WHK - Weshack [SP Campaign]

Discussion and development of scenarios and campaigns for the game.

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vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

WHK - Weshack [SP Campaign]

Post by vghetto »

A fork of MP Wesband.

Start it from Campaigns->Weshack on the Main screen.

Do not start it from inside Multiplayer. I don't know what would happen if you did that.

For the multiplayer version, download and use Wesband.
Last edited by vghetto on December 24th, 2021, 7:49 pm, edited 2 times in total.
vghetto
Posts: 755
Joined: November 2nd, 2019, 5:12 pm

Re: WHK - Weshack [SP Campaign]

Post by vghetto »

A note about the github repo.

It seems that I will have to force push the changes to the branches, except for the master branch.
Any pull requests should be made against the master branch. That's the Wesband 1.14 branch.

Please report any problems with Wesband/Weshack here over in the forums. Either to this thread or to the Wesband thread.
Please don't open github issues. I hate logging into github.
The same applies to the rest of my repos on github.

https://github.com/virtualghetto/Wesband
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

Hello vghetto. Where are the sources for Weshack? Do you have a git repo anywhere? I would like to play with it a bit. Thanks!
vghetto2
Posts: 5
Joined: February 15th, 2022, 7:16 pm

Re: WHK - Weshack [SP Campaign]

Post by vghetto2 »

Hi daniel,

If I remember correctly, the source for weshack can be found within the wesband repo branches.
github.com/virtualghetto/Wesband/branches

For Wesnoth 1.14
master is wesband
sp_w1_14 is weshack

For Wesnoth 1.16
w1_16 is wesband
sp_w1_16 is weshack

sp stands for single player.

Just `clone` Wesband then do a `git checkout` to switch between branches.
I'm no longer maintaining anything for wesnoth, so no need to send any pull requests to virtualghetto. I can't access my github account anyway.

You're free to upload your versions of wesband and weshack to the wesnoth server. (Unless someone else has beaten you to it.)

Good luck.
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

Hello! What's checked into github appears to be purely Wesband. I'm working with the sources directly from the addons server, but do you have a git tree with your work on Weshack up to the point of the last release?

I'm most interested in improving the game play experience by reducing the number of menu clicks necessary for common actions, like picking up the loot! I would also love to bring back the "fledgling human/elf/troll" from Wesband's early days, but without removing the pre-made classes. This is a challenge now because the abilities are hard-coded replacing the optional paths that then exclude other development paths.

Really, I'm finding the whole of the Wesnoth framework to be cumbersome, but I've always found it that way. It was designed in a specific way and some of those decisions make modding Wesnoth more work than it should have to be. I've never fully learned all of WML.

Currently, I'm trying to find an event that I can fire so when you right click, I can run some lua or WML and change the description of a menu item before it appears.
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

I had it working on a submenu, but I would like to add to the top level right-click menu an option to loot all items, but with it telling you a summary of what's in the stack, like "Take 46 gold and rotten magestaff" or "Take 21 gold and 3 items". Even better would be "Take 46ImageImage" but of course with an appropriately sized images.

Also, another thing I would like to fix is the "Cast/Use item" that's broken due to your brilliant "everybody on the same team mod" -- I LOVE THAT! That makes game play SO much more sweet, but it is breaking "Cast/Use item" that previously assumed there could only be a single actor on the side. I would like to have it so that the list of options that comes up says who has the item or spell and then the item or spell, so you can choose from any valid option. I don't know if there are any offensive spells or items in the game right now (I don't think there is), but it would be cool to also give item/spells an beneficial/detrimental tag and allow use of them on enemies.

I'll see how it goes. I'm also aiming to refactor as much as I can into macros and maybe even lua code if possible.

Then I would like to have an "explore" mode where either:
1. All of the other characters follow the leader around until something is discovered. This would alleviate having to move all of your characters across the map once you find something.
2. Even more ambitious, allow the party to explore as a single avatar (pseudo-unit) until something is encountered, which would convert them back to a party.

Finally, I would love to take our part out of that poor dungeon and try out this mod on other terrain. I've always felt a bit sad for not being able to use ambush in a forest.

