Question about feet

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podunk
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Question about feet

Post by podunk »

Reading here I see references to small foot and elusive foot and stuff like that. I did a search and found where it refers to the animation of walking - but in discussions it seems to have more significance than that. Are there certain traits, abilities etc associated with footness, and if so where I can I find this? I can't find it in the Wilk or manual.

Ah, is the Yeti in version 1.0.2 a big foot? :P
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zookeeper
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Post by zookeeper »

They aren't gameplay terms actually, even though some people use them as such. They are simply the common "sets" of movement and defense values that the game uses internally for units (all units could have unique defense/movement values for terrains, but most units belong to some general set).

For example, elusivefoot refers to the similar movement/defense value "set" shared by thieves, fencers, footpads and orcish assassins (there are others too, but you get the idea). Likewise, smallfoot refers to most human foot units - spearmen, archers, magi, etc. If you look at the elusivefoot units in-game, for example, you'll notice that they all have 70% defense in villages, forests, mountains and such, 60% defense on grassland, and so on, whereas smallfoot units for example have 40% defense on grassland, 60% defense on castles, etc. The "foot" terms simply refer to these categories.

People really shouldn't IMO use these terms in common gameplay discussion, since you can't see them in-game anywhere.
Last edited by zookeeper on August 23rd, 2006, 1:04 pm, edited 1 time in total.
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JW
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Post by JW »

smallfoot and elusivefoot are movetypes.

movetypes determine a unit's defense on terrain and resistancies to damage types.

I bolded to show game terms, not to shout or anything.

-edit after zookeeper-
zookeeper wrote:People really shouldn't IMO use these terms in common gameplay discussion, since you can't see them in-game anywhere.
I think they can be seen in the unit description, but I'm not 100% on that thought.
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zookeeper
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Post by zookeeper »

JW wrote:I think they can be seen in the unit description, but I'm not 100% on that thought.
Nope, they can't.
zol
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Post by zol »

The 'movetype' definitions are in {wesnoth}/data/units.cfg
Unit files are in {wesnoth}/data/units/, if you want to see how they are used ('movement_type').
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Post by Flametrooper »

Smallfoots usually have moderate defense on terrain and do well in villages or castles, having better defense on forest or hills but moving slower there. They have 0% resist to all damages except holy.
Elusivefoots have very high defense on all terrains, and move fast over rough terrain, but they have really bad resistances, like -30% to Blade. Example: Fencer.
Armoredfoots are the opposite of Elusivefoot: Bad defense, great resistance. Example: Heavy Infantry.
There's lots of others, too, like mounted (weak to pierce, strong to blade, can't go in mountains), swimmer (Mermen and nagas, needs no explanation), largefoot (trolls etc, bad defense and good resist, kinda like armoredfoot but better underground), and a whole bunch of others.
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Jetrel
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Post by Jetrel »

:) Ah, wherefore art thine flatfoot?
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JW
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Post by JW »

Actually, Flametrooper, nagas use movetpye=naga, not movetype=swimmer.
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Post by Flametrooper »

Whoops. :oops: Shows what you get for not double-checking.
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Post by Elvish_Pillager »

We should definitely make the Yeti's resistances into a whole seperate move type, if only to stick in the term "bigfoot". Nice idea podunk!
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Cuyo Quiz
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Post by Cuyo Quiz »

Jetryl wrote::) Ah, wherefore art thine flatfoot?
Those are used in pit fights by the Northeners, who can't accept unable orcpower. Wesnoth, being your common fantasy realm in which the Elves look like euromodels and the men walk in armour that costs more than a house, just doesn't have flatfoots.

Also, magic. Ninja magic.

*quietly backs away*
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zol
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Post by zol »

JW wrote:Actually, Flametrooper, nagas use movetpye=naga, not movetype=swimmer.
and have the same range as woodlandfloat and undeadfoot.
Um ... yeah :?
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JW
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Post by JW »

zol wrote:
JW wrote:Actually, Flametrooper, nagas use movetpye=naga, not movetype=swimmer.
and have the same range as woodlandfloat and undeadfoot.
Um ... yeah :?
:?:

That made absolutely no sense.
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Zhukov
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Post by Zhukov »

JW wrote:
zol wrote: and have the same range as woodlandfloat and undeadfoot.
Um ... yeah :?
:?:

That made absolutely no sense.
Same reaction here. WTF?
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Post by zol »

Sense is not made by things, but can be made of them by appropriate processes.

Code: Select all

  woodlandfloat  undeadfoot   naga
---------                        
cavewall     99          99     99
canyon       99          99     99
mountains     2           3      5
hills         1           2      3
tundra        1           2      2
forest        1           2      3
fungus        2           2      2
cave          2           2      2
castle        1           1      2
village       1           1      1
grassland     1           1      2
sand          1           2      1
swamp         1           2      1
shallow_water 1           2      1
deep_water    2           3      1
And now ...
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