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Merge branch 'master' of https://github.com/wesnoth/wesnoth
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cbeck88 committed Oct 23, 2014
2 parents 8ae5a35 + 5739831 commit 635949f
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Showing 34 changed files with 9,090 additions and 10,819 deletions.
8 changes: 6 additions & 2 deletions changelog
Expand Up @@ -48,6 +48,7 @@ Version 1.13.0-dev:
* In 'Captured', stolen gold won't be mentioned if the player had no
carryover gold.
* Updated maps for scenario 14, 16 and 17b.
* New animation for Ravanal's shadow wave.
* Heir to the Throne:
* Fixed missing message in 'The Siege of Elensefar'.
* Northern Rebirth:
Expand All @@ -68,8 +69,12 @@ Version 1.13.0-dev:
* Rebalanced scenarios 'Invaders', Mages and Drakes' and 'Fear'.
* Set Masked Dwarvish Lord range attack same as for Dwarvish Lord
* Under the Burning Suns
* Fixed recruited Desert Archers being always male.
* Fixed malformed rand range errors during AI turns on medium difficulty
in 'A Stirring in the Night'.
* Fixed bug #22800: Cloaked Figure appears in strange location.
* Fixed bug #22799: No allies killed by enemy reinforcements.
* Fixed bug #22790: Various problems with dehydration.
* C++ Engine:
* Purge "human_ai" controller type. This is a fixup of bugfix #18829 below.
* Editor:
Expand All @@ -94,7 +99,7 @@ Version 1.13.0-dev:
* Autogenerated Time of Day Schedule section
* Language and i18n:
* Updated translations: Czech, French, German, Greek, Hungarian, Italian,
Lithuanian, Scottish Gaelic, Slovak, Vietnamese
Lithuanian, Scottish Gaelic, Slovak, Spanish, Vietnamese
* Lua API:
* Fix bug #21761: wesnoth.synchronize_choice will now give a warning when
the table returned by the user-specified function is not completely valid,
Expand Down Expand Up @@ -371,7 +376,6 @@ Version 1.13.0-dev:
the planning mode activiation hotkey
* Fix bug #21400: Use unit 'image' with higher priority than 'image_icon' for animation
frames with no specified image.
* Fix bug wherein {MOVE_UNIT} would sometimes overwrite another unit.
* New filesystem implementation based on boost filesystem
* Added "--render-image" command-line argument, similar to --screenshot, but instead of a map,
it takes a wesnoth imagepath and generates at bitmap with the filters applied.
Expand Down
Expand Up @@ -37,7 +37,7 @@

# Gweddry gets the villages within the moat.
# The ones outside he'll actually have to take.
{STARTING_VILLAGES 1 6}
{STARTING_VILLAGES 1 3}

[side]
type=Lich
Expand Down
77 changes: 77 additions & 0 deletions data/campaigns/Eastern_Invasion/units/Lich_Lord.cfg
Expand Up @@ -5,6 +5,16 @@
[/base_unit]
id=Lich Lord
name= _ "Lich Lord"

#rename ravanal's shadow wave attack so it uses the new animation
[attack]
[/attack]
[attack]
[/attack]
[attack]
name=ravanal_shadow_wave
[/attack]

[animation]
apply_to=summon

Expand Down Expand Up @@ -71,4 +81,71 @@
sound=lich-die.ogg
[/frame]
[/animation]

[animation]
apply_to=attack
[filter_attack]
name=ravanal_shadow_wave
[/filter_attack]

start_time=-750
offset=0.0
halo1_start_time=-750
halo2_start_time=-600
halo3_start_time=-500
halo4_start_time=-400
halo5_start_time=-200

[halo1_frame]
image="halo/elven/nature-halo[8~1].png~CS(-160,-240,-170):100"
offset=1.0
layer=60
[/halo1_frame]

[halo2_frame]
image="halo/elven/shyde-stationary-halo[1~6].png~CS(-160,-240,-170):100"
offset=0.0
layer=41
[/halo2_frame]

[halo3_frame]
image="halo/elven/nature-halo[1~8].png~CS(-160,-240,-170):75"
offset=0.0
alpha=0.7
layer=41
[/halo3_frame]

