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Makeown-plus #1212

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Able to make snatchers your own now
Able to make giants your own to an extent (though their Large Predator caste flag gets in the way)

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@@ -215,6 +262,8 @@ function make_own(unit)
else
unit.flags1.tame = true
unit.training_level = df.animal_training_level.Domesticated
-- No more "vengeful" spam when civilizing Giants!
unit.enemy.caste_flags.LARGE_PREDATOR = false;
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does this "stick"? I thought unit.enemy.caste_flags gets overwritten with actual race caste flags (plus syndrome flags) periodically

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yah it doesn't stick, might as well remove it

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@myk002
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myk002 commented Jun 28, 2024

also needs changelog entry

@Crystalwarrior Crystalwarrior requested a review from myk002 July 2, 2024 22:22
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myk002 commented Jul 2, 2024

you can set vscode to remove trailing spaces on save. That might help you pass the pre-commit.ci check with more consistency.

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end

-- Also used by the script fix/loyaltycascade
function fixUnitEnemyStatus(unit)
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"fix" is subjective. I think this should be named after what it actually does: clearUnitEnemyStatus

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@Crystalwarrior Crystalwarrior requested a review from myk002 July 16, 2024 10:50
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LGTM other than the changelog

edit: also please fix pre-commit.ci warnings

@@ -48,6 +48,7 @@ Template for new versions:
- `gui/pathable`: new "Depot" mode that shows whether wagons can path to your trade depot
- `advtools`: automatically add a conversation option to "ask whereabouts of" for all your relationships (before, you could only ask whereabouts of people involved in rumors)
- `gui/design`: all-new visually-driven UI for much improved usability
- `makeown`: goblin snatchers and giants can now be makeown-ed more reliably
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needs to get moved to changelog for current version. also, should likely go in Fixes, and say something like "Fix enemy creatures continuing to be hostile after makeown"

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2 participants