UtBS: Units with tailwind have green orbs and rest heal
In UtBS, at the start of the player's turn any units that are next to a Quenoth Shaman get +1 move (or +2 for some of the L2/L3 shamans). Without this fix, the buffed units have an orange orb instead of the green unmoved orb, and don't rest heal next turn (unless the player moves them a little to make the moves remaining exactly match the max). The buffed units can move a little and still rest heal; this makes the buff a little stronger, and the lore explanation is that the shamans can fix the wounds well enough that a little movement is okay.
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@ -587,6 +587,29 @@ Any units adjacent to this unit will fight as if it were dusk when it is night,
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find_in=utbs_tailwind2_sources
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[/filter_adjacent]
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[/filter]
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# Temporarily increase the max moves correspondingly, so the unit gets a green orb and
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# can rest heal next turn, because units only rest heal if their moves and max moves are
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# exactly equal at the start of the next turn.
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#
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# Without this object units only rest heal if the player moves them to reduce their
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# movement down to match the maximum.
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#
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# Using `duration=turn` means that the wrong max moves will show during the AI turn.
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# Rest healing mechanics work as normal - units rest heal if (and only if) they aren't
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# moved the previous turn.
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#
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# Using `duration=turn end` allows the unit to move 1 or 2 hexes and still rest heal.
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# When the object is removed at turn end, the moves remaining will be capped to the max,
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# so rest healing works.
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#
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# Remember to change the tailwind+1 object to match this one.
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[object]
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duration=turn end
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[effect]
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apply_to=movement
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increase=2
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[/effect]
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[/object]
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moves="$($this_unit.moves + 2)"
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[/modify_unit]
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[modify_unit]
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@ -601,6 +624,13 @@ Any units adjacent to this unit will fight as if it were dusk when it is night,
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[/filter_adjacent]
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[/not]
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[/filter]
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[object]
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duration=turn end
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[effect]
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apply_to=movement
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increase=1
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[/effect]
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[/object]
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moves="$($this_unit.moves + 1)"
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[/modify_unit]
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