Search found 2216 matches
- Today, 2:20 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 403
Re: [closed] Merge unit animaions
That's at least mentioned here. Maybe that's too easy to miss…?
- Today, 2:03 pm
- Forum: Lua Labs
- Topic: How to display two dialogs on each other
- Replies: 4
- Views: 78
Re: How to display two dialogs on each other
This is very easy. The first dialog (ie, the one in the background) must call the second dialog in either the pre_show or a callback function (depending on how your logic works). That example you posted is about placing things on top of things within a single dialog, so it's not relevant to the ques...
- Today, 1:58 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 403
Re: Merge unit animaions
What's weird is that there's nowhere a word about your frame tags in the documentation. …what are you talking about? 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...
- Today, 4:48 am
- Forum: Lua Labs
- Topic: [closed] Custom dialog placement
- Replies: 18
- Views: 396
Re: Custom dialog placement
When I type 'gamemap_x_offset' into the Lua console returns an error. Of course it would, as that's a WFL variable, not a Lua variable. There is a WFL console, but that variable wouldn't be found there either, as the WFL console uses the AI context of the current side whereas that variable is part ...
- Today, 4:44 am
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 403
Re: Merge unit animaions
Well, it's possible in a unit animation. Maybe you could also try putting several items on the same hex, each with a different halo.
- Yesterday, 5:49 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 403
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: [closed] Merge unit animaions
- Replies: 19
- Views: 403
Re: Merge unit animaions
BLIT works on images, not animations. So no.
- Yesterday, 1:41 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 403
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: [closed] Merge unit animaions
- Replies: 19
- Views: 403
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: 161
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: 161
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: 161
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: 144
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: [closed] Custom dialog placement
- Replies: 18
- Views: 396
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: 2921
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...