Search found 2281 matches
- Today, 1:49 pm
- Forum: Lua Labs
- Topic: [solved] Weapon proxy
- Replies: 8
- Views: 175
Re: Weapon proxy
Good question. I'm not actually sure. The documentation clearly says indexing at the length, but it could be wrong. It makes sense from a Lua standpoint that you'd need to add 1 to append, but it's not a true array so I'd have to check the code (or try it out) to be certain.
- Today, 1:07 pm
- Forum: Lua Labs
- Topic: [solved] Weapon proxy
- Replies: 8
- Views: 175
Re: Weapon proxy
I'm not sure what you're reading, but this is what the documentation says on the topic: An attack can be replaced wholesale, or appended by indexing at the list's length and assigning. That implies you can add a new attack to the end with code like the following: unit.attacks[#unit.attacks] = { name...
- Today, 1:00 pm
- Forum: Art Workshop
- Topic: AI-generated Art
- Replies: 99
- Views: 199946
Re: AI-generated Art
but I see a lot of potential. I very strongly question your judgment then. It's true that the AI art tools of today are pretty incredible and can make amazing images. It's also true that those tools don't understand perspective and anatomy and can very easily make beginner's mistakes in those other...
- Yesterday, 12:47 pm
- Forum: WML Workshop
- Topic: WFL get adjecent units
- Replies: 12
- Views: 454
Re: WFL get adjecent units
Yes, it's a pure functional language inside Wesnoth (pure meaning that there are no functions with side-effects).
- May 27th, 2024, 5:59 pm
- Forum: WML Workshop
- Topic: AI ability damage counting
- Replies: 3
- Views: 222
Re: AI ability damage counting
The AI already takes most abilities into account when deciding how to attack, as long as the ability doesn't rely on events. It doesn't handle backstab-like or leadership-like events very well, either – it won't position units so as to take advantage of such abilities, but it will take advantage of ...
- May 27th, 2024, 1:02 pm
- Forum: WML Workshop
- Topic: WFL get adjecent units
- Replies: 12
- Views: 454
Re: WFL get adjecent units
Out of curiosity (and I'd really like to learn WFL), 1 Could you explain me how is that supposed to work. adjacent_locs(loc(x,y) gets all the locations adjacent to the unit under consideration (x,y is equivalent to self.x,self.y here). map(..., 'loc', unit_at(loc)) converts the list of locations to...
- May 27th, 2024, 12:34 am
- Forum: WML Workshop
- Topic: WFL get adjecent units
- Replies: 12
- Views: 454
Re: WFL get adjecent units
Do you know how to get all adjacent units, fulfilling certain conditions(enemy=yes)? If you need to do this all in a single formula, I think something like the following should work (untested): size( filter( filter( map( adjacent_locs(loc(x,y)), 'loc', unit_at(loc)), 'maybe_unit', maybe_unit != nul...
- May 27th, 2024, 12:21 am
- Forum: WML Workshop
- Topic: various WFL problems
- Replies: 2
- Views: 175
Re: various WFL problems
1. How to get the "real" damage of an attack(after applying all other [damage], and other modifications) That's simply not possible to obtain in an ability formula. It would only be an infinite loop if you tried to implement something capable of that into the engine. Outside of the abilit...
- May 27th, 2024, 12:18 am
- Forum: WML Workshop
- Topic: Reset achievements for UMC campaign?
- Replies: 32
- Views: 3593
Re: Reset achievements for UMC campaign?
It would be beneficial for me as a campaign creator to have the ability to reset the achievements counter exclusively for my own test games. When playing test games, I wanted to reset everything to the beginning. I think adding a button for this in the preferences dialog would be a reasonable reque...
- May 26th, 2024, 7:03 pm
- Forum: Mainline Campaign Development
- Topic: Winds of Fate
- Replies: 357
- Views: 2522728
Re: Winds of Fate
As for woses it is even less propably since we remember how they reacted when orcs wanted to burn forest (and drakes literally breath with fire). I think it's possible for wose and drakes to get along – unlike orcs, drakes to not clear forests. Certainly, their fiery breath is a great danger to for...
- May 20th, 2024, 4:16 am
- Forum: WML Workshop
- Topic: An error in inspect
- Replies: 2
- Views: 242
Re: An error in inspect
I'm pretty sure
It seems like a bug to me. I guess the code is probably trying to look up the variable in a different config, somehow…?
[variables]
can just hold any arbitrary WML, so no, I doubt that's the cause.It seems like a bug to me. I guess the code is probably trying to look up the variable in a different config, somehow…?
- May 18th, 2024, 3:25 am
- Forum: Art Contributions
- Topic: Zombies
- Replies: 92
- Views: 111546
Re: Zombies
I think Duke_Anax's reasoning makes more sense here. The skin's not going to suddenly lose its pigmentation all of a sudden.
- May 18th, 2024, 3:23 am
- Forum: Users’ Forum
- Topic: Are humans overfeatured?
- Replies: 35
- Views: 14161
Re: Are humans overfeatured?
The specific span of time can vary by forum, sure. However, I think most people would agree that 7 years is clear necromancy.
- May 17th, 2024, 6:11 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 457
Re: units on the recall list
What I wonder is should there be a difference in .valid between the two? I was looking for the answer to the in the above quoted documentation, but didn't see/understand it. __cfg just returns WML. It doesn't know that it's a unit anymore, it's just an arbitrary untyped chunk of data formatted acco...
- May 17th, 2024, 6:04 pm
- Forum: Developers’ Discussions
- Topic: A grand design for singleplayer mainline lore
- Replies: 70
- Views: 44681
Re: A grand design for singleplayer mainline lore
It's the masters that would be evil, not the undead themselves. Undead can't do much without a master... Unless they're a lich or a death knight or a ghost, all of which at least potentially retain a will of their own. Though that doesn't make them evil, either. It depends on what they actually do.