[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-10-22 Thread Charles Dang
Update of bug #12098 (project wesnoth):

  Status:None => Fixed  


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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-10-01 Thread Pentarctagon
Follow-up Comment #10, bug #12098 (project wesnoth):

Pull request for this here: https://github.com/wesnoth/wesnoth/pull/806

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-26 Thread Celtic Minstrel
Follow-up Comment #9, bug #12098 (project wesnoth):

data/gui/dialogs/wml_message.cfg

That file contains three separate [window] tags and three separate
[window_definition] tags. The issue would be (almost certainly) in the
[window] tag that has two portraits.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-25 Thread Pentarctagon
Follow-up Comment #8, bug #12098 (project wesnoth):

Where would I look to edit the GUI2 markup for this?

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-24 Thread Celtic Minstrel
Follow-up Comment #7, bug #12098 (project wesnoth):

I'm not sure exactly of the cause here, but it seems like something in the
markup - that is, the GUI2 markup defining the window. I'll try to remember to
look into it later (or get Vultraz to do so, as he's better at GUI2 layout),
unless you manage to figure it out on your own.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-22 Thread Pentarctagon
Follow-up Comment #6, bug #12098 (project wesnoth):

I was looking into doing it myself, and it doesn't seem to work correctly:

http://cubeupload.com/im/Pcxsvs.png


[event]
  name="start"
  
  [lua]
code=<<
  
  wesnoth.show_message_dialog
  (
{
  title = "Make your choice:",
  message = "Select an option and enter some text.",
  portrait = "portraits/elves/shyde.png",
  mirror = false,
  second_portrait = "portraits/elves/shyde.png",
  second_mirror = true,
},
{
 "The first choice is always the best!",
 "Pick me! Second choices are better!",
 "You know you want the third option!",
}
  )
  
>>
  [/lua]
  
[/event]


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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-04 Thread Celtic Minstrel
Follow-up Comment #5, bug #12098 (project wesnoth):

I'm not sure. I have no immediate plans to do so, at least.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-09-02 Thread Pentarctagon
Follow-up Comment #4, bug #12098 (project wesnoth):

Are you planning on attaching it to the [message] tag?

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-08-29 Thread Celtic Minstrel
Follow-up Comment #3, bug #12098 (project wesnoth):

I have added support for this to the Lua API (the wesnoth.show_message_dialog
function), though it has not been wired into the [message] tag at this time.

To show a message with two portraits, the portrait and mirror keys in the
first argument to show_message_dialog define the left portrait, while the
second_portrait and second_mirror keys define the right portrait. With two
portraits, the left_side key is ignored.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2016-03-19 Thread Celtic Minstrel
Update of bug #12098 (project wesnoth):

 Assigned to:mordante => celticminstrel 


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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2012-01-29 Thread Ignacio R. Morelle
Update of bug #12098 (project wesnoth):

  Status:   Postponed = None   


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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2009-02-16 Thread Mark de Wever

Follow-up Comment #2, bug #12098 (project wesnoth):

Hope to find time for it post 1.6.

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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2008-07-27 Thread Eli Dupree

URL:
  http://gna.org/bugs/?12098

 Summary: allow [message] to take multiple 'speakers'
 Project: Battle for Wesnoth
Submitted by: elvish_pillager
Submitted on: Sunday 07/27/2008 at 10:33
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
  Item Group: None
  Status: None
 Privacy: Public
 Assigned to: None
Originator Email: 
 Open/Closed: Open
 Discussion Lock: Any
 Release: 1.5.2
Operating System: Gentoo Linux

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Details:

As a campaign designer, I've run into several situations where it doesn't
quite make sense to use only zero or one units' portraits in a message. The
most obvious example is the message Foo kills Bar! - it would be nice to
get both Foo and Bar in the picture. The most obvious place to put the second
portrait would be on the right side of the text (which would also look cool.)

As a more speculative proposal, there could be a way for WML to freely
specify the placement of images and blocks of text in a message. After all,
messages are the primary form of communication between campaign designer and
player. (Mmmm, a campaign without messages? someone should try that ^_^)




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[Wesnoth-bugs] [bug #12098] allow [message] to take multiple 'speakers'

2008-07-27 Thread Mark de Wever

Update of bug #12098 (project wesnoth):

  Item Group:None =  None of the others
  Status:None = Postponed  
 Assigned to:None = mordante   

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Follow-up Comment #1:

I'm busy rewriting the widget engine and I've heard this request before. So
I'll work on it but it might take some time.

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