Wesband, MP dungeon-crawler (now for Wesnoth 1.9.14+ !)

Discussion of all aspects of multiplayer development: unit balancing, map development, server development, and so forth.

Moderator: Forum Moderators

Post Reply
Exasperation
Posts: 462
Joined: June 8th, 2006, 3:25 am

Re: Wesband 0.6.1, improved inventory management

Post by Exasperation »

I was already aware of some of these issues (although not all), and I think I've fixed all of them now. I'll put up a bugfix version shortly.

The abilities as an empty table, no way to set it to nil later thing is deliberate.

Also, I mis-typed abilities twice while posting this message. :doh:

Edit - almost forgot I wanted to mention this: I plan on re-doing inventory management again when Wesband gets converted to 1.9/1.10 (and custom dialogs are possible). I will probably start looking at doing the conversion when the first release candidate for 1.10 comes out. I'll take the comments on the current version into consideration at that time.
User avatar
Great_Mage_Atari
Posts: 932
Joined: July 26th, 2011, 5:07 pm

Re: Wesband 0.6.1, improved inventory management

Post by Great_Mage_Atari »

I hear that you guys are in need of Slimes. I can contribute as to that aspect. I have a few models already made. If anybody who is already contributing to this project can shoot me a PM on whether they need slimes or not, please do! I would be glad to help!
User avatar
Xudo
Posts: 563
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

BTW. Make all units in wesband lvl 0. Farming for xp via not-killing enemy units is most effective playstyle, but it's sometimes boring.
Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

white mage - metal to arcane?

Post by Brian_A »

The 2nd var definition in the macro below has the field name spelled 'materical', not material.

And should it be looking at the ranged weapons, or melee?

Code: Select all

#define UPGRADE_MAGIC_WHITE_METAL_TO_ARCANE_CONDITION PATH
. . .
        [variable]
                name={PATH}.variables.inventory.weapons.ranged[${PATH}.variables.equipment_slots.melee_1].materical
                equals=metal

I changed it to

Code: Select all

#define UPGRADE_MAGIC_WHITE_METAL_TO_ARCANE_CONDITION PATH
. . .
        [variable]
                name={PATH}.variables.inventory.weapons.melee[${PATH}.variables.equipment_slots.melee_1].material
                equals=metal
and restarted Wesnoth, but it didn't change the problem:
If my white mage doesn't have the prerequisite stats (but has the upgrade points) then the last menu option is the "Bless Weapon", but it's grayed out.

If I upgrade my last stat to the minimum (10) and then meet all the prerequisites... then the Bless Weapon option disappears.

I made sure to have a metal weapon in my first weapon slot, since the macro seems to check for that. (Tricked me, since it says "any weapon" in the menu, not "first weapon if metal"...)


Can anyone think of a reason why the option would vanish?


thanks...
User avatar
Xudo
Posts: 563
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Some side notes about white-ordered mages:
1) It's weird what "Bless wpn" requires 10 mind. You can learn it only if you train "white order" magic, which requires 12 mind.
2) You can heal opponents by using right-click menu.

Is there anything that affects mana regeneration?
Last edited by Xudo on August 6th, 2011, 5:12 pm, edited 1 time in total.
Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Re: Wesband 0.6.1, improved inventory management

Post by Brian_A »

Yes, healing opponents is one way to mine them for more XP. As has already been noted, this can take time.

My favorite mining NPC is the witch - she advances only to level 2, and heals herself. if you have weak fists and two +8 white mage minions behind you... then it can be a neverending cycle of +4 EXP per round and both you and the witch can be automatically fully healed each round. :)
Or if you just want to use a script to skip all of your turns for a while, have it send "Ctrl-space, wait for 1/2 second, Enter" to the window... and it's +2EXP per round. Try leaving that running overnight...
User avatar
Xudo
Posts: 563
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

Brian_A wrote:Yes, healing opponents is one way to mine them for more XP. As has already been noted, this can take time.
My favorite is lvl 0 skeleton. He have no weapon, so when he levels up he still have no damage. I usually level him up to 7 and kill as fast as I can. He have extremely high defence (~80 on dirt, not sure)
Lvl_7_at_DL_2.gz
(463.24 KiB) Downloaded 188 times
Brian_A
Posts: 29
Joined: December 12th, 2010, 5:01 pm
Location: Baltimore, MD

Re: Wesband 0.6.1, improved inventory management

Post by Brian_A »

I've noticed that when NPCs level up (even my minions) to a certain point, many of them get Chill Wave and Shadow Wave, even if they're types I wouldnt' expect to get them (Bandit, for instance). In fact, my minion White Mages were given those spell attacks (instead of Heal and Lightbeam!) at one point.

[I had to quit Wesnoth, reload a prior turn, and level him up again. After several attempts, it worked and he got the White Mage advancements instead.]

What's best for debugging such a thing: replay or save file?
User avatar
Great_Mage_Atari
Posts: 932
Joined: July 26th, 2011, 5:07 pm

Re: Wesband 0.6.1, improved inventory management

Post by Great_Mage_Atari »

This is a dumb question but can I actually download this yet? If so, how and where?
User avatar
Shinobody
Posts: 391
Joined: March 9th, 2011, 5:46 pm
Location: somewhere in Poland

Re: Wesband 0.6.1, improved inventory management

Post by Shinobody »

... From add-on server for 1.8? (at least this is where I got it from...)

(I was supposed to do some sprites for it wasn't I...? Alright, alright...)
Artist, writer, game designer for hire.
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
User avatar
Great_Mage_Atari
Posts: 932
Joined: July 26th, 2011, 5:07 pm

Re: Wesband 0.6.1, improved inventory management

Post by Great_Mage_Atari »

I'm on 1.9... is it called Wesband on the add-on server?
User avatar
Xudo
Posts: 563
Joined: April 3rd, 2009, 5:26 pm

Re: Wesband 0.6.1, improved inventory management

Post by Xudo »

As far as I know, wesband not yet ported to 1.9.
User avatar
Great_Mage_Atari
Posts: 932
Joined: July 26th, 2011, 5:07 pm

Re: Wesband 0.6.1, improved inventory management

Post by Great_Mage_Atari »

ah man. buzz kill
User avatar
Great_Mage_Atari
Posts: 932
Joined: July 26th, 2011, 5:07 pm

Re: Wesband 0.6.1, improved inventory management

Post by Great_Mage_Atari »

Sorry for double posting, but if Wesband is in need of slimes, I have made a few.
User avatar
Shinobody
Posts: 391
Joined: March 9th, 2011, 5:46 pm
Location: somewhere in Poland

Re: Wesband 0.6.1, improved inventory management

Post by Shinobody »

Alright, here are the sprites I have promised month ago to be done within week. :oops:
human-female.zip
Human female protagonist, full set.
(137.81 KiB) Downloaded 279 times
elf-female.zip
Elf female protagonist, full set.
(146.81 KiB) Downloaded 203 times
I will take a shot at dwarf female tomorrow IIRWIIR. This way apparently makes me work quicker. :hmm:
Artist, writer, game designer for hire.
Art portfolio: https://shino1.artstation.com
Writing dump: https://shino1portfolio.wordpress.com/
My itchio for video games and TTRPG stuff: https://shino1.itch.io/
Post Reply