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Mars



Joined: 21 Jun 2008
Posts: 327
Location: Netherlands

PostPosted: Tue Dec 16, 2008 6:38 pm    Post subject: Reply with quote

Yes, of course. I guess my suggestion sort of falls between how to code it anyway and a replacement ability. So yeah, if I had any coding skills I would look into the problem in the way I suggested and see what could be done from there. But also, if there isn't a way to do it, splitting off an after-image would be a cool replacement ability IMO.
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Mars



Joined: 21 Jun 2008
Posts: 327
Location: Netherlands

PostPosted: Mon Mar 02, 2009 12:08 am    Post subject: Reply with quote

Hm, looking at this thread I guess there's still some work to do here. I just proposed in General that we include the changes discussed here with the 1.6 release. That actually looks like it would take a bit more work. It's not only the Runemaster but also the art and the code for the fighter/lord branches. On the other hand, there is art for the watcher line so that shouldn't be too much of a problem. How about it?
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 906
Location: Texas

PostPosted: Mon Mar 02, 2009 3:43 am    Post subject: Reply with quote

Uh... yeah, I'll definitely try to get around to it. Sorry for delaying it this long. Embarassed
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 906
Location: Texas

PostPosted: Mon Mar 09, 2009 1:57 am    Post subject: Reply with quote

Gah. I have no idea what's wrong with my runelaying ability WML, and no idea how I can find out what the problem is (there's no real way to test segments of it)... I'm considering just giving the Runemasters one of the abilities from this page, perhaps Initiative or Blitz.
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You have said, seek me in Dimbar. But I say, seek for me on Amon Rûdh! Else, this is our last farewell.
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 906
Location: Texas

PostPosted: Mon Mar 09, 2009 3:30 am    Post subject: Reply with quote

Long story: I bring before you a tale of woe and WML frustration. Evil or Very Mad So, the basic problem was actually that variable names can't have the "-" character in them. I renamed the "list-of-runes" variable to "listofrunes" and it actually did something, though it's still not functioning correctly. Why the hell this matters, I don't know. I also had to change [remove_item] to [removeitem] - for whatever reason, there's no "_" character there, even though there is on every single other WML tag with more than one word. Evil or Very Mad And it still doesn't work exactly right - there's only one available rune (make terrain act and look like a mountain - yeah, basically we just change the terrain into a mountain then change it back - if you have ideas for other easy-to-implement runes, go for it), and if the unit stays on the same hex for more than one turn, he won't lay another rune until the one currently on the hex is gone, so it disappears for a turn, then the next turn, if the unit is still on that hex, reappears. Actually it just acts kinda wonky in general. But it works, kinda. It does lay the runes at least.


Short story: NM my last post. It works, kinda.

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Mars



Joined: 21 Jun 2008
Posts: 327
Location: Netherlands

PostPosted: Mon Mar 09, 2009 6:38 pm    Post subject: Reply with quote

Thanks for trying. I appreciate the difficulty.

Turin wrote:
And it still doesn't work exactly right - there's only one available rune (make terrain act and look like a mountain - yeah, basically we just change the terrain into a mountain then change it back.

That's good enough for a start IMO. Actually, this is a very good way to work around the problem. It would be nice to make it a special terrain so it isn't exactly the same as a normal mountain. IIRC campaigns sometimes add custom-made terrain - so I guess we could implement something like that for IE. But if not, this is good.

Turin wrote:
- if you have ideas for other easy-to-implement runes, go for it),.

So if I understand correctly, the rune will be randomly chosen from predefined list? The easiest thing then is to add other pre-existing terrain to that list. Village, for starters. (Big advantage, that one.) Road, maybe? Or cave, since most other factions are pretty bad in caves. Or if we use custom-made terrain tiles, we could also add some with custom-made characteristics.

Turin wrote:
and if the unit stays on the same hex for more than one turn, he won't lay another rune until the one currently on the hex is gone, so it disappears for a turn, then the next turn, if the unit is still on that hex, reappears.

That's good enough. We could explain that as a feature of the Runemaster's magic.

Turin wrote:
Actually it just acts kinda wonky in general. But it works, kinda. It does lay the runes at least. Short story: NM my last post. It works, kinda.

I'd like to try in practice but it seems to me that this is a very good way around it. Besides, if we have the unit and the ability, there's a chance others on the Wesnoth fora who are good with code will take more of an interest than when this was only hypothetical.
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Turin
The Mormegil


Joined: 02 Dec 2007
Posts: 906
Location: Texas

PostPosted: Mon Mar 09, 2009 6:46 pm    Post subject: Reply with quote

Yeah, the ability will be included in the next version of the IE, then maybe we'll get some good feedback.

Custom terrains seems like a decent idea, people already have the have the IE installed to play IE MP games so might as well use custom terrains. I'll look into it.

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-- Túrin Turambar, to Beleg
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