1002 Commits

Author SHA1 Message Date
Charles Dang
99fe4293c0 IS_HERO/IS_LOYAL: use [object] instead of overlays= 2021-01-09 21:48:00 +11:00
doofus-01
41b2030113
Revise the bobbing animation convention (#5388)
This shifts many bobbing animations to only run if the unit HP falls below a certain point.  Bobbing animations are a subset of standing animation, it is a case-by-case decision whether an animation should fall into this category or even be affected by this change.

Also in this:

* add wounded filter to STANDARD_IDLE_FILTER

* unit sprites - update orcish grunt and heaving anim

* units - north-facing sprites for orcish grunt
2020-12-28 10:43:21 -08:00
doofus-01
0daabf73ea
Units - various work on new fauna (#5344)
* finish Giant Stoat -> Frost Stoat conversion

* adding scarab (Horned Scarab)

* various fauna animations work
2020-12-20 19:19:43 -08:00
newfrenchy83
2168f629fb
Add overwrite_specials attribute to allow forcing a lower chance to hit
The reported issue being that the FORCE_CHANCE_TO_HIT macro was able to force an increase in an attack's chance to hit, but no longer able to force a decrease.
2020-12-14 14:57:59 -06:00
newfrenchy83
70e4f7bb7e
Move documentation outside some macros
Fixes #5347
2020-12-07 22:26:06 -06:00
Pentarctagon
62aa0b252f
Run wmlindent. 2020-11-30 16:10:28 -06:00
Celtic Minstrel
9c102a64c6
Fix OBJECTIVE_FOOTNOTE 2020-11-30 13:41:09 -05:00
Celtic Minstrel
212b4fc3d1 Put back the documentation comments removed in 0e800d36a6b57ad28d5e2a1d46c3181bb92b597c
This time they're added in the wrong place so as not to break the schema validation; they can be moved to the correct place later once that actually works.
2020-11-29 12:44:31 -05:00
Pentarctagon
d4b8f71771
Fix indentation. 2020-11-23 00:17:31 -06:00
Pentarctagon
0e800d36a6
Fix schema validation. 2020-11-22 23:54:12 -06:00
Celtic Minstrel
059dabcb6a Do a pass of macro documentation
- Adds a bunch of documentation
- Fixes some incorrect or inaccurate documentation
- Moves some documentation so that wmlscope actually picks it up
- Excludes some internal macros from being documented
2020-11-22 12:24:43 -05:00
Elvish_Hunter
ba6b5f04aa macros/movetypes.cfg: moved docstring for LESS_NIMBLE_ELF macro inside that macro 2020-11-22 11:03:04 +01:00
Elvish_Hunter
30d9697ab5 wmlindent run on macros/deprecated-utils.cfg 2020-11-19 12:53:29 +01:00
Elvish_Hunter
044901fd01 Fixed a deprecation comment to match a regex used in wmlscope 2020-11-19 11:37:06 +01:00
gfgtdf
b21c110f30 run wmlindent 2020-10-19 23:53:52 +02:00
Severin Glöckner
b7fe0db365 Macros: use [foreach] for MOVE_UNIT_BY 2020-09-21 01:40:04 +02:00
Severin Glöckner
b8219e50ab Macros: fix leaked variable in {HEAL_UNIT}
[heal_unit] set's as side-effect an variable, which contains the heal amount
of one of the healed units.
It's more likely that this will just add a variable with authors not being aware
to clean it afterwards, than the case being that someone want's this behaviour.

I assume that this happens is an unintended side-effect from former code refactoring,
the original implementation of this macro was not doing this.

[ci skip]
2020-08-16 13:45:17 +02:00
gfgtdf
6fb3573978 fix modify_unit_type macros 2020-07-03 14:28:13 +02:00
nemaara
f65be69998 Diversion: tweak ability description 2020-04-09 03:36:08 -04:00
Hejnewar
e0820700b5
Balance changes (#4834)
* Dragonguard HP increased from 59 to 63
    * Bone Shooter HP increased from 40 to 42
    * Banebow HP increased from 50 to 52
2020-04-05 23:03:21 +02:00
doofus-01
182a7bb602
Units - Dunefolk - Falconer branch of Skirmisher line (#4779)
* Units - Dunefolk - first draft at Falconer branch of skirmisher

* Dunefolk - revision to Falconer line

* Units - dunefolk - some progress on falconer standing animation

* Units - dunefolk - attack animations for falconer

* Units - dunefolk - defense and melee (partial) attack anims

* units - dunefolk - WIP lvl3 falconer

* units - dunefolk - revise falconer

* units - dunefolk - animation work on Falconer line

* units - dunefolk - falconer ability diversion revised to affect enemy chance-to-hit. Animation filter/trigger not yet resolved

