Blueknights Questions
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Re: Blueknights Questions
Yes. Also, you can call it anything you want, e.g.
[wolf_frame]
.[1]-
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Re: Blueknights Questions
Ok I'll get experimenting with all of this.
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Re: Blueknights Questions
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?
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?
Re: Blueknights Questions
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
The answer to both is yes, actually.
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take one down, patch it around
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Re: Blueknights Questions
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?
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?
Re: Blueknights Questions
You can use the [tunnel] tag if you want to do that.
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Re: Blueknights Questions
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.
- 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.
SP campaigns: Galuldur's First Journey (1.12 & 1.14) & Grnk the Mighty (1.10 & 1.12)
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
AI experiments: Micro AIs (wiki, forum thread, known/fixed bugs), Fred, AI-demos add-on
Re: Blueknights Questions
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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How to isolate problematic WML code ~~ WML error messages and their reasons
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Re: Blueknights Questions
I think that there is a code from dwarven kingdoms that did something like that...
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Re: Blueknights Questions
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?
Re: Blueknights Questions
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]
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Re: Blueknights Questions
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?
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?
Re: Blueknights Questions
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]
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Re: Blueknights Questions
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.
I would like this code to add some more unknown about the campaign as wellas give it the most unique experience possible.