Search found 3020 matches

by Ravana
Today, 7:26 pm
Forum: Lua Labs
Topic: How to save game into global variable
Replies: 1
Views: 43

Re: How to save game into global variable

You can look into wesnoth.game_events.on_save.
by Ravana
Today, 5:15 pm
Forum: Faction & Era Development
Topic: Ageless Era - Current Version: 4.34
Replies: 1997
Views: 619059

Re: Ageless Era - Current Version: 4.34

Ageless Era 4.34 is out on the 1.18 add-on server Version 4.34: * Units and Factions * Era of Magic update * Rashy Era update * Balance * Many small balance changes. Detailed notes can be found from github - ProditorMagnus/Ageless-for-1-14 * Bug Fixes * FL summon * EFM trample interaction with othe...
by Ravana
Today, 11:20 am
Forum: Lua Labs
Topic: [solved] Unit visibility check
Replies: 4
Views: 150

Re: Unit visibility check

Dont use have_unit then, use filter_vision.
by Ravana
Yesterday, 4:47 pm
Forum: Lua Labs
Topic: Messing with saving and reloading
Replies: 10
Views: 259

Re: Messing with saving and reloading

There are ways but I am not going to give details since use case does not sound like something that should be done by campaign. If users wants to get extra motivation to not use saves it is up to [modification] to control.
by Ravana
April 30th, 2024, 3:19 pm
Forum: WML Workshop
Topic: StandardUnitFilter, adjacent to tile
Replies: 4
Views: 177

Re: StandardUnitFilter, adjacent to tile

I would avoid multiple radius. [harm_unit] [filter] [not] x,y=$hit_locs[$i].x,$hit_locs[$i].y [/not] [filter_location] x,y=$hit_locs[$i].x,$hit_locs[$i].y radius=1 [/filter_location] [/filter] There is also filter_adjacent_location, but you would have to consult documentation to know if it fits use ...
by Ravana
April 30th, 2024, 7:53 am
Forum: WML Workshop
Topic: StandardUnitFilter, adjacent to tile
Replies: 4
Views: 177

Re: StandardUnitFilter, adjacent to tile

filter_adjacent -> filter_location+radius should work.
by Ravana
April 28th, 2024, 1:23 am
Forum: WML Workshop
Topic: Nearly impassably terrain
Replies: 3
Views: 170

Re: Nearly impassably terrain

You can add impassable overlay during player turns.
by Ravana
April 27th, 2024, 7:52 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: [solved] two [grid] tags

That is why I created https://wiki.wesnoth.org/Template:Lua_Functions for https://wiki.wesnoth.org/LuaAPI as documentation where you can actually use search. I say again that handle_event_commands has nothing to do with current topic about grids and closing. It is way how to run wml such as [lua] mi...
by Ravana
April 27th, 2024, 4:44 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: [solved] two [grid] tags

wml-utils part is reference how to test this code, it has nothing to do with dialogs.
by Ravana
April 27th, 2024, 3:31 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: [solved] two [grid] tags

by Ravana
April 27th, 2024, 2:35 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: two [grid] tags

Your latest version does not need callbacks at all. Can be simplified to # lua wesnoth.require("wml-utils").handle_event_commands(wml.load("~add-ons/EventLoader/action.cfg")) [lua] code=<< local T = wml.tag local chat = wesnoth.interface.add_chat_message local sf = string.format ...
by Ravana
April 27th, 2024, 2:01 pm
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: two [grid] tags

That does not match what previously described use case was. You code that after something has been entered, start listening for mouse event. But mouse event callback just does not work anyways https://github.com/wesnoth/wesnoth/issues/8815
by Ravana
April 27th, 2024, 9:10 am
Forum: Lua Labs
Topic: [solved] two [grid] tags
Replies: 54
Views: 1150

Re: two [grid] tags

Compare the input value, and if it is ' ' then do one thing, else do other thing.
by Ravana
April 24th, 2024, 3:55 pm
Forum: WML Workshop
Topic: [solved] comma = or syntax
Replies: 4
Views: 188

Re: comma = or syntax

Yes.