Search found 2213 matches

by Celtic_Minstrel
Today, 4:48 am
Forum: Lua Labs
Topic: [closed] Custom dialog placement
Replies: 18
Views: 386

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 ...
by Celtic_Minstrel
Today, 4:44 am
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 14
Views: 315

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.
by Celtic_Minstrel
Yesterday, 5:49 pm
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 14
Views: 315

Re: Merge unit animaions

It's pretty likely that that's not possible (short of image editing).
by Celtic_Minstrel
Yesterday, 1:54 pm
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 14
Views: 315

Re: Merge unit animaions

BLIT works on images, not animations. So no.
by Celtic_Minstrel
Yesterday, 1:41 pm
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 14
Views: 315

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 ...
by Celtic_Minstrel
Yesterday, 3:56 am
Forum: WML Workshop
Topic: [closed] Merge unit animaions
Replies: 14
Views: 315

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....
by Celtic_Minstrel
Yesterday, 3:52 am
Forum: WML Workshop
Topic: [anitmation] conditionals
Replies: 5
Views: 159

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,...
by Celtic_Minstrel
Yesterday, 1:17 am
Forum: WML Workshop
Topic: [solved] result of conditional with invalid qualifier
Replies: 4
Views: 159

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.
by Celtic_Minstrel
Yesterday, 1:14 am
Forum: WML Workshop
Topic: [anitmation] conditionals
Replies: 5
Views: 159

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...
by Celtic_Minstrel
April 18th, 2024, 12:37 am
Forum: WML Workshop
Topic: Terrain - cave path, castle overlay, lit
Replies: 3
Views: 142

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...
by Celtic_Minstrel
April 18th, 2024, 12:33 am
Forum: Lua Labs
Topic: [closed] Custom dialog placement
Replies: 18
Views: 386

Re: Custom dialog placement

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.
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.
by Celtic_Minstrel
April 17th, 2024, 1:16 pm
Forum: Coder’s Corner
Topic: Seeking tricky WML examples
Replies: 14
Views: 2917

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...
by Celtic_Minstrel
April 17th, 2024, 1:10 pm
Forum: Lua Labs
Topic: [closed] Custom dialog placement
Replies: 18
Views: 386

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...
by Celtic_Minstrel
April 17th, 2024, 5:19 am
Forum: Lua Labs
Topic: [unsolvable] Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
Replies: 10
Views: 299

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.
by Celtic_Minstrel
April 17th, 2024, 5:18 am
Forum: Lua Labs
Topic: [closed] Custom dialog placement
Replies: 18
Views: 386

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 ...