URL:
<http://gna.org/bugs/?16358>
Summary: Sanitizing how hiding and unhiding of units works
Project: Battle for Wesnoth
Submitted by: zookeeper
Submitted on: Wednesday 08/04/10 at 19:18
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: trunk
Operating System: all
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Details:
There's currently several issues making hiding/unhiding of units a bit of a
mess:
1. [hide_unit] doesn't persist across save/load; if you use [hide_unit] and
then the player saves the game and loads it again, the unit isn't hidden
anymore.
2. [hide_unit] only takes the location of the unit to hide (x,y), not a full
SUF. It should be changed to take a full SUF (and hide all units matching the
filter).
3. [unhide_unit] should similarly take a SUF and unhide only the units
matching the filter.
4. Whether a unit is hidden or not should be governed by an actual unit
attribute. unit.status.hidden=yes|no (boolean) would do, as it looks like
that key is no longer used by ambushers. [hide_unit] and [unhide_unit] should
simply set and clear that variable. This would fix point 1, as well as allow
WML authors to poke that variable directly if necessary instead of having to
use [hide_unit] and [unhide_unit].
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?16358>
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