104 Commits

Author SHA1 Message Date
newfrenchy83
77cd2b7b2e Fix Ambush Ability Does not Work in Bluff/Glutch Forest Terrain
Resolve https://github.com/wesnoth/wesnoth/issues/8512 issue
2024-03-09 12:32:20 -06:00
Wedge009
45e537505f Use 'curly' quotes as per typography standard.
[ci skip]
2023-10-23 09:44:50 +02:00
newfrenchy83
a17369597c
give to abilitie support of halo or overlay (#7856)
give abilities support of halo or overlay so that the unit benefits from a second halo or overlay when conditions are matched

One of the things that bothers me is the permanent character of the halos of the Mage of Light and other units with the "illuminates" ability, which forces them to program only a permanent illumination applied only to the possessor of the ability.

Adding the halo attribute to ability does not change anything about the behavior of the unit, but can be used in several cases:

1 allowing the use of ""illuminates" whose activity would be variable, in this case encoding the halo in [illuminates] ability and not in the unit_type allows to modulate the appearance of the halo under the same conditions

2. Applying illumination to adjacent units, I know it's pretty cheesy but a set developer might consider it easier if the hlo display follows the same logic.

3 The halo used to illustrate the possession in the unit of a special weapon used as leadership, the halo would be used to raise the possessor of the ability.

for overlay, same logic for illustrate possession of a special weapon used as leadership, or influence on student

with the "halo_image" attribute, it is now possible to give Sun Sylph units an illumination ability with an activity depending on the incarnate sun attack instead of giving the ability and the halo via obect and therefore allowing the player to have access to the description of the ability even when it is inactive.
2023-09-25 11:06:41 -05:00
Celtic Minstrel
77baa1efc7 Split unit abilities and weapon specials into separate files 2023-01-25 00:26:29 -05:00
Discontinuum
6991fcf5a8 Fix the description of concealment
It affects all villages, water villages included
2022-07-21 18:21:15 +02:00
Discontinuum
36a610603e
Simplify the description of leadership (#6117) 2021-10-11 13:10:31 -04:00
doofus-01
4811de8642
Last minute Naga things (#5855)
* move UtBS mace nagas to core

* adding mace naga portraits from LordBob

* move naga hunter portrait to UtBS from core

* de-bow-ify the ophidian nagas and add Deflect weapon special

* revisions to mace nagas base sprites

* revisions to naga guards, including new weapon special Absorb

* compatibility Nagas for UtBS
2021-06-13 20:51:38 -07:00
Steve Cotton
0fdf52058b Support [movetype][special_note] and [language]special_note_damage_type_*
Refactor special notes for abilities, attack types, movetypes and weapon specials

An easier way of setting special notes in the most common use-cases. Text given
in the following attributes will be collected and added to the special notes
for units and unit types (some of these were added in the previous commit):

* [ability tag name]special_note=
* [language]special_note_damage_type_TYPE=
* [movetype][special_note]note=
* [attack][specials][special tag name]special_note=

It's no longer necessary to put these notes in each unit_type's .cfg file, and
the macros for doing so are now deprecated.

C++ changes
-----

Simplify both unit_type::special_notes and unit::unit_special_notes. Add
utils::stable_unique, similar to std::unique but accepts non-ordered input and
preserves the order in the output.

Remove unit_type::has_special_notes() - callers can instead call
special_notes() and then check if the returned vector is empty, which removes
the need for duplicating code in unit_type.

Trade-off: the new [language]special_note_damage_type_TYPE is likely deprecated in 1.19.
-----

Adding [language]special_note_damage_type_TYPE= uses the same existing design
as [language]type_TYPE=, however both are hacks that don't fit the general
style of WML. It could be better to define a new [damage_type] tag that
supercedes both and also provides a place for specifying the damage icon;
however that won't be done in time for the API freeze for 1.16.

Doing it in the way that this commit does it is a hack, but it's one where
replacing it with the better solution in 1.18 will affect very few UMCs (only
those that define additional damage types). Even in the UMCs that would be
affected, it would likely only be a few changes in a single central file.

Trade-off: NOTE_DEFENSE_CAP is not auto-added
-----

It might be better to auto-add NOTE_DEFENSE_CAP when movetype.cpp detects that
the type has capped values. However as NOTE_SPIRIT already requires
[movetype][special_note], it's simple to use the same mechanism. If we decide
to change it to being auto-added, the current commit greatly reduces the number
of places that would need to change again, as it's now in the [movetype]
instead of the many [unit_type]s using that movetype.
2021-06-01 14:29:57 +02:00
Celtic Minstrel
3568b5ff66 An easier way of setting special notes in the most common use-case (abilities and weapon specials)
Rebased version of e6c58fc35cc398d70f31817f8b3ba783bfa08a6d, with merge conflicts resolved.
2021-06-01 14:29:57 +02:00
newfrenchy83
128869d897
fix teleport message. (#5824)
Fix #5816 issue . 04455c0 commit forget second owner and unit.side in formula.
2021-05-31 13:45:28 -04:00
Celtic Minstrel
04455c01b4 Fix deprecated WFL side number usage
Fixes #5816
2021-05-29 11:23:04 -04:00
doofus-01
2a8baa9590
various small fixes (#5495)
* units - set image_icon for sidebar display of Cataphract

