Proposal: Eliminate the Holy damage type.
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- Elvish_Pillager
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Proposal: Eliminate the Holy damage type.
It is now possible to implement an attack ability that does not exclude Magical, and which causes the attack to do double damage to the undead:
I propose that:
- this macro be added to abilities.cfg.
- the Paladin's attack be made 8-5 holy blade
- the attack of the White Mage be made 6-4 magical,holy fire
- the attack of the Mage of Light be made 8-4 magical,holy fire
- the attack of the Mermaid Priestess be made 5-4 magical,holy fire
- the attack of the Mermaid Diviner be made 7-4 magical,holy fire
- holy damage type resistances be removed from all movetypes and units.
Code: Select all
#define WEAPON_SPECIAL_HOLY
[damage]
id=holy
name,name_inactive= _ "holy"
description,description_inactive= _ "Holy:
This attack deals double damage to undead."
multiply=2
apply_to=self
[filter_opponent]
race=undead
[/filter_opponent]
[/damage]
#enddef
- this macro be added to abilities.cfg.
- the Paladin's attack be made 8-5 holy blade
- the attack of the White Mage be made 6-4 magical,holy fire
- the attack of the Mage of Light be made 8-4 magical,holy fire
- the attack of the Mermaid Priestess be made 5-4 magical,holy fire
- the attack of the Mermaid Diviner be made 7-4 magical,holy fire
- holy damage type resistances be removed from all movetypes and units.
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
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Sounds like a good idea to me.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
Turin Say:
Yes.
Yes.
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
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And I hate stupid people.
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- Eleazar
- Retired Terrain Art Director
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Yeah, my concern is if there are any interface issues with craming 2 weapon specials into the space were formerly only 1 had been. Otherwise i'm neither excited nor alarmed.zookeeper wrote:... The details might need some ironing out (like is it ok to give two specials to an attack, etc).
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Hm.
I approve of this; though I would at first suggest that the attacks of the white mage and such be changed to impact, rather than fire. The reasoning behind this is that with those as fire attacks, those units would be grossly overpowered against a number of other units. Heavy infantry being one, woses being another; it would also be strangely weak against drakes.
Not only that, they would not merely do 200% damage to undead now, they would actually deal more than that, since it would be +20%*2 for the fire weakness.
But this still leaves the problem that some units are weak to impact - there is no damage type we can use that will have "no weaknesses", which is what we need.
So, then, what we REALLY need, is to define a new damagetype, for which there are NO RESISTANCE CHANGES FOR ANY UNITS. We could call this damage type "damage/neutral/normal/general", perhaps.
So, with this, the paladin would have:
attack="Sword" type=blade special=holy
And the white magi:
attack="Holy Light" type=normal special=holy
I approve of this; though I would at first suggest that the attacks of the white mage and such be changed to impact, rather than fire. The reasoning behind this is that with those as fire attacks, those units would be grossly overpowered against a number of other units. Heavy infantry being one, woses being another; it would also be strangely weak against drakes.
Not only that, they would not merely do 200% damage to undead now, they would actually deal more than that, since it would be +20%*2 for the fire weakness.
But this still leaves the problem that some units are weak to impact - there is no damage type we can use that will have "no weaknesses", which is what we need.
So, then, what we REALLY need, is to define a new damagetype, for which there are NO RESISTANCE CHANGES FOR ANY UNITS. We could call this damage type "damage/neutral/normal/general", perhaps.
So, with this, the paladin would have:
attack="Sword" type=blade special=holy
And the white magi:
attack="Holy Light" type=normal special=holy
Oh, shite, wait.
What do we do about the ghosts?
They have only a 50% weakness to holy. And we did that for a good reason - without it, they can get killed in one hit at full health, during the day.
(At this point, Jetryl points out that one possible solution would be to give ALL undead only a 50-60% weakness to holy; this in turn might actually improve balance considerably. If we do this, I think the white mages should get a significant boost to their health, too.)
What do we do about the ghosts?
They have only a 50% weakness to holy. And we did that for a good reason - without it, they can get killed in one hit at full health, during the day.
(At this point, Jetryl points out that one possible solution would be to give ALL undead only a 50-60% weakness to holy; this in turn might actually improve balance considerably. If we do this, I think the white mages should get a significant boost to their health, too.)
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- Retired Developer
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Actually, the really nice thing about this WML is you can have all sorts of fun things like swords of orc slaying or spears of dragon slaying or pitchforks of bug squashing.
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
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- Eleazar
- Retired Terrain Art Director
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DFool's new chosen profession is to point out in every thread possible, that "you can already do that with WML"
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
Couldn't we just make it so it does 1.5x damage against ghosts but 2x damage against regular undead? It would require more than one [weapon_special] tag, but that doesn't really effect the macro...
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
Then you have to tell the player that "this attack deals double damage against undead, except ghosts, against which it deals 1.5x damage" - not good.turin wrote:Couldn't we just make it so it does 1.5x damage against ghosts but 2x damage against regular undead? It would require more than one [weapon_special] tag, but that doesn't really effect the macro...
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- Retired Developer
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What a great idea! Signature updated to reach maximum audience!Eleazar wrote:DFool's new chosen profession is to point out in every thread possible, that "you can already do that with WML"
"you can already do that with WML"
Fight Creeeping Biggerism!
http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358