Search found 1187 matches
- Yesterday, 3:38 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
- Yesterday, 1:17 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
Re: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
So it looks like you can't do this either, which is unfortunate as I have multiple objects I'd like to insert. Why would you need to? You can dump multiple objects into [modify_unit anyway, so just put the [insert_tag] directly in there (like in your second example, but with name=object ). Using [i...
- Yesterday, 5:00 am
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
Re: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
So it looks like you can't do this either, which is unfortunate as I have multiple objects I'd like to insert. #ifdef NONONO [modify_unit] [filter] id=$unit.id [/filter] [foreach] array=my_items [do] [insert_tag] name=object variable=this_item [/insert_tag] [/do] [/foreach] [/modify_unit] #endif Had...
- April 21st, 2024, 3:12 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
Re: where I can use [lua] and it's return value, what I can do in modify_unit
Thank you. That clears up most, probably all of my confusion. For now, at least. Perhaps an option to do something with the return value of a non-conditional [lua] is worthwhile. It does not exist at this time however. It seems quite logical to me. If a [lua] block returns a valid WML tag, I would e...
- April 20th, 2024, 6:40 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
Re: where I can use [lua] and it's return value, what I can do in modify_unit
P.S. while I'd still like to understand the above, keeping the [lua] outside [modify_unit], passing the return through a wml variable, and using [insert_tag] does work. ... wml.variables["my_item"] = item >> [/lua] [modify_unit] [filter] id=$unit.id [/filter] [insert_tag] name=object varia...
- April 20th, 2024, 5:24 pm
- Forum: WML Workshop
- Topic: [solved] where I can use [lua] and it's return value, what I can do in modify_unit
- Replies: 12
- Views: 352
[solved] where I can use [lua] and it's return value, what I can do in modify_unit
This is similar to another thread where I was pointed to [insert_tag], which may be an alternative here, but I'd like to understand some things. I want to create an object in lua and feed that to [modify_unit]. I can create an object, and I can use [modify_unit] to add an object to a unit, but I can...
- April 20th, 2024, 2:52 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 545
Re: [closed] Merge unit animaions
No, now that you mention it I think it's fine. What probably happened was I followed a link to AnimationWML#Frames so I didn't read the entire page from start to finish. Or I just skimmed past it. Maybe copy that "At any given time, an animation will display one frame for each frame prefix it c...
- April 20th, 2024, 2:12 pm
- Forum: Lua Labs
- Topic: How to display two dialogs on each other
- Replies: 5
- Views: 186
Re: How to display two dialogs on each other
So your foreground/background canvas can't be another dialog? It may seem like a silly idea, but I had it and now the concept interests me. [EDIT: No, probably not. The wiki lists the things you can put "on" a canvas, and dialogs and arbitrary widgets and any other silly thing I can think ...
- April 20th, 2024, 2:08 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 545
Re: Merge unit animaions
In the frames section , it clearly says this: Animation frames are defined using either the [frame] tag or a prefixed version of it, like [xxx_frame] . The xxx can be any sequence of alphanumeric characters. However, prefixes beginning with an underscore are reserve by the engine for internal use, ...
- April 20th, 2024, 12:50 pm
- Forum: WML Workshop
- Topic: AI terrain affinity
- Replies: 2
- Views: 123
Re: AI terrain affinity
Thank you. I searched a couple of the AI pages for "terrain", I must have overlooked that one. That looks better than I had hoped.
- April 20th, 2024, 12:20 pm
- Forum: Lua Labs
- Topic: How to display two dialogs on each other
- Replies: 5
- Views: 186
Re: How to display two dialogs on each other
I don't know if this will help, but I recently built an example of placing a label over another widget. I didn't have much luck with the fonts, and I don't know if this could be used to stack dialogs, but...
https://wiki.wesnoth.org/Sandbox/GUI/Ge ... d#Canvases
https://wiki.wesnoth.org/Sandbox/GUI/Ge ... d#Canvases
- April 20th, 2024, 3:33 am
- Forum: WML Workshop
- Topic: AI terrain affinity
- Replies: 2
- Views: 123
AI terrain affinity
I'm creating fire elemental units. They will heal when over lava, and maybe get a damage bonus or something. I'd like to inform the AI that this unit should have an affinity for lava, but I'm not really finding anything. Best I can think of is to give the unit a good defense on unwalkable. Better id...
- April 19th, 2024, 4:35 am
- Forum: WML Workshop
- Topic: [solved] result of conditional with invalid qualifier
- Replies: 4
- Views: 193
- April 19th, 2024, 2:08 am
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 200
Re: [anitmation] conditionals
The primary unit is always the unit being animated, and it's the attack that the unit being animated is using. So for example, in a defend animation, the primary unit is the unit being targeted, and in an attack animation, it's the unit currently attacking. Or to phrase it much more simply, it's al...
- April 18th, 2024, 9:21 pm
- Forum: WML Workshop
- Topic: [anitmation] conditionals
- Replies: 5
- Views: 200
Re: [anitmation] conditionals
Thanks. Looking at that got me thinking that I don't necessarily need to concentrate on [death], since if my unit hits on offense he's going to die. I'd still like to get the filters working (special_id_active I think on attack) just to understand them. Defense is a bit harder. I'm not sure what [de...