loyal icon
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Re: loyal icon
Well, really, since the only loyal units are ones that are put there by scenario designers no there's not much implementation actually required. If you've got an icon for it there's nothing stopping you from adding it to loyal units. (Still, I agree this would be a cool addition to mainline campaigns as well).
Re: loyal icon
But still, there can be some problem, because creating of loyal units is not unified.TL wrote:Well, really, since the only loyal units are ones that are put there by scenario designers no there's not much implementation actually required. If you've got an icon for it there's nothing stopping you from adding it to loyal units.
So, if it's just loyal unit, w/o any other traits, macro LOYAL_UNIT is used.
If he has some other traits, it's setting explicitly:
Code: Select all
[unit]
description=Haldiel
user_description= _ "Haldiel"
type=Horseman
x=23
y=24
side=1
[modifications]
{TRAIT_LOYAL}
{TRAIT_STRONG}
[/modifications]
[/unit]
Code: Select all
{LOYAL_UNIT 2 (Sea Orc) 16 18 (Bugg) ( _ "Bugg")}
Indeed, it was. And summarizing all of them, I'd say, I'd prefer his one (the Haldiel has) or yours one the thief (next to Kalenz) has.JAP wrote:vicza: something in bronze without anything extra was made by megane earlier in the tread.
Re: loyal icon
The obvious solution : the {LOYAL_UNIT } macro should be abolished. It is an abomination.
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
Re: loyal icon
Why?turin wrote:It is an abomination.
Re: loyal icon
Because I don't think macros shouldn't be used to replace one tag. Don't use a macro to make a unit, just use the [unit] tag. It makes it clearer what you're doing.vicza wrote:Why?
Plus using macros all the time just encourages sloppy WML - I've seen someone use {UNIT } to create a unit, then store the unit (using {STORE_UNIT }, of course!), give him traits (with another macro)*, and then unstore the unit. That expanded to about 100 lines of WML. Just using the [unit] tag would have been about 10.
Macros just make the code seem shorter, they don't actually make it shorter. That's my main problem with them. If you want your code to just look shorter, do this:
Code: Select all
[unit]
side,type,x,y,description,unit_description=2, Sea Orc, 16, 18, Bugg, _"Bugg"
[/unit]
*: Actually I don't remember exactly what they did - I think it was give traits, but I'm not sure. In any case, it was something that was trivial to do inside a [unit] tag.
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
Re: loyal icon
By the way - is it just me or is the heart icon - nice as is is - a bit off to the right?
War does not determine who is right - only who is left. - Bertrand Russell
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Project StD - Save the Drakes - we want more branches! =)
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Project StD - Save the Drakes - we want more branches! =)
Re: loyal icon
There is a simpler solution:turin wrote:Because I don't think macros shouldn't be used to replace one tag. Don't use a macro to make a unit, just use the [unit] tag. It makes it clearer what you're doing.vicza wrote:Why?
Plus using macros all the time just encourages sloppy WML - I've seen someone use {UNIT } to create a unit, then store the unit (using {STORE_UNIT }, of course!), give him traits (with another macro)*, and then unstore the unit. That expanded to about 100 lines of WML. Just using the [unit] tag would have been about 10.
Macros just make the code seem shorter, they don't actually make it shorter. That's my main problem with them. If you want your code to just look shorter, do this:It has the same effect (and is just as clear, if not more) while not encouraging idiotic macro usage like I described above.Code: Select all
[unit] side,type,x,y,description,unit_description=2, Sea Orc, 16, 18, Bugg, _"Bugg" [/unit]
*: Actually I don't remember exactly what they did - I think it was give traits, but I'm not sure. In any case, it was something that was trivial to do inside a [unit] tag.
Code: Select all
{LOYAL_UNIT (Foobar Lord) (King Foobar) ( _ "King Foobar") 1 10 10}
[+modifications]
{TRAIT_RESILIENT}
[/modifications]
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.
Re: loyal icon
Yes it is, you have god eyes to noticeBy the way - is it just me or is the heart icon - nice as is is - a bit off to the right?
I made it so because of the strange irregular form the orb thingy has.
If you try to position something that small in dead center in front of it, a couple of pixels from the orb will show up on the right side but none on the left,
so i thought the best solution was to shift it one pixel to the right.
Re: loyal icon
Does that work? I wouldn't have expectedShadow Master wrote:There is a simpler solution:
Code: Select all
{LOYAL_UNIT (Foobar Lord) (King Foobar) ( _ "King Foobar") 1 10 10} [+modifications] {TRAIT_RESILIENT} [/modifications]
Code: Select all
[unit]
(stuff)
[modifications]
(more stuff)
[/modifications]
[/unit]
[+modifications]
(even more stuff)
[/modifications]
Code: Select all
[unit]
(stuff)
[modifications]
(more and even more stuff)
[/modifications]
[/unit]
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
Re: loyal icon
Its starting to feel like am spamming these but there quite fun to make
In this one i used a different solution so the heart is centered.
vicza: In this one i tried to use the best from meganes picture and the best from that of my hearts you liked.
I am quite happy whit this one
In this one i used a different solution so the heart is centered.
vicza: In this one i tried to use the best from meganes picture and the best from that of my hearts you liked.
I am quite happy whit this one
- Attachments
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- loyal-icon.png (687 Bytes) Viewed 3633 times
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- bronze_centered_example.png (14.52 KiB) Viewed 3633 times
Re: loyal icon
So far I liked a simple "minus" icon most. It looks cool and in theme with crowns.
Btw, loyal mark can be made in "stealth" way, so it will not noticed by those that doesn;t know what too look for For example, loyal units get a black border around movement orb.
As for macros, is it possible to make a WML, that browses through all units and adds repsective trait icons to them?
Btw, loyal mark can be made in "stealth" way, so it will not noticed by those that doesn;t know what too look for For example, loyal units get a black border around movement orb.
As for macros, is it possible to make a WML, that browses through all units and adds repsective trait icons to them?
Re: loyal icon
Indeed my code doesn't work. Here is the correct code:turin wrote:...
Code: Select all
{LOYAL_UNIT (Foobar Lord) (King Foobar) ( _ "King Foobar") 1 10 10}
[+unit]
[+modifications]
{TRAIT_RESILIENT}
[/modifications]
[/unit]
Of course, but that would cause useless run-time load. It's plain better to stick to the [unit] declaration/appending syntax when creating units:As for macros, is it possible to make a WML, that browses through all units and adds repsective trait icons to them?
Code: Select all
{LOYAL_UNIT (Foobar Duke) (Duke Foobar) ( _ "Duke Foobar") 1 11 11}
[+unit]
overlays=misc/loyal-icon.png
[/unit]
[unit]
type=Foobar Count
description=Foobar Count
user_description= _ "Foobar Count"
x,y=12,12
side=1
overlays=misc/loyal-icon.png
[/unit]
Author of the unofficial UtBS sequels Invasion from the Unknown and After the Storm.