Search found 2270 matches

by Celtic_Minstrel
25 minutes ago
Forum: Art Contributions
Topic: Zombies
Replies: 89
Views: 106561

Re: Zombies

I think Duke_Anax's reasoning makes more sense here. The skin's not going to suddenly lose its pigmentation all of a sudden.
by Celtic_Minstrel
26 minutes ago
Forum: Users’ Forum
Topic: Are humans overfeatured?
Replies: 35
Views: 13892

Re: Are humans overfeatured?

The specific span of time can vary by forum, sure. However, I think most people would agree that 7 years is clear necromancy. :)
by Celtic_Minstrel
Yesterday, 6:11 pm
Forum: Lua Labs
Topic: [solved] units on the recall list
Replies: 12
Views: 308

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...
by Celtic_Minstrel
Yesterday, 6:04 pm
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 67
Views: 41469

Re: A grand design for singleplayer mainline lore

It's the masters that would be evil, not the undead themselves. Undead can't do much without a master... Unless they're a lich or a death knight or a ghost, all of which at least potentially retain a will of their own. Though that doesn't make them evil, either. It depends on what they actually do.
by Celtic_Minstrel
Yesterday, 6:03 pm
Forum: Users’ Forum
Topic: Are humans overfeatured?
Replies: 35
Views: 13892

Re: Are humans overfeatured?

That is thread necromancy, isn't it? Yup, it is. Not sure if the forums have an official policy on that though. I personally think it's fine as long as it's actually adding to the thread. (Your mileage may vary on whether holypaladin's comment adds to the thread.) I don't think so. Thread necromanc...
by Celtic_Minstrel
Yesterday, 1:25 pm
Forum: Lua Labs
Topic: [solved] units on the recall list
Replies: 12
Views: 308

Re: units on the recall list

Wait, why are you grabbing .__cfg off the unit in the first place? There isn't really any reason to do that unless you want to stuff it into a variable or read stuff that's not otherwise accessible. It serializes the entire unit to WML. Just don't do that and you should be fine… or if you absolutely...
by Celtic_Minstrel
Yesterday, 1:21 pm
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 67
Views: 41469

Re: A grand design for singleplayer mainline lore

Since they will be just another evil entity. I don't know why you're assuming that anything is "just another evil entity". Orcs are clearly not evil, as seen by Son of the Black Eye. Undead are really more chaotic neutral than evil in Wesnoth, as seen in the two undead campaigns (and prob...
by Celtic_Minstrel
Yesterday, 1:08 am
Forum: Lua Labs
Topic: [solved] units on the recall list
Replies: 12
Views: 308

Re: units on the recall list

But I've search high and low for a definition of proxy unit (or proxy table) in the past and not found anything. "proxy unit" just refers to the Lua userdata that represents a unit. And now I'm starting to run into references to private units. I think the paragraph above may have attempte...
by Celtic_Minstrel
Yesterday, 12:36 am
Forum: Lua Labs
Topic: [solved] units on the recall list
Replies: 12
Views: 308

Re: units on the recall list

I'm not sure that's a safe assumption. The x,y might just be set to whatever location the unit was at when it was last on the map. The canonical way to check what you're looking for is with unit.valid, which returns a string.
by Celtic_Minstrel
Yesterday, 12:20 am
Forum: Developers’ Discussions
Topic: A grand design for singleplayer mainline lore
Replies: 67
Views: 41469

Re: A grand design for singleplayer mainline lore

I don't know about making them the centre of events, but I would very much welcome demons in core Wesnoth.

(To be honest, it's probably better not to have any single race be behind everything.)
by Celtic_Minstrel
May 16th, 2024, 1:07 pm
Forum: Lua Labs
Topic: [resolution] problems
Replies: 4
Views: 134

Re: [resolution] problems

This sounds like a bug to me.
by Celtic_Minstrel
May 16th, 2024, 1:05 pm
Forum: Lua Labs
Topic: [unsolvable] Access event content
Replies: 9
Views: 288

Re: [unsolvable] Access event content

Maybe queue a second event with the exact same conditions? Or insert extra code at the start of the event that does whatever you need it to do?
by Celtic_Minstrel
May 16th, 2024, 5:09 am
Forum: WML Workshop
Topic: WFL conditionals and variable substitution
Replies: 9
Views: 259

Re: WFL conditionals and variable substitution

That's roughly correct, except that increase_damage is never actually parsed as a formula. The formula is parsed by $(...) in this case. Dollar substitutions are always evaluated from right to left, and $(...) is just a special type of dollar substitution. So yes, by the time it's parsing as a formu...
by Celtic_Minstrel
May 15th, 2024, 1:42 am
Forum: WML Workshop
Topic: [heal_unit] and status=unhealable
Replies: 15
Views: 493

Re: [heal_unit] and status=unhealable

Yeah, I saw that somewhere after posting. But from what I've read about [filter_wml] it sounds like there's no penalty for using it where it is not necessary, and that way you don't need to remember if you need it or not in cases you don't deal with regularly. ? There is a special optimization for ...
by Celtic_Minstrel
May 15th, 2024, 1:39 am
Forum: WML Workshop
Topic: WFL conditionals and variable substitution
Replies: 9
Views: 259

Re: WFL conditionals and variable substitution

For substituting WML variables into any moderately complicated WFL formula, I'd recommend using a where clause. [effect] apply_to=attack increase_damage="$(met_lilith*2-lilith_deaths where met_lilith = $quests.met_lilith - 0, lilith_deaths = $quests.lilith_deaths - 0)" [/effect] [effect] a...