Search found 1310 matches

by white_haired_uncle
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...
by white_haired_uncle
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...
by white_haired_uncle
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...
by white_haired_uncle
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...
by white_haired_uncle
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.
by white_haired_uncle
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
by white_haired_uncle
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...
by white_haired_uncle
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.
by white_haired_uncle
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="...
by white_haired_uncle
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.
by white_haired_uncle
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...
by white_haired_uncle
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'
by white_haired_uncle
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)
by white_haired_uncle
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...
by white_haired_uncle
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] ]