Commit Graph

127 Commits

Author SHA1 Message Date
titison 08806c5416 *Finised Hp Bars
*Added general settings in faction.xml
2014-10-29 22:23:46 +01:00
titison de5135bfaf *added split(s,d) function for strings
*reading unit xml healthbar node
*adjusted hpbars
2014-10-29 00:50:45 +01:00
titiger feb31e27d9 tags feature
Tags feature ( manually merged ) from Omegas pullrequest 25
https://github.com/MegaGlest/megaglest-source/pull/25/
see forum discussion:
https://forum.megaglest.org/index.php?topic=9543.0
2014-09-29 02:23:36 +02:00
titison 850a9a7dc0 -AI can't command non-commandable units anymore
-Removed non-selectable
2014-08-07 21:00:27 +02:00
titison 72828c39a3 Added to booleans
1. selectable	| if this is false, you cant select the unit.
2. commandable	| if this is false, you cant give the units commands.

I advise to set a non-selectable unit to non-commandable too if you want to make a normal unit morph into it.
2014-07-28 17:03:36 +02:00
titiger a51ae28018 windows does not know uint out of the box 2014-07-23 02:33:10 +02:00
titiger 082f3472ee Looting 2014-07-22 23:53:45 +02:00
Mike Hoffert fbde1e69a3 Fixed bad names 2014-07-22 15:23:05 -06:00
Mike Hoffert 86954aed47 Renamed loss-percentage to faction-loss-percentage
Also renamed loss-value accordingly. As discussed with Titi in IRC.
2014-07-22 14:58:41 -06:00
Mike Hoffert f0801b3c33 Converted floats to ints
As discussed with Titi, this may prevent some issues with multiplayer
getting out of sync due to different floating point calculations.
2014-07-19 19:03:33 -06:00
Mike Hoffert 9883bf7656 Merge branch 'feature-starting-vals' into feature-looting 2014-07-19 19:00:08 -06:00
Mike Hoffert ef0cf706b3 Converted percentages to use int instead of float
May help prevent floating point calculation errors in multiplayer.
2014-07-19 18:59:11 -06:00
Mike Hoffert 75eb5c8ddf Lootable resources now checks for dups 2014-07-19 16:52:53 -06:00
Mike Hoffert 68455a819f Added setting to disable going into negatives
After all, how does one loot what the other faction does not have? Still,
could be useful for some places, by forcing the opponent to go into
"debt".
2014-07-19 16:38:33 -06:00
Mike Hoffert df0d7aaac9 Implemented rest of resource amount/loss attrs 2014-07-19 16:13:09 -06:00
Mike Hoffert 23deb957a7 First, basic looting implementation
Only absolute values are obtained for now, no loss.
2014-07-19 15:37:59 -06:00
Mike Hoffert 0a68e3a6a4 Implemented starting value for HP
Same syntax as for EP:

