Multiple attack specialties

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Elvish_Pillager
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Multiple attack specialties

Post by Elvish_Pillager »

How hard would this be to program? I see no other reason not to implement it.

*looks forward to berserk/slow,poison/plague,and marksman/magical attacks.*
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Post by Boucman »

that would be a logicall thing to have, but I don't see any unit needing it right now....
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Elvish_Pillager
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Post by Elvish_Pillager »

The Orcish Shamans' attacks ought to be magical,drain.

I'd like to see Assassins with marksman,poison darts.
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Post by Insinuator »

Is this not already possible?
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Post by Dacyn »

Insinuator wrote:Is this not already possible?
It is for non-weapon-based abilities.
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Post by Dave »

One reason against is that allowing it will make people go nuts with suggesting all sorts of combination weapons. Which I don't think is necessarily a good thing.

David
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Elvish_Pillager
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Post by Elvish_Pillager »

Dave wrote:One reason against is that allowing it will make people go nuts with suggesting all sorts of combination weapons. Which I don't think is necessarily a good thing.

David
Too bad.

I think we should have a unit with Cures, Regenerates, Illuminates, Teleport, and Ambush. It would be really cool!

People can already do that. What's the big deal?


(Edit:) This = "Let's not add more features. People would want even more features that way."
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Post by Darth Fool »

You are, of course, welcome to do this in your own version, and even post it on the web for others. The limitations imposed in the main version of Wesnoth is, also of course, entirely up to the developers. They have many considerations when making these sorts of declarations about what they consider reasonable, and just because one person wants to play with a unit that they could add themselves is not, in my mind, sufficient reason for them to add it. And, yes, I have had unit/specialty ideas rejected. (hmm, even Dave's ideas sometimes get shot down).

On that note, I think enabling the engine to handle a comma seperated attack specialty is a good thing, especially for people wanting to do total conversions. Of course, this will be pretty low priorty on any developers list of things to do if there is not a compelling unit to go with it. And no, just listing a bunch of specials and saying this would be cool, is not compelling. And as for your wish list:Cures, Regenerates, Illuminates, Teleport, and Ambush are all abilities which can be added willy-nilly to your own units without needing modifications to the code...
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Elvish_Pillager
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Post by Elvish_Pillager »

Let's also have a unit with Pillage, Soulstep, Trample, and Spread Blows.
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Post by turin »

Elvish Pillager wrote:Let's also have a unit with Pillage, Soulstep, Trample, and Spread Blows.
:)

I know pillage and trample and spread blows, but what exactly is Soulstep? :)
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Post by Roel »

It means he walks like james brown
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Post by Dave »

I really have no problem with this being possible, I just don't care about it enough to want to go to the effort of coding it right now.
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Post by Elvish_Pillager »

turin wrote:
Elvish Pillager wrote:Let's also have a unit with Pillage, Soulstep, Trample, and Spread Blows.
:)

I know pillage and trample and spread blows, but what exactly is Soulstep? :)
You do? What are they?
(I know Pillage, but neither of the others.)

Soulstep is just made up.
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turin
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Post by turin »

Elvish Pillager wrote:
turin wrote: :)

I know pillage and trample and spread blows, but what exactly is Soulstep? :)
You do? What are they?
(I know Pillage, but neither of the others.)

Soulstep is just made up.
trample= when you kill a unit, any excess damage dealt (e,g. if you had any strikes yet) you can deal to another unit. (this is from the game Magic: the Gathering)

i forgot what spread blows, is, though. i just know i knew it when i posted that...
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Elvish_Pillager
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Post by Elvish_Pillager »

I actually had ideas what they could be at the time: Trample was "When this kills something, it moves to the dead unit's place" and Spread Blows was like your Trample.
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