[halo4_frame]
image="halo/elven/ice-halo[1~8].png~CS(-150,-205,-160):100"
alpha=0.0~1.0:300,1.0~0.0:400
offset=1.0
y=-5
layer=60
[/halo4_frame]

[if]
hits=yes
[halo5_frame]
duration=1
[/halo5_frame]
[halo5_frame]
image="projectiles/whitemissile-impact-[1~8].png~CS(30,-40,-10):[50*4,100*4]"
offset=1.0
alpha=0.6
y=-5
layer=60
[/halo5_frame]
[halo5_frame]
duration=1
[/halo5_frame]
[/if]

[frame]
image="units/undead-necromancers/ancient-lich-magic-1.png:850"
[/frame]
{SOUND:HIT_AND_MISS magic-dark-big.ogg magic-dark-big-miss.ogg 0}
[frame]
image="units/undead-necromancers/ancient-lich.png:250"
[/frame]
[/animation]
[/unit_type]
Expand Up @@ -327,7 +327,7 @@
{VARIABLE max_ghosts {ON_DIFFICULTY 6 7 8} }
[/event]

#TODO I don't get what is done here any why.
# Clears a side's units of their guardian status
#define MOBILIZE_SIDE SIDE
[store_unit]
variable=enemy
Expand All @@ -337,32 +337,10 @@
[/filter]
[/store_unit]
{FOREACH enemy i}
#TODO why is the ai_special cleared if the units are not going to be restored?
{CLEAR_VARIABLE enemy[$i].ai_special}
[unit]
side={SIDE}
type=$enemy[$i].type
name=$enemy[$i].name
facing=$enemy[$i].facing
gender=$enemy[$i].gender
x=$enemy[$i].x
y=$enemy[$i].y
hitpoints=$enemy[$i].hitpoints
random_traits=no
canrecruit=$enemy[$i].canrecruit
experience=$enemy[$i].experience
role=$enemy[$i].role
moves=$enemy[$i].moves
attacks_left=$enemy[$i].attacks_left
overlays=misc/dehydration-icon.png
[status]
slowed=$enemy[$i].status.slowed
poisoned=$enemy[$i].status.poisoned
[/status]
[variables]
dehydrated=$enemy[$i].variables.dehydrated
[/variables]
[/unit]
{CLEAR_VARIABLE enemy[$i].ai_special,enemy[$i].status.guardian}
[unstore_unit]
variable=enemy[$i]
[/unstore_unit]
{NEXT i}
{CLEAR_VARIABLE enemy}
#enddef
Expand Down Expand Up @@ -594,11 +572,6 @@
animate=yes
)}

# also need to apply thirst right away
{APPLY_DEHYDRATION_EFFECT (
role=Hunting Ogre
)}

{VARIABLE ogres_killed 0}
#enddef

Expand Down Expand Up @@ -1129,11 +1102,11 @@
{VARIABLE shooters {ON_DIFFICULTY 1 1 2} }
{VARIABLE revenants {ON_DIFFICULTY 0 1 1} }

{PLACE_UNITS_RANDOMLY 1 4 "Revenant" "Go'hag" ( _ "Go’hag") (role="ElyssaUndead")}
{PLACE_UNITS_RANDOMLY $skeletons 4 "Skeleton" () ( _ "Undead Raider") (role="ElyssaUndead")}
{PLACE_UNITS_RANDOMLY $archers 4 "Skeleton Archer" () ( _ "Undead Raider") (role="ElyssaUndead")}
{PLACE_UNITS_RANDOMLY $revenants 4 "Revenant" () ( _ "Undead Raider") (role="ElyssaUndead")}
{PLACE_UNITS_RANDOMLY $shooters 4 "Bone Shooter" () ( _ "Undead Raider") (role="ElyssaUndead")}
{PLACE_UNITS_RANDOMLY 1 4 "Revenant" "Go'hag" ( _ "Go’hag") ()}
{PLACE_UNITS_RANDOMLY $skeletons 4 "Skeleton" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $archers 4 "Skeleton Archer" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $revenants 4 "Revenant" "ElyssaUndead" ( _ "Undead Raider") ()}
{PLACE_UNITS_RANDOMLY $shooters 4 "Bone Shooter" "ElyssaUndead" ( _ "Undead Raider") ()}
# wmllint: recognize Go'hag

