Ephraim's WML questions

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Ephraim
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Ephraim's WML questions

Post by Ephraim »

Hello!

I was working on a map with some magic tiles that teleport you to a nother place (just a moveto with teleport unit and a lightning sound). But, I was thinking so hard and I realized that if I add an animation to this magic event, it will be better.

The idea is: when a unit enters in the hex, an animation of a lightbeam and an animation of the light star (the one that appears when you teleport a silver mage) will appear at the same time. When the animation finishes, there will sound a lightning and the unit will be teleported.

How can I code the animations?

Thanks.
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Dugi
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Re: Ephraim's WML questions

Post by Dugi »

The teleport animation uses a mask and does not need to depend on the unit's sprite, so it's quite doable.

You can use an object (possibly a temporary one) to add the teleport animation to the unit. Then you active the pre-teleport animation with animate_unit, use the teleport action tag to move it to the other location and then use the post-teleport animation to make it land there. You can add the lightbeam to the teleport animation as well.
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

I have been working on that, and I've got this:

Code: Select all

[event]
name=start
[object]
    [filter]
	    canrecruit=no
	[/filter]
	{TELEPORT_EFFECT_OBJECT}
[/object]
[/event]


[event]


name=moveto
first_time_only=no
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
[sound]
name=lightning.ogg
[/sound]
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=pre_teleport
[animate]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
{MISSILE_FRAME_LIGHT_BEAM}
[/animate]
[/animate_unit]
{TELEPORT_TILE 49 51 38 56}
[scroll_to]
x=38
y=56
[/scroll_to]
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=post_teleport
[/animate_unit]
[/event]
But it doesn't work. What can I do?
The Great Library of WML is huge and extense. I must find the book who will lead me to create a perfect campaign.
Future Project: History of Vindalf
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James_The_Invisible
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Re: Ephraim's WML questions

Post by James_The_Invisible »

[object] is applied only to first unit that matches the filter, no all those units. If you want to apply it to more units, you should store them to a variable and loop over it ({FOREACH ...} ... {NEXT ...}).
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

James_The_Invisible wrote:[object] is applied only to first unit that matches the filter, no all those units. If you want to apply it to more units, you should store them to a variable and loop over it ({FOREACH ...} ... {NEXT ...}).
I have changed the code for work in just one unit, but it still doesn't work:

Code: Select all

[event]
name=start
[object]
    [filter]
      [filter_location]
             x,y=4, 2
      [/filter_location]
   [/filter]
   {TELEPORT_EFFECT_OBJECT}
[/object]
[/event]


[event]


name=moveto
first_time_only=no
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
[sound]
name=lightning.ogg
[/sound]
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=pre_teleport
[animate]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
{MISSILE_FRAME_LIGHT_BEAM}
[/animate]
[/animate_unit]
{TELEPORT_TILE 49 51 38 56}
[scroll_to]
x=38
y=56
[/scroll_to]
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=post_teleport
[/animate_unit]
[/event]
The location is the starting location of the unit, because it is the leader of the side but he can't recruit.
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Future Project: History of Vindalf
enclave
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Re: Ephraim's WML questions

Post by enclave »

try
[filter]
x,y=4,2
[/filter]
without location.. and dont make spaces before numbers.. not sure if it matters, but it may..
I'm not expert about objects :) so no idea if it can help.
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James_The_Invisible
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Re: Ephraim's WML questions

Post by James_The_Invisible »

Have you actually seen the definition of macro TELEPORT_EFFECT_OBJECT? It is:

Code: Select all

#define TELEPORT_EFFECT_OBJECT
    # Creates and assigns a temporary object which applies the generalized silver mage
    # teleport animations to the primary unit
    #
    # For example, to apply teleport animations to the unit that triggered a 'move_to' event:
    #!{TELEPORT_EFFECT_OBJECT}

    [object]
        silent=yes
        duration=turn

        [effect]
            apply_to=new_animation

            [animation]
                apply_to=pre_teleport
                {TELEPORT_OUT_ANIMATION}
            [/animation]

