Search found 203 matches
- October 15th, 2020, 4:22 am
- Forum: WML Workshop
- Topic: Tooltip text or extra buttons in WML UI for [message]
- Replies: 7
- Views: 1338
Re: Tooltip text or extra buttons in WML UI for [message]
With a small change to the test_scenario example, you can also implement the dialog's layout in WML like I mentioned in my previous post. Basically you just need to replace the giant Lua definition of the dialog with the three lines in my example that grab the WMl-defined dialog from [args] . Sweet...
- October 15th, 2020, 4:21 am
- Forum: WML Workshop
- Topic: Tooltip text or extra buttons in WML UI for [message]
- Replies: 7
- Views: 1338
Re: Tooltip text or extra buttons in WML UI for [message]
EDIT: Idk how it posted copies several times in a row of the same message! Sorry!
Also the delete button isnt appearing for some reason
EDIT2: it allowed me to delete some but not the first message
Also the delete button isnt appearing for some reason
EDIT2: it allowed me to delete some but not the first message
- October 14th, 2020, 4:08 pm
- Forum: WML Workshop
- Topic: Tooltip text or extra buttons in WML UI for [message]
- Replies: 7
- Views: 1338
Re: Tooltip text or extra buttons in WML UI for [message]
If all you need is a fancy choice dialog, where you click a button and the dialog closes, then that code will be enough - it'll store the return value of the clicked button in the $dialog_result variable. If you need any more complicated functionality, however, you'll need to write some Lua code (i...
- October 13th, 2020, 3:22 pm
- Forum: Art Workshop
- Topic: Mechanical's art
- Replies: 524
- Views: 383784
Re: Mechanical's art
Ogres looking great dude! Keep up the great work!Mechanical wrote: ↑October 12th, 2020, 12:41 pm I changed the design of my old ogres. Now they are nomadic ogres. They will be dressed in leather armor, skins, and their weapons will be made from the bones of the animals they graze.
- October 12th, 2020, 9:18 pm
- Forum: WML Workshop
- Topic: Tooltip text or extra buttons in WML UI for [message]
- Replies: 7
- Views: 1338
Tooltip text or extra buttons in WML UI for [message]
Hi! Just curious if there is/are any ways to customize the [message] UI in WML. I know you can do it in Lua but I'm still not quite able to understanding Lua's ins and outs on how to make it work. I'm imagining something along the lines of Legends of the Invicibles UI that they made using Lua but ma...
- September 25th, 2020, 2:28 pm
- Forum: WML Workshop
- Topic: Likelyhood of coming across issues with nested custom events
- Replies: 6
- Views: 794
Re: Likelyhood of coming across issues with nested custom events
(PS: You probably know this and it's just me reading a bit of confusion into your post, but just to be sure :) : There's a difference between a nested event and a fired event .) haha I know nested events are events inside of events (say like a custom event inside of a moveto event). Thank you! Your...
- September 20th, 2020, 6:09 pm
- Forum: WML Workshop
- Topic: Likelyhood of coming across issues with nested custom events
- Replies: 6
- Views: 794
Likelyhood of coming across issues with nested custom events
So i am a huge culprit of nested macros. Like macros inside of macros inside of macros inside of macros inside of macros, etc (this still isnt even close to how deep my nested macros go; its actually far worse than this...). My Addon that ive been working on for 3 years is very poorly optimized and ...
- September 15th, 2020, 2:19 pm
- Forum: WML Workshop
- Topic: How to insert moveto events into randomly generated cave maps
- Replies: 8
- Views: 972
Re: How to insert moveto events into randomly generated cave maps
I have some work-in-progress on expanding the options in the cave generator, which makes more diverse terrain possible, including lakes, rivers, and roads. It probably won't be backported to 1.14, though. Not that big of a deal. Ive been able to manage with my own adaptations as is so while more to...
- September 14th, 2020, 4:11 pm
- Forum: WML Workshop
- Topic: How to insert moveto events into randomly generated cave maps
- Replies: 8
- Views: 972
Re: How to insert moveto events into randomly generated cave maps
@LordAwsomeness I checked the code and confirm that [item_location]id= is added to the list for Standard Location Filter's location_id . If we added named areas to the map generation, then you could check if a chamber has spawned like this: [if] [has_location] # Note: this does not work with any of...
- September 14th, 2020, 4:32 am
- Forum: WML Workshop
- Topic: How to insert moveto events into randomly generated cave maps
- Replies: 8
- Views: 972
Re: How to insert moveto events into randomly generated cave maps
I went and looked in the scenario file for the HttT scenario "The Sceptre of Fire"... it looks like the important parts MAY just go like this: [chamber] # various stuff [item_location] id = sceptre [/item_location] [/chamber] [event] name=moveto [filter] # Filter the unit that steps on th...
- September 13th, 2020, 9:26 pm
- Forum: WML Workshop
- Topic: How to insert moveto events into randomly generated cave maps
- Replies: 8
- Views: 972
How to insert moveto events into randomly generated cave maps
Hi! I have been fiddling around with random cave map generation and am currently trying to find out how to make make moveto events work on them. there used to be some form of implementation for it in wml https://wiki.wesnoth.org/MapGeneratorWML#The_Cave_Generator however it seems like that no longer...
- September 11th, 2020, 5:51 pm
- Forum: WML Workshop
- Topic: How to resync in wml for [set_menu_item]
- Replies: 2
- Views: 500
How to resync in wml for [set_menu_item]
So i am attempting to use the synced=no function for a [set_menu_item] in order to create faster hero creation for my rpg era. I am not yet fluent enough in lua to make menus, however i came across the synced function in the wml reference and was wondering if there is a way to resync the clients bac...
- May 19th, 2020, 4:09 pm
- Forum: Multiplayer Development
- Topic: LA_RPG_ERA Feedback and Ideas
- Replies: 34
- Views: 8234
Re: LA_RPG_ERA Feedback and Ideas
Please find my build details below: The Battle for Wesnoth version 1.14.11 Running on Microsoft Windows 10 (10.0.18363) Distribution channel: SourceForge Game paths ========== Data dir: C:\Users\USER\AppData\Local\Battle for Wesnoth 1.14.11 User config dir: C:\Users\USER\OneDrive\Documents\My Games...
- April 30th, 2020, 9:21 pm
- Forum: Multiplayer Development
- Topic: LA_RPG_ERA Feedback and Ideas
- Replies: 34
- Views: 8234
Re: LA_RPG_ERA Feedback and Ideas
Hi, This era sounds interesting. I have not yet played it, but there was an error message when I tried to compile other add-ons: The following add-on had errors and could not be loaded: C:\Users\nicky\OneDrive\Documents\My Games\Wesnoth1.14/data/add-ons/LA_MP_Pack/_main.cfg Please report this to th...
- March 26th, 2020, 6:59 pm
- Forum: Multiplayer Development
- Topic: Maximum File Read size for MP servers?
- Replies: 3
- Views: 1308
Re: Maximum File Read size for MP servers?
Instead of aiming to get as close to the limit as possible without passing it, better to just focus on reducing size. I would comment part of functionality, and then check how many lines it took away. I just want a temp fix at this moment until I can get a more permanent fix so I can continue a gam...