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Thread: a new idea and since now I ask for help.

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  1. #1
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default a new idea and since now I ask for help.

    If possible, then some coder please manifest yourself.


    Would be possible to...

    Add the ability for orc archers (maybe not all them) to shot poison arrows?

    The effect itself would not be felt in the battlemap but in the campaign map.

    We would use the "plague" feaure from the game. So, someway how, units hit by some orc unit arrow would become sick to the next turn and loss some men in the unit.

    Now, I have no much idea of the possibility of this beeing done, but I could replace the flaming arrow from orc factions with the poison ones, that way garanting the AI would use them and beeing able to give it a unique custom made icon on the UI.

    I suppose the difficulty is all about making the engine know that some unit was hit by arrows from another specific unit and then applying the effect on the strat map.

    Anyway, its open to disccussion, or even a "its impossible" answer.



    PS: I will post it here since I dont know many people look at the SubMod Recommendations and Questions thread.
    No one can stop my modding fury.
    Last edited by ElvenKind; December 16, 2013 at 04:00 AM. Reason: Be polite please.

  2. #2
    Ngugi's Avatar TATW & Albion Local Mod
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    Default Re: a new idea and since now I ask for help.

    Fail to see why you couldn't simply update the OP of the thread I just closed, but either way the "SubMod Recommendations and Questions" thread is not meant for modding but for player questions who is looking for existing submod(s) and specific contents.
    Last edited by Ngugi; December 16, 2013 at 09:08 AM.

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  3. #3
    Withwnar's Avatar Script To The Waist
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    Default Re: a new idea and since now I ask for help.

    making the engine know that some unit was hit by arrows from another specific unit
    There lies the rub. It must be battle script and I don't know much about it. The M2TW Scripting workshop might be a better place to ask it.

    Anyway, I had a quick look through the Docudemons. There is this event: BattleEnemyUnitAttacksPlayerUnit which has a couple of associated conditions that look promising.

    For example...

    Code:
    declare_counter poison_used_this_battle 
    
    monitor_event BattleEnemyUnitAttacksPlayerUnit BattleEnemyUnitSpecialAbilitySupported = flaming_ammo
      and BattleEnemyUnitSpecialAbilityActive
      and not BattleIsMeleeAttack
    
      set_counter poison_used_this_battle 1
    end_monitor
    ...says: an enemy unit had his flaming_ammo special ability active when he missile-attacked a player unit. "Attacked" probably does not necessarily mean "hit".

    There is an event and conditions for the reverse too: BattlePlayerUnitAttacksEnemyUnit, BattlePlayerUnitSpecialAbilityActive, BattlePlayerUnitSpecialAbilitySupported.

    The question is whether Battle[Enemy|Player]UnitSpecialAbilitySupported supports custom special abilities, if they're even possible (or is your poison still flaming_ammo?).

    If that does work then it's a matter of what to do with that counter. It should be set to 0 before any battle and then, after the battle, if it is 1 then test which settlement(/region?) it was fought in and have script create plague/whatever accordingly.

    NOTE: it won't work in auto-resolve. Battle script never does (AFAIK).

  4. #4
    Kiliç Alì's Avatar Domesticus
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    Default Re: a new idea and since now I ask for help.

    But in auto-resolve, you can set a random chance to set it to 1 accordingly to the number of units involved

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  5. #5
    leo.civil.uefs's Avatar É nóis que vôa bruxão!
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    Default Re: a new idea and since now I ask for help.

    The only thing I can do here is encourage you guys for messing with this as I know nothing about codes...
    All my possible contribution for this is already in the first post.

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