* units - remove inactive ability description for Diversion

* add recruit/recall to event list triggering check for diversion animation (Dunefolk Falconer)
2021-01-24 16:59:54 -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
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
Severin Glöckner
d9a0984195 Abilities: use [regenerate] tag for DF regen ability 2020-01-13 00:08:34 +01:00
FranPrin
4819846910 Dunefolk faction rework by various people
Changelog provided by @ghype below. Additional credits at the end.
=================================================================================================

*Art*
Most of units were reworked - some more some less - but our goal was to make them fit for mainline all together.
If any changes are needed to any unit, then we gladly execute those. There have been months worth of progress
documented in the according art thread for this project.

Base Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49075
Extra Units: https://forums.wesnoth.org/viewtopic.php?f=9&t=49625

*Balance*
The main reason why this project started in the first place. Here as well we have all the progress for balancing
Dunefolk documented and all developers and users interested in this project and seemed to agree on the current
state of balance. Thats the reason why we will not enlist all the changes here. If there are any problems with
the balance, then we too are willing to provide alternatives that can be discussed either here or on forum.

Balance Thread: https://forums.wesnoth.org/viewtopic.php?f=15&t=49627

*Alignment*
The balance of this faction was based on the newly proposed liminal alignment which works as +0/+0/+25/+0/+0/+25
instead of the old -25/-25/+0/-25/-25/+0

*Weapon Portraits*
As Dunefolk features entirely new units, we found some weapon portraits that fits the attacks of certain units.
The portrait - called „blade-curved“ is a franken but a convincing one. As the current blow pipe for UtbS is a
franken as well, this new weapon portrait should good enough to be mainlined as well. If this request get’s denied,
then we are free to provide alternatives as well. It just fits very well the theme of exotic Naga weapon
craftsmanship without relying on the orcish theme. It used for the following two units:

Lv2 Naga Bladewhirler
Lv3 Naga Dervish

*Descriptions*
New unit concepts require changes and new units require entirely new descriptions. We enlisted all problems and
inconsistencies that resulted with the rework and provided either solutions for them or new descriptions. Yumi
already started doing them but for those who want to see the initial conflicts, here you can find all the problems
displayed:

Unit Descriptions: https://forums.wesnoth.org/viewtopic.php?f=32&t=49867#p642698

*Female Dunefolk Names*
With the introduction of female units to this faction, we would require female names as well. Apparently this was
already coded in mainline, but simple not used.

*Future Plans - Animations*
There are some recourses from past works that allow us to - more or less - easily animate most of Dunefolk units.
The animations range from idle to attack-only, while other units will be fully animated. Some of the units that
are harder to animate will first receive single attack/defend frames until animation concepts were agreed upon.
Our goal is to make Dunefolk as alive as possible.

*Future Plans - Theme, Sound FX*
Rather unimportant to most people but I am interested to add some new sound fx that can start with different hit/death
sounds or new weapon sounds for scimitars. Those are just example and I do not know what I will end up with. But I know
that I will compose a Dunefolk Theme at some point. Using your feedback, I am sure I can manage to create something that
fits the faction the best.

*Future Plans - Wyvern Rider*
This is the only unit is the only one that did not get touched or reworked. The wyvern on it self looks amazing an does
not need any rework but the rider does not really fit thematically anymore, not to mention the weapon is too oversized
and not the usual Wesnoth style. But I won’t touch this sprite until it actually will be needed, most likely - IF -
there is ever going to be a mainline Dunefolk campaign.

*Credits*
I don’t know how detailed you need this to be but here all contributors.
ghype, Hejnewar, Krogen, The_Gnat, Lordlewis, EarthCake, Tom_Of_Wesnoth

It is however important to mention that the amount of contributions of each varies a lot in different categories. I will
organise it a bit and you make use of this info how ever you want. The names are in order of the amount of work put in.

Art: ghype, The_Gnat, Lordlewis
Balance: Hejnewar, Krogen, ghype, The_Gnat
Descriptions: Tom_Of_Wesnoth, Hejnewar

Earthcake joined us in the end and helped us finishing this project by cleaning/finishing the codes and doing all the git
stuff together with The_Gnat. Although none of his work can be categorised in one of the three categories, he still deserves
to be credit in one way or another.

Thanks for your time and efforts.
2019-08-11 07:02:58 +11:00
Charles Dang
1340c005b3 Fixed minor text errors reported on the wiki
[ci skip]

Added all to pofix except the extra space added before the Initiative ability's special note.
2018-03-13 04:11:54 +11:00
Severin Glöckner
a31858124c removed inactive ability descriptions, since they are the same
[ci skip]
2017-06-28 19:26:05 +02:00
Severin Glöckner
5da21fc8ef Revert "disallow submerge on bridges and rails"
Skeletons could hide under the bridge and climb up the moment you cross it.