    <max-hp value="1000" regeneration="1" start-percentage="1.0" />

Where `start-percentage` can be replaced by `start-value` to use an
absolute number. Note that unlike EP, HP defaults to the max-hp value
*before* upgrades are applied. This behavior is not changed. To make units
spawn with their fully upgraded HP, set their start-percentage to 1.0.
2014-07-19 10:57:34 -06:00
Mike Hoffert 94667b9ab9 Error checking now active for start-ep
You can no longer have both start-value and start-percentage.
2014-07-19 10:31:57 -06:00
Mike Hoffert a65898571d Implemented start percentage for EP
Note that start-value and start-percentage (both are attributes of the
max-ep tag) are mutually exclusive. If they both exist, then
start-percentage is used.
2014-07-19 09:53:38 -06:00
Mike Hoffert f22c96e503 Start ep now an argument of max-ep
Syntax is `<max-ep value="500" start-value="250" />`
2014-07-19 09:15:53 -06:00
FreshDumbledore 202fcd7cad fixed an unimported copy&paste tag :) had no influence afaik but still
better like this
2014-06-18 22:50:07 +02:00
FreshDumbledore 04d2664b06 optional start-ep tag implemented 2014-06-18 22:00:50 +02:00
SoftCoder b0fc9597e3 - fixed some bugs reported by coverity 2014-01-17 09:53:19 -08:00
titiger 11eeed59a1 new attribute "render-size" in unit-type 2013-12-30 16:19:08 +01:00
SoftCoder b9d6b38e8f - coverity based bug fixes - round #1 2013-12-13 23:04:12 -08:00
Mark Vejvoda 9268aaf279 - a few minor bug fixes related to code warnings
- code cleanup based on additional gcc warnings
- enabled additional gcc compiler warnings
2013-11-19 06:14:06 +00:00
Mark Vejvoda 5ab99d2469 cppcheck cleanup 2013-11-05 20:59:28 +00:00
Mark Vejvoda 1134ad399d - added a more graceful way to handle more serious errors during data validation commands in order to offer more detailed error analysis 2013-11-04 07:21:04 +00:00
Mark Vejvoda 1d3859ff32 - windows x64 updates to get things compiling on vc2012 x64 2013-11-02 11:04:52 +00:00
Mark Vejvoda d2ba7b163b a little refactoring of function names in language class 2013-10-29 06:13:38 +00:00
Mark Vejvoda dc503d6340 - attempt to see if this makes stability better 2013-10-02 20:22:10 +00:00
Mark Vejvoda de8b083329 - attempt to fix additional oos issues 2013-09-30 17:38:26 +00:00
Mark Vejvoda 9967df316c - attempt to fix additional oos issues 2013-09-28 05:06:04 +00:00
Mark Vejvoda 836e61d5d6 loggging fixes for language specific info (use english always) 2013-09-21 20:50:58 +00:00
Mark Vejvoda ba1852aa63 a few missed areas of translated techtrees 2013-06-13 20:22:04 +00:00
Mark Vejvoda 0ead6a36dc full support for translated techtrees 2013-06-13 08:55:48 +00:00
Mark Vejvoda 8916a86b8c - bugfixes for load / save game for in progress joining 2013-02-19 06:41:56 +00:00
Mark Vejvoda 589962868b - added ability for units to return harvested resources in an emergency by clicking a store house when a unit has a load 2013-02-12 08:44:12 +00:00
Mark Vejvoda 8dc637527a - tighten up code.. ensure pointers set to null after delete, etc 2013-02-01 17:25:49 +00:00
Mark Vejvoda 51a0b50bc2 - applied changes from Muwuum for full translatable game experience 2013-01-16 21:16:59 +00:00
Mark Vejvoda 8ba5524f35 - updated error handling to be more flexible so we can display better error details (like bad tga file, etc) 2012-11-10 23:19:42 +00:00
Mark Vejvoda ff58a868b3 - attempt to bugfix windows using proper printf syntax for data types 2012-11-10 06:37:23 +00:00
Mark Vejvoda 28d65e8d55 - cleanup from last checkin (corrections) 2012-10-26 03:08:40 +00:00
Mark Vejvoda 3419127632 - proper way to handle size_t objects (cleanup warning on other platforms) 2012-10-26 02:42:10 +00:00
Mark Vejvoda 011e0263b0 - lots more code cleanup, using safe buffer size code to avoid buffer overflows 2012-10-19 01:31:20 +00:00
Mark Vejvoda 5e42c6dc03 - loads of code cleanup based on verbose output from the latest git version of cppcheck 2012-10-06 07:06:40 +00:00
Mark Vejvoda eecbed5090 - updated game loading info to show # skills loading 2012-10-04 06:01:47 +00:00
Mark Vejvoda 1c211e4ce6 - lots of code cleanup from the cppcheck 2012-09-22 20:13:57 +00:00
Mark Vejvoda 3b9f799d26 - it is now possible to explicitly specify which units should count towards victory conditions. In the unit's xml file add:
<?xml version="1.0" standalone="no"?>
<unit>
	<parameters>
               <!-- valid values are true or false for this optional parameter -->
		<count-in-victory-conditions value="false"/>
        </parameters>
</unit>
2012-05-03 20:25:35 +00:00
Mark Vejvoda b84c69a93b - translatable techtrees, currently supported resource names, unit names and upgrade names. For each techtree created a lang folder in the techtree main folder. Now create language specific files <techtree>_language.lng as we do for scenarios. In the file add:
ResourceTypeName_<name>=My new resource name
UnitTypeName_<name>=<name>=my new unit name
UpgradeTypeName_<name>=my new upgrade name
2012-05-02 21:00:57 +00:00