Search found 1310 matches
- May 12th, 2024, 6:07 pm
- Forum: Lua Labs
- Topic: [solved] Gui2 dialog formatting
- Replies: 14
- Views: 492
Re: Gui2 dialog formatting
Any idea how to move it to the VERY bottom now? ^^ I think it is at the very bottom, but it has a border: border = "all", border_size = 5, Try border = "left,right,top" ? About that box... idk it's just for skiping messages and I don't really care where it is. Yes, you do. It is...
- May 12th, 2024, 4:55 pm
- Forum: Lua Labs
- Topic: [solved] Gui2 dialog formatting
- Replies: 14
- Views: 492
Re: Gui2 dialog formatting
Well, I'm terrible with lining things up, but it looks like this column is right justified: T.column { -- SHOULD HORIZONTAL_ALIGNMENT = "CENTER" GO HERE??? vertical_alignment="bottom", T.stacked_widget{ id = "narration_stacked_widget", So, while it looks like you've cen...
- May 12th, 2024, 3:34 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 651
Re: [heal_unit] and status=unhealable
If it's unhealable, it shouldn't heal IMO. But what if the developer really does want to heal the unit? I think the rationale for this is that the status sets the default healing behavior, but it's not intended to prevent developers from healing the unit programmatically if that's what they want. T...
- May 12th, 2024, 2:30 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 651
Re: [heal_unit] and status=unhealable
Just to clarify, the unit is healed. I'm just wondering if this is a bug, or if the wiki needs to be updated to make it clear that a unit with status=unhealable is really just "unhealable under certain circumstances: by a healer, by a village, but not by [heal_unit]" -- which should also i...
- May 12th, 2024, 12:32 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 15
- Views: 651
[heal_unit] and status=unhealable
[heal_unit] animate=no [filter] x,y=$x1,$y1 [/filter] amount=2 restore_statuses=no [/heal_unit] where the unit at x1,y1 has status=unhealable. What is the expected behaviour? I'm leaning toward the unit should NOT being healed 2HP.
- May 12th, 2024, 5:06 am
- Forum: Lua Labs
- Topic: [closed] Core [message] image height and width macros
- Replies: 9
- Views: 330
Re: Core [message] image height and width macros
Probably something like:
Code: Select all
wesnoth -p units/Mario.cfg /tmp
- May 11th, 2024, 11:19 am
- Forum: Lua Labs
- Topic: [solved] Custom dialog text "center" placement
- Replies: 31
- Views: 1234
Re: [open] Custom dialog text "center" placement
I'm not sure what you mean, but if it works differently only when run during a start (or prestart) event, I would guess that maybe gamemap_width isn't set yet at that point (which I would consider a bug if it happens in start, but I could be wrong). You could try moving it to "side 1 turn 1&quo...
- May 10th, 2024, 6:54 am
- Forum: Users’ Forum
- Topic: Legend of the Invincibles
- Replies: 10
- Views: 1004
Re: Legend of the Invincibles
Recent versions of the 1.16 LotI will work on 1.18. I don't think you have to use the beta version, I believe the last stable version contains the only necessary fix for 1.18.
A 1.18 version is coming "soon". I believe it will be released once some re-balancing of the units is complete.
A 1.18 version is coming "soon". I believe it will be released once some re-balancing of the units is complete.
- May 10th, 2024, 6:02 am
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 275
Re: [solved] weapon specials inside [abilities]
Any idea what would happen in the case where you had the same special (same id) at both the weapon and ability level? I'm looking at moving from having the special on every weapon to putting it in abilities so it could happen when loading an old save. Like: [abilities] [damage] add=10 apply_to="...
- May 10th, 2024, 12:14 am
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 275
Re: weapon specials inside [abilities]
Thank you. I've got a bunch of events to adjust that are non-trivial to test, so I wanted to make sure I was starting off on the right foot.
- May 9th, 2024, 11:53 pm
- Forum: Lua Labs
- Topic: [solved] weapon specials inside [abilities]
- Replies: 5
- Views: 275
[solved] weapon specials inside [abilities]
https://wiki.wesnoth.org/AbilitiesWML (Version 1.15.0 and later only) All weapon specials except for [plague], [heal_on_hit], and [swarm] can be placed in the [abilities] tag. These "weapon specials as abilities" will give that weapon special to all attacks the unit has if matches with [fi...
- May 9th, 2024, 3:08 pm
- Forum: WML Workshop
- Topic: [solved] Starting Wesnoth 1.18 console output
- Replies: 5
- Views: 316
Re: Starting Wesnoth 1.18 console output
--no-log-to-file is an option to wesnoth, not flatpak
I don't/won't use flatpak, but I suspect you want
/usr/bin/flatpak run --branch=stable --arch=x86_64 --command=sh org.wesnoth.Wesnoth -c 'wesnoth --no-log-to-file'
I don't/won't use flatpak, but I suspect you want
/usr/bin/flatpak run --branch=stable --arch=x86_64 --command=sh org.wesnoth.Wesnoth -c 'wesnoth --no-log-to-file'
- May 8th, 2024, 6:30 pm
- Forum: WML Workshop
- Topic: [solved] Starting Wesnoth 1.18 console output
- Replies: 5
- Views: 316
Re: Starting Wesnoth 1.18 console output
wesnoth --no-log-to-file
(or look in ~/.local/share/wesnoth/1.18/logs)
(or look in ~/.local/share/wesnoth/1.18/logs)
- May 8th, 2024, 12:57 am
- Forum: Lua Labs
- Topic: wesnoth.interface.game_display.unit_status with limited space
- Replies: 0
- Views: 207
wesnoth.interface.game_display.unit_status with limited space
When the status field in the right panel contains too much to fit on the screen, an ellipsis (...) is created and you can hover the mouse over the area to get a full list of the tooltips. At least, it does so when something like slowed or poisoned (presumedly statuses which are built-in) is added. I...
- May 7th, 2024, 3:17 pm
- Forum: WML Workshop
- Topic: fire event in teleport
- Replies: 13
- Views: 569
Re: fire event in teleport
Have you looked at unit_placed? It seems to be a bit of a last restort, but you should be able to make it work.
[I assume you mean fire event after unit uses the teleport ability, not [teleport] ]
[I assume you mean fire event after unit uses the teleport ability, not [teleport] ]