gimmicks and props IIIO_Test_field

Discussion and development of scenarios and campaigns for the game.

Moderators: Forum Moderators, Developers

Post Reply
User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

Hello.

IIIO_Test_field is an addon that gathered ideas of gimmicks and props I thought for the campaign.
There are a few scenarios for experiencing gimmicks.
Some ideas are an improved version of those used in Mountain_Witch, and then a gimmick under development for the campaign I am currently working on.
And, some thoughts.
In addition, this campaign also functions as a resource, so please use it if you are interested.

Please tell us your suggestions and impressions to make these gimmicks better.
This add-on can be downloaded from add-ons server of wesnoth 1.12.6.

Examples of props: A unit to be used as background actor.
Spoiler:
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
Zap-Zarap
Posts: 156
Joined: March 16th, 2015, 2:18 pm

Re: gimmicks and props IIIO_Test_field

Post by Zap-Zarap »

The dancing girl looks like the singer of "Babymetal" (a band from Japan).
I like beavers.

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

I modeled on them and made graphics of this unit.
I am glad that someone knows BABYMETAL.
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
Zap-Zarap
Posts: 156
Joined: March 16th, 2015, 2:18 pm

Re: gimmicks and props IIIO_Test_field

Post by Zap-Zarap »

IIIO_METAL wrote:I modeled on them and made graphics of this unit.
Is that true? How nice. First i thought that was coincidence. Cool.
IIIO_METAL wrote:I am glad that someone knows BABYMETAL.
I've been watching some stuff of them on youtube a few days ago. I live in Europe, and the did some concerts here (but i didn't see those).
They are cool.

Just in case, someone doesn't know what we're talking about, a link to BABYMETAL on utube:
https://www.youtube.com/watch?v=zTEYUFgLveY
I like beavers.

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

Thank you, Zap-Zarap.
They seem to have more activities in Europe than Japan, so I think you have a chance to see the live.

By the way, this thread is a place for campaigns and scenarios, so it may be better to move this topic to another place.
I think that Off-Topic is the best place, Shall I make a new topic there?
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

I upgraded a little bit.
You can now use Mountain Witch 's male version unit, Alchemist.
His ability is to create items and create golems. Also his weapon has changed a bit, the shock gun he uses will be unusable if the bullet is used up.
You can make two types of golem, but this unit is still not useful.
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

I made a stick to turn my opponent into a "pumpkin", but it was powerful enough to break the game balance.
Therefore, I will try to limit the calling condition.
1, It is easy to fail when the other's level is high.
2, the state of the pumpkin is rotated several times and it returns to the original state. (The period is random.)
3, Pumpkin state unit can not do anything, but it is almost invincible.
It seems that the success rate is still too high.
An enemy unit that became pumpkin.
An enemy unit that became pumpkin.
Pumpkin_2.png (113.62 KiB) Viewed 2821 times
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

I released a new version.
The building event is about 80% complete.
Terrain_event.png
Creator of "Mountain Witch" & "Castle of evil spirit"

User avatar
IIIO_METAL
Posts: 156
Joined: January 18th, 2017, 5:03 pm
Location: japan

Re: gimmicks and props IIIO_Test_field

Post by IIIO_METAL »

I uploaded a new version.

Version 0.5.5:
Curse stone event: Equipped with scenario where multiple enemy side and victim side appeared.
Civil engineering work: Equipped with strength reduction event due to battle of buildings.
Item Event: Partially corrected display of store.
I attached a change log from this version.

#################################### Overview ##################################
It summarizes the current contents of this add-on.

Civil engineering work -------------------------------------------------------------
You can make a change to the terrain with a special menu of the Engineer Unit "Walker".
The changed terrain can be handed over to another scenario using the same MAP.
The source of the idea is an add-on called Cities_of_the_Frontier.

Event summary:
If the condition is satisfied, the construction menu is displayed on the menu item, so construction can be started by selecting it.
Construction is completed and the terrain is changed when the necessary construction period is passed with the walker stopped on the spot.

Construction start conditions:
Factors of conditions are divided into four major categories: funds, materials, human resources, and topography.
Fund: If the side has enough money, it fulfills the condition.
Materials: There are four types of materials, wood, stone, steel and rubble, and the type and amount of necessary materials change depending on the type of construction.
Depending on the type of construction sometimes material increases as a by-product.
Human resources: Only Walker can do the construction.
Terrain: The type of construction possible varies depending on the terrain.

Construction menu is as follows.
Wooden fort: Implemented
Stone Fort: Implemented
Wooden dwelling: Implemented
Stone Dwelling: Implemented
Tree Bridge: Not implemented yet
Stone bridge: Not mounted yet
Quarries: Implemented
Training facility: not implemented yet
Commercial facility: Not implemented yet
Landfill: Implemented
Logging: Implemented
Collapse hill: Implemented
Cut trees: Implemented
Cut out stones: Implemented
Building repair: Not implemented
Removal of Buildings: Implemented
Fort upgrade: Implemented (It becomes a keep and improve durability)

Degradation of durability by battle: Durability is set for buildings, and its numerical value gradually decreases by battle.
When it becomes 0 the building collapses.

Timing of change of terrain:
At the time of construction start: It is changed to the overlay topography showing under construction.
New turn: The place is changed at this timing at the place where construction finished.
After the battle: If the damage of the building is serious, it will be changed to the ruined building landform, if the durability is 0, it will be changed to the rubble terrain.
Prestart: Change the terrain of the coordinates changed in the previous scenario again.

Appendix Event:
In and out of the fort: If you move a unit to a fort (designated coordinates only), you can return it to recall list.
In the case of a leader unit, it ends the scenario and moves to the next scenario.

Relocate units in prestart: Place units in the coordinates that were placed at the end of the previous scenario.
Recall event is used for placement.

Selling and purchasing of materials: We carry shop events so that we can buy and sell materials. (Unimplemented)

Curse Event-------------------------------------------------------------------
A collection of events of Magic Stone that appeared in Mountain Witch.
The core of this event is made up of three abilities.

{ABILITY_SPIRIT_TRAP}
Change the unit on the enemy side where the unit with the capability contacted, to the unit on the same side. This effect will appear before the battle begins so battle itself will not occur.

{ABILITY_SPIRIT_CAPTURED}
This is the marking added to the unit with the side changed. The unit to which this is added revives as undead after dying.
The first death will be instantly resurrected, and in the second and subsequent deaths it will revive after a few turns (turn designation possible).

{ABILITY_AMULET}
This invalidates the effect of SPIRIT_TRAP. A unit with this attached can fight the SPIRIT_TRAP unit.

Also, several races, such as undead and mechanical type tribes, are excluded from the SPIRIT_TRAP effect.

Item Event -------------------------------------------------------------------
It is a comprehensive event group for operating RPG-like items.

· Individual item definitions are recorded in variable array.
· Item drops of dead units and pickup events of drop items.
· Item buying and selling event. (You can select handled item of shop by combining macros)
· Item creation event. (Limited special unit with skill)
· Events for using items.
· There are several prototypes of weapons and armor type items. (Under investigation of operation method)

Unit -------------------------------------------------------------------
Several original units are installed in this campaign.
Many of these units are in the process of being adjusted, and the ability may change frequently.
Creator of "Mountain Witch" & "Castle of evil spirit"

Post Reply