Help: Unit that makes adjacent units move faster

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Kharn
Posts: 82
Joined: December 12th, 2005, 7:50 pm
Location: Dallas, Tx

Help: Unit that makes adjacent units move faster

Post by Kharn » July 24th, 2014, 3:28 am

I am looking to code something in the ability of a unit such that at the start of each turn, any units adjacent to it get X movement over their base amount.

Anyone know where to start? Research is turning up nothing.
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.

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Ravana
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Re: Help: Unit that makes adjacent units move faster

Post by Ravana » July 24th, 2014, 4:15 am

Turn refresh event, store_unit with filter filter_adjacent to find which units to change. Then foreach over those stored and with VARIABLE_OP add those moves, then unstore to save changes.

Kharn
Posts: 82
Joined: December 12th, 2005, 7:50 pm
Location: Dallas, Tx

Re: Help: Unit that makes adjacent units move faster

Post by Kharn » July 24th, 2014, 4:56 am

Ravana wrote:Turn refresh event, store_unit with filter filter_adjacent to find which units to change. Then foreach over those stored and with VARIABLE_OP add those moves, then unstore to save changes.

Will this work in multiplayer? Can I place the event into the unit file? If not where?

This also looks like it will use a loop, which I am not too comfortable in WML despite lots of basic and c++ programming. Wouldnt {MODIFY_UNIT x,y=$x2,$y2 moves 0} work?
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.

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Sapient
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Re: Help: Unit that makes adjacent units move faster

Post by Sapient » July 25th, 2014, 6:03 am

Yes

Code: Select all

[modify_unit]
  [filter]
    [filter_adjacent]
      ability=speedboost2
    [/filter_adjacent]
  [/filter]
  moves="$($this_unit.movement + 2)"
[/modify_unit]
Something like the above should work.

But iterating over stored units is really not that hard... :|

Code: Select all

[store_unit]
  [filter]
    [filter_adjacent]
      ability=speedboost2
    [/filter_adjacent]
  [/filter]
  variable=stored_units
[/store_unit]
{FOREACH stored_units i}
[set_variable]
  name=stored_units[$i].moves
  value=$stored_units[$i].movement
[/set_variable]
[set_variable]
  name=stored_units[$i].moves
  add=2
[/set_variable]
[unstore_unit]
  variable=stored_units[$i]
[/unstore_unit]
{NEXT i}
http://www.wesnoth.org/wiki/User:Sapient... "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."

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ChaosRider
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Re: Help: Unit that makes adjacent units move faster

Post by ChaosRider » July 25th, 2014, 9:37 am

Amazing, after 240 items they are still some abilities which dont required so long wml code... aura of speed (weaker +1 mp, normal +2 mp, greater +3 mp at turn start for adjected not enemies). Thx for idea :P!
Creator of WOTG (+2880 units), MWC (+615 units), SurvivorsArea, RandomColosseum, RC WOTG, RC MWC, ColosseumRandomClonesBattle, BetweenDarknessAndLight, StealingWeapons, MoreUnitsForms, MoreDamageTypes, CanBeOnlyOne, ColosseumOneWinner, BonusSpam, CriticalStrike - available at 1.12 Wesnoth server.

Kharn
Posts: 82
Joined: December 12th, 2005, 7:50 pm
Location: Dallas, Tx

Re: Help: Unit that makes adjacent units move faster

Post by Kharn » January 3rd, 2015, 6:22 pm

Thank you Sapient! The only issue I found with the code you supplied is that it sets moves to 0 each time instead of +2. I changed the variable from movement to max_moves to resolve.

To share with others, here is the more finished code that is working for me.
The following code can be applied into as many unit files as you want without the effects stacking.

Code: Select all

	[event]
        name=turn refresh
        first_time_only=no
		[modify_unit]
			[filter]
				race=Infantry
				side="$side_number"
				[filter_adjacent]
					type=Supply_Truck, Supply_Truck_Vet, Supply_Truck_Elite, Armoured_Supply_Truck, Armoured_Supply_Truck_Vet
					is_enemy=no
				[/filter_adjacent]
			[/filter]
			moves="$($this_unit.max_moves + 2)"
		[/modify_unit]
	[/event]
Creator of 120+ units Lord of the Rings era and campaign now outdated & lost.
Creator of WWII Battleground Europe mod with 120+ units most with custom wml and animations. Every variable is mathematically derived based on WWII stats such as historical cost & mm armour.

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Ravana
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Re: Help: Unit that makes adjacent units move faster

Post by Ravana » January 3rd, 2015, 6:29 pm

Using ability filter instead of type filter would make the code easier to maintain.

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