School
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School
I have an odd idea. Well, it's kinda a question. Is it possible with the WML to make a "house" that gives xp instead of healing? It would be changed from a house to a "school". Players could use "schools" to slowly train a unit up to level 2 (or 3, depending on the settings) without risk of losing it.
If stupidity got me into this, it should get me out.
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Yes. This is an easy one.
moveto event filtered on the x,y location of the school
store the unit at the x,y location
add to his experience with set_variable
unstore the unit
You can even set a counter to make sure it doesn't give out too much xp.
moveto event filtered on the x,y location of the school
store the unit at the x,y location
add to his experience with set_variable
unstore the unit
You can even set a counter to make sure it doesn't give out too much xp.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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That was a bit over my head. Could you dumb it down? What .cfg file do I need to do this in?
If stupidity got me into this, it should get me out.
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
In order to give xp every turn that the unit stays in the school, simple moveto events and store/unstores won't work. Here's how I'd probably try to do it:
1. When the side's turn ends, check if any units are in a school
2. Store (to an array, for instance) or otherwise mark the units that are
3. In the beginning of the next turn, check if those units are still alive, in place, etc., and then add some xp for those that are
I don't think that it's possible to reliably advance a unit to the next level with WML, so you'd probably need to make sure the xp does stay 1 point below (or at?) the next level xp requirement.
Sorry for not giving any practical help on this, though.
1. When the side's turn ends, check if any units are in a school
2. Store (to an array, for instance) or otherwise mark the units that are
3. In the beginning of the next turn, check if those units are still alive, in place, etc., and then add some xp for those that are
I don't think that it's possible to reliably advance a unit to the next level with WML, so you'd probably need to make sure the xp does stay 1 point below (or at?) the next level xp requirement.
Sorry for not giving any practical help on this, though.
Good point. You can probably skip steps 1 and 2 and have the event fire on new turn or side turn.
Side turn gives out experience at the end of the turn though.
My perspective had been colored by my current writing mode, which is no turns/unlimited movement.
This needs to be written as an event in the scenario configuration file.
I'll try to post code in a bit if you can't figure things out first.
Side turn gives out experience at the end of the turn though.
My perspective had been colored by my current writing mode, which is no turns/unlimited movement.
This needs to be written as an event in the scenario configuration file.
I'll try to post code in a bit if you can't figure things out first.
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
Umm, yeah, that's true. Silly me.scott wrote: Good point. You can probably skip steps 1 and 2 and have the event fire on new turn or side turn.
You can use side turn to give out the xp in the beginning or the end of one's turn (the former really being at the end of the previous side's turn).scott wrote: Side turn gives out experience at the end of the turn though.
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...
Okay, that makes sense to me. Kinda... Dang it.
Okay, write it as an event... But would this be applied to all houses? That would be bad. I was trying to create a new "house" and have very few of them on the map. Each one bordering a castle perhaps, but still have normal houses. I know this can be done, but aren't events for campaigns? I was hoping this could be an MP thing.
Okay, that makes sense to me. Kinda... Dang it.
Okay, write it as an event... But would this be applied to all houses? That would be bad. I was trying to create a new "house" and have very few of them on the map. Each one bordering a castle perhaps, but still have normal houses. I know this can be done, but aren't events for campaigns? I was hoping this could be an MP thing.
If stupidity got me into this, it should get me out.
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
- Elvish_Pillager
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Events are for scenarios. A campaign scenario is a scenario, and a multiplayer scenario is a scenario.
It's all fun and games until someone loses a lawsuit. Oh, and by the way, sending me private messages won't work. :/ If you must contact me, there's an e-mail address listed on the website in my profile.
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So in MP (as in, on the server) I can have a map with events? That's cool...
If stupidity got me into this, it should get me out.
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
Most pointless statement of the year award goes to me!
"People are lazy unless they care."
I'd like to thank unsung for this award... and all the people who helped make this possible...
The game comes with examples of multiplayer scenarios. Just add your event tags in the file somewhere between [scenario] and [/scenario].
Hope springs eternal.
Wesnoth acronym guide.
Wesnoth acronym guide.
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- Joined: September 20th, 2005, 8:17 pm
- Location: A galaxy far far away...
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- Joined: April 24th, 2006, 4:56 pm
Did anyone else find this interesting, perhaps enough to implement it? I run SUSE 10.0 now, so I don't have my wesnoth stuff anymore. Plus I have to re-learn all that I knew... But I thought I'd add that SUSE came with a version of wesnoth! Yeah! Even though it's only version 8.0 (or 9.0 I forget.) which is kinda a bummer.
If you laid all of the people over 60 years old in the world end to end, most of them wouldn't be able to get back up.
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Pits. You may call them Training/War/Blood or whatever, but omst of the ruthlessness that makes the thing work for all factions would be that it is a pit, where two units fight until they are tired.
Cuyo Quiz,where madness meets me 
Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004

Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004