Search found 2825 matches
- May 9th, 2024, 7:26 am
- Forum: WML Workshop
- Topic: Inconsistent results with Terrain_Graphics.
- Replies: 2
- Views: 141
Re: Inconsistent results with Terrain_Graphics.
There isn't any [image] here. I don't understand how it could work even some of the time without one. I would take out set_flag (at least at this point), because that could cause inconsistent results if some other, random [tile]s are placed based on the same flags. (Based on what you have, I suspect...
- April 24th, 2024, 8:05 pm
- Forum: Ideas
- Topic: Names/titles of necromancers
- Replies: 2
- Views: 468
Re: Names/titles of necromancers
Canonically, necromancers choose a name, and using a variation of their original name seems to be common. Hyphenated forms are also popular. IIRC, the followers of Mal-Ravanal used "Mal" to identify themselves as members of his cult. Even after he was destroyed, I suppose others could choo...
- April 24th, 2024, 5:35 pm
- Forum: WML Workshop
- Topic: The layer value of water waves.
- Replies: 1
- Views: 314
Re: The layer value of water waves.
Water is just a series of animation frames as far as I can tell. The waves are not a separate element.
- April 17th, 2024, 5:23 am
- Forum: Ideas
- Topic: Two-flag system in one team
- Replies: 6
- Views: 501
Re: Two-flag system in one team
Two teams is not a good solution in this case, because you would have to move the two groups one at a time. It would make that scenario quite a bit harder.
- April 16th, 2024, 6:54 pm
- Forum: WML Workshop
- Topic: Terrain - cave path, castle overlay, lit
- Replies: 3
- Views: 351
Re: Terrain - cave path, castle overlay, lit
Terrains only support one base and one overlay, so you can't put an lit overlay and a castle overlay on the same hex. To do this, you would have to make your own lit-castle terrain. You could combine the graphics for the two overlays in any decent image editor, but you would also need to define the ...
- April 16th, 2024, 6:49 pm
- Forum: WML Workshop
- Topic: [closed] Merge unit animaions
- Replies: 19
- Views: 878
Re: Merge unit animaions
The [animation] tag doesn't support "apply_to." All tags ONLY support specific keys and subtags. You can specify an "id" though, which can be selected by an event. (If you are new to WML, animations are not the easiest thing to start with.)
- April 15th, 2024, 6:42 pm
- Forum: Ideas
- Topic: Two-flag system in one team
- Replies: 6
- Views: 501
Re: Two-flag system in one team
I think a talented programmer could handle it easily. I don't think this is true. Flags are set in the [side] tag. You can use [modify_side] to change the flag during the scenario, but presumably, that would do the same thing: change them for the whole side. Allowing two flags on the same side woul...
- April 15th, 2024, 6:39 am
- Forum: WML Workshop
- Topic: Next question: how to trigger a "sighted" event.
- Replies: 5
- Views: 489
Re: Next question: how to trigger a "sighted" event.
No, the posted code was correct. Don't swap it. In a "sighted" event, the primary unit (stored in the unit variable) is the unit that just got seen. The secondary unit (stored in the variable second_unit ) is the unit who did the seeing. It sounds like you put the wrong speaker in [message].
- April 15th, 2024, 5:44 am
- Forum: WML Workshop
- Topic: Setting multiple objectives
- Replies: 5
- Views: 297
Re: Setting multiple objectives
There is also [have_location]. Used with owner_side and x,y coordinates, that would check for village ownership.
- April 10th, 2024, 7:39 pm
- Forum: WML Workshop
- Topic: Custom dialog questions
- Replies: 6
- Views: 1617
Re: Custom dialog questions
You seem to be unaware that you are working with an API . Every Lua gui command was specifically written and enabled by the game engine's developers. They added those commands as they needed them to build the game engine. You can't just assume that it must do any other thing you can imagine. All the...
- April 4th, 2024, 7:23 pm
- Forum: WML Workshop
- Topic: text alignment in [message]
- Replies: 18
- Views: 2953
Re: text alignment in [message]
I don't know how to change the background of a dialog box at the moment either. Are you asking this because you have a dialog that works the way you want, and the background is the last part you need to fix? Or, are you asking about step eight when you haven't completed step one yet? I think the sec...
- April 3rd, 2024, 7:08 am
- Forum: WML Workshop
- Topic: text alignment in [message]
- Replies: 18
- Views: 2953
Re: text alignment in [message]
I thought you meant "whiter", but you meant "wider". No, I can't see how there could be a way to do that. Obviously, I don't know for sure which Lua function you should use for the effect you want. Maybe you could read the wiki pages. This is the page on the gui commands for exam...
- April 2nd, 2024, 5:59 pm
- Forum: WML Workshop
- Topic: text alignment in [message]
- Replies: 18
- Views: 2953
Re: text alignment in [message]
I already answered this:
gui.show_dialog
and gui.show_prompt
.
You can use Pango markup to change the style of the text in a [message]. That includes the color.
- April 1st, 2024, 1:57 am
- Forum: WML Workshop
- Topic: text alignment in [message]
- Replies: 18
- Views: 2953
Re: text alignment in [message]
Neither of these is possible as far as I know. However, you can make dialog boxes or put text in the center of the screen with Lua functions. There is gui.show_dialog , and gui.show_prompt . SotA uses both in zombie_recruit_dialog.lua , which is called from zombie-utils.cfg , so you have at least on...
- March 23rd, 2024, 8:47 am
- Forum: WML Workshop
- Topic: Trying to create a new weapon special.
- Replies: 13
- Views: 1899
Re: Trying to create a new weapon special.
How the hell can such a simple concept be so difficult to apply I think because you just barely know WML at this point. Most things are hard at the beginning. Trying to fix it myself, now The code you have posted is not something you can "fix". Almost every line needs to be erased and rew...