Proposed new key for scenarios explicit_endlevel=yes

Discussion and development of scenarios and campaigns for the game.

Moderator: Forum Moderators

Post Reply
kmj
Posts: 67
Joined: February 15th, 2004, 5:57 pm

Proposed new key for scenarios explicit_endlevel=yes

Post by kmj »

I was wondering how useful other scenario developers would find this key:

"explicit_endlevel=yes"

If this is found in a scenario, then the level will not end until [endlevel] is called.

Currently, the level will end as soon as there is no other side with a leader. (i.e. no unit available with can_recruit=1). In the campaign I am planning, I would find it very useful to have such a tag, so that the player can take a variety of actions in a scenario without having to have an opposing leader. In some scenarios, I just don't want an opposing leader, while in others, I may want a unit to appear for the sake of the game as a "leader", but I don't want him to act as a wesnoth-leader (i.e I may want him to move around, and I don't want him to recruit or even necessarily start on a keep.)

I haven't looked into how difficult it will be to add, but I don't imagine it will be too troublesome; and it seems it would add some flexibility to scenario design... so unless there are some good objections, with the okay of Dave, I'll add it.
Dave
Founding Developer
Posts: 7071
Joined: August 17th, 2003, 5:07 am
Location: Seattle
Contact:

Post by Dave »

I think it'd be useful, but I would recommend changing the name to something like,

victory_when_enemies_killed=no

David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
miyo
Posts: 2201
Joined: August 19th, 2003, 4:28 pm
Location: Finland

Post by miyo »

Go for it, change the key name.

- Miyo
Circon
Posts: 1200
Joined: November 17th, 2003, 4:26 am
Location: Right behind Gwiti, coding

Post by Circon »

Alternately, you could do something like the Harbor of Tirigaz in the Orc campaign: Place one enemy leader somewhere across the water. Drop some [guardian]units around him or use the [hide] tag if you can spare it.
Just a quick-and-dirty fix.
kmj
Posts: 67
Joined: February 15th, 2004, 5:57 pm

Post by kmj »

Circon wrote:Alternately, you could do something like the Harbor of Tirigaz in the Orc campaign: Place one enemy leader somewhere across the water. Drop some [guardian]units around him or use the [hide] tag if you can spare it.
Just a quick-and-dirty fix.
That's what I'm currently using to design and run my scenarios.
Post Reply