ability to boost regen
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ability to boost regen
Code: Select all
#for wose shaman
[spoiler]#define ABILITY_SYMBIOSIS
[abilities]
[regenerates]
affect_self=no
description= _ "Boosts regeneration of adjacent woses by an extra +4, but not for himself."
id="boosts_regen"
name=_"boosts regen +4"
value=12
[affect_adjacent]
adjacent="n,ne,se,s,sw,nw"
[filter]
race=wose
[not]
enemy_of=$unit.side
[/not]
[/filter]
[/affect_adjacent]
[/regenerates]
[/abilities]
#enddef
Have yet to test if it actually functionsofcourse it doesnt work, but im not sure even if it did, would work the way i want it to be.
the way healing priorities work seems to be:
Code: Select all
v _ the ability is required to kick in here to be useful
v _ works more like "woses can still regenerate +4 after unpoisoning..."
regeneration's unpoisoning -> regeneration's healing -> healer's unpoisoning -> healer's heal
"...aslong an wose shaman is adjacent"
Re: ability to boost regen
Wouldnt cumulative=yes healing work? Different timing for allies then though.
Re: ability to boost regen
If you're doing this for your campaign/era, you can code it this way - "Regenerate that heals for 12 if boosted" instead of "An ability which interacts with core Regenerate". The "Regen Boost" only needs an almost-empty code with an ID. If it's for a modification, it might be an ugly code but still possible.
If you want to heal those units while curing poison, it's probably possible with an [event] tag in the unit (Merman Brawler in "Dead water" has one). Heal those who are about to unpoison (thus it heals before unpoisoning).
If you want to heal those units while curing poison, it's probably possible with an [event] tag in the unit (Merman Brawler in "Dead water" has one). Heal those who are about to unpoison (thus it heals before unpoisoning).
My MP Eras and Mods with core units and unusual gameplay (version 1.3.1 for Wesnoth 1.12)
Re: ability to boost regen
Cleodil's extra healing to KalenzEagle_11 wrote:I have not seen anything that boosts healing for that matter.
Eagle_11 wrote:ability on woses themselves and filters if shaman is adjacent, with an info dummy on the shaman
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#define ABILITY_REGENERATES_BOOST_A
# [regenerate]
# value=8
# id=regenerates
# affect_self=yes
# poison=cured
# [/regenerate]
[regenerate]
value=12
id=boost_regenerates_a
name= _ "boosted regeneration"
description= _ "regenerates 12 HP if adjacent to an allied booster unit"
affect_self=yes
poison=cured
[filter_self]
[filter_adjacent]
ability=boost_regenerates_b
is_enemy=no
[/filter_adjacent]
[/filter_self]
[/regenerate]
#enddef
#define ABILITY_REGENERATES_BOOST_B
[dummy]
id=boost_regenerates_b
name= _ "boosts regeneration"
[/dummy]
#enddef
Eagle_11 wrote:problem would to get the healing to actually stack/increase.
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#define ABILITY_REGENERATES_BOOST_STACK VALUE COUNT WML
[regenerate]
value={VALUE}
id=boost_regenerates_stack
{WML}
affect_self=yes
poison=cured
[filter_self]
[filter_adjacent]
ability=boost_regenerates_b
count={COUNT}
is_enemy=no
[/filter_adjacent]
[/filter_self]
[/regenerate]
#enddef
#define ABILITY_REGENERATES_BOOST_A2
# {ABILITY_REGENERATES_BOOST_STACK 8 0 ()}
{ABILITY_REGENERATES_BOOST_STACK 12 1 ()}
{ABILITY_REGENERATES_BOOST_STACK 16 2 ()}
{ABILITY_REGENERATES_BOOST_STACK 20 3 ()}
{ABILITY_REGENERATES_BOOST_STACK 24 4 ()}
{ABILITY_REGENERATES_BOOST_STACK 28 5 ()}
{ABILITY_REGENERATES_BOOST_STACK 32 6 (
name= _ "boosted regeneration"
description= _ "regenerates 8 HP, +4 HP for each adjacent allied booster unit")}
#enddef
To get both boosted and regular regeneration in a single macro and display a single name/description in the right unit panel, simply uncomment commented lines.