Search found 1246 matches
- Today, 12:32 pm
- Forum: WML Workshop
- Topic: [heal_unit] and status=unhealable
- Replies: 1
- Views: 25
[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.
- Today, 5:06 am
- Forum: Lua Labs
- Topic: Core [message] image height and width macros
- Replies: 9
- Views: 170
Re: Core [message] image height and width macros
Probably something like:
Code: Select all
wesnoth -p units/Mario.cfg /tmp
- Yesterday, 11:19 am
- Forum: Lua Labs
- Topic: [open] Custom dialog text "center" placement
- Replies: 31
- Views: 806
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: 6
- Views: 572
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: 156
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: 156
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: 156
[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: 188
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: 188
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: 112
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: 399
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] ]
- May 6th, 2024, 5:38 pm
- Forum: Lua Labs
- Topic: [solved] How to move WML table
- Replies: 12
- Views: 324
Re: How to move WML table
wml.array_access.get
- May 5th, 2024, 11:12 pm
- Forum: WML Workshop
- Topic: [solved] [unit_type] hide_help=
- Replies: 2
- Views: 158
Re: [unit_type] hide_help=
Thanks, just wanted to check first.
- May 5th, 2024, 10:54 pm
- Forum: WML Workshop
- Topic: [solved] [unit_type] hide_help=
- Replies: 2
- Views: 158
[solved] [unit_type] hide_help=
This is my unit. If you go to the right panel and click on the unit type, it says "Unknown unit .. you must discover...". If instead you hit 'd', it shows you all the usual unit data. Is this they way it's supposed to work? [unit_type] id=hidden name="hidden" hide_help=yes do_not...
- May 5th, 2024, 12:56 am
- Forum: WML Workshop
- Topic: Event stored in save file twice
- Replies: 0
- Views: 111
Event stored in save file twice
I was troubleshooting an issue with an event, and didn't want to replay from the start, so I added some messages to the save file. That's when I noticed that one of my events, which I define exactly once and with an id, was stored in the save file twice. Is this right? It seems odd, and while it's p...