Brotherhood of Light - Multiplayer RPG Scenario

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

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Ken_Oh
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Post by Ken_Oh » September 11th, 2007, 11:30 am

Sapient wrote:
Ken Oh wrote:There's a major problem that I've like to point out.

When your character AMLAs on the enemy's side turn, you don't get to choose a new spell. This is, I'm pretty sure, because of how MP now doesn't allow players to choose how they level up unless it's on their turn.

TL got around this in Heroes' Arena by granting skill points on the post advance event and making an Upgrade right-click command for players to use when its their turn.
Actually, this explains a lot... this would cause observers to get a popup menu. I have submitted a bug report. Note: when you find a wesnoth bug you are supposed to submit a bug report. This helps the developers a lot to improve Wesnoth, and it helps you too because the bug can get fixed.
I had no idea this was a bug. I thought it was a feature and that's what TL seemed to think too.

Unless you were talking about the observers getting a pop-up menu, because I have no idea it did that.

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Bob_The_Mighty
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Post by Bob_The_Mighty » September 11th, 2007, 4:50 pm

When your character AMLAs on the enemy's side turn, you don't get to choose a new spell. This is, I'm pretty sure, because of how MP now doesn't allow players to choose how they level up unless it's on their turn.
I actually anticipated this and simply gave the player a hitpoint boost as a compensation, but TL's way is much better. I will do that when I get round to it. In any case, I don't think that was causing any OOS problems (unless my code is bad).
Also casting healing spells seems to fail randomly without any message about why. Fail means that click spell in menu just recreates same menu and doesn't use mana.
Revive can only be used if you are injured, Bless can only be used if the player you select is injured. Given that, are there still problems? I fear they might be.
Actually, this explains a lot... this would cause observers to get a popup menu. I have submitted a bug report. Note: when you find a wesnoth bug you are supposed to submit a bug report. This helps the developers a lot to improve Wesnoth, and it helps you too because the bug can get fixed.
What were you referring to, Sapient? And which bug did you report? The inability to set controller=null on reloads?
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

Weeksy
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Post by Weeksy » September 11th, 2007, 6:11 pm

From My experience, Bless will always work the first time it is used in a turn, but won't always work when its use for a second time is attempted.
If enough people bang their heads against a brick wall, The brick wall will fall down

suokko
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Post by suokko » September 12th, 2007, 9:33 am

Sometimes miracle doesn't work even if mage is nearly dead.


Also you could change spell color depending on if it is available or not. When someone dies and is bought back list includes still all spell names like one could cast them.

CIB
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Post by CIB » September 16th, 2007, 1:24 pm

You'd think this was cooperative, but it isn't..

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Bob_The_Mighty
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Post by Bob_The_Mighty » September 16th, 2007, 5:43 pm

what do you mean? some bad experiences?
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

CIB
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Post by CIB » September 17th, 2007, 11:29 am

Yup, fighting some ghouls together and then only one getting the XP for it in particular.

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Bob_The_Mighty
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Post by Bob_The_Mighty » September 17th, 2007, 5:11 pm

Version 0.3.2 is up now. Changes from the 0.3 are:

Code: Select all

	- Corrected the typo that made the orc battle too easy.
	- Max changes sides now when he gets to training camp.
	- Glugg now changes sides when you bring him home.
	- Quaxoir doesn't move.
	- Dram's spirit can be killed.
	- Reanimate now works.
	- Reincarnated mages can no longer see their old spells.
	- Corrected the typo that stopped you being able to teleport to Trelo village.
There are one or two things that I can't seem to fix. I would like some WML help with this:

If Godfrey kills Dillon it triggers the first event, when it should use the second (the 'godfrey' variable is set to 'yes' when he joins you).

