Add new effects on a max level troop
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Add new effects on a max level troop
Recently, i want to make changes to the script to add new effects to the (advances_to=null) troops. It's changed successfully with simpler effects like hp, mp, abilities... you name it. But it's not working with the effect types like: weapond specials, increase the number in resistances. Though, i tried many keyword to the (apply_to=...) to add those new effects but it won't work. Can someone show me a way to do that ? Please!
Currently, im using TBFW 1.15.18 version
Here is a script that i modified for an example
Currently, im using TBFW 1.15.18 version
Here is a script that i modified for an example
Code: Select all
#textdomain wesnoth-utbs
[unit_type]
id=Crab
name= _ "Crab"
race=New
image="units/monsters/crab.png"
{DEFENSE_ANIM "units/monsters/crab-defend2.png" "units/monsters/crab-defend1.png" {SOUND_LIST:SKELETON_HIT} }
hitpoints=29
movement_type=naga
[movement_costs]
deep_water=1
shallow_water=1
reef=2
swamp_water=1
flat=1
sand=1
forest=2
hills=1
mountains=2
village=1
castle=1
cave=1
frozen=2
fungus=2
[/movement_costs]
[defense]
deep_water=50
shallow_water=50
reef=30
swamp_water=45
flat=60
sand=55
forest=50
hills=50
mountains=50
village=50
castle=50
cave=60
frozen=80
fungus=50
[/defense]
movement=5
[resistance]
blade=75
pierce=80
impact=80
fire=85
cold=80
arcane=80
[/resistance]
experience=16
advances_to=Hypper Crab
{AMLA_DEFAULT}
level=1
alignment=neutral
cost=22
usage=fighter
description= _ "The Monster Crab is a semi-sentient crab the size of a horse. It is one of many twisted monsters recorded by the sages of Wesnoth and probably the creation of some twisted mage. These monstrosities have spread into the wild and prefer to live around coastal waters, preying on both humans and animals."
die_sound={SOUND_LIST:SKELETON_DIE}
[abilities]
{ABILITY_QUICK_REGENERATES}
{ABILITY_BURROW}
{ABILITY_SUBMERGE}
[/abilities]
[attack]
name=claws
#textdomain wesnoth-units
description= _"claws"
#textdomain wesnoth-utbs
icon=attacks/claws-crab.png
type=blade
range=melee
damage=9
number=2
[/attack]
[advancement]
id=Crab
max_times=10
description= _ "a strongger Crab"
[effect]
apply_to=attack
increase_damage=1
[/effect]
[effect]
apply_to=hitpoints
increase_total=1
[/effect]
[/advancement]
[advancement]
id=Crab
max_times=10
description= _ "a heavier Crab"
[effect]
apply_to=hitpoints
increase_total=6
increase=4
[/effect]
[/advancement]
[advancement]
id=Crab
max_times=10
description= _ "a faster Crab"
[effect]
apply_to=movement
increase=1
[/effect]
[/advancement]
[advancement]
id=Crab
max_times=1
description= _ "STEADFAST Crab"
[effect]
apply_to=new_ability
[abilities]
{ABILITY_STEADFAST}
[/abilities]
[/effect]
[effect]
apply_to=experience
increase_total=50%
[/effect]
[/advancement]
[advancement]
id=Crab
max_times=1
description= _ "Shooting Crab"
[effect]
apply_to=new_attack
name="H2O Jet"
description= _ "H2O Jet"
icon=attacks/waterspray.png
type=impact
range=ranged
damage=5
number=2
[/effect]
[effect]
apply_to=experience
increase_total=20%
[/effect]
[/advancement]
[attack_anim]
[filter_attack]
name=claws
[/filter_attack]
start_time=-250
offset="0:100,0~0.6:150,0.6~0:200"
[frame]
image=units/monsters/crab-attack[1,2,3].png:[150,70,130],units/monsters/crab.png:100
[/frame]
{SOUND:HIT_AND_MISS pincers.ogg {SOUND_LIST:MISS} -150}
[/attack_anim]
[/unit_type]
Last edited by WhiteWolf on November 3rd, 2021, 10:34 am, edited 4 times in total.
Reason: [c] -> [code]
Reason: [c] -> [code]
- Pentarctagon
- Project Manager
- Posts: 5564
- Joined: March 22nd, 2009, 10:50 pm
- Location: Earth (occasionally)
Re: Add new effects on a max level troop
Moved to the WML Workshop.
Also I'd suggest posting your current code.
Also I'd suggest posting your current code.
99 little bugs in the code, 99 little bugs
take one down, patch it around
-2,147,483,648 little bugs in the code
take one down, patch it around
-2,147,483,648 little bugs in the code
Re: Add new effects on a max level troop
This should do the job.
I think you can find examples of a customized amlas in UtBS. There are plenty of other examples in the addons. The mod Colosseum comes to mind.
Code: Select all
[object]
[effect]
apply_to=new_advancement
[advancement]
Re: Add new effects on a max level troop
Thank for your reply, so where can i find that WML Workshop and what is it ?Pentarctagon wrote: ↑November 2nd, 2021, 4:47 pm Moved to the WML Workshop.
Also I'd suggest posting your current code.
Re: Add new effects on a max level troop
Why there is a [object] in the script while this code involving in a unit advancement ? Anyway, i'll try that thanks.vghetto wrote: ↑November 3rd, 2021, 6:03 am This should do the job.I think you can find examples of a customized amlas in UtBS. There are plenty of other examples in the addons. The mod Colosseum comes to mind.Code: Select all
[object] [effect] apply_to=new_advancement [advancement]
Re: Add new effects on a max level troop
The WML Workshop is the sub-forum where WML-related questions go. You originally posed this to the User's forum, Pentarctagon just noted that they moved your topic to where it's supposed to be.
You need an [object] tag if you want to apply the new advancement option to an already existing unit, during a game.
I think you want to directly edit the [unit_type] of a unit, so you don't have to use an [object] tag there.
About what is accepted in the apply_to key, refer to the EffectWML wiki: https://wiki.wesnoth.org/EffectWML
You need an [object] tag if you want to apply the new advancement option to an already existing unit, during a game.
I think you want to directly edit the [unit_type] of a unit, so you don't have to use an [object] tag there.
About what is accepted in the apply_to key, refer to the EffectWML wiki: https://wiki.wesnoth.org/EffectWML
Main UMC campaigns: The Ravagers - now for 1.16, with new bugs!
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Old UMC works: The Underness Series, consisting of 5 parts: The Desolation of Karlag, The Blind Sentinel, The Stone of the North, The Invasion Of The Western Cavalry, Fingerbone of Destiny
Re: Add new effects on a max level troop
Thank a lots for your information.WhiteWolf wrote: ↑November 3rd, 2021, 10:40 am The WML Workshop is the sub-forum where WML-related questions go. You originally posed this to the User's forum, Pentarctagon just noted that they moved your topic to where it's supposed to be.
You need an [object] tag if you want to apply the new advancement option to an already existing unit, during a game.
I think you want to directly edit the [unit_type] of a unit, so you don't have to use an [object] tag there.
About what is accepted in the apply_to key, refer to the EffectWML wiki: https://wiki.wesnoth.org/EffectWML