Blueknights Questions

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8680
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Re: Blueknights Questions

Post by 8680 »

Yes. Also, you can call it anything you want, e.g. [wolf_frame].[1]
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

Ok I'll get experimenting with all of this.
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

Ok I'm back with two question that are vital to the campaign I'm producing.
A: Is it possible to make a functional boat? ie. A unit can get on the boat and then travel over deep water?
B: can a side have more than one person able to recruit? Or even better certain units 'General' can recruit units for their side?
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powershot
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Re: Blueknights Questions

Post by powershot »

To the second one, yes. Use the canrecruit=yes tag. Works like a charm.
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Pentarctagon
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Re: Blueknights Questions

Post by Pentarctagon »

The answer to both is yes, actually.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

So how would you make the functional boat? I'm assuming it would be complicated and involve events?
Although thinking about it would it be easier to make a 'harbor' village and if a unit is on their at the start of their turn they can 'teleport' to other harbor villages as if they traveled their by boat?
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powershot
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Re: Blueknights Questions

Post by powershot »

You can use the [tunnel] tag if you want to do that.
My new account is: Power_Pixel_Wannabe. Yea. Yea.... Why are you still reading this? What the heck m8? You have some kind of problem? Yea. I draw. NO I'M NOT 5 ANYMORE!!! Little brats.
The heck m8? I thought you left... No seriously... go... serious...
ok bye m8. I'm serious.
mattsc
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Re: Blueknights Questions

Post by mattsc »

It does involve events, but it's not that complicated. Here's one way:

- When the unit moves to a hex next to the boat, store_unit (with kill=yes). This can be triggered, for example, by a moveto event.
- move_unit_fake from unit hex to boat hex
- Move the boat (as a normal unit) to wherever you want it
- When you want to unload (can be triggered by all kinds of events: moveto, menu selection, ...): move_unit_fake from boat hex to hex next to it
- unstore_unit

Hope this helps.
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Re: Blueknights Questions

Post by Ceres »

If you don't want to make the unit move on/off the boat automatically: [set_menu_item] is your friend.
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matsjoyce
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Re: Blueknights Questions

Post by matsjoyce »

I think that there is a code from dwarven kingdoms that did something like that...
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

And here's another question, could an attack ability be made where the hex that is attacked if it's a man made hex it gets reduced to rubble?
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lipk
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Re: Blueknights Questions

Post by lipk »

I'm not really familiar with abilities, but you can implement that quite easily with events.

Code: Select all

[event]
  name=attack
  first_time_only=no
  [filter]
    type=Catapult
  [/filter]
  [filter_second]
    [filter_location]
      terrain=Ch            #human castle
    [/filter_location]
  [/filter_second]

  {MODIFY_TERRAIN Rb^Dr $second_unit.x $second_unit.y}
  [redraw][/redraw]
[/event]
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

Thank you for the code... but do I put it in the [unit_type] tag or somewhere else?

EDIT: Also as another ability could you filter a unit raceand then double the damage against that race?
and is their a specific tag i can use to remove a unit from the recall list?
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8680
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Re: Blueknights Questions

Post by 8680 »

blueknight1758 wrote:Also as another ability could you filter a unit raceand then double the damage against that race?

Code: Select all

[damage]
	id="????"
	name=_"????"
	name_inactive=_"????" ## should be the same as name=
	description=_"????"
	description_inactive=_"????" ## should be the same as description=
	multiply=2
	apply_to="self"
	[filter_opponent]
		race="????"
	[/filter_opponent]
[/damage]
blueknight1758 wrote:and is their a specific tag i can use to remove a unit from the recall list?

Code: Select all

[kill]
	id="????"
	x="recall"
	y="recall"
[/kill]
blueknight1758
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Re: Blueknights Questions

Post by blueknight1758 »

For a scenario i'm developing for my campaign you have to find a mage in a village on the map (He appears when your on his village tile.) the trouble is I only know how to code so he's at a certain village and i was hoping you guys could help me learn how to code it so he could be at either the co-ordinates 5,7 9,6 or 10,4.

I would like this code to add some more unknown about the campaign as wellas give it the most unique experience possible.
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