3rd level for fencer/duellist

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Faello
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3rd level for fencer/duellist

Post by Faello »

I know, that majority of people will probably say that's bad idea, but I think that fencer/duellist is really cool unit ( it has a lot of style - I always think about "The Three Musketeers" of Dumas when I'm recruiting this units - they're awesome ! ).

I would propose to make it in such way:

- lvl 1 unit - no changes

- lvl2 unit - make it a little bit weaker

- possible lvl 3 unit - give it additional attack and +1 to attack strenght, also some additional hp's and some cool outfit, but make it hard to level up

What do you think about it ?
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
Breeblebox
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Location: New Zealand

Post by Breeblebox »

I give you...

The Musketeer!

Code: Select all

[unit]
id=Musketeer
name= _ "Musketeer"
race=human
image="human-musketeer.png"
image_defensive="human-musketeer-defend.png"
hitpoints=60
movement_type=elusivefoot
movement=7
experience=100
        [advancement]
        max_times=100
        id = tough
        description = _ "tough"
                [effect]
                apply_to=hitpoints
                increase_total=3
                [/effect]
        [/advancement]
level=3
alignment=lawful
advanceto=null
cost=55
usage=mixed fighter
ability=skirmisher
unit_description= _ "'The Three Musketeers' of Dumas - they're awesome!"
get_hit_sound=groan.wav
        [death]
                [frame]
                begin=0
                end=200
                image="human-musketeer-die-1.png"
                [/frame]
                [frame]
                begin=200
                end=400
                image="human-musketeer-die-2.png"
                [/frame]
        [/death]
	[attack]
        name=rapier
        type=blade
        range=short
        damage=5
        number=5
                [frame]
                begin=-100
                end=100
                image=""human-musketeer-attack.png""
                [/frame]
                [sound]
                time=-250
                sound=sword-swish.wav
                [/sound]
        [/attack]
	[attack]
        name=disarm
        type=blade
        special=slow
	range=short
        damage=2
        number=5
                [frame]
                begin=-100
                end=100
                image=""human-musketeer-attack.png""
                [/frame]
                [sound]
                time=-250
                sound=sword-swish.wav
                [/sound]
        [/attack]
        [attack]
        name=crossbow
        type=pierce
        range=long
        damage=21
        number=1
                [sound]
                time=-50
                sound=firearrow.wav
                [/sound]
                [frame]
                begin=-200
                end=50
                image="human-musketeer-ranged.png"
                [/frame]
                [missile_frame]
                begin=-50
                end=0
                image="projectiles/bullet.png"
                image_diagonal="projectiles/bullet.png"
                [/missile_frame]
        [/attack]
[/unit]
Now all you need to do is:

*) Paste this into Musketeer.cfg
*) Make 6 or so nice unit images for him.
*) Copy said images and cfg into wesnoth/images and wesnoth/data/units/ respectively.
*) Edit wesnoth/data/units/Duelist.cfg to remove the AMLA stuff, switch 'advanceto' to Musketeer, and 'experience' to an appropriate amount of in order to get a Musketeer.

I think that's it(?) Now all your dreams have come true...
;]
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Draconio
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Post by Draconio »

There were some tentative graphics for an L3 on this line over here: http://www.wesnoth.org/forum/viewtopic.php?t=5628
Breeblebox
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Location: New Zealand

Post by Breeblebox »

Ahh, didn't see that before. Neo has done some great unused images.
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scott
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Post by scott »

You can override AMLA with the [advancefrom] tag. If you don't set XP, the upgrade and HP boost should both show up, and if you set an XP level lower than tha AMLA level, the level up will occur automatically.
Hope springs eternal.
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Faello
Posts: 441
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Location: Holy Office

Post by Faello »

Breeblebox wrote:...
Now all you need to do is:

*) Paste this into Musketeer.cfg
*) Make 6 or so nice unit images for him.
*) Copy said images and cfg into wesnoth/images and wesnoth/data/units/ respectively.
*) Edit wesnoth/data/units/Duelist.cfg to remove the AMLA stuff, switch 'advanceto' to Musketeer, and 'experience' to an appropriate amount of in order to get a Musketeer.

I think that's it(?) Now all your dreams have come true...
;]
Thx Breeblebox :) , you've helped much - altough currently I'm out of time ( I'm working during holidays ) I will try to create decent unit images for it ( altough I'm new in Gimp ).
There were some tentative graphics for an L3 on this line over here: http://www.wesnoth.org/forum/viewtopic.php?t=5628
Well, he still looks like d'Artagnan before becoming a Musketeer - I would like to see L3 of duellist in more fancy clothes :P
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
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Faello
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Location: Holy Office

Post by Faello »

I've created basic stance for musketeer - altough it's quite similar to the duelist one, attack stances will be different - also hairs are blond instead of violet - but I just couldn't resist to change it - violet looks rather strange to me ( but changing it's colour back to the violet isn't a real problem ), rapier is a little bit modified ( different colour of weapon suggest better quality of steel, golden bow gives it also more dignified look ). Musketeer outfit was borrowed from the french one's ( it looks great ), but it can be different - there was a lot of musketeer types in history, so we don't have to base on the french one.

As I said, I'm beginner in Gimp - if some more experienced user of Gimp is reading it and would like to upgrade look of my unit, please feel free to do it :D :

Image
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
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Elvish_Pillager
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Post by Elvish_Pillager »

Faello wrote:I've created basic stance for musketeer - altough it's quite similar to the duelist one, attack stances will be different
Of course they shoud be. The Duelist's own attack animations need revision, IIRC it doesn't even move its weapon...
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drachefly
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Post by drachefly »

So, when he gains a level, his hair changes color? How... bish.
lz1kwk
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Post by lz1kwk »

great idea a musketeer and maybe some thing on a horse on lvl 4
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Elvish_Pillager
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Post by Elvish_Pillager »

lz1kwk wrote:great idea a musketeer and maybe some thing on a horse on lvl 4
It will not have a level 4.
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Post by Darth Fool »

It should be renamed the crossbowteer. Humans in wesnoth don't have guns. Dwarves don't even have guns, they have thundersticks.
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Elvish_Pillager
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Post by Elvish_Pillager »

Darth Fool wrote:It should be renamed the crossbowteer. Humans in wesnoth don't have guns.
Why "crossbowteer"? A copy of "musketeer" would be "crossboweer." However, since "musketeer" only ends in "eer" because "musketer" can't be emphasized properly, it would be "crossbower" which doesn't work any better than "crossboweer." The crossbow isn't even his primary weapon, and we needn't copy not-so-good terms and modify them to get really bad ones.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
Darth Fool
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Post by Darth Fool »

scott wrote:You can override AMLA with the [advancefrom] tag. If you don't set XP, the upgrade and HP boost should both show up, and if you set an XP level lower than tha AMLA level, the level up will occur automatically.
Well, I don't think the [advancefrom] tag actually overides the AMLA. If the advanced from tag is used to advance from a unit that has AMLA, the player will (I believe) be given the option to either advance to the new unit, or use the AMLA effect. He almost certainly should choose the former, not the latter. This may be an oversight on the part of the advancefrom tag patch, as it was designed before a standard AMLA was added to the max level units. This is a marvelous example of how more options make things increasingly complex. I am not even sure what the advancefrom tag should do in such circumstances. My proposal (for post v1.0) would be to leave it as it is now by default and add in a few new options to the advancefrom tag that would allow the elimination of AMLA effects while not eliminating other full level ups. That might not be trivial to do in code.
ott
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Post by ott »

I think the KISS solution here is to make [advancefrom] override AMLA.
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