RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Discussion and development of scenarios and campaigns for the game.

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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

octalot, Thank you for the nice info!
And I think I do not understand most of the patch format. Anyway, I will try out the code you wrote. Currently, I do not even know what kind of question I should ask, so I need to study to that level myself. :oops:
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octalot
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by octalot »

This only changes two files, so it's easy to describe the changes without using patch format.

In _main.cfg, add these two lines between [/language] and #ifhave ~add-ons/UMC_Music_Book_01/_main.cfg

Code: Select all

	{COES_ALWAYS_ACTIV_EVENT_IMPLEMENTATION}
	{COES_DUNGEON_ACTIV_EVENT_SIDELESS_IMPLEMENTATION}
In Scenario_Utils.cfg, delete every line before #define EVENT_ACTIVATION_STEP, and put this in instead:

Code: Select all

#textdomain wesnoth-Castle_of_evil_spirit

####################### 各シナリオに常駐させるイベント
#define COES_ALWAYS_ACTIV_EVENT SIDE
	[load_resource]
		id=coes_always_activ_event
	[/load_resource]
#enddef

# This will only be instanciated once, from _main.cfg, but it needs all of the
# macros that it uses to be defined before it is instanciated.
#define COES_ALWAYS_ACTIV_EVENT_IMPLEMENTATION
	[resource]
		id=coes_always_activ_event
		{EVENT_ACTIVATION_STEP}
		{CONFIRM_UNIT}
	[/resource]
#enddef

####################### ダンジョン内で常駐させるイベント
#define COES_DUNGEON_ACTIV_EVENT SIDE
	{DROP_JUDGMENT {SIDE} (Jelly_Monster,Jelly_Monster_1,Jelly_Monster_2,Jelly_Monster_3,Jelly_Monster_4,Jelly_Monster_5)}
	[load_resource]
		id=coes_dungeon_activ_event_sideless
	[/load_resource]
#enddef

# This will only be instanciated once, from _main.cfg, but it needs all of the
# macros that it uses to be defined before it is instanciated.
#define COES_DUNGEON_ACTIV_EVENT_SIDELESS_IMPLEMENTATION
	[resource]
		id=coes_dungeon_activ_event_sideless
		{PICK_EVENT 1}
		{LAMP_ACTIV}
		# {GETLOST_ITEM poison}
		# {GETLOST_ITEM Anesthetic}
		# {GETLOST_ITEM Deadly_poison}
		{DIE_PLAYER_UNIT}
		{ACTION_AGAIN}
	[/resource]
#enddef
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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

octalot, thanks for the polite commentary! Now, I understand the basic use of [resources].
The fact that the memory size used by the add-on was large was a problem to be solved, so it was very helpful.
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by Shiki »

Opening the map editor with this add-on installed yields an error. The reason is that the case of the spelling is inconsistent:
{~add-ons/Castle_of_evil_spirit/terrain/terrain.cfg}
{~add-ons/Castle_of_evil_spirit/terrain/terrain_graphics.cfg}
are the files loaded, but they are called Terrain_graphics.cfg and Terrain.cfg.

{~add-ons/Castle_of_evil_spirit/terrain/ would actually already be enough to load the files.
Try out the dark board theme.
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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

Thank you Shiki.
I uploaded a new version that fixed the mistake.
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

It has been neglected for a while, but it has been upgraded. The latest version at the moment is ver0.7.10 and supports wesnoth 1.15. Future versions will be developed and released only in 1.15.
The content of the campaign has been significantly rewritten, and the story is completely different, but the early scenarios can be played.
There are a lot of bugs in this add-on, so please let me know if you find anything strange. ;)
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by Lord-Knightmare »

Hi, IIIO_METAL,
can you please fix your "add_creature_pack" add-on causing an error message of {SOUND_LIST:POISON} in MP create Game menu?
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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

Hello Lord-Knightmare.
Thank you for reporting!
I intended to fix it properly, but it seems that there was something I overlooked. We will fix it in the near future.
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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

Hello everyone.
"Castle of evil spirit" The current version is 0.7.13.
After a few months of work, the basic event is finally working. (maybe)
In the story part, some early quests have been completed, but the evil castle that is the title has not yet appeared.
In the future, I plan to focus on the production of the story part.

If you feel like it, please do a test play.
In particular, anyone who points out my suspicious English mistakes is welcome.
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Vision and the "add_creature_pack"

Post by octalot »

For Wesnoth 1.16, in PR #5434 I'm hoping to change how [effect]apply_to=movement decides whether to modify the unit's vision too.

That shouldn't affect CoES' oil lamp mechanics, as CoES will just overwrite the vision value.

In the Add Creature Pack, the Cactose Elder and Carnivore Fatal Plant will be affected. They have reduced vision, along with AMLAs that increase those units' movement without increasing their vision. If the PR is accepted then these AMLAs will need to use the also_apply_to_vision=no attribute to behave in 1.16 as they do in 1.14.
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IIIO_METAL
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Re: RPG Campaign:"Castle of evil spirit" and "add_creature_pack"

Post by IIIO_METAL »

understood. I was lucky because it was a simple fix. :)
I'll be ready to fix any changes as soon as they happen.
Creator of "Mountain Witch" & "Castle of evil spirit"
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