I have an awesome idea but not the skill.

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FG_Prince2000
Posts: 35
Joined: November 9th, 2016, 11:04 am

Re: I have an awesome idea but not the skill.

Post by FG_Prince2000 »

I'm sorry Dugi, I was not able to understand all of that.

What I think you are saying is that it is possible to make twelve different unit types for the twelve different Blades, then when one dies, have those under that one change unit type one rank up, and have them keep their xp as well as the upgrades they have done so far, so that they can continue to upgrade their abilities in the normal way after they changed unit type without having to start over.
FG_Prince2000
Posts: 35
Joined: November 9th, 2016, 11:04 am

Re: I have an awesome idea but not the skill.

Post by FG_Prince2000 »

I'm thinking of arranging the Blade stats like this.

Blade 1 12-4
Blade 2 11-4
Blade 3 10-4
Blade 4 9-4
Blade 5 8-4
Blade 6 7-4
Blade 7 6-4
Blade 8 8-3
Blade 9 7-3
Blade 10 6-3
Blade 11 5-3
Blade 12 7-2

They cost 40. Their hit-points will also be different for each level. They need 20 xp to upgrade (because their upgrades dont increase combat abilities. Instead it gives them abilities like ambush, backstab, throwing knives, poison weapons, ect.)
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Dugi
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Joined: July 22nd, 2010, 10:29 am
Location: Carpathian Mountains
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Re: I have an awesome idea but not the skill.

Post by Dugi »

What I think you are saying is that it is possible to make twelve different unit types for the twelve different Blades, then when one dies, have those under that one change unit type one rank up, and have them keep their xp as well as the upgrades they have done so far, so that they can continue to upgrade their abilities in the normal way after they changed unit type without having to start over.
Correct.

Because they vould have mostly identical properties (experience, movement, animations,...) I suggest usink a macro to define most of the common content:

Code: Select all

#define BLADES_COMMON
movement=7
movement_type=elusivefoot
experience=20
[advancement]
  id=poison
  #...
[/advancement]
 # the rest of the stuff that's common for each of them, includink all advancements
#enddef
[unit_type]
  id=Blade1
  name=_"Supreme Blade"
  level=4
  hitpoints=74
  # blablabla
{BLADES_COMMON} # this adds the common properties to him
[/unit_type]
[unit_type]
  id=Blade2
  name=_"Revered Blade"
  level=4
  hitpoints=68
  # other blablabla
{BLADES_COMMON}
[/unit_type]
[unit_type]
  id=Blade3
  name=_"Legendary Blade"
  level=3
  hitpoints=64
  # and another blablabla
{BLADES_COMMON}
[/unit_type]
# other blade types
Don't deal with the assignments of domains for now, give them advancements for all domains without restrictions.
FG_Prince2000
Posts: 35
Joined: November 9th, 2016, 11:04 am

Re: I have an awesome idea but not the skill.

Post by FG_Prince2000 »

Thank you so much Dugi, this makes it a lot simpler. I ill do ahead and do the Blades according to the template you gave in your example. Will you mind checking them for faults that I missed when I am done?
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Dugi
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Location: Carpathian Mountains
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Re: I have an awesome idea but not the skill.

Post by Dugi »

Will you mind checking them for faults that I missed when I am done?
I may check what is a misunderstanding of my suggestions, but no man can reliably find all errors randomly scattered over the code.
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