3rd level for fencer/duellist
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3rd level for fencer/duellist
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 ?
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.
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
-
- Posts: 209
- Joined: October 27th, 2004, 8:24 am
- Location: New Zealand
I give you...
The Musketeer!
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...
;]
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]
*) 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...
;]
There were some tentative graphics for an L3 on this line over here: http://www.wesnoth.org/forum/viewtopic.php?t=5628
-
- Posts: 209
- Joined: October 27th, 2004, 8:24 am
- Location: New Zealand
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.
Wesnoth acronym guide.
Wesnoth acronym guide.
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 ).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...
;]
Well, he still looks like d'Artagnan before becoming a Musketeer - I would like to see L3 of duellist in more fancy clothesThere were some tentative graphics for an L3 on this line over here: http://www.wesnoth.org/forum/viewtopic.php?t=5628
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
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 :
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 :
The yellow jester does not play
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
but gently pulls the strings
and smiles as the puppets dance
in the court of the Crimson King.
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
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Of course they shoud be. The Duelist's own attack animations need revision, IIRC it doesn't even move its weapon...Faello wrote:I've created basic stance for musketeer - altough it's quite similar to the duelist one, attack stances will be different
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.
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
It will not have a level 4.lz1kwk wrote:great idea a musketeer and maybe some thing on a horse on lvl 4
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.
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- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
- Elvish_Pillager
- Posts: 8137
- Joined: May 28th, 2004, 10:21 am
- Location: Everywhere you think, nowhere you can possibly imagine.
- Contact:
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.Darth Fool wrote:It should be renamed the crossbowteer. Humans in wesnoth don't have guns.
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.
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- Retired Developer
- Posts: 2633
- Joined: March 22nd, 2004, 11:22 pm
- Location: An Earl's Roadstead
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.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.