A lot of that is fairly ambitious and I'm not promising to get all of it done, but I would like to see how far I can get.
gnombat
Posts: 764
Joined: June 10th, 2010, 8:49 pm

Re: WHK - Weshack [SP Campaign]

Post by gnombat »

daniel.santos wrote: September 25th, 2023, 6:18 pm Hello! What's checked into github appears to be purely Wesband.
Did you try the following Git command?

Code: Select all

git checkout sp_w1_16
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

gnombat wrote: September 25th, 2023, 8:08 pm

Code: Select all

git checkout sp_w1_16
Oh, I see! I didn't realize it was all in a single commit. Thank you. I would be happy to split that up for you into separate commits, although I suppose it's easier to rebase when it's only one.

Would you happen to know how I can hook the "right-click" event and modify the description of a menu item before it appears? I'm hoping I won't have to remove and replace it each time.

EDIT: I suppose I can be satisfied with it as a sub-menu option, but I would very much like to reduce the number of clicks required for normal game play.
white_haired_uncle
Posts: 1381
Joined: August 26th, 2018, 11:46 pm
Location: A country place, far outside the Wire

Re: WHK - Weshack [SP Campaign]

Post by white_haired_uncle »

Not sure I follow the question, but if you can't use a variable for the description, or [show_if], you might want to ask at viewforum.php?f=21
Speak softly, and carry Doombringer.
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

Woo hoo! I found a bug in Weshack! :D In some cases when a non-leader picks up gold in a dungeon (when they had none in town) it seems to wipe out the group's gold. but perhaps it will come back if the leader picks up gold again. Either way, I'll try to get that one sorted out. Maybe when they go into the dungeon, all of their gold should be combined into the hero's side?

EDIT: HAHA! You've already described this quirk somewhere. The money isn't actually gone, it's just a fluke of what appears for the side's money.
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

OK, I have a better solution. I've added a select event so that the side's gold changes when you select each main unit. I think this makes it a bit less confusing.

Code: Select all

[event]
    name=select
    first_time_only=no
    [if]
        [variable]
            name=in_dungeon
            equals=1
        [/variable]
        [variable]
            name=unit.variables.personal_gold
            not_equals=""
        [/variable]
        [then]
            [modify_side]
                side=$unit.side
                gold=$unit.variables.personal_gold
            [/modify_side]
        [/then]
    [/if]
[/event]
So just to post a few updates on progress, I've added a top-level "Loot all" right-click menu item that appears after a dungeon is cleared. This helps speed up game play quite a bit, as you can ignore the clutter until you clear the dungeon. Right now, it all goes to the character that looted, so maybe I'll at least have it split up the gold later on.

Also, I think I want to (eventually) try to merge Weshack back into Wesband somehow, so it can be played as either single or multiplayer and you get the the cool "all characters on one side" for a single player campaign and the classic behavior for multi-player. I don't know if that's feasible or not, but I aim to find out! Perhaps if there are any objectionable changes vghetto added (or I might add), then we can add configuration options for them.

I'm working on changing the "Upgrade" menu into a proper character sheet that also allows you to do your upgrades. This will make the menu much larger, but upgrades aren't something done often, so the extra scrolling shouldn't create any undue burden.

I'm still slowly sorting out how to re-enable the original functionality of character creation where you started with a somewhat blank slate of the chosen race. I know that the classes were popular so I won't touch that, but I would like to come up with a progression map that will allow for the blank slate "class" to progress into any of the others.

But finally, one change I do want to make to the classes is to mirror the low resistances, high terrain defense of the agile classes assassin, fencer, rogue, footpad, etc. I think I will do this with an upgrade that will appropriately disable other heavy-oriented upgrades.
daniel.santos
Posts: 54
Joined: May 22nd, 2008, 2:45 am

Re: WHK - Weshack [SP Campaign]

Post by daniel.santos »

vghetto,

I'm thinking about taking your changes one step further and just stick them all in the same side at the start! Also, I would love to have a group inventory, maybe that's only accessible "out of combat" -- or when far enough away from any mobs. If I can do that, and also have them share gold and an auto-follow mode, then I think we'll be set!!
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