Search found 1572 matches

by Celtic_Minstrel
November 8th, 2019, 2:41 am
Forum: Lua Labs
Topic: path finder usage & functioning
Replies: 9
Views: 573

Re: path finder usage & functioning

I'm not entirely sure what you're getting at here, but I have two related comments. First, I believe wesnoth.find_path is little more than a vanilla A* algorithm, so you can provide a custom cost function that uses whatever criteria you want to determine how the pathing works; all three of your path...
by Celtic_Minstrel
November 8th, 2019, 2:29 am
Forum: WML Workshop
Topic: spawns.lua + Random map = Lua errors
Replies: 8
Views: 667

Re: spawns.lua + Random map = Lua errors

The code you've written for the location filter (the T["not"] { T.filter {} } ) there is: [not] [filter] [/filter] [/not] In a location filter, an empty [filter] tag means "match only locations with units on them", so an empty [filter] tag in a [not] tag inverts that to "match only locations with no...
by Celtic_Minstrel
November 3rd, 2019, 11:58 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 757

Re: purpose of [move_unit_fake]

You're correct, [move_unit_fake] and [move_units_fake] are among the few tags still implemented in C++. However, for what it's worth, [move_unit] is implemented in Lua. Maybe that can help you.
by Celtic_Minstrel
November 3rd, 2019, 11:52 pm
Forum: WML Workshop
Topic: Weapon special code not working as intended
Replies: 9
Views: 550

Re: Weapon special code not working as intended

Ahh, right, so you'd need to rearrange it slightly to use [modify_unit]:

Code: Select all

[modify_unit]
	[filter]
		type=Your_Assassin
		[not]
			status=uncovered
		[/not]
	[/filter]
	[object]
		duration=turn
		[effect]
			apply_to=attack
			increase_damage=100%
		[/effect]
	[/object]
[/modify_unit]
by Celtic_Minstrel
November 3rd, 2019, 11:50 pm
Forum: WML Workshop
Topic: Inserting predefined leader and units into side def
Replies: 11
Views: 574

Re: Inserting predefined leader and units into side def

I don't think so, since the logic of a defined area is pretty much identical to what the current tag does. However, I could support renaming [time_area] to [area] and making sure it defaults to falling back on the scenario schedule if it doesn't contain any [time] tags.
by Celtic_Minstrel
November 3rd, 2019, 4:18 pm
Forum: WML Workshop
Topic: Inserting predefined leader and units into side def
Replies: 11
Views: 574

Re: Inserting predefined leader and units into side def

The cave_area could be done like this (code copied from Sceptre_of_Fire/scenarios/2_Closing_the_Gates.cfg) A better way to do this is with a time area. [time_area] id=glyphs x=9,14 y=11,3 [/time_area] [event] name=moveto first_time_only=no [filter] side=1 [filter_location] area=glyphs [/filter_loca...
by Celtic_Minstrel
November 3rd, 2019, 4:11 pm
Forum: WML Workshop
Topic: purpose of [move_unit_fake]
Replies: 11
Views: 757

Re: purpose of [move_unit_fake]

Side-question: in many scenarios, when we see a group of units moving, usually when entering or leaving the "stage", they are moved one after the other all along the path, which is (for me) extremely annoying, even at the very first play of the scenario. Is there any alternative? If not, I am ready...
by Celtic_Minstrel
November 3rd, 2019, 4:09 pm
Forum: WML Workshop
Topic: Weapon special code not working as intended
Replies: 9
Views: 550

Re: Weapon special code not working as intended

By undetected, you mean due to a [hides] ability, right? Wouldn't this be doable with just a single event placed in the [unit_type] ? Something like this: [event] name=turn start [filter] type=Your_Assassin [not] status=uncovered [/not] [/filter] [object] duration=turn [filter] type=Your_Assassin [n...
by Celtic_Minstrel
November 3rd, 2019, 3:45 pm
Forum: Lua Labs
Topic: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')
Replies: 8
Views: 1816

Re: Lua error: cannot find ai.move_full (but finds & calls other func in 'ai')

The reason why I did all in an evaluation func is simply that I do not need 2 functions. They actually make no sense for me, even in general: if eval determines that I should do something, let us do it right now; if instead it determines we should do nothing, then finished. I believe the purpose of...
by Celtic_Minstrel
October 25th, 2019, 2:25 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 5472

Re: Dunefolk Rework - Unit Descriptions

but in Russian this is too long phrase, really (Танцующий с мечами), And there's no ways to shorten it without losing the meaning? Google tells me that this phrase translates as "dancing with swords", which would be too long in English as well. Does Russian not have affixes or word compounding conv...
by Celtic_Minstrel
October 24th, 2019, 12:15 pm
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 12
Views: 774

Re: [move_unit] exactly one hex back

I think he means AI code.
by Celtic_Minstrel
October 24th, 2019, 12:14 pm
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 5472

Re: Dunefolk Rework - Unit Descriptions

But for me, the name "dervish" is predicated on the use of two swords, so removing that would in my opinion make the name less suitable. I would happy if it would be so, but if see no signs of that meaning even in English if you search yahoo images, for example. In Russian there is a word Dervish a...
by Celtic_Minstrel
October 24th, 2019, 4:19 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 5472

Re: Dunefolk Rework - Unit Descriptions

Well, the Dunefolk only have a single portrait right now anyway (the Herbalist), which I don't think has been brought up here. So I assume all the portraits would be done to match the sprites anyway, once LordBob or someone else is available to create them. True, but I think he was talking about th...
by Celtic_Minstrel
October 24th, 2019, 1:57 am
Forum: WML Workshop
Topic: [move_unit] exactly one hex back
Replies: 12
Views: 774

Re: [move_unit] exactly one hex back

I'm pretty sure it's guaranteed to be in sync after an attack? That may not have been the case in 1.12, but I'm fairly sure it's true in 1.14 – otherwise the backstab special probably wouldn't work properly.
by Celtic_Minstrel
October 24th, 2019, 1:55 am
Forum: Writers’ Forum
Topic: Dunefolk Rework - Unit Descriptions
Replies: 74
Views: 5472

Re: Dunefolk Rework - Unit Descriptions

Well, a unit with two daggers named: Slasher. But a description says about archery and a portrait displays a naga with a bow in hands. Descriptions says nothing about daggers and why this unit is called Slasher. Given that I really see that far more logical would be to have a sprite of lvl1 naga we...