J. Tyne
1edf9b8a97
Lost a "first_time_only=no" in 2013-02-02T02:38:46Z!jt_coding@verizon.net.
2013-02-02 03:53:41 +00:00
J. Tyne
fac47d0f34
Make sure the scenario-ending events actually fire;
...
there was a chance of them not firing ever since WML division was
changed to floating point.
Also changelog entries for this and 2013-02-01T04:48:38Z!jt_coding@verizon.net.
2013-02-02 03:02:20 +00:00
J. Tyne
c0a085108c
Define the victory-defining event within the event that makes victory possible.
2013-02-02 02:57:45 +00:00
J. Tyne
5315735d81
Reduce calculations by subtracting 1...
...
...before calling the REGULAR_RANDOM_SPAWNS macro.
2013-02-02 02:48:10 +00:00
J. Tyne
08730dd872
Simplify the setting of the final turn limit.
2013-02-02 02:40:49 +00:00
J. Tyne
d6853fa5ad
Simplify the event extending the turn limit and firing final spawns...
...
...with more advanced event handling.
2013-02-02 02:38:46 +00:00
J. Tyne
dcb69362ff
Remove an unused variable.
2013-02-02 00:23:05 +00:00
J. Tyne
4582bd0e1c
Simplify the victory check by nesting events and using [filter_condition]...
...
...instead of [if].
2013-02-02 00:19:32 +00:00
J. Tyne
3bfb51743b
Also decrement the manually-tracked length when clearing a spawn group.
...
(I forgot to copy that line when converting REMOVE to CLEAR.)
2013-02-01 06:26:51 +00:00
J. Tyne
80caf8623e
Use the simpler CLEAR_SPAWN_GROUP instead of the long REMOVE_SPAWN_GROUP.
2013-02-01 05:17:13 +00:00
J. Tyne
a4ced0614e
Convert some {VARIABLE_OP X value Y}'s to {VARIABLE X Y}.
2013-02-01 05:06:29 +00:00
J. Tyne
370e7b5fbf
Remove some stray dollar signs.
2013-02-01 04:58:07 +00:00
J. Tyne
0982804dc7
Consistency: spawn in the top two rows instead of the top three.
...
(The other spawn locations cover 2 rows or columns.)
2013-02-01 04:54:50 +00:00
J. Tyne
3a65fbd2c8
Only choose spawn locations that are on-board (not border) locations.
...
Otherwise the spawning will fail.
2013-02-01 04:48:38 +00:00
J. Tyne
82b26cf7fe
Merge an [if] into a [while] conditional...
...
...so we don't loop more often than is useful.
2013-01-31 23:37:06 +00:00
J. Tyne
4adfa2a576
Solve the "invalid WML array index" messages emitted...
...
...upon starting turn 2 of Dark Forecast.
2013-01-31 23:04:57 +00:00
J. Tyne
efb6189879
Initialize a variable outside the loop where it is incremented.
...
This should allow the intended limitation of at most two spawns after
$final_turns.
2013-01-31 06:30:13 +00:00
J. Tyne
80638bdd0e
Remove an unsed variable.
2013-01-31 06:22:54 +00:00
J. Tyne
b4a9505e0b
Simplify the new_turn event that spawns the waves of creatures.
2013-01-31 06:22:27 +00:00
J. Tyne
7a6c382851
Don't waste time adding and subtracting zero.
2013-01-31 06:04:05 +00:00
J. Tyne
c9627819b2
Move a conditional earlier.
...
The logic is exactly the same, but this might read a bit better (and
is marginally more efficient).
2013-01-31 06:01:11 +00:00
J. Tyne
b98fcd866e
Sides with no_leader=yes have no use for keys from SingleUnitWML.
2013-01-31 05:38:28 +00:00
J. Tyne
067b7bf620
Less round-about way to update the weather.
2013-01-31 05:26:41 +00:00
J. Tyne
72af74ca4d
Simplify RANDOMIZE_INDEX, eliminating two temporary variables.
2013-01-31 03:50:25 +00:00
J. Tyne
8dc87d7d82
Simplify how some variables receive their values,
...
and remove some unused and redundant variables.
2013-01-31 02:15:51 +00:00
Jérémy Rosen
5662cbcc38
new syntax for animation lines, simplifies mainline WML quite a bit.
...
patch by Coffee
2013-01-26 22:33:51 +00:00
Simon Forsyth
0f4f0aaf33
Remove Silver Mage as a leader for Age of Heroes as per bug #19595 .
...
The mobility is truly insane on maps with multiple keeps.
