Search found 2283 matches

by Celtic_Minstrel
May 29th, 2024, 11:45 pm
Forum: Lua Labs
Topic: [solved] Weapon proxy
Replies: 9
Views: 257

Re: Weapon proxy

wesnoth.units.create_weapon is not documented. I noticed that too right after bringing it up. I would expect unit.attacks[#unit.attacks] = { name = 'new attack', range = 'melee', damage = 4, number = 3 } be error, since it gives table not weapon. While valid use would be unit.attacks[#unit.attacks]...
by Celtic_Minstrel
May 29th, 2024, 11:42 pm
Forum: Art Workshop
Topic: AI-generated Art
Replies: 100
Views: 200862

Re: AI-generated Art

One of the major problem, and what’s being worked the most with is consistency in the images in such a way that you can have several images in different settings of the same person. The easiest way, The easiest way to do that is not AI but 3D modelling. We can also see entire YouTube channels and t...
by Celtic_Minstrel
May 29th, 2024, 1:49 pm
Forum: Lua Labs
Topic: [solved] Weapon proxy
Replies: 9
Views: 257

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.
by Celtic_Minstrel
May 29th, 2024, 1:07 pm
Forum: Lua Labs
Topic: [solved] Weapon proxy
Replies: 9
Views: 257

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...
by Celtic_Minstrel
May 29th, 2024, 1:00 pm
Forum: Art Workshop
Topic: AI-generated Art
Replies: 100
Views: 200862

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...
by Celtic_Minstrel
May 28th, 2024, 12:47 pm
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 491

Re: WFL get adjecent units

Yes, it's a pure functional language inside Wesnoth (pure meaning that there are no functions with side-effects).
by Celtic_Minstrel
May 27th, 2024, 5:59 pm
Forum: WML Workshop
Topic: AI ability damage counting
Replies: 3
Views: 234

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 ...
by Celtic_Minstrel
May 27th, 2024, 1:02 pm
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 491

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...
by Celtic_Minstrel
May 27th, 2024, 12:34 am
Forum: WML Workshop
Topic: WFL get adjecent units
Replies: 12
Views: 491

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...
by Celtic_Minstrel
May 27th, 2024, 12:21 am
Forum: WML Workshop
Topic: various WFL problems
Replies: 2
Views: 188

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...
by Celtic_Minstrel
May 27th, 2024, 12:18 am
Forum: WML Workshop
Topic: Reset achievements for UMC campaign?
Replies: 32
Views: 3632

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...
by Celtic_Minstrel
May 26th, 2024, 7:03 pm
Forum: Mainline Campaign Development
Topic: Winds of Fate
Replies: 357
Views: 2523620

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...
by Celtic_Minstrel
May 20th, 2024, 4:16 am
Forum: WML Workshop
Topic: An error in inspect
Replies: 2
Views: 250

Re: An error in inspect

I'm pretty sure [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…?
by Celtic_Minstrel
May 18th, 2024, 3:25 am
Forum: Art Contributions
Topic: Zombies
Replies: 92
Views: 112423

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.
by Celtic_Minstrel
May 18th, 2024, 3:23 am
Forum: Users’ Forum
Topic: Are humans overfeatured?
Replies: 35
Views: 14194

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. :)