While I can kind of understand that
But as you've noticed, it doesn't support moving multiple units in a batch. Unfortunately, there's nothing you can do about that within the confines of WML – you'll have to loop and teleport them one-by-one, as you've noticed. If you can stomach a little Lua though, it's not that hard to make a version of
About
[modify_unit]
, [teleport]
, and [move_unit]
have some overlaps in what they do, they are basically three different things. (Although, [move_unit]
is technically redundant; more on that in a moment.)[modify_unit]
modifies the unit's stats and variables.[teleport]
moves the unit to another location.[move_unit]
is a redundant wrapper that combines[move_unit_fake]
with[teleport]
.[move_unit_fake]
plays a movement animation across a specified series of hexes.
[move_unit]
is to animate a unit moving to another tile (and actually move it to that tile as well). Therefore, it's obviously not what you need here. Although [modify_unit]
can also move the unit, that's not really its purpose – it's kind of more of a side-effect of how it's implemented. (Although, I don't expect that the ability would ever be removed even if the implementation changes, as I'm sure people depend on it.) Therefore, [teleport]
is the correct answer.But as you've noticed, it doesn't support moving multiple units in a batch. Unfortunately, there's nothing you can do about that within the confines of WML – you'll have to loop and teleport them one-by-one, as you've noticed. If you can stomach a little Lua though, it's not that hard to make a version of
[teleport]
that can handle multiple units. In essence, the loops you were describing end up inside the tag's implementation, instead of in your WML.About
[modify_unit]
implementing passability checks, I agree that there's no good reason to do this. [unstore_unit]
implements them for the same reason that [unit]
does – it's spawning a brand-new unit on the map. But [modify_unit]
is modifying a unit in-place on the map. Other than exotic cases where you modify the unit's movement costs (or its location), it's not going to end up on an impassable space all of a sudden. And if you're in one of those more exotic cases, it can't be that hard to do the check yourself manually… or in the movement case, use [teleport]
.Statistics: Posted by Celtic_Minstrel — Today, 3:35 am