weapon specials

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kshinji
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weapon specials

Post by kshinji »

Just wanted to check - can i have more than 1 ws? Last time when i was doing wml, there was something like weapon_special=, or maybe i am wrong.
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kshinji
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Location: Gdansk, Poland

Post by kshinji »

Too not spam too much, is it possible to have damage multiplied by percantage of hp unit have?
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Baufo
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Post by Baufo »

1) I have not tried it but theoretically I can't see why you should not be able to put more than one special into the [specials] tag.

2) With some WML events, yes.
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Elvish_Pillager
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Post by Elvish_Pillager »

More than one weapon special, on a unit, works just fine nowadays. (using [effect]s to modify them is another story...)
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kshinji
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Post by kshinji »

:geek:
Last edited by kshinji on November 9th, 2010, 1:18 am, edited 1 time in total.
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Noyga
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Post by Noyga »

v1.1.11 (and 1.2) doesn't support changing/seting the special to something else than the default 1.0.2 ones...
SVN trunk (future 1.3) does already with the new del_special key and [set_specials] tag (set_special= is obsoleted there).
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
peet
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Post by peet »

Does the [set_specials] tag work for 1.1.12? Should we be switching to this?

Also, is there a way currently to add a second special to an attack that already has one, without getting rid of the first special? Particularly in an [effect] or in some other way after a unit has laready been created?

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Noyga
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Post by Noyga »

Nope, any 1.1.x and 1.2 won't support it.
1.3.x (currently unreleased, in SVN trunk) does with [set_specials]
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" ;) -- xtifr
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