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Fix collector special filter - #86

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Fix collector special filter#86
ProditorMagnus wants to merge 1 commit into
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ProditorMagnus-patch-1

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@ProditorMagnus

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@ProditorMagnus

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Tested with
$ wesnoth.units.find{wml.tag.has_attack{special_id_active="AE_mag_collector1"}}
{}
$ wesnoth.units.find{wml.tag.has_attack{special_id="AE_mag_collector1"}}
{unit: <AE_mag_Bone_Beast-7 at (16,3)>}

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ProditorMagnus commented Aug 6, 2026

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@newfrenchy83 you have been pushing for _active. #78 Maybe more of them are broken.

There you said

As for [dummy] type specials, they are considered permanently active, so this doesn't change anything for them.

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@newfrenchy83 you have been pushing for _active. #78 Maybe more of them are broken.

There you said

As for [dummy] type specials, they are considered permanently active, so this doesn't change anything for them.

Activity is important for filter_weapon but for has_attack only possession of special can be checked, because has_attack dont check if attack is used or not [has_attack] is the one filter where special_id must be used without _active.

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I assumed what Emma,_collector must only active_on offense, perhaps what dummy special activity is conditinned on attribute like engine finally, but i assumed what collecter shoudn't be active when in defense like active_on =offense implemented.

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But why [filter_second_attack] does not work with active?

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But why [filter_second_attack] does not work with active?

Because collector not active on defense except if you remove active_on =offense of tis code or what you use your fix

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But it does not work on offense.

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But it does not work on offense.

Look at `[dummy]
id=eoma_collector{VALUE}
name= _ "collector"+" +"+"{VALUE}"
description=_"This unit gains some HP added to its current health whenever it kills a non-magical unit. It also gains +1 max HP with each successful kill of a non-magical unit.

The amount of hitpoints gained:"+" +"+{VALUE}+" "+{EOMA_NO_RPG}
active_on=offense
[/dummy]`

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Its work with [filter_attack]?

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There you said

As for [dummy] type specials, they are considered permanently active, so this doesn't change anything for them.

I was wrong.

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@inferno8 I would just make it active on defense too which fits visible description.

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inferno8 commented Aug 7, 2026

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@inferno8 I would just make it active on defense too which fits visible description.

I agree. The collector special should work on both offense and defense to match the description.

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