wml: creating new fun units (negative status effects)
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wml: creating new fun units (negative status effects)
where to see example(s) of how wml code looks like for custom units
and how that code is put together in a page/essay to form a unit
looked at some of the wml stuff on this site's wiki but they dont have any examples and don't understand any of it yet
its easier to understand with specific examples
lets say custom unit would have 5-10 skills (within some of their attack/ability), and one of those skills is a negative status effect that does damage over time (let's say this skill is a higher damage over a shorter time, and can only be cured by drinking water
(by moving to any water hex)
or another way to cure that status effect is another's unit unique ability that cures only that status effect
let's just call that status effect for now 'acid/burning' or 'decay' or 'covid'
another negative status effect could be call 'covid' and that one could spread to other surrounding units in a 1-hex radius (can affect other allies and enemies) just an example
no idea right now what wml can and cant do when it comes to skills and other things about units
and how that code is put together in a page/essay to form a unit
looked at some of the wml stuff on this site's wiki but they dont have any examples and don't understand any of it yet
its easier to understand with specific examples
lets say custom unit would have 5-10 skills (within some of their attack/ability), and one of those skills is a negative status effect that does damage over time (let's say this skill is a higher damage over a shorter time, and can only be cured by drinking water
(by moving to any water hex)
or another way to cure that status effect is another's unit unique ability that cures only that status effect
let's just call that status effect for now 'acid/burning' or 'decay' or 'covid'
another negative status effect could be call 'covid' and that one could spread to other surrounding units in a 1-hex radius (can affect other allies and enemies) just an example
no idea right now what wml can and cant do when it comes to skills and other things about units
Re: wml: creating new fun units (negative status effects)
Such effects generally include steps
- save flag that effect is active, after for example getting hit by weapon special. It may include graphic effect visible for user
- trigger effect when needed, possibly once per turn
- remove effect, possibly because of levelup or village
WML can do all of it, but it is not very easy starting point. Most suitable example of such weapon special I rewrote in Lua few years ago. If you want to try implement it then I suggest first having it apply effect immediately, after that is tested add point 1, and finally point 3.
- save flag that effect is active, after for example getting hit by weapon special. It may include graphic effect visible for user
- trigger effect when needed, possibly once per turn
- remove effect, possibly because of levelup or village
WML can do all of it, but it is not very easy starting point. Most suitable example of such weapon special I rewrote in Lua few years ago. If you want to try implement it then I suggest first having it apply effect immediately, after that is tested add point 1, and finally point 3.
- Atreides
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Re: wml: creating new fun units (negative status effects)
Monster Hunt has a disease that spreads just like that.
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- Posts: 41
- Joined: November 17th, 2023, 7:33 pm
lua or wml?
just to use this (thread topic) as an example
is it normally or usually easier for anyone to make units (and/or Mutiplayer campaigns) using lua or wml
ill use the example of status effect, for anyone starting at 0 is lua or wml usually easier or simpler to do this
this isn't the actual, it was an example
im assuming lua since assuming there'll be much more lua resources and good resources is commonly what ppl need to learn things effectively and also quickly (w/e things biology literature symbolic logic pharmacology fabric weaving w/e etc)
is it normally or usually easier for anyone to make units (and/or Mutiplayer campaigns) using lua or wml
ill use the example of status effect, for anyone starting at 0 is lua or wml usually easier or simpler to do this
this isn't the actual, it was an example
im assuming lua since assuming there'll be much more lua resources and good resources is commonly what ppl need to learn things effectively and also quickly (w/e things biology literature symbolic logic pharmacology fabric weaving w/e etc)
Re: wml: creating new fun units (negative status effects)
You cant create units or scenarios in Lua. You can implement event actions in Lua. The weapon special I referenced uses WML to call Lua functions. https://github.com/ProditorMagnus/Agele ... a#L55-L109 https://github.com/ProditorMagnus/Agele ... al/hex.cfg