On Wed, Aug 15, 2007 at 10:05:21 -0500, Bruno Wolff III <[EMAIL PROTECTED]> wrote: > > Related to this I have also made the undead and mechanical traits set > the not_living state as part of their definition and dropped the race > not_living tag. I still need to do another piece with this, as the ai > was checking this to help it decide on recruits. I either need to add > a more complicated check to figure out that the unit type will always > get a trait with not_living set, or I need to make undead and mechanical > abilities (possibly defined by race instead of unit type). I'll probably > do the former.
I have thought about this a bit, and I'm going to make a function for unit types that will return whether or not new recruits of that unit type are expected to be living and stick a warning comment in explaining that this is not the right way to check whether or not a specific unit is living or not. This should get done tonight. And it seems like leaving undead and mechanical as "musthave" traits is the best way to handle things for now. Being able to default per race is convenient and it can be overridden on either the type or the unit level if needed. If I made them abilities there would either need to be a lot of working adding them to each unit type or a lot of work making a way for unit types to inherit abilities from races. In the long run combining abilities and traits into one object type with ways to inherit from races, types and/or get as random improvements, is probably a good idea. _______________________________________________ Wesnoth-dev mailing list [email protected] https://mail.gna.org/listinfo/wesnoth-dev
