Search found 1212 matches

by gfgtdf
January 16th, 2020, 5:34 pm
Forum: WML Workshop
Topic: Apply AMLA effect to other unit
Replies: 3
Views: 522

Re: Apply AMLA effect to other unit

Note that your solution might add the bo uses again the next time the unit advances oven if the player chooses a different advancement at that time. So in your post advance event you need to add some code to remember that the effects are already applied. But ravanas solution is probably what if also...
by gfgtdf
January 4th, 2020, 11:37 pm
Forum: Faction & Era Development
Topic: The Reign of the Lords
Replies: 339
Views: 82225

Re: The Reign of the Lords

Multiplayer scenarios also support custom defined these days you can see how the mainline mp scenario "a new land" does it
by gfgtdf
January 1st, 2020, 5:30 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13497

Re: A Scenario with robots

vghetto wrote:
January 1st, 2020, 4:54 pm
gfgtdf wrote:
January 1st, 2020, 3:01 pm
found the password an uploaded version 1.2.1 to fix this issue
Thank you for the fix.
I don't think the [multiplayer] stuff at the end of _main.cfg was supposed to be included too. line 43.
Oh yes I guess that what I get for not using git before uploading. Fixed it thx
by gfgtdf
January 1st, 2020, 3:01 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13497

Re: A Scenario with robots

found the password an uploaded version 1.2.1 to fix this issue
by gfgtdf
December 29th, 2019, 11:09 pm
Forum: Scenario & Campaign Development
Topic: A Scenario with robots
Replies: 41
Views: 13497

Re: A Scenario with robots

Hi, I got this error while going through the pages of the book. 20191229 21:50:11 error scripting/lua: ~add-ons/Scenario_with_robots/lua/gui_test.lua:71: page_number > #pages stack traceback: [C]: in function '.error' ~add-ons/Scenario_with_robots/lua/gui_test.lua:71: in field 'set_page' ~add-ons/S...
by gfgtdf
December 23rd, 2019, 1:37 am
Forum: WML Workshop
Topic: scenario_end event
Replies: 14
Views: 549

Re: scenario_end event

ok was able to reproduce this and made a report https://github.com/wesnoth/wesnoth/issues/4667 . This seems to be an engine bug, i'd reccomend that you just ignore it.
by gfgtdf
December 23rd, 2019, 1:26 am
Forum: WML Workshop
Topic: scenario_end event
Replies: 14
Views: 549

Re: scenario_end event

did you play this game on the official mp server?
by gfgtdf
December 19th, 2019, 11:44 pm
Forum: WML Workshop
Topic: scenario_end event
Replies: 14
Views: 549

Re: scenario_end event

I'm quite sure that victory is synced, it was iirc unsynced in wesnoth 1.12 and earlier though
by gfgtdf
December 19th, 2019, 5:41 pm
Forum: WML Workshop
Topic: scenario_end event
Replies: 14
Views: 549

Re: scenario_end event

There are known problems with removing objects that add images in 1.14, those were fixed in wesnoth 1.15 though.
by gfgtdf
December 10th, 2019, 12:22 am
Forum: WML Workshop
Topic: HARD level: ideas to design it (other than gold)
Replies: 6
Views: 863

Re: HARD level: ideas to design it (other than gold)

I agree with all these points. If I were to write a campaign now my approach would probably be to fix the amount of units l that can be recalled one could in a specific scenario for example say that at most 5 units can be recalled. For the case that a player has for some reason no( or very) recall u...
by gfgtdf
December 7th, 2019, 1:12 pm
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 550

Re: Sketching out an improved GUI2 API

Also post_show might not be needed anymore aswell, I mean you can probably just query these values from the dialog after calling show ()
by gfgtdf
December 7th, 2019, 3:17 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 550

Re: Sketching out an improved GUI2 API

Another thing I'm wondering is to what extent it would be possible to access properties, set callbacks, etc at the global scope (rather than in pre_show ). With the 'dialog object' is somehow makes sense to assume (from the umc authors point if view) that it's functions can be called anytime. In pa...
by gfgtdf
December 7th, 2019, 3:10 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 550

Re: Sketching out an improved GUI2 API

Celtic_Minstrel wrote:
December 7th, 2019, 3:04 am
but I'm not sure the conflict problem is solvable.
Well the most obvious way to solve it would.be to forbid the use of these names as widget ids
by gfgtdf
December 7th, 2019, 2:55 am
Forum: Developers’ Discussions
Topic: Sketching out an improved GUI2 API
Replies: 11
Views: 550

Re: Sketching out an improved GUI2 API

Ok I see no problem.witg that either. As not so complicated treeview example can be found here. https://github.com/gfgtdf/World_Conquest_II/blob/1.15/lua/game_mechanics/invest/invest_show_dialog.lua Also I am wondering whether we should allow directly acceccing child.widgets via __index, so that sel...