Extra feature giveaway.
Moderator: Forum Moderators
Forum rules
- Please use [code] BBCode tags in your posts for embedding WML snippets.
- To keep your code readable so that others can easily help you, make sure to indent it following our conventions.
Extra feature giveaway.
I made this for my campaign, but I don't think there is enough room for this feature. I will probably remove it.
This macro places a very susfishious object on the map. You may ignore it at your own peril, but if a weak enough unit closes in...
You can also step on it, with satisfying result. Have fun!
Example use:
This macro places a very susfishious object on the map. You may ignore it at your own peril, but if a weak enough unit closes in...
You can also step on it, with satisfying result. Have fun!
Code: Select all
#define FISH_CARCASS SIDE X Y FACING SCALE
#I call this species a Susfish
{VARIABLE temp {FACING}}
[switch]
variable=temp
[case]
value=ne,e,se
[item]
image="units/undead/zombie-fish.png~SCALE({SCALE})~O(90%)"
x,y={X},{Y}
submerge=1
visible_in_fog=no
name=fish{X}{Y}{Y}{X}
[/item]
[/case]
[case]
value=nw,w,sw
[item]
image="units/undead/zombie-fish.png~SCALE({SCALE})~FL()~O(90%)"
x,y={X},{Y}
submerge=1
visible_in_fog=no
name=fish{X}{Y}{Y}{X}
[/item]
[/case]
[/switch]
[event]
name=side {SIDE} turn
first_time_only=no
id=fish{X}{Y}{Y}{X}
[if]
[have_unit]
level=0
[not]
side={SIDE}
[/not]
[filter_location]
x,y={X},{Y}
radius=3
[/filter_location]
[/have_unit]
[then]
[remove_item]
x,y={X},{Y}
image=fish{X}{Y}{Y}{X}
[/remove_item]
[unit]
side={SIDE}
x,y={X},{Y}
type=Walking Corpse
variation=fish
facing={FACING}
[/unit]
[remove_event]
id=fish{X}{Y}{Y}{X}
[/remove_event]
[remove_event]
id=stomp_fish{X}{Y}{Y}{X}
[/remove_event]
[/then]
[/if]
[/event]
[event]
name=moveto
id=stomp_fish{X}{Y}{Y}{X}
[filter]
x,y={X},{Y}
[/filter]
{RANDOM (splat, splorch)}
[switch]
variable=random
[case]
value=splat
[floating_text]
x,y={X},{Y}
text="<span color='white'>" + _ "splat" + "</span>"
#splorch thump
[/floating_text]
[sound]
#name=ink-miss.ogg
name=mud-glob-miss.ogg
[/sound]
[/case]
[case]
value=splorch
[floating_text]
x,y={X},{Y}
text="<span color='white'>" + _ "splorch" + "</span>"
#splorch thump
[/floating_text]
[sound]
name=ink-miss.ogg
#name=mud-glob-miss.ogg
[/sound]
[/case]
[/switch]
[remove_item]
x,y={X},{Y}
image=fish{X}{Y}{Y}{X}
[/remove_item]
[item]
x,y={X},{Y}
image=soulless-die-9.png
name=splat
[/item]
[delay]
time=100
[/delay]
[remove_item]
x,y={X},{Y}
image=splat
[/remove_item]
[remove_event]
id=fish{X}{Y}{Y}{X}
[/remove_event]
[remove_event]
id=stomp_fish{X}{Y}{Y}{X}
[/remove_event]
[/event]
#enddef
Code: Select all
{FISH_CARCASS 2 18 33 sw (60,60)}Re: Extra feature giveaway.
What is susfishious? A dead fish?
WML is quite hard to read for me. I wonder whether we could also describe
these data structures via a .yml file. I use simple .yml files, e. g. mostly
a simple Hash. This could work at the least for simple objects (I don't suggest
to use .yml for everything, just for simple objects, and following a simple
format, e. g. only one layer of a Hash or one layer of an Array, to limit
complexity.)
WML is quite hard to read for me. I wonder whether we could also describe
these data structures via a .yml file. I use simple .yml files, e. g. mostly
a simple Hash. This could work at the least for simple objects (I don't suggest
to use .yml for everything, just for simple objects, and following a simple
format, e. g. only one layer of a Hash or one layer of an Array, to limit
complexity.)
- beetlenaut
- Developer
- Posts: 2887
- Joined: December 8th, 2007, 3:21 am
- Location: Washington State
- Contact:
Re: Extra feature giveaway.
It's a pun on the word "suspicious," in case you are asking about the language. The WML creates an object that turns into a zombie swimmer if a level-0 unit gets close to it, but disappears with an animation if a higher-level unit lands on it. The object will look something like a floating dead fish.
BfW only supports WML and Lua. A translator could probably be made, but that would take someone a lot more time than it would take for you to learn WML. You can probably learn WML in a weekend. There are lots of resources here for that. The WML Tutorial is the most detailed, and WML Guide is the most fun. The second one is a short campaign (on the 1.18 server) with almost every line of code explained.
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
Re: Extra feature giveaway.
Haha, thanks for the replies.
I am always trying to come up with extra decisions that the player could make. Lining the shore up with washed-out fish carcass that can come back to life (or be stomped to death) could entice more strategic movement from the player, without necessarily introducing more enemies.
It could also be a nice kiting lesson for the new player, i.e., end the turn out of the fish range but close enough to step on it the next turn.
I am always trying to come up with extra decisions that the player could make. Lining the shore up with washed-out fish carcass that can come back to life (or be stomped to death) could entice more strategic movement from the player, without necessarily introducing more enemies.
It could also be a nice kiting lesson for the new player, i.e., end the turn out of the fish range but close enough to step on it the next turn.