Search found 2204 matches
- Today, 12:37 am
- Forum: WML Workshop
- Topic: Terrain - cave path, castle overlay, lit
- Replies: 3
- Views: 112
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...
- Today, 12:33 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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: ↑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.
- Yesterday, 1:16 pm
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2815
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...
- Yesterday, 1:10 pm
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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...
- 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: 269
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.
- Yesterday, 5:18 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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 ...
- Yesterday, 3:43 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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...
- Yesterday, 3:40 am
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2815
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...
- Yesterday, 12:38 am
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2815
Re: Seeking tricky WML examples
Don't worry, there are people experienced with WML who are also confused by this.
- Yesterday, 12:17 am
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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.
- 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: 269
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.
The GUI2 system provides at least two different ways to do it, but they're not exposed in the Lua API.
- Yesterday, 12:15 am
- Forum: Coder’s Corner
- Topic: Seeking tricky WML examples
- Replies: 14
- Views: 2815
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
- April 16th, 2024, 1:46 pm
- Forum: Lua Labs
- Topic: Custom dialog placement
- Replies: 12
- Views: 216
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...
- 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.
- 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 ...