{CLEAR_VARIABLE skeletons}
Expand All @@ -1151,14 +1124,14 @@
#ifdef HARD

[message]
speaker="Go'hag"
role="Go'hag"
message= _ "You have defied our master for the last time. Now you shall die! And I shall personally make it slow and painful, to thank you for that scorching you gave me."
[/message]

#else

[message]
speaker="Go'hag"
role="Go'hag"
message= _ "You have defied our master for the last time. Now you shall die!"
[/message]

Expand Down
19 changes: 12 additions & 7 deletions data/campaigns/Under_the_Burning_Suns/utils/dehydration-utils.cfg
Expand Up @@ -4,7 +4,7 @@
Ww*, *^V* #enddef

#define DEHYDRATING_TILES
Hd, Dd*, Rd #enddef
Hd, Dd*, Dd^E*, Rd #enddef

#define DEHYDRATABLE_UNITS_FILTER
[not]
Expand All @@ -20,11 +20,17 @@ Hd, Dd*, Rd #enddef
# traveller's ring
role=immune
[/not]
[not]
# prevent AI units from being depleted
# by hydration before the player shows up
ai_special=guardian
[/not]
[and]
# Prevent unseen AI guardians from being depleted by dehydration
[filter_vision]
side=1
[/filter_vision]
[or]
[not]
ai_special=guardian
[/not]
[/or]
[/and]
#enddef

# This dehydrates the given units. However, if the unit is adjacent to a
Expand Down Expand Up @@ -243,7 +249,6 @@ Hd, Dd*, Rd #enddef
dehydrated=yes
[/status]
[/filter_wml]
{DEHYDRATABLE_UNITS_FILTER}

[and]
[filter_location]
Expand Down
5 changes: 2 additions & 3 deletions data/campaigns/Under_the_Burning_Suns/utils/macros.cfg
Expand Up @@ -10,7 +10,7 @@
[/store_locations]
#enddef

#define PLACE_UNITS_RANDOMLY NUMBER SIDE TYPE ID_STRING NAME_STRING TRAIT_WML
#define PLACE_UNITS_RANDOMLY NUMBER SIDE TYPE ROLE_STRING NAME_STRING TRAIT_WML
{VARIABLE i 0}
[while]
[variable]
Expand All @@ -27,8 +27,7 @@
type={TYPE}
x=$random_placement_x
y=$random_placement_y
id={ID_STRING}
role={ID_STRING}
role={ROLE_STRING}
name={NAME_STRING}
animate=yes
{TRAIT_WML}
Expand Down
12 changes: 11 additions & 1 deletion players_changelog
Expand Up @@ -14,6 +14,7 @@ Version 1.13.0-dev:
'Descent into Darkness'.
* Eastern Invasion:
* Updated maps for scenario 14, 16 and 17b.
* New animation for Ravanal's shadow wave.
* Northern Rebirth:
* Fixed Sister Thera and Father Morvin respawning into the recall list if
the other is on the north or west map edges.
Expand All @@ -26,6 +27,15 @@ Version 1.13.0-dev:
* The Hammer of Thursagan:
* Fixed missing objective in 'The Court of Karrag'.
* Rebalanced scenarios 'Invaders', 'Mages and Drakes' and 'Fear'.
* Under the Burning Suns:
* Fixed recruited Desert Archers being always male.
* Fixed malformed rand range errors during AI turns on medium difficulty
in 'A Stirring in the Night'.
* Fixed 100 vs. 99 movement cost warnings caused by the Desert Shyde and
Star unit types
* Fixed bug #22800: Cloaked Figure appears in strange location.
* Fixed bug #22799: No allies killed by enemy reinforcements.
* Fixed bug #22790: Various problems with dehydration.

* Graphics:
* Smooth unit movement over terrain with elevation (e.g. keeps/bridges)
Expand All @@ -35,7 +45,7 @@ Version 1.13.0-dev:

* Language and i18n:
* Updated translations: Czech, French, German, Greek, Hungarian, Italian,
Lithuanian, Scottish Gaelic, Slovak, Vietnamese.
Lithuanian, Scottish Gaelic, Slovak, Spanish, Vietnamese.

* Replays:
* Added a button that allows playing a single move in replay mode.
Expand Down

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