Follow-up Comment #7, bug #21882 (project wesnoth):

First and in order to keep things together, I will forward a PM from
iceiceice:
----

"
So I spoke with gfgtdf on the channel about this.

Based on our chat on the mp server I think you might think that
fight_on_without_leader is supposed to "fix" this problem. It's not really
though. fight_on... is just supposed to make units with canrecruit=no count
also as leaders for purposes of the check_victory conditions. fight_on is not
supposed to stop the scenario from ending if all the units have been killed.

The real issue that you are describing is that check_victory is being called
more often. gfgtdf tells me that now, this function is called at the end of
every single synced_context.

https://github.com/wesnoth/wesnoth/blob ... xt.cpp#L67

He says that if we don't do this, we can get bugs, such as the game continuing
from the player's point of view if all units are killed by innocuous WML in a
move_to event.

There was some discussion of the changes in the "scenario and campaign
development" forum in SkyOne's and Dugi's thread. Dugi asked if we could
change check_victory so that we also search the recall list for leaders. I
would consider doing this if other umc developers felt it would make things
less clumsy. Killing all the units is a fairly common thing to do in WML it
seems, my guess is that alot of UMC is affected so we might do something esp.
if there is a consensus about what the change should be. We could perhaps make
a lua-accessible flag to block the check victory function for example, I
guess.

~iceiceice~
"

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