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chisquare130

ageless-for-1-11's Issues

Minor changes to do

  • Remove full changelogs from unsynced menu - unless I need to recreate compiled 4.19 this will not be changed for 1.12.
  • Remove drain from EoMa cyclops
  • Damned shaman lower regen and rpglimit damned flame
  • Remove frozen golem knockback
  • Error: Era 'Ageless Heroes' faction 'AE_rhy_side_Undead' references non-existant unit id 'Bone Knight'!
  • Error: Era 'Ageless Heroes' faction 'AE_rhy_side_Dwarves' references non-existant unit id 'AE_rhy_dw_Fighter'!
  • Warning: No picture units/elementals/djinn.png for unit AE_chs_elementals_Djinn.
  • Warning: No picture /units/Brungar/Crystal_Master.png for unit AE_fut_brungar_Crystal_Master.
  • Add prefix to attack/defend only, change to disable
  • Try use wesnoth/wesnoth@49b0dc7 images somewhere
  • Move deep elf trample to macro and check if it adds fight and kill xp
  • Add {TRAIT_ELEMENTAL} to AE_ext_monsters_Baby_Mudcrawler
  • Use multiple [attacks] instead of [swarm] for Oathsworn, for this unit can give +% too
  • Disable area attack in rpg, go over similar specials
  • Vilkai is not in any factions group
  • Handle https://forums.wesnoth.org/viewtopic.php?p=628111#p628111

EFM hex

Needs rewrite, or fixing unstore_unit to not advance, and initialising [while] variables.

Shadow Priest issues

  1. it seems to appear at RPG era, yet it is lvl2.

  2. It has an upgrade called "Darkelf Summoner". The "summoner" however does not have any plague-like weapons. It is unclear why he is given that name then. Maybe he misses an intended weapon special?

  3. Since BLOODMAGIC is a macro, would it make sense to include DAMAGE parameter to the description?
    "When this attack hits offensively it harms the caster"
    ->
    "When this attack hits offensively it deals 4 damage to the caster" (though IDK how to replace a single number in text in WML with a macro parameter)

EDIT: fixed typo.

unknown unit types

This errors are shown when loading a mainline scenario with ageless being installed.
I guess that should not happen because MULTIPLAYER is not defined there

Unknown unit type : AE_rhy_dw_Fighter
Unknown unit type : Bone Knight

Feature request: do not give "quick" trait to max_movement=0 leaders

Following the discussion online. Ageless Era currently uses this filter:

            [filter]
                canrecruit=yes
                formula="$this_unit.max_moves<5"
            [/filter]

to decide whether to give "quick" trait to leaders.

The proposal is to filter out units that have max_moves == 0, thereby leaving only 0 < max_moves < 5.

Investigation: something fishy going on with Ukian Green Witch?

I've got OOS in multiplayer game. It happened at turn 29, on Creep Wars map. I'm not sure it's Ageless-s fault, but here are some details anyway:

It happened after I had a non-standard upgrade dialog for "Ukian Seeress". I chose "Ukian Green Witch". At the same time, Creep Wars code decided that I was dead, not alive, petrified me, but failed to move me to side starting position. (Maybe it succeeded, but some other code has put me back.)

Creep Wars code ref: https://github.com/vgaming/CreepWars/blob/a345b6760a3252b074b508bd2a95b17b586f5a34/lua/leader_limbo.lua#L30

Replay (re-packaged as zip to be supported by github files):

Creep_Wars_narrow_0.11.zip

Game on replays server:
the bug: replays.wesnoth.org/1.12/20180120/Creep_Wars_narrow_0.11.15-1_Turn_29_(96296).bz2
continuation of the game: replays.wesnoth.org/1.12/20180120/Creep_Wars_narrow_0.11.15-1_Turn_52_(96348).bz2

Faction icons

The new Faction Icons from EoMa are to big.
Cutting them to only display the logo is better. Or maybe an unit like before?

Maybe we could postpone the release to tomorrow, updating the language files didn't work out of the box, and I'm having no time today anymore.

Rewrite shifter in Lua

Invalid WML found: [unstore_unit]: variable 'AE_efm_var_unit_modified' doesn't contain unit data
Dalefolk shifter was just now on water, but didn't change it's type during enemy turn (whole turn)

dragon breath ability casues OOS

This abilities implementation assumes that the defender and attacker are facing each other during an attack. But the facing is set by the drawing code and will not be executed if 'Show Fights' is disabled in the preferences.

EDIT: this probaqbly effects 'skip replay' when joining a game aswell, not sure though.

EDIT2: this might effect other abilities aswell.

charm hotfix

a small reminder that the charm hotfix is not included yet

'unit2_moused_over_x' must be assigned before beeing used

on 1.13 ageless gives a 'unit2_moused_over_x' must be assigned before beeing used warning. You coudl fix this by accessing these global variables using rawget, but for 1.12 (where this erro sppears) i reccomend just to use the [set_menu_item]synced=no feature here instead of select events.

Use kill.fire_event=true where possible?

An example of add-on that suffers from silent kills greatly is Creep Wars. Doing silent kills on this map makes the score float away from real kill stats.
To be honest, I'm not sure it really affects other add-ons, though those may still be there (like for example a Capture-the-flage add-on I've seen some time ago).

So the question is: can we make kills not silent? Are there downsides for doing so? If a non-silent kill generates need-less XP for killer, we can probably use a code like that:

x1_backup = x1
y1_backup = y1
x1 = 0
y1 = 0
kill {...}
x1 = x1_backup
y1 = y1_backup

Such a code could probably be wrapped as a WML macro, too.

Thoughts? Is it doable? Does it take considerable time to implement (I could help with the popular weapon specials such as all-around)?

EDIT: readability fixes after @ProditorMagnus comment.

Minor changes to do

Implemented
Add skeleton resists to RE undead
[resistance]
blade=60
pierce=40
impact=120
[/resistance]

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