Search found 1431 matches
- August 30th, 2023, 1:17 pm
- Forum: Coder’s Corner
- Topic: how difficult is creating an artificial intelligence interface that is agnostic to a specific programming language?
- Replies: 6
- Views: 4434
Re: how difficult is creating an artificial intelligence interface that is agnostic to a specific programming language?
Hi, How difficult is creating an artificial intelligence interface that is agnostic to a specific programming language? I've read some on how the AI works and the supported interfaces ([C++ and Lua and WML](https://wiki.wesnoth.org/Wesnoth_AI)). I was (humbly) expecting that a given round is define...
- August 22nd, 2023, 2:38 pm
- Forum: Release Announcements, Compiling & Installation
- Topic: Hostile Github?
- Replies: 3
- Views: 4331
Re: Hostile Github?
You can just add
.patch
to the url. But in this case it probably easier to download the latest wesnoth version 1.17.20- August 13th, 2023, 1:51 pm
- Forum: WML Workshop
- Topic: [SOLVED] WML prestart event misbehaviour in on-line games
- Replies: 7
- Views: 2360
Re: WML prestart event misbehaviour in on-line games
The reason is this line ,https://github.com/wesnoth/wesnoth/blob ... r.cpp#L221 , idk what the best way to ya does is though, chacking whether controller is null should be safe thing to do, but we cannot remove that line during stable
- August 2nd, 2023, 3:26 pm
- Forum: WML Workshop
- Topic: [modification] and preprocessor
- Replies: 4
- Views: 1674
Re: [modification] and preprocessor
I'm not sure whether i understood your problem correctly, but all addons (and mainline) are preprocecced separately, Do if you re-define a macro in your addon it will only effect that addon. (and only those parts that are preprocecced after the redefinition)
- July 29th, 2023, 1:46 pm
- Forum: Ideas
- Topic: [interface] move position of abilities popup
- Replies: 15
- Views: 7231
Re: [interface] move position of abilities popup
Pull request was the only thing I could come up with for pr, but I thought that meant I'd actually be submitting code, which is probably not a good idea. I don't really understand what's going on here, or what implication these could have elsewhere. thanks Noone is forcing you but i still want to s...
- July 28th, 2023, 1:29 am
- Forum: WML Workshop
- Topic: Early finish bonus
- Replies: 4
- Views: 824
Re: Early finish bonus
I don't really understand the question (maybe i'm just tired not sure) but i want to point out that i'm currently trying to move the bonus calculation to lua see https://github.com/wesnoth/wesnoth/pull/7610 (so any input/suggestions on it is welcome)
- July 26th, 2023, 10:51 pm
- Forum: Ideas
- Topic: [interface] move position of abilities popup
- Replies: 15
- Views: 7231
- July 26th, 2023, 8:58 pm
- Forum: Ideas
- Topic: [interface] move position of abilities popup
- Replies: 15
- Views: 7231
Re: [interface] move position of abilities popup
Makes sense, do you want to open a pr ?
- July 23rd, 2023, 7:08 pm
- Forum: Lua Labs
- Topic: [Solved] Accessing [store_gold], etc, directly
- Replies: 8
- Views: 3734
Re: [Solved] Accessing [store_gold], etc, directly
As Lua, wml.variables.side_number. There is also something like wesnoth.current.side, but I dont remember if that is what you are supposed to use as LuaAPI. You can certainly use it, (Its documented in https://wiki.wesnoth.org/LuaAPI/wesnoth#wesnoth.current and commonly used in mainline, for exampl...
- July 21st, 2023, 12:13 pm
- Forum: Lua Labs
- Topic: [Solved] Accessing [store_gold], etc, directly
- Replies: 8
- Views: 3734
Re: Accessing [store_gold], etc, directly
I didn't test it, but you should be able to write
local gold = wesnoth.sides.get(1).gold
. Here https://wiki.wesnoth.org/LuaAPI/types/side you cen see which other attributes can be read that way- May 24th, 2023, 12:38 am
- Forum: Multiplayer Development
- Topic: World Conquest II
- Replies: 417
- Views: 1073039
Re: World Conquest II
I found two problems: 1)The epic trait not only fixes AMLA XP, so a peasant with epic trait requires 60 XP to level up. 2)The ancient lich who teaches us dark training lv 2 is talking ungrammatically. First, I don't k ow when /whether a new 1.16 release will happens so it's u sure whether/when thes...
- April 29th, 2023, 4:14 am
- Forum: WML Workshop
- Topic: Enemy Leader appear one after another
- Replies: 12
- Views: 656
Re: Enemy Leader appear one after another
Hmm well, if you know that all that no_leadsr does it to prevent the mo code from adding a leader then it makes a lot of sense to me. Basically no_leader= "don't change the specified leader (none)"
- April 29th, 2023, 2:16 am
- Forum: WML Workshop
- Topic: Enemy Leader appear one after another
- Replies: 12
- Views: 656
Re: Enemy Leader appear one after another
There are a bunch of places that deal with the no leader flag, but basically you're half right, in that it does set leader_lock to true. I can't find the check I was thinking of though, maybe it was removed? Isn't there a check somewhere about whether [side] has a type key? Well there is a check wh...
- April 29th, 2023, 12:21 am
- Forum: WML Workshop
- Topic: Enemy Leader appear one after another
- Replies: 12
- Views: 656
Re: Enemy Leader appear one after another
You need no_leader=yes when there is no leader specified directly in the side tag, otherwise the game will raise an error This would be new to me, are you sure this is the case? I'm pretty sure it wasn't the case the last time I worked on that part of the code. Actually i think no_leader is impleme...
- April 29th, 2023, 12:03 am
- Forum: WML Workshop
- Topic: Enemy Leader appear one after another
- Replies: 12
- Views: 656
Re: Enemy Leader appear one after another
You shouldn't need no_leader=yes , no_leader is iirc only requited in Multiplayer games to prevent the multiplayer engine to add a leader from a multiplayer faction. victory_when_enemies_defeated=no shouldn't be necessary either because the engine only checks for a sides defeat after all events have...