Unit dies -> drop items?
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it would if it allowed dropping items. the problem would be how they are displayed. do we want one image there? if so, which one does it choose? or do we want to show both? if so, how?mbabuskov wrote:What happens if unit has multiple items when it dies? They should all fall onto same hex. Does the game engine allow that?
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
my question is: would this look good?Dave wrote:It does support multiple items on the same hex, and they would be displayed one atop the other.
David
my opinion is that it wouldn't.
and, in general, i am against units dropping items except in special circumstances. most items should not drop, but you should be able to specify if they do or don't, IMHO. just my $.02
For I am Turin Turambar - Master of Doom, by doom mastered. On permanent Wesbreak. Will not respond to private messages. Sorry!
And I hate stupid people.
The World of Orbivm
And I hate stupid people.
The World of Orbivm
It probably wouldn't look good -- but really, how many units are likely to be carrying multiple items, and killing them isn't a victory/loss condition?turin wrote: my question is: would this look good?
my opinion is that it wouldn't.
I think we could put a 'break_chance' attribute in the item settings which allows you to set the chance it will 'break' (i.e. not be dropped when the unit dies). You could set it to 100 for 'always breaks' and 0 for 'never breaks'.turin wrote: and, in general, i am against units dropping items except in special circumstances. most items should not drop, but you should be able to specify if they do or don't, IMHO. just my $.02
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
Idea: if unit has multiple items, only the item with lowest 'break_chance' would not break, thus solving the problem of multiple items.Dave wrote: I think we could put a 'break_chance' attribute in the item settings which allows you to set the chance it will 'break' (i.e. not be dropped when the unit dies). You could set it to 100 for 'always breaks' and 0 for 'never breaks'.
Milan Babuskov
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er, this seems like it should be in Art/Music...
I don't think objects should be a major part of Wesnoth. It was said in another forum that Wesnoth should not be a 'get-the-power-ups' game, and I agree with this. I think the scenario designer should decide, since there should be few levels with objects.
Having said that, there should be a drop_object macro that works something like this:
#define DROPITEM ROLE ITEM
[event]
name=die
first_time_only=no
[filter]
role={ROLE}
[/filter]
{ITEM}
[/event]
#enddef
would you be able to do this? the reference to {ITEM} might be a problem
BTW I find it very strange the way the WML tag [object] works... it really does three things.
- display a message from the object
- remove the item from the hex
- apply one or more effects to the unit
and it can only be done to the primary unit for the event.
I think these three things should be seperated into 3 different actions: the [message], [removeitem], and [effect] tags. A macro could be defined that uses all of them together.
I don't think objects should be a major part of Wesnoth. It was said in another forum that Wesnoth should not be a 'get-the-power-ups' game, and I agree with this. I think the scenario designer should decide, since there should be few levels with objects.
Having said that, there should be a drop_object macro that works something like this:
#define DROPITEM ROLE ITEM
[event]
name=die
first_time_only=no
[filter]
role={ROLE}
[/filter]
{ITEM}
[/event]
#enddef
would you be able to do this? the reference to {ITEM} might be a problem
BTW I find it very strange the way the WML tag [object] works... it really does three things.
- display a message from the object
- remove the item from the hex
- apply one or more effects to the unit
and it can only be done to the primary unit for the event.
I think these three things should be seperated into 3 different actions: the [message], [removeitem], and [effect] tags. A macro could be defined that uses all of them together.