added not about writing AIs in lua

This commit is contained in:
Iurii Chernyi 2010-02-15 21:15:44 +00:00
parent 3815827e90
commit d63e545b95

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@ -162,8 +162,8 @@ one leader with the ability to recruit per side.
artificial intelligence. The AI can now be scripted to significantly
change its behavior in different story settings and in response to
campaign events, give enemy sides more distinct tactical
personalities. It is possible, though not easy, to create alternate
AIs that are also scriptable.</p>
personalities. It is possible, though not easy, to use scripting
languages (formula_ai, lua) to create alternate AIs that are also scriptable.</p>
<p>A new tool called the <a
href="http://wiki.wesnoth.org/CommandMode#Extra_Debugging_Commands">"gamestate
@ -190,7 +190,7 @@ history timeline has been tweaked to eliminate various minor
inconsistencies.</p>
<p>We kept the promise we made in 1.6 when we had to remove Python for
technical reasons; WML events can now be written in lua. The
technical reasons; WML events an AI components can now be written in lua. The
integration of lua in the wesnoth game engine is advanced enough to
even allow the coding of WML action tags with lua definitions that can
read and modify game state variables in the C++ core.</p>