            [animation]
                apply_to=post_teleport
                {TELEPORT_IN_ANIMATION}
            [/animation]
        [/effect]
    [/object]
#enddef
. That inserts [object] which is added to primary unit in an event. So it might be a good idea to remove the additional [object] tag and use the macro in your moveto event.
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

James_The_Invisible wrote:Have you actually seen the definition of macro TELEPORT_EFFECT_OBJECT? It is:

Code: Select all

#define TELEPORT_EFFECT_OBJECT
    # Creates and assigns a temporary object which applies the generalized silver mage
    # teleport animations to the primary unit
    #
    # For example, to apply teleport animations to the unit that triggered a 'move_to' event:
    #!{TELEPORT_EFFECT_OBJECT}

    [object]
        silent=yes
        duration=turn

        [effect]
            apply_to=new_animation

            [animation]
                apply_to=pre_teleport
                {TELEPORT_OUT_ANIMATION}
            [/animation]

            [animation]
                apply_to=post_teleport
                {TELEPORT_IN_ANIMATION}
            [/animation]
        [/effect]
    [/object]
#enddef
. That inserts [object] which is added to primary unit in an event. So it might be a good idea to remove the additional [object] tag and use the macro in your moveto event.
Ok, it worked! Thank you! And how can I add a lightbeam that falls over the tile that triggers the moveto (at the same time that the pre_teleport frame)? (49,51)

Code: Select all

[event]


name=moveto
first_time_only=no
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
[sound]
name=lightning.ogg
[/sound]
{TELEPORT_EFFECT_OBJECT}
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=pre_teleport
[/animate_unit]
{TELEPORT_TILE 49 51 38 56}
[scroll_to]
x=38
y=56
[/scroll_to]
[animate_unit]
[filter]
[filter_location]
x,y=49,51
[/filter_location]
[/filter]
flag=post_teleport
[/animate_unit]
[/event]
The Great Library of WML is huge and extense. I must find the book who will lead me to create a perfect campaign.
Future Project: History of Vindalf
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Dugi
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Re: Ephraim's WML questions

Post by Dugi »

Add the lightbeam frame sequence to the animation in the object. See how it's done in core/macros, in one of the files about animations.
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

Yes, now it works! Thank you!
The Great Library of WML is huge and extense. I must find the book who will lead me to create a perfect campaign.
Future Project: History of Vindalf
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

Hello again! I'm going on with the lightbeam and I want to change its color: from white to green, red, blue and brown. How can I code that without using an image editor program?
The Great Library of WML is huge and extense. I must find the book who will lead me to create a perfect campaign.
Future Project: History of Vindalf
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Pentarctagon
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Re: Ephraim's WML questions

Post by Pentarctagon »

ImagePathFunctionWML - I would guess BLEND().
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

Hello!

I wan't to do the following:

The unit enters in a shop. Then, there will be a menu that allows this unit to buy some upgrades, like more damage, more HP, etc. But, each unit can only buy X number of upgrades of each one, for avoid making units invincibles.

So, how can I code that? I'm worried because if I use some variable like "number_hp", this variable will stand there for all the units, but I want that every unit has his own variable, that lasts all the game.

Thanks!
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Future Project: History of Vindalf
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Ravana
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Re: Ephraim's WML questions

Post by Ravana »

Within each unit you can store variables to names such as unit.variables.something. And after changing it unstore unit.
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Ephraim
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Re: Ephraim's WML questions

Post by Ephraim »

Ravana wrote:Within each unit you can store variables to names such as unit.variables.something. And after changing it unstore unit.
So, the code shoyld be like:

Code: Select all

[option] 
label= +8hp
[command]
[modify_unit]
[filter] 
x=$x1
y=$y1
[/filter] 
max_hitpoints=+8
[/modify_unit] 
[set_variable] 
name=unit.variables.hp.upgrades
literal=+1
[/set_variable] 
[/command] 
[/option]
Or maybe is different than that?
The Great Library of WML is huge and extense. I must find the book who will lead me to create a perfect campaign.
Future Project: History of Vindalf
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