Search found 1170 matches

by white_haired_uncle
24 minutes ago
Forum: Lua Labs
Topic: [GUI] selecting multipage
Replies: 0
Views: 10

[GUI] selecting multipage

Currently, I'm doing this: dialog.unit_info_mp:add_item_of_type("empty_page") dialog.unit_info_mp:add_item_of_type("unit_info_page") ... dialog.unit_info_mp[2].unit_info_preview.unit = wesnoth.units.find{ id = unit.id }[1] dialog.unit_info_mp.selected_index = 2 I'd like to be doi...
by white_haired_uncle
Today, 3:21 am
Forum: Lua Labs
Topic: [GUI] various questions on lining stuff up
Replies: 1
Views: 2580

Re: [GUI] various questions on lining stuff up

I fixed issue #1 by setting vertical_alignment="top" on the column that contains the grid that contains the left "half" of the dialog. local dialogDefinition = { T.tooltip { id = "tooltip" }, T.helptip { id = "tooltip_large" }, T.linked_group { id = "ar_p...
by white_haired_uncle
Yesterday, 1:05 pm
Forum: WML Workshop
Topic: result of conditional with invalid qualifier
Replies: 2
Views: 85

result of conditional with invalid qualifier

WML and I don't get along real well. It does a lot of things I don't like, I assume in the name of being "user friendly". I'm just not sure if this is one of those times, or if it's a bug (I'm strongly in favor of the latter). In the following code, [harm_unit] always happens, regardless o...
by white_haired_uncle
Yesterday, 12:23 pm
Forum: WML Workshop
Topic: traits
Replies: 15
Views: 332

Re: traits

by white_haired_uncle
Yesterday, 6:10 am
Forum: Lua Labs
Topic: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...
Replies: 10
Views: 276

Re: Can add-on register key pressed while gui.show_dialog is active? e.g. >a<, >space< ...

I don't know if you could make the text_box invisible, I've only found doing that for a dialog (background). I was thinking maybe, MAYBE, you could hide it by putting it in a panel and then drawing something over it so you couldn't see the box, use focus to force it to get attention, and on_modified...
by white_haired_uncle
Yesterday, 3:00 am
Forum: Lua Labs
Topic: Custom dialog placement
Replies: 12
Views: 234

Re: Custom dialog placement

I wonder if you could make the dialog transparent, then position the widgets carefully so it appears the dialog is where you want.
by white_haired_uncle
April 16th, 2024, 4:38 pm
Forum: WML Workshop
Topic: Terrain - cave path, castle overlay, lit
Replies: 3
Views: 120

Terrain - cave path, castle overlay, lit

I can do a cave path+lit or a cave path+castle overlay in the map editor (which I'm very weak with). But can I do a cave path + castle overlay + lit?
by white_haired_uncle
April 16th, 2024, 4:22 pm
Forum: WML Workshop
Topic: Filter weapon special in attack_anim
Replies: 1
Views: 82

Filter weapon special in attack_anim

I'm creating a suicide bomber. When it attacks on offense it explodes, killing itself and damaging all adjacent units for the attacker's hitpoints. I have all this working, but I can't get the sounds right. I want it to use explosion.ogg when the special is active, and lightning.ogg when it is not (...
by white_haired_uncle
April 16th, 2024, 2:37 am
Forum: WML Workshop
Topic: traits
Replies: 15
Views: 332

Re: traits

Yeah, "doesn't work" isn't much to go on. I wonder if this will help (from a [unit] declaration): [modifications] [advancement] [effect] apply_to=new_ability [abilities] {ABILITY_NINJA} [/abilities] [/effect] [/advancement] [/modifications]
by white_haired_uncle
April 15th, 2024, 1:22 pm
Forum: WML Workshop
Topic: [solved] [have_unit], count, recall list, WFL syntax and wildcards
Replies: 4
Views: 287

Re: [have_unit], count, recall list, WFL syntax and wildcards

Thanks. The WFL stuff looks quite useful, but I think I'll just stick to lua.
by white_haired_uncle
April 15th, 2024, 6:58 am
Forum: Lua Labs
Topic: [closed] remove unit from array
Replies: 11
Views: 406

Re: remove unit from array

ZombieKnight wrote: April 15th, 2024, 6:41 am Jup, [foreach] would work even better, but I want to learn lua better...
Thanks!
foreach doesn't play well with removing elements of the array it is iterating over. I don't try to remember the rules, I just use for if I'm going to remove anything.
by white_haired_uncle
April 15th, 2024, 6:52 am
Forum: WML Workshop
Topic: Next question: how to trigger a "sighted" event.
Replies: 5
Views: 297

Re: Next question: how to trigger a "sighted" event.

Actually, I made the assumption that any side != 1 is an enemy of side 1.

I have a hard time keeping the filter rules straight, I always have to look for an example, but something like this?

Code: Select all

[filter]
   [enemy_of]
        side=1
   [/enemy_of]
[/filter]
[filter_second]
    side=1
[/filter_second]
by white_haired_uncle
April 15th, 2024, 2:48 am
Forum: WML Workshop
Topic: Setting multiple objectives
Replies: 5
Views: 138

Re: Setting multiple objectives

You can use die or last breath for when the enemy leader dies and capture for when a village is captured as triggers. Then when one of those things happens you just need to check if the other two conditions are met and if so [endlevel]. [have_unit] can test if the enemy leader is alive/dead. Checkin...