Search found 2211 matches
- Yesterday, 5:49 pm
- Forum: WML Workshop
- Topic: Merge unit animaions
- Replies: 11
- Views: 269
Re: Merge unit animaions
It's pretty likely that that's not possible (short of image editing).
- Yesterday, 1:54 pm
- Forum: WML Workshop
- Topic: Merge unit animaions
- Replies: 11
- Views: 269
Re: Merge unit animaions
BLIT works on images, not animations. So no.
- Yesterday, 1:41 pm
- Forum: WML Workshop
- Topic: Merge unit animaions
- Replies: 11
- Views: 269
Re: Merge unit animaions
Since the default defend animation is pretty formulaic, you might be able to get away with just substituting $this_unit appropriately into the definition of the DEFENSE_ANIM macro (which requires you to use [modify_unit] to add the animation), and otherwise do just as I described above. However, it ...
- Yesterday, 3:56 am
- Forum: WML Workshop
- Topic: Merge unit animaions
- Replies: 11
- Views: 269
Re: Merge unit animaions
The [animation] tag doesn't support "apply_to." …what are you talking about? Yes it does. The [animation] tag is rarely actually used for animations though, so you won't see it very often. None of the animation tags that are generally used support apply_to – only [animation] specifically....
- Yesterday, 3:52 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 156
Re: [anitmation] conditionals
Thank you. If you could get that info onto the wiki, I think it would help a lot. Or maybe it's there and I skimmed the page looking for what I wanted instead of reading from start to finish. I added more info clarifying that the content of [if] is the same as the content of the toplevel animation,...
- Yesterday, 1:17 am
- Forum: WML Workshop
- Topic: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 156
Re: result of conditional with invalid qualifier
I agree, a variable condition with no valid condition should raise an error, not simply return always true.
- Yesterday, 1:14 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 156
Re: [anitmation] conditionals
1) The only thing I see for the animation-if is hits=yes|no. I can't find a list of conditionals. Is there a list? My understanding is that the content of the [if] and [else] subtags are essentially just an animation – that is to say, anything that can be put at the top level of the animation can a...
- April 18th, 2024, 12:37 am
- Forum: WML Workshop
- Topic: Terrain - cave path, castle overlay, lit
- Replies: 3
- Views: 139
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...
- April 18th, 2024, 12:33 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 16
- Views: 353
Re: Custom dialog placement
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.Celtic_Minstrel wrote: ↑April 17th, 2024, 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.
- April 17th, 2024, 1:16 pm
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2917
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...
- April 17th, 2024, 1:10 pm
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 16
- Views: 353
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...
- April 17th, 2024, 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: 296
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.
- April 17th, 2024, 5:18 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 16
- Views: 353
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 ...
- April 17th, 2024, 3:43 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 16
- Views: 353
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...
- April 17th, 2024, 3:40 am
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2917
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...