73084 Commits

Author SHA1 Message Date
Celtic Minstrel
d10c51feb1
Make the fire terrains actually illuminate their hex
This covers the wall torch, the campfire, and the brazier.
2018-10-20 15:36:17 -05:00
josteph
b1ebfea07a THoT S5: Unhide the villagers side once they appear. 2018-10-20 18:07:28 +00:00
nemaara
172009fd23
TSG: Story and dialogue revisions
Closes #3597
2018-10-20 12:35:41 -05:00
newfrenchy83
bcbac9fe33
Fix animation truncated after message
Closes #1617
Closes #3608
Closes #3631
2018-10-20 10:41:48 -05:00
gfgtdf
b340ce40ba fix dupicate function definition. 2018-10-20 13:29:32 +02:00
gfgtdf
e0234608ae fix pathfind code dublication. 2018-10-20 13:29:30 +02:00
gfgtdf
856ac1cded show more scenarios in choose_level debug command
the old code didn't work well for mp campaigns that dynamicially set the
next scenario in endlevel. The new code just shows all scenarios that
belong to the same addon, since this is a debug command it better to sho
a little too much than not to show all scenarios of the campaign.
2018-10-20 13:29:26 +02:00
gfgtdf
42920cbc88 rename and,or,nor ->all,any,none in luafilters
these come closer to their actual meaning and also are not lua keywords
which might come in hand later, in particular we can now replace the
f_and, f_or,f_terrain, with f.all, f.any, f.terrain if we want.
2018-10-20 13:29:25 +02:00
gfgtdf
45a09464e1 add examplecode for the new lua mapgen features. 2018-10-20 13:29:22 +02:00
gfgtdf
18edca91c6 mapgenerator: add debug info 2018-10-20 13:29:21 +02:00
gfgtdf
2d5382f54c allow lua mapgen to use the default mapgen. 2018-10-20 13:29:19 +02:00
gfgtdf
3d1e3b36df add lua terrainmap object 2018-10-20 13:29:16 +02:00
gfgtdf
1671975859 deploy string_view 2018-10-20 11:49:30 +02:00
gfgtdf
8ac4ee6ff8 add option to disable wml tests in msvc.
they just take way to long.
2018-10-20 11:43:03 +02:00
doofus-01
ff3996da62
adding hide_help key to defeated corrupted elf 2018-10-19 17:39:25 -05:00
doofus-01
221312c87f
revising Garak weapon special names, in part because inactive name issue was fixed, but non-default names are still better 2018-10-19 17:38:43 -05:00
doofus-01
f3500620ad
Scenario 3 adjustment to turn 1 player unit recall and adjustment to evil Garak death events 2018-10-19 17:38:06 -05:00
josteph
846e5aff4e AToTB: Don't talk about undead's unusual resistances when attacking a Walking Corpse. 2018-10-19 20:10:42 +00:00
josteph
2bb3ebc213 Repeat the translation hint for each string. 2018-10-19 19:33:51 +00:00
josteph
72daec4e1b help: Prevent line breaks within the "Required XP: 80" block by using non-breaking spaces. 2018-10-19 19:33:51 +00:00
josteph
fc2c0e7ee4 Unit Display: When a recruiting unit is visible but the recruited unit is not, scroll to the recruiting unit and show the recruit animation.
Fixes #3577.
2018-10-19 19:30:54 +00:00
josteph
801d6f5c4f irdya_date: Extend tests 2018-10-19 19:27:06 +00:00
josteph
91db37daab irdya_date: Fix comparison of BW/BF years returning true for both 12 BW < 34 BW and 34 BW < 12 BW.
The block on line 99 was entered for BW years, but shouldn't have been.

Fixes #3187.

(cherry picked from commit 5e97d1505f529c45ff8e48f694b6fd938b56e3af)
2018-10-19 19:12:55 +00:00
Severin Glöckner
06f84a7f48 SoF: make it more debug safe
also show a different message when trying to recall.

