new campaign: Green Isle

Discussion and development of scenarios and campaigns for the game.

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gabe
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never mind

Post by gabe »

i figured it out
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

scenarios

Post by gabe »

have the first 2 scenarios done
they are on the server
any feed back would be appreciated
also could moderator change thread title to : "Campaign - Green Isle"
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

alma advancement

Post by gabe »

working on the main character for the bulk of the scenarios
he will be advancing mainly through [advancement] tags
many values are being tracked via variables
modifing the attacks, health, movement and attack abilities is relatively straightforward
my question is how to give a unit abilities like heals and cures with this method?
the effect tag wml reference doesn't say
also how if I give him heal and then cures or leadership_1 then leadership_2 can i remove the heals or leadership_1 to prevent redundancy
Attachments
half_breed_prince.cfg
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Last edited by gabe on January 30th, 2007, 3:48 am, edited 1 time in total.
Inigo Montoya
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Post by Inigo Montoya »

You can't currently add or remove abilities from an existing unit - if you want to do this, you need to advance him into a different type.
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gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

adding abilities

Post by gabe »

in the unit abilities tag you define the units abilities
would an if statement in there keyed to certain values trigger the abilities to work
also if the values changed mid-scenario would they update?
not sure if that would be a functioning work around as my knowledge of the engine is incomplete but seems like it might
any opinions?
Inigo Montoya
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Post by Inigo Montoya »

Hmmm, I hadn't thought of that.

It might work, I'm not sure though so try it!
If not, try putting the [if] statements inside the ability instead (I'm almost sure this won't work, but not quite!)

Also, you can use an AMLA to give the unit an [object] (I think), which can change him into a [variation] of himself - this is used in HttT for Kanrad and Li'Sar if they pick up the Sceptre of Fire, you might be able to define different abilities for the variations (in which case, anything that you don't specifically change should stay the same, eg hitpoints, moves etc).

I may be wrong about any or all of this, but it's all worth trying in case it does work.
I don't exist when you don't see me...
I don't exist when you're not here.

You bought a mask - I put it on.
You never thought to ask me if I wear it when you're gone.
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zookeeper
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Post by zookeeper »

Inigo Montoya wrote:[if] statements inside the ability
Nope, not a chance.
Inigo Montoya
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Post by Inigo Montoya »

No, I thought not, but it seemed like it might at least be worth a try.
I don't exist when you don't see me...
I don't exist when you're not here.

You bought a mask - I put it on.
You never thought to ask me if I wear it when you're gone.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

abilities

Post by gabe »

tried if statements in unit abilities tag
tried if statements in utils.cfg
tried moving initialization vars around
will anything work?
is this just not do-able
have thoughts of some crazy advancement web but that seems excessive
is this a possible thing
do i need to do some python coding or something
if it is in some python or C++ modifications where do I make them
what is a good resource to figure this out
or does anyone have any other ideas
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

unit WML

Post by gabe »

this is in a custom unit tag
[defense]
castle=50
village=50
swamp_water=40
[/defense]
[resistance]
cold=90
[/resistance]
it isnt nested anywhere else
the movetype is a custom default type
the other units that just use the new movetype are fine
the tweaked units dont take the adjustments
why is this
the reference online seems to indicate this is the proper method
why no work then?
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

scenarios

Post by gabe »

have the first 2 scenarios working properly
still need some art but otherwise good
the second one loops to the 1st one
so to goto third scenario you gotta change wml
the 3rd one is included but incomplete
it needs story and has new units with no art but the old and borrowed
when story is done will repost

any feedback would be appreciated
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

scenarios

Post by gabe »

have the first 3 scenarios complete
the third one starts to use new units
for the hero side only
new or modified enemy units will be as needed
the 4th scenario is a dialog story type but not finished
the 5th isn't even started
any feedback would be appreciated
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

maps and maps

Post by gabe »

is there a way to show a character moving on one map at the begining of a scenario and then switch to another map for the rest of it?
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

more scenarios

Post by gabe »

have 3 scenarios with fighting and two with just dialog that are both considered to be the same scenario just on different maps. just reposted the campaign with the changes

-want to know how to put a new unit in the place of a just killed

also as all ways please give me some feedback on anything about the campaign. fixed some bugs today and added some new WML but still need gangs of art. anyway if anyone has played the campaign or even just read the WML let me know what you think.
gabe
Posts: 180
Joined: December 15th, 2006, 1:15 am
Location: an island in the pacific

more questions

Post by gabe »

for a level 0 unit can i have it get some advance_to options as a male and a slightly different set as a female

like for example a level 0 elf would only get shaman if female have it as a simple if statement in the unit.cfg. Will it work or is it just a dumb idea?

also how would i go about only allowing a certain advancement if a certain trait was evident?

also
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