Nasty idea: toxic terrain
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Nasty idea: toxic terrain
Here's an idea should anyone want to make a really nasty scenario. I'm proposing as simple an idea as possible, but I can't comment on how difficult it would be to implement in practice.
Designate certain hexes as "toxic". This would be on top of what the terrain already set as. I'm mainly thinking of "toxic" swamps that give off harmful gases, but it could in theory apply to any other kind of terrain. (Note: you would probably, however, have to either make all the tiles of that kind toxic, or pester someone doing hex tiles to come up with a toxic tile for that kind of terrain, or do it yourself.)
At the start of your turn, anyone who is on a toxic hex loses HP in the same way as they would if they were poisoned (i.e. normally lose 8 HP down to a minimum of 1 HP, healing, curing and regeneration can offset this, and undead are, of course, immune) - but unlike poisoning, it only lasts whilst you remain on that hex. (If you want a really really nasty terrain hex, you could have a "poisonous" hex which poisons anyone on that hex.) I can imagine that this could have a situation of, say, a few undead in a toxic swamp, that changes the fight from a pushover to a very tough one.
It's it's WML-programmable I might attempt it myself one day if someone gives me hints for how to go about it. (Give my time - I've only just started.) Don't ask me to change the source code though - I wouldn't know where to start.
And I'll limp around and wait for the pack of hungry wolves to arrive ...
Designate certain hexes as "toxic". This would be on top of what the terrain already set as. I'm mainly thinking of "toxic" swamps that give off harmful gases, but it could in theory apply to any other kind of terrain. (Note: you would probably, however, have to either make all the tiles of that kind toxic, or pester someone doing hex tiles to come up with a toxic tile for that kind of terrain, or do it yourself.)
At the start of your turn, anyone who is on a toxic hex loses HP in the same way as they would if they were poisoned (i.e. normally lose 8 HP down to a minimum of 1 HP, healing, curing and regeneration can offset this, and undead are, of course, immune) - but unlike poisoning, it only lasts whilst you remain on that hex. (If you want a really really nasty terrain hex, you could have a "poisonous" hex which poisons anyone on that hex.) I can imagine that this could have a situation of, say, a few undead in a toxic swamp, that changes the fight from a pushover to a very tough one.
It's it's WML-programmable I might attempt it myself one day if someone gives me hints for how to go about it. (Give my time - I've only just started.) Don't ask me to change the source code though - I wouldn't know where to start.
And I'll limp around and wait for the pack of hungry wolves to arrive ...
It was a desert, unit was losing HP during the day. And it was a really good scenariojg wrote:I think it this is doable with WML. I don't remeber which scenario in UtBS this was implemented, but it was definately a underground one. There, whenever a unit stepped onto the lava (and stayed there that turn), it lost 8 HP - I think.
jg
WICOT. WML is capable of this.jg wrote:I think it this is doable with WML. I don't remeber which scenario in UtBS this was implemented, but it was definately a underground one. There, whenever a unit stepped onto the lava (and stayed there that turn), it lost 8 HP - I think.
jg
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