[ci skip]
2018-10-19 14:07:19 +02:00
Konrad2
18a80a0b38 SoF 7: better fitting message
[ci skip]
2018-10-19 13:39:59 +02:00
Severin Glöckner
c685445907 SoF: Alanin is no more a leader
In the scenarios where one plays him he retains now his usual overlay.
Master only, as the scenarios depend on changes in previous scenarios,
which breakssave compatibility.
[ci skip]
2018-10-19 12:35:23 +02:00
Severin Glöckner
6c0ccc8ac1 SoF 7: no need for manual target calculation
move_unit does this by itself (in difference to move_unit_fake)
And it works as well if no surrounding hex is free.
[ci skip]
2018-10-19 12:35:07 +02:00
Severin Glöckner
8300293c53
SoF 7: add a time over event
He will be killed by an ambushing Outrider.
[ci skip]
2018-10-18 15:28:42 -05:00
Konrad2
fd0f7dc1a9
update credits
backport of #3430
[ci skip]
2018-10-18 15:28:15 -05:00
Konrad2
b9ea2ecf71
SoF 7: explain the Outriders
[ci skip]
2018-10-18 15:23:08 -05:00
Severin Glöckner
1d6fe71852
SoF 7: split reinforcements into separate event
[ci skip]
2018-10-18 15:22:57 -05:00
DisherProject
e2214a06aa SotBE: Add [show_if] to the objectives tag 2018-10-18 12:43:18 -05:00
DisherProject
a73656ae0a SotBE: Update role tag usage 2018-10-18 12:43:18 -05:00
DisherProject
7b77d5f7d1 SotBE S4: Add some visual effect
We'll now see the elves coming out of the wood, while they
just appeared on the screen before.
2018-10-18 12:43:18 -05:00
DisherProject
036f663c2f SotBE S3: Don't put two [endlevel]s in the same event
In case this event was fired, a lua warning was displayed
on the screen.
2018-10-18 12:43:18 -05:00
DisherProject
d02ed7b0c2 SotBE S7: Fix filter for scorpions' poisonous attack
They won't use poison against trolls and already poisoned
units
2018-10-18 12:43:18 -05:00
gfgtdf
7599746b25 put [resource] before other content (again); fixes #3345
Now content that is loaded via [load_resource] is placed to the position
where the [load_resource] was. This fixes a problem where previously one could
not use lua variables/functions created by the [resource][lua] because the
engine would put the [lua] tags from the [resource] after the [resource] from the
scenario.

This time it uses size_t indicies instad of vector iterators to prevent
possible bugs arisong from invalidating iterators when the size of the
vector changes.

This reverts commit b3e1680f886ec27c29150912bb27949d7cdd7f6e.

In the long run i think it might actually be better to allow [event] and
[lua] to have a order/priority attribute similar to lua on_event events.
Then this commit would probably not be needed anymore.
2018-10-18 19:25:49 +02:00
DisherProject
023b575d0b TRoW: Clear new TODOs 2018-10-18 12:24:32 -05:00
DisherProject
5e2ccd911b TRoW S14: Fix sea serpents placement 2018-10-18 12:24:32 -05:00
DisherProject
9c267b1433 TRoW S4: Fix scorpions placement 2018-10-18 12:24:32 -05:00
DisherProject
8a0490b111 TRoW: Give monsters and undeads their own sides
Noticing that orcs can control undead units feels strange. This
can give the AI an advantage too. One would expect monsters and
undeads to move autonomously.
2018-10-18 12:24:32 -05:00
DisherProject
1311aa0aed TRoW: use [show_if] inside the [objectives] tag 2018-10-18 12:24:32 -05:00
DisherProject
dd24dd6b6e TRoW S22: Fix win and defeat conditions
This makes sure that when Jevyan dies, we check for Aethyr's
presence before doing anything, so the player loses immediately
if he's alive.
Furthermore, we must hide the last orc leader, or his death will
make the player lose.
2018-10-18 12:24:32 -05:00
DisherProject
b911e9a196 TRoW S17d: Kill all enemy units in the end
For consistency to what Haldric says before
2018-10-18 12:24:32 -05:00
DisherProject
7c6bb12515 TRoW S15: Update Dionli's unit image 2018-10-18 12:24:32 -05:00
DisherProject
60d24516ef TRoW S6: Replace old sound with unit's own defending animation 2018-10-18 12:24:32 -05:00
DisherProject
2dbf9f87eb TRoW: Fix some TODOs and add more 2018-10-18 12:24:32 -05:00
DisherProject
15d2b035e5 TRoW: Replace deprecated keys 2018-10-18 12:24:32 -05:00
DisherProject
5be5d32690 TRoW: General cleanup
Clear variables, macros and comments
2018-10-18 12:24:32 -05:00
newfrenchy83
f594019433 Update Code::Blocks project and add documentation
Manual merge of pull request #3626.
2018-10-18 16:44:22 +03:00