Tutorial Rework

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uncleshelby
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Joined: May 10th, 2011, 7:20 pm

Re: Tutorial Rework

Post by uncleshelby » November 21st, 2011, 8:59 pm

Ugh. :doh: Thank you, averyimaginativename.
rjaguar3 wrote:On line 388, I don't think it's a good idea to mention terrain defense at this juncture, since the quintain has magical attacks (rendering terrain defense superfluous in this circumstance). I do believe it is mentioned later (at line 1047); that, I believe, is sufficient instruction on how defense works.
Wait, it just dawned on me. WTH does the quintain have a magical attack? That just seems extremely stupid.
Timshel

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averyimaginativename
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Re: Tutorial Rework

Post by averyimaginativename » November 21st, 2011, 9:10 pm

uncleshelby wrote:Wait, it just dawned on me. WTH does the quintain have a magical attack? That just seems extremely stupid.
From the WML:
# There is a 1 in 170,000 chance that the quintain will miss on all
# 10 attacks. Ignoring that.
This probably. 1 in 170,000 in a game as popular as Wesnoth - it's happened to somebody. 70% magical vs 60% normal makes it less likely.

Force chance to hit might be a better option than magical attacks, though magical attacks are something that should be addressed in the tutorial at some point.
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uncleshelby
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Re: Tutorial Rework

Post by uncleshelby » November 21st, 2011, 9:17 pm

Hmm. I get it. But I think the quintains should be unable to kill Konrad/Li'sar in the first two turns. It's a tutorial. So, raise Konrad/Li'sar's life, or lower the quintain's attack power...

Any thoughts?
Timshel

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averyimaginativename
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Re: Tutorial Rework

Post by averyimaginativename » November 21st, 2011, 9:29 pm

Code: Select all

 hitpoints=32
Are you looking at Konrads stats in HttT? They're different in the tutorial. Maybe it's changed between versions, but they've got enough HP to survive 100% hits with 2hp left over already.

I would use FORCE_CHANCE_TO_HIT with an attacker hits or attacker misses event. Set it to 100%, and remove it after the first hit (or leave it alone, and set it for the last hit).
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uncleshelby
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Re: Tutorial Rework

Post by uncleshelby » November 21st, 2011, 9:38 pm

Good Idea. How can I make it only happen after the first hit/miss?
Timshel

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averyimaginativename
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Re: Tutorial Rework

Post by averyimaginativename » November 21st, 2011, 9:59 pm

Something like this (untested)

Set your variables:

Code: Select all

[set_variable]
            name=playerhit
            value=0
[/set_variable]
Force your chance to hit

Code: Select all

 {FORCE_CHANCE_TO_HIT id=quintain id=Konrad 100 (
     [variable]
         name=playerhit
         numerical_equals=0
     [/variable]
 )}
increment your variable on the first hit:

Code: Select all

[event]
name=attacker hits
first_time_only=yes
[filter]
            id=quintain
[/filter]

 [set_variable]
            name=playerhit
            add=1
[/set_variable]

[Edit - two edits already. Forgot filter, and used wrong IDs in FCTH]
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uncleshelby
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Re: Tutorial Rework

Post by uncleshelby » November 28th, 2011, 8:11 pm

So, this is supposed to make the Quintain hit the first time, guaranteed? It didn't work.
Timshel

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