A Vision Blinded (15 scenarios, all complete and working)

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Konrad2
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

To be fair, the majority of players wouldn't know the old version and it's hard to notice something when everything is as it should be. :D
To answer your real question: I don't think anyone will. But I also don't think that an improvement has to be (very) noticeable to be justified (as long it's low on the priority list).
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

I am grateful for your help in finding bugs and things that don't fit. AVB is an old campaign, made by LemmonTea, and it is worth to keep it alive. But I work on different things, and so I think I leave it as it is right now. Maybe someday when I have a little more free time, maybe the I will come back to this.

Other things you might notice, I will try to fix quickest possible.
Thanks for the idea anyway.
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

Even if I contribute the (working) code?
(Do you have this campaign on github?)
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

Konrad2 wrote: Even if I contribute the (working) code?
If you really do that effort, then of course I will add the code.
It seems really very important for you. :P
Konrad2 wrote: (Do you have this campaign on github?)
No.
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

Konrad2 wrote: July 25th, 2018, 12:20 pm Certainly not enough damage in my opinion. For one, you have a healer. For two, ...they are not that incompetent.

If you must have a surprise, go to 'Narrow Encounter'. :) Kruurg has two troll whelps with him, right? Add them to the players side (recall list). And they can advance to Troll Heroes. :D (You'd have to change parts of the 'Notes' in Sc6 back though.)
I wonder if you've read this one? ^^
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

Konrad2 wrote:
Konrad2 wrote: If you must have a surprise, go to 'Narrow Encounter'. :) Kruurg has two troll whelps with him, right? Add them to the players side (recall list). And they can advance to Troll Heroes. :D (You'd have to change parts of the 'Notes' in Sc6 back though.)
I wonder if you've read this one? ^^
I did, but mind, Kruug is not the main character, why should we give him two loyals?
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

Why should they be loyals? ._. (I really mean for it to be an easter egg, so the player doesn't get any hint that they can advance to troll heroes. Who knows, the player might even dismiss them from his recall list. xD)
Last edited by Konrad2 on July 25th, 2018, 5:31 pm, edited 2 times in total.
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

That will really confuse the player, when one Troll has this (regular) advancement, and another Troll, has a different.
Especially without any hint.
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

I finally noticed that this campaign is still using the old map (1.10-ish) instead of the new one. ^^

You could add an explanation (maybe Kruurg praising his children?) that appears if the player does manage to level up one of those two special trolls. (And I do think the (restored) Notes in Sc6 would be a hint.)
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

I added your idea. Still without a hint.
One of the welps will become a Troll Hero, and the other a Great Troll.
Available on the server.

EDIT: What is wrong with the maps ?
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

Code: Select all

#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
       [animate_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON}
            [/primary_attack]
            [facing]
                id={ATTACKER2}
            [/facing]
        [/animate_unit]			
		
        [harm_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            [filter_second]
                id={ATTACKER}
            [/filter_second]
            amount={A}
            damage_type={WEAPON}
            alignment=ATTACKER2.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]		
		
		[animate_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON2}
            [/primary_attack]
            [facing]
                id={ATTACKER}
            [/facing]
        [/animate_unit]
		
        [harm_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            [filter_second]
                id={ATTACKER2}
            [/filter_second]
            amount={A2}
            damage_type={WEAPON2}
            alignment=ATTACKER.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]
		
        [redraw]
            side=1
        [/redraw]
#enddef
Not the completly finished product. Any idea why they are not facing each other while when one of them attacks? (And why they ignore the alignment? :( )
(...I guess the alignment entry does not exist?)

Regarding the map: I'm looking it up, so I can show it to you.

EDIT:
Adamant14 wrote: What is wrong with the maps ?
Spoiler:
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

Code: Select all

#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
       [animate_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON}
            [/primary_attack]
            [facing]
				[filter]                       # filter
					id={ATTACKER2}
				[/filter]                      # filter
            [/facing]
        [/animate_unit]
		
        [harm_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            [filter_second]
                id={ATTACKER}
            [/filter_second]
            amount={A}
            damage_type={WEAPON}
            alignment=ATTACKER2.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]
		
		[animate_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON2}
            [/primary_attack]
            [facing]
				[filter]                       # filter
					id={ATTACKER}
				[/filter]                       # filter
            [/facing]
        [/animate_unit]
		
        [harm_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            [filter_second]
                id={ATTACKER2}
            [/filter_second]
            amount={A2}
            damage_type={WEAPON2}
            alignment=ATTACKER.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]
		
        [redraw]
            side=1
        [/redraw]
#enddef
Added a SUF inside the [animate_unit], because the [facing] is a location-filter
Give it a try.
----------
The aliment you set is not valid. I think it is necessary to store to unit to get the variable.
I guess it is not $unit.aligment and $second_unit.aligment, but I am not sure here.



Ah, you mean the bigmap
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Konrad2
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Konrad2 »

Thanks, it works now as intended. My first code contribution is ready to go. :D

Code: Select all

#define FAKE_ATTACK_WITH_DAMAGE ATTACKER ATTACKER2 WEAPON WEAPON2 A A2
       [animate_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON}
            [/primary_attack]
            [facing]
				[filter]
					id={ATTACKER2}
				[/filter]
            [/facing]
        [/animate_unit]			
		
        [store_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            variable=stored_attacker
        [/store_unit]		
		
        [harm_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            [filter_second]
                id={ATTACKER}
            [/filter_second]
            amount={A}
            damage_type={WEAPON}
            alignment=$stored_attacker.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]		
		
        [unstore_unit]
            variable=stored_attacker
            find_vacant=no
        [/unstore_unit]		
		
		[animate_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            flag=attack
            hits=yes
            with_bars=yes
            [primary_attack]
                name={WEAPON2}
            [/primary_attack]
			[facing]
				[filter]
					id={ATTACKER}
				[/filter]
            [/facing]						
        [/animate_unit]
	
        [store_unit]
            [filter]
                id={ATTACKER2}
            [/filter]
            variable=stored_attacker2
        [/store_unit]	
		
        [harm_unit]
            [filter]
                id={ATTACKER}
            [/filter]
            [filter_second]
                id={ATTACKER2}
            [/filter_second]
            amount={A2}
            damage_type={WEAPON2}
            alignment=$stored_attacker2.alignment
            fire_event=yes
            animate=yes
            experience=yes
        [/harm_unit]
		
        [unstore_unit]
            variable=stored_attacker2
            find_vacant=no
        [/unstore_unit]		
		
        [redraw]
            side=1
        [/redraw]
		
        {CLEAR_VARIABLE stored_attacker}
        {CLEAR_VARIABLE stored_attacker2}
#enddef
Just be careful to delete the right event at the end of the scenario.
Also, each side get's only one attack. First number is the dmg the dwarf does. The event simulates an attack + counterattack, so fire it only one time each. (Storing one of the units for the harming had the sideeffect that they get only xp once, which I had planned to implement anyway.)

Btw, what does '$' do? (Thanks for all that help.)
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Adamant14
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Re: A Vision Blinded (15 scenarios, all complete and working)

Post by Adamant14 »

A new update is available, your code included. (again not marked as updatable)

--------------

You don't know the alignment of the stored attacker, so you write $attacker.alignment, and then the engine replaces $attacker with the right alignment.

see wiki for more
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