Search found 1274 matches
- Yesterday, 6:41 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
What I wonder is should there be a difference in .valid between the two? I was looking for the answer to the in the above quoted documentation, but didn't see/understand it. __cfg just returns WML. It doesn't know that it's a unit anymore, it's just an arbitrary untyped chunk of data formatted acco...
- Yesterday, 5:31 pm
- Forum: WML Workshop
- Topic: new campaign's questions and ideas
- Replies: 15
- Views: 425
Re: new campaign's questions and ideas
I think it was determined that xp is granted after attack end.lhybrideur wrote: ↑Yesterday, 5:05 pm You could store xp in a variable in an attack event (start of the attack) and compare it to the xp in the attack_end even.
Then you reduce the xp by the difference and gives it to the leader.
- Yesterday, 2:54 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
That sounds like the top of that page really needs a comment to that effect, but I do not know how to word it.Ravana wrote: ↑Yesterday, 2:42 pm None of https://wiki.wesnoth.org/LuaAPI/wml work on userdata (unit).
However, several of those functions such as wml.literal and wml.parsed mention userdata as input.
- Yesterday, 1:41 pm
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
I'm reasonably sure that I need to serialize at some point, and AFAIK there's no list of exactly what is available from just unit vs unit.__cfg (what do you call that anway?). It's kind of become a habit since the performance hit, which I've never been able to notice, is nothing compared to the amou...
- Yesterday, 2:05 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
Code: Select all
local unit = wesnoth.units.find({ id = unit_id})[1].__cfg
local unit2 = wesnoth.units.find({ id = unit_id})[1]
unit.valid == nil
unit2.valid == map|recall
- Yesterday, 1:59 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
This seems to work, but now I'm nervous about it breaking in the future. As the valid documentation explained, you want if unit.valid == 'recall' . Right, but I'm getting nil for both units on the recall and on the map, and while the doc explains when I would see that, it doesn't make any sense to ...
- Yesterday, 12:55 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
Re: units on the recall list
So, both units on the map and on the recall return nil. I looked into unit.valid: A unit can be either visible on the map (#wesnoth.get_units, #wesnoth.put_unit), or on a recall list (#wesnoth.get_recall_units, #wesnoth.put_recall_unit), or private to the Lua code (#wesnoth.create_unit, #wesnoth.cop...
- Yesterday, 12:34 am
- Forum: Lua Labs
- Topic: [solved] units on the recall list
- Replies: 12
- Views: 307
[solved] units on the recall list
It looks like wesnoth.units.get(id) will only find units on the map, correct? If this is the intended behaviour I'll add a comment to the wiki. So I switched to using wesnoth.units.find because I want to look at map and recall. Now when I'm done messing with the unit and I want to "put it back&...
- May 16th, 2024, 4:02 pm
- Forum: Scenario & Campaign Development
- Topic: Compatibility of previous add-ons with the current version
- Replies: 6
- Views: 262
Re: Compatibility of previous add-ons with the current version
Assuming this campaign has been abandoned, and I have no idea how to determine that, you might find a lot of good info here:
viewtopic.php?t=55180
You did notice that it is MP, so you won't find it under Campaigns, right?
viewtopic.php?t=55180
You did notice that it is MP, so you won't find it under Campaigns, right?
- May 16th, 2024, 3:34 pm
- Forum: Lua Labs
- Topic: [unsolvable] Access event content
- Replies: 9
- Views: 288
Re: [unsolvable] Access event content
I don't know, I've never used them. But for those I was thinking about your question about 'how to notice when it's fired'. If you want to erase them (the events) and recreate them, you could: 1) Since you want to do this from lua, just write them in lua in the first place, save them as variables, a...
- May 16th, 2024, 3:13 pm
- Forum: WML Workshop
- Topic: multiple objects, overlapping effects
- Replies: 2
- Views: 102
Re: multiple objects, overlapping effects
You mean it will use whichever comes last?
- May 16th, 2024, 2:39 pm
- Forum: WML Workshop
- Topic: multiple objects, overlapping effects
- Replies: 2
- Views: 102
multiple objects, overlapping effects
If a unit possesses two objects, say abilities.leadership.value=15 and abilities.leadership.value=20, which one is selected? What about abilities.leadership.value=-15 and abilities.leadership.value=-20? Or abilities.leadership.value=-15 abilities.leadership.value=20? Does it make any difference who ...
- May 16th, 2024, 2:09 pm
- Forum: Scenario & Campaign Development
- Topic: Compatibility of previous add-ons with the current version
- Replies: 6
- Views: 262
Re: Compatibility of previous add-ons with the current version
Depends what you mean by "make it playable". You want to edit the code to bring it up to 1.18 compatibility, or just download the 1.14 version to your 1.18 install and hope it works? You might ask over here, though it doesn't seem to have seen much (un)life recently: https://forums.wesnoth...
- May 16th, 2024, 1:35 pm
- Forum: Lua Labs
- Topic: [unsolvable] Access event content
- Replies: 9
- Views: 288
Re: [unsolvable] Access event content
Hi, How to access event content via Lua? I'm pretty sure I don't understand what you are asking, but if you mean you want to access (read) events you've written in WML from lua, could the answer be as simple as just writing them in lua in the first place? Or some combination of wesnoth.game_events....
- May 16th, 2024, 8:35 am
- Forum: Lua Labs
- Topic: [resolution] problems
- Replies: 4
- Views: 134
Re: [resolution] problems
You can't use side 1 turn 1, or turn refresh, or one of those?