A Random RPG Adventure
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- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version:
I spent some time improving Blacksmith.
I have as well changed a few things in the Town menu too.
I spent some time improving Blacksmith.
I have as well changed a few things in the Town menu too.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New Version:
Now there the DM has a command that allow him to "change season" of the map, modifying the corresponding terrains.
Now there the DM has a command that allow him to "change season" of the map, modifying the corresponding terrains.
- ForestDragon
- Posts: 1769
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: A Random RPG Adventure
hello. a bit of feedback: for the DM menu, I'd like to suggest adding a "spawn unit cluster" menu (instead of having to constantly click to make an army of units). I made the code for it in case you're too busy to implement the idea yourself (You could probably make a spawn random unit cluster version if you want):
Code: Select all
[option]
message="Spawn Unit Cluster (Side:$dm_spawn_side Type:"$dm_spawn_type" X:$x1 Y:$y1)"
[show_if]
[not]
[have_unit]
[filter_location]
x,y=$x1,$y1
[/filter_location]
[/have_unit]
[/not]
[/show_if]
[command]
[message]
speaker=narrator
caption=Delete Unit
image=items/book5.png
message=How many units to spawn?
image=wesnoth-icon.png
side_for=$side_number
[text_input]
label="Input Numeric Value (1, 2, 3, etc):"
variable=dm.spawnclusteramount
[/text_input]
[/message]
{IF_VAR dm.spawnclusteramount greater_than 0 (
[then]
{REPEAT $dm.spawnclusteramount (
[unit]
side=$dm_spawn_side
type=$dm_spawn_type
x=$x1
y=$y1
upkeep=free
ai_special=guardian
[/unit])}
[/then])}
[set_variable]
name=dm_mainmenu_open
value=no
[/set_variable]
[redraw]
[/redraw]
[/command]
[/option]
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Is it not possible that would cause desyncs though?ForestDragon wrote: ↑June 19th, 2018, 6:12 am hello. a bit of feedback: for the DM menu, I'd like to suggest adding a "spawn unit cluster" menu (instead of having to constantly click to make an army of units). I made the code for it in case you're too busy to implement the idea yourself (You could probably make a spawn random unit cluster version if you want):Code: Select all
[option] message="Spawn Unit Cluster (Side:$dm_spawn_side Type:"$dm_spawn_type" X:$x1 Y:$y1)" [show_if] [not] [have_unit] [filter_location] x,y=$x1,$y1 [/filter_location] [/have_unit] [/not] [/show_if] [command] [message] speaker=narrator caption=Delete Unit image=items/book5.png message=How many units to spawn? image=wesnoth-icon.png side_for=$side_number [text_input] label="Input Numeric Value (1, 2, 3, etc):" variable=dm.spawnclusteramount [/text_input] [/message] {IF_VAR dm.spawnclusteramount greater_than 0 ( [then] {REPEAT $dm.spawnclusteramount ( [unit] side=$dm_spawn_side type=$dm_spawn_type x=$x1 y=$y1 upkeep=free ai_special=guardian [/unit])} [/then])} [set_variable] name=dm_mainmenu_open value=no [/set_variable] [redraw] [/redraw] [/command] [/option]
Some time ago it was possible to spam random units in a single hex, since the others would appear in adjacent hexes once the selected hex was occupied. However I noticed that doing that caused desyncs in other players.
- ForestDragon
- Posts: 1769
- Joined: March 6th, 2014, 1:32 pm
- Location: Ukraine
Re: A Random RPG Adventure
oh, ok. Didn't know that.PapaSmurfReloaded wrote: ↑June 19th, 2018, 2:17 pm Is it not possible that would cause desyncs though?
Some time ago it was possible to spam random units in a single hex, since the others would appear in adjacent hexes once the selected hex was occupied. However I noticed that doing that caused desyncs in other players.
My active add-ons: The Great Steppe Era,XP Bank,Alliances Mod,Pestilence,GSE+EoMa,Ogre Crusaders,Battle Royale,EoMaifier,Steppeifier,Hardcoreifier
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
My inactive add-ons (1.12): Tale of Alan, The Golden Age
Co-creator of Era of Magic
Re: A Random RPG Adventure
Can you just run around from the (x,y) in a spiral, ignoring tiles that are: out of borders, impassable, taken?
If terrain codes(or tile terrain) can be checked, then maybe also an option to spawn units only on selected terrain?
If terrain codes(or tile terrain) can be checked, then maybe also an option to spawn units only on selected terrain?
- PapaSmurfReloaded
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- Location: Argentina
Re: A Random RPG Adventure
In theory it is possible, however I kind of think it's a lot of work not really sure it is worth all that trouble.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version with some small changes to maps.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
It's been a while since I last update ARRPGA.
Changes:
Random combat Beginning, end & rewards are now displayed as prints rather than messages.
-Added a transport system to move quickly between cities Classic (AI DM map).
-Removed town descriptions and welcome message at the beginning (AI DM map).
Changes:
Random combat Beginning, end & rewards are now displayed as prints rather than messages.
-Added a transport system to move quickly between cities Classic (AI DM map).
-Removed town descriptions and welcome message at the beginning (AI DM map).
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version, with quite a lot of changes:
-Now towns and quests use portraits rather than unit images, and most all quest givers and other actors have captions.
-Fixed quite a few bugs in AI Classic Map quests, particulary the ones related to alignement.
-Now towns and quests use portraits rather than unit images, and most all quest givers and other actors have captions.
-Fixed quite a few bugs in AI Classic Map quests, particulary the ones related to alignement.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
New version of ARRPGA, changes to Classic AI DM:
-At taverns, players may recruit one unit per every empty player side there is at the beginning.
This will allow games with fewer players not to be in disadvantage, having less units or having to play many sides at the same time.
-Transport in town renamed "Gryphons Roost".
-Fixed a few typos in the manual and improved add-on description.
-At taverns, players may recruit one unit per every empty player side there is at the beginning.
This will allow games with fewer players not to be in disadvantage, having less units or having to play many sides at the same time.
-Transport in town renamed "Gryphons Roost".
-Fixed a few typos in the manual and improved add-on description.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Minor update to a few maps of ARRPGA (Wesnoth, Ravenburgh, Traveler's Adventure).
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Updated Classic AI quests, making up a little more difficult.
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
A little update with a really, really small change.
Added a "new" game mode in classic map, it's a mix of AI and Human DM Mode.
It contains the same Random Battles, Random Events and Quests of the AI Classic Map, however the DM Side is controlled by a human, who has access to the DM Menu.
It is listed as ARRPGA Classic - DM Human (Premade).
Added a "new" game mode in classic map, it's a mix of AI and Human DM Mode.
It contains the same Random Battles, Random Events and Quests of the AI Classic Map, however the DM Side is controlled by a human, who has access to the DM Menu.
It is listed as ARRPGA Classic - DM Human (Premade).
- PapaSmurfReloaded
- Posts: 820
- Joined: November 17th, 2007, 1:10 pm
- Location: Argentina
Re: A Random RPG Adventure
Good news!
-I finally solved the issue of only being able to resurrect one unit per side (after two units of the same side died, only one could be resurrected), and of only one unit per side healing after battles or sleeping.
-Added Heal Party command to the DM.
-Now players who recruit companions in the AI mode get their corresponding 25 Gold.
-I finally solved the issue of only being able to resurrect one unit per side (after two units of the same side died, only one could be resurrected), and of only one unit per side healing after battles or sleeping.
-Added Heal Party command to the DM.
-Now players who recruit companions in the AI mode get their corresponding 25 Gold.