1.12.1 Cleodil's extra healing to Kalenz

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Smedley
Posts: 2
Joined: March 8th, 2015, 2:28 pm

1.12.1 Cleodil's extra healing to Kalenz

Post by Smedley »

Cleodil's bond to Kalenz is a nice touch but as stated in descriptions of her abilities, Cleo still does not give extra healing to Kalenz when adjacent; just the usual +8 any unit gets. This was reported a long time ago [in 1.9.x-1.10.x] and a code fix was given, but I can't really compile my own exe. I thought it might be implemented by now since a couple stable releases came, or at least the description edited to not mention the +4 for Kalenz.

here's the quote I dug up from from way back:
haizaar wrote:Hi, fabi!
Thanks for the clarification. I've managed to implement your idea and here is the code:
1. Cleodil can cure and heal +8 everyone
2. Cleodil can cure and heal Kalenz +12
3. Cleodil can give leadership to Kalenz (I prefered to call it "Inspire Kalenz" instead of "Elated Kalenz", but its just my opinion)
4. Fixed syntax errors in descriptions

I hope you'll find it usefull.

Code: Select all

            [abilities]
                [leadership]
                    affect_self=no
                    cumulative=no
#textdomain wesnoth-low
                    description=_"Inspire Kalenz:
If a shyde has developed a special bond to a person her near presence can make that person to act 25% better in battle."
                    female_name=_"female^Inspire Kalenz"
                    id="inspires_kalenz"
                    name=_"Inspire Kalenz"
                    value=25
                    [affect_adjacent]
                        adjacent="n,ne,se,s,sw,nw"
                        [filter]
                            id="Kalenz"
                        [/filter]
                    [/affect_adjacent]
                [/leadership]
                [heals]
                    affect_self=no
                    description=_"Heals Kalenz +12:
If a shyde has developed a special bond to a person her healing abilities increase for him.  This allows Cleodil to give Kalenz extra points of healing at the beginning of our turn."
                    female_name=_"female^heals Kalenz +12"
                    id="heals_kalenz"
                    name=_"heals Kalenz +12"
                    poison="slowed"
                    value=12
                    [affect_adjacent]
                        adjacent="n,ne,se,s,sw,nw"
                        [filter]
                            id="Kalenz"
                        [/filter]
                    [/affect_adjacent]
                [/heals]
                [heals]
                    affect_allies=yes
                    affect_self=no
#textdomain wesnoth
                    description=_"Cures:
A curer can cure a unit of poison, although that unit will receive no additional healing on the turn it is cured of the poison."
                    female_name=_"female^cures"
                    id="curing"
                    name=_"cures"
                    poison="cured"
                    [affect_adjacent]
                        adjacent="n,ne,se,s,sw,nw"
                    [/affect_adjacent]
                [/heals]
                [heals]
                    affect_allies=yes
                    affect_self=no
#textdomain wesnoth
                    description=_"Heals +8:
This unit combines herbal remedies with magic to heal units more quickly than is normally possible on the battlefield.

A unit cared for by this healer may heal up to 8 HP per turn, or stop poison from taking effect for that turn.
A poisoned unit cannot be cured of its poison by a healer, and must seek the care of a village or a unit that can cure."
                    female_name=_"female^heals +8"
                    id="healing"
                    name=_"heals +8"
                    poison="slowed"
                    value=8
                    [affect_adjacent]
                        adjacent="n,ne,se,s,sw,nw"
                    [/affect_adjacent]
                [/heals]
            [/abilities]
aquileia
Developer
Posts: 120
Joined: August 25th, 2012, 5:13 pm

Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by aquileia »

Good catch. The heals_kalenz ability is already there, but it has value=4 instead of value=12, and as heals don't stack, only the standard +8 was applied.

BTW, if you only change .cfg files you don't need to compile, the game loads them on-the-fly when you start the scenario. Just change the value in data\campaigns\Legend_of_Wesmere\utils\abilities.cfg line 30 and it'll work (you'd have to restart from Elvish Treasury because it's applied in that scenario).
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Ravana
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Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by Ravana »

I wonder if it would be possible to create modification that indeed makes all heals stack.
aquileia
Developer
Posts: 120
Joined: August 25th, 2012, 5:13 pm

Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by aquileia »

Possible - probably. But IMHO it'd be insanely unbalanced: A frontline of woses backed up by 2 druids each would give you +24 each turn...

It would also be less realistic, you don't heal twice as fast because two physicians look after you.
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Simons Mith
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Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by Simons Mith »

aquileia wrote:It would also be less realistic, you don't heal twice as fast because two physicians look after you.
I thought they did - provided they were on different allied sides. Am I out of date again?
 
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Ravana
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Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by Ravana »

Then sure, I was thinking for survival.
aquileia
Developer
Posts: 120
Joined: August 25th, 2012, 5:13 pm

Re: 1.12.1 Cleodil's extra healing to Kalenz

Post by aquileia »

Simons Mith wrote: I thought they did - provided they were on different allied sides. Am I out of date again?
That's indeed an exception. It happens because the allied healer heals during their own side turn, which doesn't count as 'at the same time'.
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