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~ " _______________________________________________________ Reply to this item at: <http://gna.org/bugs/?21882> _______________________________________________ Message sent via/by Gna! http://gna.org/ _______________________________________________ Wesnoth-bugs mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-bugs