This reverts commit 9ed38aab619cb66e5e8fa896496bb328172a77e9.
2017-06-28 18:41:09 +02:00
Severin Glöckner
9ed38aab61 disallow submerge on bridges and rails
[ci skip]
2017-06-28 18:09:48 +02:00
Celtic Minstrel
c47b3f3208 Simplify leadership (and THoT inspire) using new ability formulas 2017-06-25 00:37:56 -04:00
Celtic Minstrel
bdb42b2848 Use WFL to implement backstab, to avoid needing delayed variable substitution 2017-06-25 00:37:50 -04:00
Celtic Minstrel
88ad4ab4cd Use WFL for teleport ability to avoid requiring delayed variable substitution 2017-06-24 19:07:56 -04:00
Celtic Minstrel
4fb25532f2 Use WFL for leadership to avoid needing delayed variable substitution
(Similarly, also use WFL for the inspire ability in THoT)
2017-06-24 19:07:14 -04:00
Celtic Minstrel
5109a36b56 Revert use of Lua for teleport, leadership, and backstab 2017-06-18 11:40:15 -04:00
gfgtdf
70a23cdf83 remove variable substitution from leadership and backstab abilities 2017-06-13 23:22:06 +02:00
gfgtdf
80d27b4584 use lua filter in {ABILITY_TELEPORT}
this way it no longer uses variable substitution

Fixes #1281
2017-06-13 22:51:23 +02:00
Shiki
45d7cc1459 Changed description of the UMC plague ability. (#947)
[ci skip]
2017-03-18 14:40:12 -04:00
Charles Dang
be8eb90d2f Clarify wording of Heals abilities regarding poisoned units (bug #22945) 2016-11-07 23:07:30 +11:00
gfgtdf
486e3ec1ee fix comment 2016-09-05 15:09:39 +02:00
gfgtdf
2ba7ad5c43 move feedung event to lua
this has 2 advantages:
1) It decreased savefile size since the event is no longer sotred in
each savefile.
2) The ABILITY_FEEDING no longer assumes its used from within
[abilities]
2016-05-20 14:42:49 +02:00
ln-zookeeper
dba586ce53 Rewrote feeding's code to give units only one object, not one per kill 2016-04-23 21:44:30 +03:00
Celtic Minstrel
c761a80bd5 Restore the new implementation of the backstab weapon special
This reverts commit e0ac69ce962069de1f04e519db48b58a78e593b4.
2016-03-06 18:29:17 -05:00
ln-zookeeper
e0ac69ce96 Revert parts of 12c96a94 to fix doubled backstab damage in right panel 2016-03-04 23:18:20 +02:00
Charles Dang
bec40a3c39 Merge pull request #483 from Wedge009/Spelling_Corrections
Spelling and Grammar Corrections
2015-09-20 07:07:00 +11:00
Celtic Minstrel
7ca65c819e Clarify changelog 2015-09-19 15:41:23 -04:00
Celtic Minstrel
f54d6b5d28 Rewrite leadership ability as a single macro using $other_unit
Note: It's no longer supported to use the macro in a unit with a non-matching level,
for example giving a 2nd-level unit 4th-level leadership.
2015-09-19 02:14:38 -04:00
Celtic Minstrel
12c96a94d2 New autostored WML variable $other_unit for [filter_adjacent]
Also accessible in:
- Weapon specials ([filter_self], [filter_opponent], [filter_attacker], [filter_defender])
- Abilities ([affect_adjacent][filter])

The backstab weapon special is now implemented using this.
(In a weapon special filter, units are guaranteed to be facing each other.)
2015-09-19 00:55:19 -04:00
Wedge009
73b10f315a Separated 'can not' is more common where 'not' forms part of a construction with subsequent words. 2015-08-31 19:11:05 +10:00
Elvish_Hunter
082cfdc9af Updated core macros to use [filter] status= instead of [filter_wml] 2015-04-28 19:02:19 +02:00
aquileia
14e85a38ba Remove superfluous 'adjacent' keys
[skip ci]
2015-03-12 22:39:28 +01:00
Bär Halberkamp
6668406dbc Made feeding use unplagueable instead of not_living 2013-08-15 15:43:12 +02:00
J. Tyne
20470f4a7b Updating the standard ability / weapon special descriptions...
...since they no longer need to have their first lines be their names.
2012-10-25 21:15:12 +00:00
J. Tyne
2574b599e3 Make the standard [hides] abilities switch between "active" and "inactive".
(Previously, they had always been active, just not always applying to the
unit. Same functionality, but now reported differently in the sidebar.)
2012-10-24 16:23:23 +00:00
Simon Forsyth
2493535b92 Make ambush macro use just *^F* to catch all forest types.
This makes it now work for dead great trees and palm forests. Fixes
bug #20207
2012-10-01 02:36:53 +00:00
Elvish_Hunter
993861aff4 Pushed LOOT macro from LoW, TRoW and THoT in core, file utils.cfg.
wmlindent also reindented other two macro files
2012-04-22 09:12:48 +00:00
Simon Forsyth
75898197f4 make submerge work on deep water locations with overlays 2012-03-28 21:52:58 +00:00