Several of our mainline campaigns are in the works for upgrades at the moment, which includes adding characters and enhancing existing scenarios. We are looking for more artwork to supplement these upgrades, including the following:
We are happy to announce that Wesnoth is now able to accept donations on Liberapay . While Wesnoth does rely on the work of dedicated volunteers, no project can function completely cost-free. Revenue from the Apple App Store and from donations goes towards maintaining our servers,...
There have been numerous important forum posts and wiki articles written by users and developers. We reference these pages a lot, and decided to put them together in a convenient list.
Write clearly, be nice to others, and be very careful when posting anything related to politics or religion. When asking for help, remember that everyone here is a volunteer. Prefer editing your previous post over double posting. No animated avatars or graphical signatures. Don’t plagiarize other’s...
Is it possible to synchronize the game all and have all players have the same info as one side in particular, at the end of a set menu item event? :hmm:
I made a custom dialog with a listbox. As the list gets bigger, the dialog grows until it hits the edge of the screen. I can't figure out how to make it stop growing at a more reasonable size. (It has a scrollbar.)
Hallo. Does API for addons allows to read some random tags? Hmm, wat i'm trying to say... For example, may i create some custom file with proper tag structure but using totally unknown (new) tag names and then read it from script? Thanks.
What is Lua used for exactly? I was under the impression that WML was the sole scripting language of wesnoth. Is the language an alternative to WML? How do the two relate exactly?
Lua is a very interesting and powerful language; ever since starting with wesnoth UMC development, it has always intrigued me, and I've always wanted to participate in the discussion on the Lua Labs forum... And I don't believe it; I'm here!
So I went into the LuaWML page, learned some basic...
I started writing a campai(g)n longer ago than I care to think on v1.12.
With 24 scenarios completed and playable I decided that I'd upgrade to 1.14.4 as I needed to check everything worked on the latest release.
My PC runs Windows 7 Home Premium Service Pack 1 and has Intel i3 so it's not...
Murky Weathercast is a rework of the popular Dark Forecast survival scenario. The scenario doesn't aim to introduce any fundamentally new elements (for now) into the classic Dark Forecast gameplay. There's a new mapset and the code is being reworked. And I have some problems with...
I'd like to use some translatable strings from vanilla (specifically Enemy, Owned, Allied) that get shown under village description
in lua.theme_items. But I have no idea what those strings would be called, or how I should go on about using them.
I haven't really dabbled with Wesnoth's translation engine so I'm curious if there's any way to probe for a client's local language setting (this would be for theme_items).
I need my code to get executed every millisecond-second. The only lua theme item that seems to refresh that often is the timer (report_countdown), which updates every 10 milliseconds. The problem is however that in both local and lan games this code seems to work even with the timer turned off, but...
Hi all,
Porting my Randomizer to Lua and then realising global variables aren't stored in the savefile forced me to come up with this lua table converter.
I hope you can find it useful, here is the description from Readme.md:
This script converts between regular lua and lua wml tables. It is...
I didn't realise global lua variables don't get stored in saves and I based my new version of my add-on around them. Now I'm forced to use on_load and on_save, but there's one weird thing going on.
On load is also fired on game start, so I'm forced to add checks in my variable converting function...
1.14 has removed the differentiation between sides a client controls and networked human sides. That used to be a nice way to determine which sides a client controlled. We now have wesnoth.get_viewing_side(), which works nicely to determine if the currently playing side belongs to any client....
Ok.. I have a complicated question... I might need some undocumented features or even magic to help me here..
In 1.12 droided side has AI controller or similar...
In 1.14 droided side has human controller or similar.. nothing indicates that the side is controlled by ai at all... I couldn't find...
Hi, could anyone enlighten how wesnoth.get_viewing_side() could be used? (wesnoth 1.12)
it always says that im trying to call nil value or something similar.. I tried ipairs, array, and many many more... nothing seem to work, just error all the time. Tiny example of how to extract side from it??...
So I've implemented this function in LUA now. Using that very code from later versions. I had to remove the
helper.wml_error 's filter didn't match any unit
part, because it would give me an error (dunno why).
This works. Except it fails to store defence for a unit if it's a...
I don't know if there is a better board in which to categorize this request or discussion. It seems to my albeit limited knowledge that most AIs nowadays are written in Lua.
Situation: With one of my add–ons in development — Food Fighters, — I am writing s which allow users to swap out the weapons...
I know you can make it so a wesnoth.message looks like it's sent by a player in-game, but would it be possible to change the colour to something else than white, too? Either through lua or wesnoth (I'm not very good at lua, so I don't know)
I need to add some code to this function, but I can't find the original code for it and I don't feel like re-writing it from scratch... Is there something I'm missing? I can make it return time, but that variable is simply miliseconds since the SDL library was initialised... so is there any...
I‘m totally new to this game and therefore do not have any experience coding for it. I would like to get some help with a piece of code I could enter into the console to turn off the hotkey display in the menues if at all possible. :hmm:
I have been rewriting Orocia logic in Lua. When designing format for bonuses for enemy units, I reached solution that I think should be possible to do in more elegant way.
I want to hold bonus definitions in table, where combination of turn number and difficulty setting returns what modifications...
This topic is about new WML tag I work on. tag shows dialogs that use GUI 2, similar to . My implementation introduces two new features. First of all choices are synchronized so tag should work fine in multiplayer games. Additionally script takes care of grid generation, so user only need to...
Hello, I am in a process of porting my campaign to 1.13~1.14 and I have noticed a lua error related to a piece of code which was working well on the stable version of the game.
The error looks like this:
And it sends me to this particular line of my animation.lua file:
There was some time ago a post (I can no longer find it, was it deleted?) about how to create new unit status tooltips and get to show them with this code:
I've only copied the code, I don't quite understand Lua.
My problem is, that when I try to translate the UMC, the tooltip doesn't show...
I want people to be able to access a rigt-click menu item while another player is playing their turn in multiplayer. The WML function doesn't allow it. Is there a way to do this with lua?
Guess I shouldn't expect too much tech support for game mods, ;) but thought I'd ask anyway.
After not playing Battle for Wesnoth for years, I finally installed 1.12.6 and am getting back into it. Also went and installed a few interesting-looking mods. One of these was the Ultra Super Death Gore...
I'm not certain how to document this, report it as a glitch, or whether either of those should be done.
The lua engine seems to parse through any lines between a code= and the . I know this because i had something like
And, of course, i got complaints of the 0x2D being unexpected and all that...
wesnoth.show_popup_dialog ( is an easy way to bring up a message box that resembles the we all see at the start of a scenario. (It also resembles the old-style messages, before they were moved to the bottom of the screen.)
I'm not sure whether this is just a matter of me being rusty or whether...
Im am creating a faction.
Basically, I try to recruit units next hex by in-game menu items.
I have edited and modified from source: Ageless_Era/data/EoMa_data/abilities-summon.cfg
In local game multiplayer, I got lua errors on version 1.13.7 , saying:
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