This is similar to "Draw Hex Coordinates" and "Draw Terrain Codes", and displays the number of terrain graphics surfaces draw for each hex. It is useful for spotting mistakes such as overlay images having non-transparent pixels in adjacent hexes where they shouldn't, or for comparing the efficiency of different kinds of terrain graphics rules.
Looks like un_recall_unit_cost() is used to retrieve the unit cost of the recalled unit but it also decrements the recall count, duplicating the decrement in un_recall_unit().
A [terrain_mask] is simply a map. It can be smaller than the map, and can be offset. As a map, it can give special locations which can be used to position units, and queried by WML. With this change the names are properly applied to the underlying map, offset relative to the [terrain_mask]. A name given in the [terrain_mask] replaces that name in the underlying map, regardless of the original location. A map file can define only one name per location. A name can have only one location; but a location can have any number of names. To define additional names for a location, stack [terrain_mask] maps giving each. Once placed on the map, a name cannot be removed.
The support parameter in the attack evaluation quantifies how much
power the AI can bring to an attack hex. This is supposed to include
the attacking unit itself. However, in some circumstances (such as when
the unit cannot move for one reason or another) this unit is not
accounted for. If no other units can get to this hex either, support is
(erroneously) set to zero, resulting in an attack score of zero, which
in turn results in no attack. Skipping the multiplication of the score
by support in this case does not affect comparison with other attacks
here, as this is by definition the only attack possible on the given
hex.
Note that the '!is_surrounded' conditional is also covered by 'support
!= 0' and can therefore be deleted.
This fixes bug #23720.
This CA performs attacks on enemy units so close to leveling that the
default AI's combat CA would not attack them (with some exceptions).
This is meant to keep players from being able to exploit this known
weakness of the default AI.
With debug features enabled (the --debug command line switch), select the
unit and type ";unit invulnerable=yes".
This method operates by reducing the opponent's hit chance to zero. As a
result, it doesn't slow down damage calculation unlike the "increase HP
to ridiculous levels" method.
When specified, replace rather than merge the [unit] sub-tags. Does not effect [object], [trait], [effect] or [advancement].
For example:
[modify_unit]
[filter]
id=Deoran
[/filter]
mode=replace
[filter_recall]
[not]
id="Sir Gerrick"
[/not]
[/filter_recall]
[/modify_unit]
will replace the current contents of [filter_recall] with the given contents. Without mode=replace, the contents would be appended to the previous contents.