm
- Forum: Ideas
- Topic: New Lua functions.
- Replies: 8
- Views: 373
Re: New Lua functions.
For 1 you could look into the sound source functionality. It might be able to do what you want, but I'm not sure. For 3, yes, we would like to use the GPU for IPFs, but we're not quite there yet. Compiling IPFs down into shader code is possible and would probably greatly boost performance for things...
- March 23rd, 2024, 4:07 pm
- Forum: Lua Labs
- Topic: How to make my own gui.show_story
- Replies: 7
- Views: 318
Re: How to make my own gui.show_story
The story screen is even more complicated than the narration dialog, so I think reimplementing it with
gui.show_dialog
is a very bad idea. You're welcome to try it if you really want to, but you're almost certainly going to end up with something inferior to the original.- March 23rd, 2024, 4:05 pm
- Forum: WML Workshop
- Topic: How to use a custom font in my add-on?
- Replies: 17
- Views: 735
Re: How to use a custom font in my add-on?
Probably not. It would need to be someone who knows C++.
- March 23rd, 2024, 4:33 am
- Forum: WML Workshop
- Topic: How to use a custom font in my add-on?
- Replies: 17
- Views: 735
Re: How to use a custom font in my add-on?
I don't think there is anything technically difficult about supporting custom fonts – we already let translators add arbitrary fonts suitable to their language, if necessary. It's mostly just that no-one ever found the time and motivation to do it. A pull request would very likely be accepted, if th...
- March 23rd, 2024, 4:30 am
- Forum: WML Workshop
- Topic: Reset achievements for UMC campaign?
- Replies: 27
- Views: 1041
Re: Reset achievements for UMC campaign?
Broadly speaking, I believe you're misunderstanding what achievements are. They're something that tracks global state outside of a particular playthrough of a campaign, like "I once defeated the spider in the Dank Tunnels" or "I once managed to have an army with a Sharpshooter, an Ave...
- March 18th, 2024, 5:14 pm
- Forum: Lua Labs
- Topic: WML table navigation
- Replies: 2
- Views: 263
Re: WML table navigation
local u = wesnoth.units.get(wml.variables["unit.id"]) local u_table=u.__cfg First of all, that's completely pointless. It's roughly equivalent to: local u_table = wml.variables["unit"] Although there's always the possibility that the stored unit has been changed without being un...
- March 17th, 2024, 2:22 pm
- Forum: Lua Labs
- Topic: How to create a message with custom background
- Replies: 7
- Views: 314
Re: How to create a message with custom background
No, gui.show_narration is defined in C++ and WML. The WML part of the definition can be found in the data/gui/windows/wml_message.cfg file. If you loaded that file and passed the [resolution] tag to gui.show_dialog , you'd have a dialog that looks exactly like a message dialog, but probably lacks so...
- March 17th, 2024, 1:43 am
- Forum: Lua Labs
- Topic: How to create a message with custom background
- Replies: 7
- Views: 314
Re: How to create a message with custom background
You can create pretty much any dialog you can imagine, yes. The show_narration dialog is fairly complex, however. You could probably copy it WML definition from core and make a new dialog using it, though. By the way, show_narration is part of GUI2 – it's just one of the pre-built dialogs provided f...
- March 16th, 2024, 3:21 pm
- Forum: Lua Labs
- Topic: How to create a message with custom background
- Replies: 7
- Views: 314
Re: How to create a message with custom background
I could be wrong, but I don't think there's any way to do that without recreating the whole dialog. The closest idea that comes to mind would be changing the active definition, but there's no Lua API to change definitions, so I don't think it can be done in Lua. There is the idea of creating a custo...
- March 13th, 2024, 11:05 pm
- Forum: Lua Labs
- Topic: [solved] Storing a test condition as a string
- Replies: 5
- Views: 271
Re: [solved] Storing a test condition as a string
That's another good solution, yes. However, instead of a global function, I'd recommend namespacing it: -- I'm starting the global variable with a capital letter only because the linting systems I use -- consider lowercase names to be a probable error PrefFunctions = {} function PrefFunctions.blood_...
- March 13th, 2024, 7:21 am
- Forum: Lua Labs
- Topic: [solved] Storing a test condition as a string
- Replies: 5
- Views: 271
Re: Storing a test condition as a string
it will need to be saved between games (and perhaps even persist?). This means it will need to be WML, yes, so version #1 will not work for you. Solution #2 looks like the cleanest, though I'm unclear how it would handle errors. Broadly speaking, it more or less doesn't , but it shouldn't crash in ...
- March 13th, 2024, 2:03 am
- Forum: Lua Labs
- Topic: [solved] Storing a test condition as a string
- Replies: 5
- Views: 271
Re: Storing a test condition as a string
I'll answer your direct question in a moment, but before that I want to question why you're storing the condition as a string of Lua code. Is new_prefs a general Lua table, or does it need to be valid WML? Note : All these will assume you set the $quests.seen_blood_rain variable to yes instead of 1,...