Search found 1237 matches

by white_haired_uncle
Today, 12:57 am
Forum: Lua Labs
Topic: wesnoth.interface.game_display.unit_status with limited space
Replies: 0
Views: 32

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
Yesterday, 3:17 pm
Forum: WML Workshop
Topic: fire event in teleport
Replies: 4
Views: 128

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] ]
by white_haired_uncle
May 6th, 2024, 5:38 pm
Forum: Lua Labs
Topic: [solved] How to move WML table
Replies: 12
Views: 246

Re: How to move WML table

wml.array_access.get
by white_haired_uncle
May 5th, 2024, 11:12 pm
Forum: WML Workshop
Topic: [solved] [unit_type] hide_help=
Replies: 2
Views: 140

Re: [unit_type] hide_help=

Thanks, just wanted to check first.
by white_haired_uncle
May 5th, 2024, 10:54 pm
Forum: WML Workshop
Topic: [solved] [unit_type] hide_help=
Replies: 2
Views: 140

[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...
by white_haired_uncle
May 5th, 2024, 12:56 am
Forum: WML Workshop
Topic: Event stored in save file twice
Replies: 0
Views: 92

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...
by white_haired_uncle
May 3rd, 2024, 6:11 am
Forum: Lua Labs
Topic: Messing with saving and reloading
Replies: 14
Views: 413

Re: Messing with saving and reloading

You might think you can disable reloading, but you can't. A player who doesn't like save/loading can simply choose not to do so. A player who wants to bad enough can simply, and I do mean simply, bypass whatever you try to do to stop them. And even if you were successful, you'd break saving for &quo...
by white_haired_uncle
May 1st, 2024, 12:22 am
Forum: Scenario & Campaign Development
Topic: Need some fake bullying comments about campaigns for a meta-campaign
Replies: 9
Views: 571

Re: Need some fake bullying comments about campaigns for a meta-campaign

Mr. Madison, what you've just said is one of the most insanely idiotic things I have ever heard. At no point in your rambling, incoherent response were you even close to anything that could be considered a rational thought. Everyone in this room is now dumber for having listened to it. I award you ...
by white_haired_uncle
April 30th, 2024, 3:07 pm
Forum: WML Workshop
Topic: StandardUnitFilter, adjacent to tile
Replies: 4
Views: 202

Re: StandardUnitFilter, adjacent to tile

Thanks, I think I see what's up now. I assume if I wanted to match ONLY adjacent I'd do something like: [harm_unit] [filter] [filter_location] x,y=$hit_locs[$i].x,$hit_locs[$i].y radius=1 [not] radius=0 [/not] [/filter_location] [/filter] or [harm_unit] [filter] [filter_location] x,y=$hit_locs[$i].x...
by white_haired_uncle
April 30th, 2024, 4:50 am
Forum: WML Workshop
Topic: StandardUnitFilter, adjacent to tile
Replies: 4
Views: 202

StandardUnitFilter, adjacent to tile

I'm firing a catapult in the general direction of a hero, though it actually hits somewhere within a small radius. This means there's no guarantee that there is a unit where it hits. Wherever it actually hits, I want any unit on that tile to take 12 damage, and any unit on an adjacent TILE to take 6...
by white_haired_uncle
April 29th, 2024, 2:17 pm
Forum: Lua Labs
Topic: [sleeping until porting to 1.18] Custom dialog text "center" placement
Replies: 28
Views: 682

Re: Unsolved Custom dialog text "center" placement

You mean dialog.narration_image.label = unit.profile ?

If your unit doesn't have a profile, I'd fix your unit. If you want a fallback (instead of the image not found icon), you could pick something from data/core/images/portraits/
by white_haired_uncle
April 29th, 2024, 1:30 pm
Forum: Lua Labs
Topic: [sleeping until porting to 1.18] Custom dialog text "center" placement
Replies: 28
Views: 682

Re: Unsolved Custom dialog text "center" placement

BTW, in the code you comment "TODO Why two columns doest work, 2 columns everywhere needed" Do you mean "why can't this row have two columns?"? If so, it's because all rows in a grid must have the same number of columns. To get around this, you put grids in grids. I can provide a...
by white_haired_uncle
April 29th, 2024, 1:16 pm
Forum: Lua Labs
Topic: [sleeping until porting to 1.18] Custom dialog text "center" placement
Replies: 28
Views: 682

Re: Unsolved Custom dialog text "center" placement

If you want it to look like [message] you'll probably add another column with a T.image, most likely with dialog.narration_image.label = unit.profile
by white_haired_uncle
April 29th, 2024, 11:57 am
Forum: Lua Labs
Topic: [sleeping until porting to 1.18] Custom dialog text "center" placement
Replies: 28
Views: 682

Re: Unsolved Custom dialog text "center" placement

Looks pretty good here. Do you have any other add-ons installed, on perhaps another part of your add-on has a problem? It's probably more likely a version thing, what version of wesnoth are you running (I'm running a very recent 1.19 from git)? What resolution (mine is 1920x1010)? P.S. You probably ...