* units/abilities - dunefolk falconer diversion ability-related animations mechanism

* units - dunefolk - sky_hunter animation frames

* dunefolk/abilities - fix diversion animations to work on die event

* abilities - schema validation induced correction

* abilities - diversion animations - attempt to fix case of undo movement

* units - dunefolk - finish some cosmetic issues for Falconer line

* units - dunefolk - wmlindent

* use on_undo over select in diversionability

undoing can only change the 'diversion' state if the original action also did,
so there is no reason to check it in all 'select' events.

* fixup

* minor clean-up

Co-authored-by: gfgtdf <daniel.gfgtdf@gmail.com>
2020-03-23 17:59:53 -07:00
doofus-01
e1fb5fc2b7
Add comment to ABILITY_FEEDING macro
There should be some explanation of what was done in 2ba7ad5c439c5ed5414654262e17608b1cc4c332 otherwise that's pretty sneaky.
2020-03-18 18:41:03 -07:00
gfgtdf
c207eeb899 remove last two cases of extra_defines
this converts the optional grand marsal advancement to the
[modify_unit_type] syntax.

Also with this the core cfg files no longer depend on other
macros except EDITOR and the difficulty macros so we could
(if we wanted) optmize it to not load this part of the cfg
again for each campaign.
2020-03-12 19:15:17 +01:00
gfgtdf
3950f40f3f remove [advancefrom] from mainline
See issue #3955
the intention is to deprecate [advancefrom] in
favour of [modify_unit_type], because it was a
common source of OOS errors, and it is less flexible.

As a secondary effect this also fixes issue #4402 :
"changing units via extra_defines sometimes not working
because extra_defines had bugs".
Now we no longer use extra_defines for that.

Addon authors should now no longer use these extra_defines,
instead put the new core marcos with the same name directly
into [campaign].
2020-03-12 19:15:17 +01:00
mattsc
fefe431360 AI: fix remove castle_switch CA from default AI 2020-03-04 06:55:35 -08:00
mattsc
e36e8e1ac3 AI: remove castle_switch CA from default AI
It causes more harm than good in many singleplayer scenarios, for example when there is an allied AI keep close to the player's AI.

The candidate action is still part of the Experimental AI, and its marco remains available, so it can easily be included in a scenario if desired.
2020-03-04 06:49:43 -08:00
Severin Glöckner
d9a0984195 Abilities: use [regenerate] tag for DF regen ability 2020-01-13 00:08:34 +01:00
doofus-01
d956d262fe
various dunefolk sprites and animations (#4683)
* units - dunefolk cataphract defense animations

* dunfolk sunderer defense anim

* dunefolk sprites - move the torch flames to an overlay (just in standing anim for now)

* dunefolk - skirmisher defense anim

* dunefolk strider sprite defense anim

* dunefolk harrier sprite defense anim

* dunefolk rover sprite defense anim

* dunefolk marauder and raider sprites - make torch appear or not as appropriate
2020-01-02 17:34:10 -08:00
Severin Glöckner
40c9126a6f Mark unused macro
Haven't made up my mind yet if it should really be removed,
leaving a comment for now.

[ci skip]
2020-01-03 00:14:45 +01:00
Severin Glöckner
dd3247c62d core macros – overlay of NO_UPKEEP macro
The past change in 1.15 changed not only internal things,
but also the overlay given by the NO_UPKEEP macro.

Now it gives the same overlay as the loyal trait does.
Which is also the same which this macro gave in 1.14.
2019-12-23 01:29:44 +01:00
mattsc
5a9ac3ee15 AI: adjust names of new default candidate actions
This has no impact on functionality or use, it is simply done for consistency with other CAs and to indicate that these CAs are now part of the default AI.
2019-12-11 07:33:11 -08:00
mattsc
c93b1db30a AI: do not use village hunt CA in any AI config
The algorithm used in this CA is too simple to work reliably in a general setting, it tends to send whole groups of units toward small numbers of villages, or even individual ones. In its current version, it should not be used at all, not even in the Experimental AI. The recommended way to emphasize village hunting is to set the village_value aspect to a larger-than-default value and let the move-to-targets CA take care of it.

We are, however, leaving the CA code and the macros in place for potential future work.
2019-12-07 14:02:52 -08:00
mattsc
1e01df84ff AI: do not use new grab_villages CA for default AI
The old villages CA is quite a bit better at distributing multiple units across multiple villages. The advantage of the new grab_villages CA is that it has a variable score, sometimes grabbing villages before, and sometimes after attacks. This does not outweigh its shortcomings though.

