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So first, how exactly does it crash the game? Do you get some kind of error message? If : yes what does it say can you maybe give a screenshot?...
looking at the code i wonder wheterh it'd be better to have "attacker_weapon" and "defender_weapon"
There is `other_attack_`
> Not in `get_single_ability_value`. This commit is changing attack_type::add_formula_context and other_attack_ is a member of attack_type
> The units move has to be remade It should be possible to continue the move by pressing t, does it not work for you?
> There's the "delay shroud updates" toggle option and the hotkey for "Clear Shroud Now". Consider trying those. If disabling pausing on signed event breaks these campaigns, then DSU will...
> So any "hidden" game mechanic would be triggered but the freeze of your unit and the enemy unit in sight message would not be triggered. Of course we we...
hmm then code is either wrong or at least very confusing, from what it looks here: https://github.com/wesnoth/wesnoth/blob/56cc959d936eee7b5f0bd39af58cae9329fd8d35/src/actions/move.cpp#L1251 `continued_move` which should be true when the move was invoked by pressing `t`...
My long term plan here it probably to make things like #ifdef MULTIPLAYER unnecessary in the future, by making wesnoth decide what to load when, the idea is to integrate...
But even with this there are still cases like transform_unit that can create a unit of a specific type, which would not be covered. looking at the example i wonder...