URL:
  <http://gna.org/bugs/?13274>

                 Summary: altered [advancement]s don't take effect
                 Project: Battle for Wesnoth
            Submitted by: ken_oh
            Submitted on: Friday 03/27/2009 at 19:28
                Category: Bug
                Severity: 3 - Normal
                Priority: 5 - Normal
              Item Group: WML
                  Status: None
                 Privacy: Public
             Assigned to: None
        Originator Email: 
             Open/Closed: Open
         Discussion Lock: Any
                 Release: 1.6
        Operating System: winxp

    _______________________________________________________

Details:

This started in 1.5.13 but I didn't isolate it until now.

If you use this code, it will inject AMLA into the Fencer as per the savefile
but that [advancement] won't do anything. Worse than not doing anything, the
unit will gain xp over the max xp. 



{GENERIC_UNIT 1 "Fencer" 10 10}
[store_unit]
        [filter]
                x,y=10,10
        [/filter]
        variable=sup
[/store_unit]
{VARIABLE sup.advances_to "null"}
{VARIABLE sup.max_experience 7}
[set_variables] 
        name=sup
        mode=merge
        [value]
                [advancement]
                        description=_ "Max HP bonus +3, Max XP +20%"
                        id="amla_default"
                        image="misc/icon-amla-tough.png"
                        max_times="100"
                        strict_amla="yes"
                        [effect]
                                apply_to="hitpoints"
                                heal_full="yes"
                                increase_total="3"
                        [/effect]
                        [effect]
                                apply_to="max_experience"
                                increase="20%"
                        [/effect]
                        [effect]
                                apply_to="status"
                                remove="poisoned"
                        [/effect]
                        [effect]
                                apply_to="status"
                                remove="slowed"
                        [/effect]
                [/advancement]
        [/value]
[/set_variables]
[unstore_unit]
        variable=sup
[/unstore_unit]

{GENERIC_UNIT 2 "Troll Rocklobber" 10 11}
[store_unit]
        [filter]
                x,y=10,11
        [/filter]
        variable=asdf
[/store_unit]
{VARIABLE asdf.hitpoints 1}
[unstore_unit]
        variable=asdf
[/unstore_unit]



Before, I could just inject an id and a max_times into advancement and it
would level the unit up without doing anything and I could do what I wanted
with a post_advance event. 




    _______________________________________________________

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