1.12.1 Cleodil's extra healing to Kalenz
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1.12.1 Cleodil's extra healing to Kalenz
Cleodil's bond to Kalenz is a nice touch but as stated in descriptions of her abilities, Cleo still does not give extra healing to Kalenz when adjacent; just the usual +8 any unit gets. This was reported a long time ago [in 1.9.x-1.10.x] and a code fix was given, but I can't really compile my own exe. I thought it might be implemented by now since a couple stable releases came, or at least the description edited to not mention the +4 for Kalenz.
here's the quote I dug up from from way back:
here's the quote I dug up from from way back:
haizaar wrote:Hi, fabi!
Thanks for the clarification. I've managed to implement your idea and here is the code:
1. Cleodil can cure and heal +8 everyone
2. Cleodil can cure and heal Kalenz +12
3. Cleodil can give leadership to Kalenz (I prefered to call it "Inspire Kalenz" instead of "Elated Kalenz", but its just my opinion)
4. Fixed syntax errors in descriptions
I hope you'll find it usefull.
Code: Select all
[abilities] [leadership] affect_self=no cumulative=no #textdomain wesnoth-low description=_"Inspire Kalenz: If a shyde has developed a special bond to a person her near presence can make that person to act 25% better in battle." female_name=_"female^Inspire Kalenz" id="inspires_kalenz" name=_"Inspire Kalenz" value=25 [affect_adjacent] adjacent="n,ne,se,s,sw,nw" [filter] id="Kalenz" [/filter] [/affect_adjacent] [/leadership] [heals] affect_self=no description=_"Heals Kalenz +12: If a shyde has developed a special bond to a person her healing abilities increase for him. This allows Cleodil to give Kalenz extra points of healing at the beginning of our turn." female_name=_"female^heals Kalenz +12" id="heals_kalenz" name=_"heals Kalenz +12" poison="slowed" value=12 [affect_adjacent] adjacent="n,ne,se,s,sw,nw" [filter] id="Kalenz" [/filter] [/affect_adjacent] [/heals] [heals] affect_allies=yes affect_self=no #textdomain wesnoth description=_"Cures: A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison." female_name=_"female^cures" id="curing" name=_"cures" poison="cured" [affect_adjacent] adjacent="n,ne,se,s,sw,nw" [/affect_adjacent] [/heals] [heals] affect_allies=yes affect_self=no #textdomain wesnoth description=_"Heals +8: This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield. A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn. A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure." female_name=_"female^heals +8" id="healing" name=_"heals +8" poison="slowed" value=8 [affect_adjacent] adjacent="n,ne,se,s,sw,nw" [/affect_adjacent] [/heals] [/abilities]
Re: 1.12.1 Cleodil's extra healing to Kalenz
Good catch. The heals_kalenz ability is already there, but it has value=4 instead of value=12, and as heals don't stack, only the standard +8 was applied.
BTW, if you only change .cfg files you don't need to compile, the game loads them on-the-fly when you start the scenario. Just change the value in data\campaigns\Legend_of_Wesmere\utils\abilities.cfg line 30 and it'll work (you'd have to restart from Elvish Treasury because it's applied in that scenario).
BTW, if you only change .cfg files you don't need to compile, the game loads them on-the-fly when you start the scenario. Just change the value in data\campaigns\Legend_of_Wesmere\utils\abilities.cfg line 30 and it'll work (you'd have to restart from Elvish Treasury because it's applied in that scenario).
Re: 1.12.1 Cleodil's extra healing to Kalenz
I wonder if it would be possible to create modification that indeed makes all heals stack.
Re: 1.12.1 Cleodil's extra healing to Kalenz
Possible - probably. But IMHO it'd be insanely unbalanced: A frontline of woses backed up by 2 druids each would give you +24 each turn...
It would also be less realistic, you don't heal twice as fast because two physicians look after you.
It would also be less realistic, you don't heal twice as fast because two physicians look after you.
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Re: 1.12.1 Cleodil's extra healing to Kalenz
I thought they did - provided they were on different allied sides. Am I out of date again?aquileia wrote:It would also be less realistic, you don't heal twice as fast because two physicians look after you.
Re: 1.12.1 Cleodil's extra healing to Kalenz
Then sure, I was thinking for survival.
Re: 1.12.1 Cleodil's extra healing to Kalenz
That's indeed an exception. It happens because the allied healer heals during their own side turn, which doesn't count as 'at the same time'.Simons Mith wrote: I thought they did - provided they were on different allied sides. Am I out of date again?