-- formatted and implemented the stone and bronze golem sprite set animations, as well as the remaining swordsman and assassin sprite set animations.
-- UnitsToList now supports -ANY- as the character name for Familiarity, Friendship, and Romance stat conditionals; if used, -ANY- will cause the game to go with the highest Familiarity, Friendship, or Romance value that the named character possesses for any other character.
-- new script action: SocialUnitsToList. This creates a list with the name of all units who meet a certain familiarity, friendship, or romance threshold for the named character. Parameters: (1) list name, (2) character name, (3) army or roster number, (4) stat name (Familiarity, Friendship, or Romance), (5) comparison method, and (6) amount.
For example, this will compile a list of the names of all characters in army 0 (if in battle) or roster 0 (if in a cut scene) for whom Bob Vandalheart possesses a Friendship stat greater than 1; then, it will save that list under the name BobsFriends:
SocialUnitsToList/BobsFriends,Bob Vandalheart,0,Friendship,g,1
This will create a list called ActiveCrushes with the names of all characters in any army or roster whom Alice Wonderlander has a Romance value greater than 0 for:
SocialUnitsToList/ActiveCrushes,Alice Wonderlander,-1,Romance,g,0
-- used all of this to script an event wherein a character asks out another character whom they have a crush on. The other character can either accept or reject the proposition; if they accept, then the two characters spend the evening together.
-- fixed: specifying an activity partner in the ForceNextCampActivity tag did not force the game to skip choosing a separate individual activity for said partner that same evening.
-- fixed: specifying an activity partner in the ForceNextCampActivity tag did not force the game to actually choose a two-character narration for that activity.