So for now, the default AI will continue to use the previous CA, and the Experimental AI will use the new one. Thus, the two AIs are not quite identical any more (but still very similar).

I also added a todo comment that the grab_villages CA might be reinstated if it is improved.
2019-12-06 08:18:47 -08:00
mattsc
038dc2d7fe AI: remove old retreat_phase CA from AI configs
It is now superseded by the retreat_injured CA (of the former Experimental AI).
2019-12-06 08:18:47 -08:00
mattsc
a38356e61c Experimental AI: add comments that it is now same as default 2019-11-29 19:22:56 -08:00
mattsc
3bd6613dda AI: Set up macros for Experimental AI candidate actions
In the same way as they are set up for the default AI
2019-11-29 19:22:56 -08:00
mattsc
74c7c17ec8 Experimental AI: fix AI setup max_score values
The return scores were changed in commit 4999b20bd1, but the max_score values in the configurations have not been updated yet. As the relative ranking was not changed, this should not have any effect on gameplay.
2019-11-21 21:11:34 -08:00
josteph
fff2f13f7f Bump deprecation level of old early finish / carryover macros 2019-10-20 00:09:11 +00:00
josteph
b821da1cff Revert "Removed deprecated objective text macros"
This reverts commit 97acce20643ba757e11fdf0cfa35994224ccda63.
2019-10-19 23:56:57 +00:00
Charles Dang
97acce2064 Removed deprecated objective text macros
[ci skip]

These are incorporated into the objectives dialog automatically. They lack a deprecation
notice, but they should be given level 3 status on the 1.14 branch.
2019-10-19 18:12:21 +11:00
Charles Dang
871e857771 Begone, MENU_IMG_TXT!
[ci skip]

This utilized the deprecated DescriptionWML syntax.
2019-10-19 18:06:02 +11:00
Charles Dang
021339bcc5 Removed macros deprecated at level 2 and 3
[ci skip]
2019-10-19 18:01:33 +11:00
mattsc
bdf5421fd5
Merge pull request #4437 from mattsc/expai_recuit_higher_levels
Experimental AI: make AI recruit higher level units
2019-10-17 07:09:53 -07:00
Jyrki Vesterinen
d1391fee8e Move ms_after= to the right place in music macros (#4459)
I originally added it in #719. At that point ms_after= affected the *previous*
track due to a bug; however, I had assumed the behavior to be intentional and
compensated for it by adding ms_after= to the first track of a scenario instead
of the story screen music.

In April, I saw the documentation for ms_after= which said that it's supposed
to affect the track itself, not the previous one. Hence, I fixed the bug in
commit b023b818c742cee0bc75460235c9d1088c0b495d. However, I had forgotten that the changes I had made
in #719 depended on the old broken behavior of ms_after=.

This commit moves ms_after= to the right place, restoring the fade-out on
scenario start and removing the pointless pause after the first track.
2019-10-13 12:15:21 +03:00
mattsc
6dc199d4f8 ExpAI recruiting: make high_level_fraction parameter configurable
This also sets its default value to zero, in order to have consistent default behavior with versions from before this parameter was introduced.

It also provides a macro so that the ExpAI can be used with custom parameters in a scenario config, and adds high_level_fraction as an optional parameter to the Recruit Rushers Micro AI.
2019-10-08 12:45:59 -07:00
Celtic Minstrel
d090f91bce Alter the special notes syntax in EffectWML so that the note macros can be reused in that context 2019-10-04 23:49:05 -04:00
Celtic Minstrel
4dd7824353 Redo the special notes macros so that the new ones won't trigger deprecation warnings 2019-09-12 08:51:05 -04:00
Celtic Minstrel
15f431785a Add [special_note] tag in [unit_type] as a neater way of specifying special notes for the unit's description 2019-09-12 08:51:05 -04:00
Steve Cotton
1c123fb3fa Allow '1-infinity' in ranges, and tighten the schema's validation of ranges
Fixes #4253.

The schema's validation of ranges now rejects negative numbers, because the C++
code doesn't support them (both before and after this commit):
* utils::parse_range("-7") will return {0,0}, because std::stoi("") throws invalid_argument.
* src/map/location.cpp will parse it as -7, but that will never match an on-map coordinate
2019-08-29 22:28:22 +02:00
gfgtdf
ef06634485 use overlay effect over [unit] overlays= 2019-08-25 22:29:49 +02:00