Search found 2252 matches
- May 7th, 2024, 1:16 pm
- Forum: Lua Labs
- Topic: Access event content
- Replies: 1
- Views: 124
Re: Access event content
There's no official way. If
wesnoth.scenario.__cfg
exists, you might be able to get them from there.- May 6th, 2024, 11:07 pm
- Forum: Lua Labs
- Topic: [solved] How to move WML table
- Replies: 12
- Views: 300
Re: How to move WML table
Loading it back in is going to be pretty much the same procedure as saving it was. The scalar ones should be easy, literally the exact same loop you used to save but flip the assignment. Container variables will be a bit more tricky. I think something along these lines may work? local tags = {} for ...
- May 5th, 2024, 2:48 pm
- Forum: Lua Labs
- Topic: Global_variables with Lua
- Replies: 3
- Views: 137
Re: Global_variables with Lua
The Lua API to global variables is not finalized, so it might change without warning, but it does exist. local GV = wesnoth.experimental.wml.global_vars local ns = "your_namespace" -- Set a global variable GV[ns].varname = "stuff" GV[ns]["varname"] = "stuff" -...
- May 4th, 2024, 2:34 pm
- Forum: Lua Labs
- Topic: Messing with saving and reloading
- Replies: 14
- Views: 420
Re: Messing with saving and reloading
Wait until an add-on has a bug and writes millions of saves.
- May 3rd, 2024, 11:33 pm
- Forum: Lua Labs
- Topic: How to save game into global variable
- Replies: 3
- Views: 166
Re: How to save game into global variable
There is probably no way to save the entire game with all the information of a real saved game. You might be able to get close by writing wesnoth.scenario.__cfg (if that exists, didn't check) and also dumping every unit and maybe a few other things. Maybe I could copy/reproduce code for saving and l...
- May 3rd, 2024, 11:24 pm
- Forum: Lua Labs
- Topic: Messing with saving and reloading
- Replies: 14
- Views: 420
Re: Messing with saving and reloading
I don't think there's any reason why we couldn't have a way for an add-on to explicitly request a save or load, as long as: There are protections against overwriting other save files (maybe with the exception of save files explicitly requested by the same add-on). The user is not forced to load when...
- May 3rd, 2024, 5:36 pm
- Forum: Writers’ Forum
- Topic: Gathering information about Scepter of Fire Campaign
- Replies: 55
- Views: 11995
Re: Gathering information about Scepter of Fire Campaign
I just want to note that if this has changed to actually working on the campaign rather than just "gathering information", you should probably create a new thread or at least rename the opening post and new posts.
- May 3rd, 2024, 5:34 pm
- Forum: Lua Labs
- Topic: [closed] txt file creation
- Replies: 2
- Views: 124
Re: txt file creation
Wesnoth provides no facility for writing arbitrary files, only for reading them. There is a facility for writing arbitrary WML to disk in a fixed location though – look for PersistenceWML.
- May 3rd, 2024, 5:33 pm
- Forum: Lua Labs
- Topic: Messing with saving and reloading
- Replies: 14
- Views: 420
Re: Messing with saving and reloading
I don't think there's any way to do that.
- May 3rd, 2024, 2:15 am
- Forum: Writers’ Forum
- Topic: Gathering information about Scepter of Fire Campaign
- Replies: 55
- Views: 11995
Re: Gathering information about Scepter of Fire Campaign
I thought that might be the case too, but I didn't read closely.
- May 2nd, 2024, 11:33 pm
- Forum: Writers’ Forum
- Topic: Gathering information about Scepter of Fire Campaign
- Replies: 55
- Views: 11995
Re: Gathering information about Scepter of Fire Campaign
Even if that's a very nice portrait, it doesn't seem to match the style of Wesnoth?
- May 2nd, 2024, 11:30 pm
- Forum: Lua Labs
- Topic: Messing with saving and reloading
- Replies: 14
- Views: 420
Re: Messing with saving and reloading
This is an unexplored idea, so I don't know what way to implement it (the more elegant, the better) 1. How to disable reloading an older state of the game (or resulting into loading the latest one)? (my ideas: global variable saving ... ) 2. How to reload the game to one of its older states using c...
- April 30th, 2024, 11:46 pm
- Forum: WML Workshop
- Topic: StandardUnitFilter, adjacent to tile
- Replies: 4
- Views: 209
Re: StandardUnitFilter, adjacent to tile
I think I would suggest using [filter_adjacent_location] instead of [filter_adjacent] . As you suspected, [filter_adjacent] requires a unit to be present (it is, after all, part of StandardUnitFilter). Something like this (untested): [harm_unit] [filter_location] [filter_adjacent_location] x,y=$hit_...
- April 30th, 2024, 11:37 pm
- Forum: Scenario & Campaign Development
- Topic: Need some fake bullying comments about campaigns for a meta-campaign
- Replies: 9
- Views: 592
Re: Need some fake bullying comments about campaigns for a meta-campaign
(Note: Some of these may sound more convincing with a few more typos and the like, or swapping out synonyms. Or if you just use them as inspiration rather than using them verbatim, that's fine too.) How could you ever think it would be fun for the main character to be killed off in the third scenar...
- April 28th, 2024, 5:08 am
- Forum: Lua Labs
- Topic: [solved] How to store unit using custom wml tag
- Replies: 4
- Views: 219
Re: How to store unit using custom wml tag
function wesnoth.wml_actions.your_tag(cfg) local filter = wml.shallow_literal(cfg) filter.key_you_want_to_remove = nil -- repeat for other keys wml.remove_children(filter, 'tag_you_want_to_remove', 'another_tag_you_want_to_remove') filter = wml.tovconfig(filter) -- now just use filter instead of cf...