2012-12-04 03:14:08 +00:00
Simon Forsyth
5cacbda0d0
Change tropical forests near desert on multiplayer maps to desert trees
2012-11-16 02:16:39 +00:00
Simon Forsyth
7193a6fd46
Replace jungle trees with desert trees on Howling Ghost Badlands
2012-10-13 19:33:41 +00:00
Charles Dang
0467098eb7
Use campfire terrain in TSG instead of {ANIMATED_CAMPFIRE} macro
2012-08-25 10:10:06 +00:00
Anonymissimus
e3b1f228ae
fix unresolved references as reported by wmlscope
2012-08-19 19:01:02 +00:00
Steven Panek
2caea903b0
Fixed bug #19677 .
2012-04-30 19:49:59 +00:00
Alexander van Gessel
315f067901
Reapply patch #2642 as the random-leader crash has been fixed
2012-04-08 17:14:19 +01:00
Jérémy Rosen
91c9246ff1
revert patch 2642 since it faults on command line startup
2012-04-08 13:40:04 +00:00
Lari Nieminen
93a0dca160
Changes to the schedules of Fallenstar Lake and Silverhead Crossing,
...
...as requested by Doc Paterson.
2012-04-02 13:20:47 +00:00
Alexander van Gessel
4173462368
Don't count dead sides for the end-game advantage
2012-03-18 02:43:31 +01:00
Jérémy Rosen
631e39d5ac
forgot a file, I still have stuff to learn about svn
2012-03-07 19:23:54 +00:00
Jérémy Rosen
c1ef91f881
remove 4p_Lagoon on Doc Paterson's request
2012-03-07 19:23:20 +00:00
Anonymissimus
b13e6e13a7
adapt mainline lua and embedded lua to the deprecations I made...
...
...in 2012-02-07T23:27:51Z!anonymissimus@arcor.de
(no occurrences in other files...)
2012-02-08 21:27:45 +00:00
Anonymissimus
3edb598556
fix keys which got lost on some macro deprecation (fix for bug #19400 )
2012-02-08 01:54:57 +00:00
Anonymissimus
8d814efa59
Fix an accidental terrain type change.
...
reported in the forums:
http://forums.wesnoth.org/viewtopic.php?f=15&t=36067&p=520268#p520268
http://forums.wesnoth.org/viewtopic.php?f=4&t=36047&p=520105#p520105
Ported from 1.10.
2012-02-07 00:47:32 +00:00
Jérémy Rosen
cbb063f0f8
apply patch #2642 by faab with khalifate removed.
...
a similar changed needs to be made there when it's added back to mainline
2012-02-06 20:04:35 +00:00
Anonymissimus
631e73b1d3
Make PLACE_HALO a local macro where it's needed.
2012-01-21 19:56:06 +00:00
Anonymissimus
8256ce533a
fix some cropped unit images with previous 2 revisions
2012-01-21 19:26:29 +00:00
Anonymissimus
adeffd0027
move lua code in 2p_Hornshark_Island into an own embeddable file
...
(workaround for wmllint getting confused by this lua code)
2012-01-20 23:12:02 +00:00
Anonymissimus
fa78722b61
remove a new translatable string I introduced in 2012-01-14T22:08:45Z!anonymissimus@arcor.de
...
Can be reverted as soon as the stringfreeze is thawed.
2012-01-20 21:37:53 +00:00
Anonymissimus
18b67149a9
Added unit sets for the "not a default faction" case composed by Doc Paterson.
...
If any faction is not one of the default factions (e.g. Khalifate)
it gets these units now instead of both factions getting no units
at all. If the other faction is a default one it still gets the set
composed for it in particular in the same game.
(bug #19281 )
http://forums.wesnoth.org/viewtopic.php?p=518542&sid=73489ef47cba8b3a39ac219353f64613#p518542
2012-01-14 22:08:45 +00:00
Steven Panek
78ae63c3d7
Removed pointless reliance on the Wesnoth Lua Pack.
2012-01-14 13:27:28 +00:00
Anonymissimus
478db11354
implement better faction detection (bug #19281 )
...
Whenever default era is used the units should be placed for sure now,
this was IMHO not guaranteed since the recruits are internally a std::set,
so the first entry can change.
In case that one or both of the players have another faction than the
ones in the default era, none of the players gets the extra units.
Support for Khalifate can and should IMHO be added (given a suggested
set of units + locations).
2012-01-14 04:04:07 +00:00
Anonymissimus
fb5bc52c84
fix missing {IS_LOYAL}s (patch by kernigh, bug #19281 )
2012-01-14 04:03:31 +00:00