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.
Multiline comments need the `po:` prefix on each line, otherwise that
line is ignored. This fixes all occurances of this.
Any lines which have nothing after the `po:` are still ignored, so I
haven't added it to the paragraph-break lines. The resulting .pot file
doesn't have paragraphs.
This is testing experience=yes and experience=no, with the expectation that
some new values for that attribute will be added afterwards.
Adds a new generic macro ASSERT_UNIT_HP_XP. Looking thorugh the ability tests,
ASSERT_UNIT_HP (without the XP) could be a heavily-used macro, but it wouldn't
be used by this particular commit, so I'm not adding it in this commit.
* portrait for elder falcon
* elder falcon attack anims
* fix a couple typos in Falcon attack anim
* elder falcon defense anims
* update copyrights.csv (twice, as per the new policy)
Nowdays ability.value and similar attributes can also contain formulas
(That for example make a heal amount dependent on the remaining hitpointsthe unit has
)
With this the lua ai code should no longer crash in these cases.
In the validation schema abilities-value in abilities.cfg contains not only the numerical attributes but also active_on and apply_to, while these two deniers are only used by [resistance], and the abilities used as weapons are validated by the schema validation of special weapons, and the abilities [leadership], [heals], [regenerate] and [illuminates] also use all numerical attributes.
use game_events.add in on_event.lua
previously on_event.lua and game_events.add had separate priority lists, so that independent of the priority parameter (which both game_events.add and on_event.lua now support) on_event.lua events were always executed first.
The set_undoable(true) call is there to match the previous behavior of on_event.lua where events implemented via on_event were undoable by default.
The higher default priority of 0.5 is there to match the previous behavior of on_event.lua where events implemented via on_event.lua were always run before wml events.
selected schedule will write to utils/schedule.cfg on scenario save
HOTKEY_EDITOR_CUSTOM_TODS is disabled unless user loads scenario
custom_tod:Preview button and associated callback added.
editor:translatable attributes now written with leading underscore
editor:support for multiple custom time schedules
previously it needed multiple calls to remove multiple types of modifications (which could be slow since each call involves a full rebuild of the unit).
It doesn't really make sense that the code sometimes uses the lua variable enemy_power and sometimes
the wml variable. I think the original intent was to make it always use the lua variable but then it was noticed that the lua varialbe is not available in the first scenario