proditormagnus / ageless-for-1-11 Goto Github PK
View Code? Open in Web Editor NEWFor 1.12 wesnoth. For 1.14 see https://github.com/ProditorMagnus/Ageless-for-1-14 and https://github.com/ProditorMagnus/Ageless-Resources-1-14
For 1.12 wesnoth. For 1.14 see https://github.com/ProditorMagnus/Ageless-for-1-14 and https://github.com/ProditorMagnus/Ageless-Resources-1-14
subj. I tested the Giant Rat Duo once, and it seems that the unit has "ambush". The type information does not say anything about "ambush" though.
I did a "save->replay->save" cycle though, dunno if a wesnoth bug could sneak in. Probably not though.
Thoughts?
An example of add-on that suffers from silent kills greatly is Creep Wars. Doing silent kills on this map makes the score float away from real kill stats.
To be honest, I'm not sure it really affects other add-ons, though those may still be there (like for example a Capture-the-flage add-on I've seen some time ago).
So the question is: can we make kills not silent? Are there downsides for doing so? If a non-silent kill generates need-less XP for killer, we can probably use a code like that:
x1_backup = x1
y1_backup = y1
x1 = 0
y1 = 0
kill {...}
x1 = x1_backup
y1 = y1_backup
Such a code could probably be wrapped as a WML macro, too.
Thoughts? Is it doable? Does it take considerable time to implement (I could help with the popular weapon specials such as all-around)?
EDIT: readability fixes after @ProditorMagnus comment.
I've got OOS in multiplayer game. It happened at turn 29, on Creep Wars map. I'm not sure it's Ageless-s fault, but here are some details anyway:
It happened after I had a non-standard upgrade dialog for "Ukian Seeress". I chose "Ukian Green Witch". At the same time, Creep Wars code decided that I was dead, not alive, petrified me, but failed to move me to side starting position. (Maybe it succeeded, but some other code has put me back.)
Creep Wars code ref: https://github.com/vgaming/CreepWars/blob/a345b6760a3252b074b508bd2a95b17b586f5a34/lua/leader_limbo.lua#L30
Replay (re-packaged as zip to be supported by github files):
Game on replays server:
the bug: replays.wesnoth.org/1.12/20180120/Creep_Wars_narrow_0.11.15-1_Turn_29_(96296).bz2
continuation of the game: replays.wesnoth.org/1.12/20180120/Creep_Wars_narrow_0.11.15-1_Turn_52_(96348).bz2
It seems that the "Blood Warrior" berserker guy is unpoisoned when it kills. Would be good to add this information to it's "bloodlust +5" ability.
Implemented
Add skeleton resists to RE undead
[resistance]
blade=60
pierce=40
impact=120
[/resistance]
Invalid WML found: [unstore_unit]: variable 'AE_efm_var_unit_modified' doesn't contain unit data
Dalefolk shifter was just now on water, but didn't change it's type during enemy turn (whole turn)
Following the discussion online. Ageless Era currently uses this filter:
[filter]
canrecruit=yes
formula="$this_unit.max_moves<5"
[/filter]
to decide whether to give "quick" trait to leaders.
The proposal is to filter out units that have max_moves == 0, thereby leaving only 0 < max_moves < 5.
Needs rewrite, or fixing unstore_unit to not advance, and initialising [while] variables.
This errors are shown when loading a mainline scenario with ageless being installed.
I guess that should not happen because MULTIPLAYER is not defined there
Unknown unit type : AE_rhy_dw_Fighter
Unknown unit type : Bone Knight
Dancer and Harlot are not recruitable in Mercenaries Era with Ageless Heroes but they should be.
The new Faction Icons from EoMa are to big.
Cutting them to only display the logo is better. Or maybe an unit like before?
Maybe we could postpone the release to tomorrow, updating the language files didn't work out of the box, and I'm having no time today anymore.
a small reminder that the charm hotfix is not included yet
Nested event like https://forums.wesnoth.org/viewtopic.php?p=610720#p610720 with gfgtdf-optimization.
on 1.13 ageless gives a 'unit2_moused_over_x' must be assigned before beeing used
warning. You coudl fix this by accessing these global variables using rawget, but for 1.12 (where this erro sppears) i reccomend just to use the [set_menu_item]synced=no feature here instead of select events.
This abilities implementation assumes that the defender and attacker are facing each other during an attack. But the facing is set by the drawing code and will not be executed if 'Show Fights' is disabled in the preferences.
EDIT: this probaqbly effects 'skip replay' when joining a game aswell, not sure though.
EDIT2: this might effect other abilities aswell.
it seems to appear at RPG era, yet it is lvl2.
It has an upgrade called "Darkelf Summoner". The "summoner" however does not have any plague-like weapons. It is unclear why he is given that name then. Maybe he misses an intended weapon special?
Since BLOODMAGIC is a macro, would it make sense to include DAMAGE parameter to the description?
"When this attack hits offensively it harms the caster"
->
"When this attack hits offensively it deals 4 damage to the caster" (though IDK how to replace a single number in text in WML with a macro parameter)
EDIT: fixed typo.
AE_arc_phantom_Mummy_Noble image to AE_arc_phantom_Mummy_Unbound
https://forums.wesnoth.org/viewtopic.php?p=619775#p619775
https://forums.wesnoth.org/viewtopic.php?p=619723#p619723
https://forums.wesnoth.org/viewtopic.php?p=615257#p615257
https://forums.wesnoth.org/viewtopic.php?p=614595#p614595
https://forums.wesnoth.org/viewtopic.php?p=620601#p620601 partially implemented with #18
Primevalist Celebrant can have "fearless" ability, even though he's neutral.
That seems somewhat counter-intuitive. Needless to say, this ability is also totally useless.
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