Code: Select all

[event]
name=die
[filter]
description="Dillon"
[/filter]
[second_filter]
	side=1,2,3,4
	canrecruit=1
	[/second_filter]
{VARIABLE dillon dead}
[if]
{BOL_CONDITION godfrey equals yes}
[then]
[message]
	description="Godfrey"
	message= _ "Damn! Now my honour can never be won back! I shall return empty-handed, and face the gaols..."
	[/message]
[message]
	speaker=narrator
	message= _ "Godfrey turns, ashen faced, and heads north."
	[/message]
[message]
	side=1,2,3,4
	canrecruit=1
	message= _ "Curse our impatience! We have prevented Godfrey from claiming the prize he held highest, his honour."
	[/message]
{BOL_CODE_BROKEN -5}
[kill]
	description="Godfrey"
	[/kill]
[/then]
[/if]
[/event]

[event]
name=die
[filter]
description="Dillon"
[/filter]
[second_filter]
	description="Godfrey"
	[/second_filter]
[message]
	description="Godfrey"
	message= _ "King Lyodus will be pleased with me at last - I must return at once to the castle and relate the news of my bravery!"
[/message]
{VARIABLE dillon killed}
[/event]
Other than that it seems to be getting there.
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

Weeksy
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Post by Weeksy » September 17th, 2007, 11:25 pm

Elvish Rider appeared to attack me, then ran off and killed the poor librarian instead.
If enough people bang their heads against a brick wall, The brick wall will fall down

hagabaka
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Post by hagabaka » September 23rd, 2007, 8:43 pm

CIB wrote:Yup, fighting some ghouls together and then only one getting the XP for it in particular.
CIB, I think being able to help others by sharing XP, healing, and protecting the wounded are part of being cooperative. Not everyone on the MP server makes it easy, but you might feel a little better thinking of yourself being altruistic.

suokko
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Post by suokko » September 26th, 2007, 2:15 pm

dionnealive isn't fixed yet so one can't continue to fight the elves....


Dillon killing bug seems to related towesnoth filter code. It seems like not to test for second_filter so you could try to do it manualy with if in one kill event.

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Bob_The_Mighty
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Post by Bob_The_Mighty » September 26th, 2007, 7:02 pm

Actually, it is meant to be [filter_second] not [second_filter]. So, my mistake. Well spotted me!

Working on a new version with lots of bug fixes...
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

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Bob_The_Mighty
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Post by Bob_The_Mighty » October 2nd, 2007, 7:49 pm

Version 0.4.1 is up now. There are quite a lot of important fixes. They are thus:
- After advancing players now choose a spell (or an additional mana boost) on their turn by right-clicking on their mage.
- You can talk to dionne. Before this prevented a subquest and made the game unwinnable.
- (Hopefully) fixed the trouble with the healing spells.
- Lots of instances of poisoning weren't working. Now they are.
- Default message added for elven symbol tree.
- Elf queen now has stone special on melee attack.
- Various dialogue typos corrected.
- Teleport destination and misc spells menu no longer show blank options.
- Scourge now only effects enemy units.
- Added dialogue explaining the portal near Borol.
- Added an additional dialogue/quest involving the Mayor of Hayshore.
- Dillon's alternate death message now works.
- Illusion units now die when they attack.
- Mages get a default +4 max mana boost when advancing, instead of +5.
- Edited the instructions.
- Brother Trullo's spell now works (added effects too).
- Made the Brotherhood of Ice all one level higher.
- Stopped the erroneous scrolling for Talena's messages.
- Added Nexus spell scroll to shop.
- Corrected typo that made the Naga message not show.
- Reset gold to 25 when a mage dies and get reincarnated.
- Corrected King Lyodus' dialogue.
- You can now enrol at the training camp.
- Now you can't buy or learn the same misc spell twice.
Let me know if you encounter anything untoward...
My current projects:
2p Campaign: The Altaz Mariners
3p Survival: Save The Village

FireMaster
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Post by FireMaster » October 4th, 2007, 6:04 am

Bane does not work.I cast it,right click,and badaboom,nothing


It would be nice if you could have a right-click inventory where you can unequip,equip and use items.

I have an idea for a new gimmick too: Forge,where you go to a forger and ,for money,you give him items that you want enchanted permanently
Just because I'm a master of fire doesn't mean I'll light your "uber candle"

Weeksy
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Location: Oregon

Post by Weeksy » October 4th, 2007, 6:59 am

For Bane to work (and a few other things) you need to cast it and then select a hex near you to put the bane trap on.
If enough people bang their heads against a brick wall, The brick wall will fall down

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