status invulnerable
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status invulnerable
there is a scenario named Pebbles_in_the_Flood
from The_South_Guard campaign
there are such enemies with invulnerable status
where is this status defined? how can i use it in my campaigns or to attach this status to my created units
from The_South_Guard campaign
there are such enemies with invulnerable status
where is this status defined? how can i use it in my campaigns or to attach this status to my created units
- Lord-Knightmare
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Re: status invulnerable
try:
Code: Select all
[unit]
[status]
invulnerable=yes
[/status]
[/unit]
Creator of "War of Legends"
Creator of the Isle of Mists survival scenario.
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User:Knyghtmare | My Medium
Creator of the Isle of Mists survival scenario.
Maintainer of Forward They Cried
User:Knyghtmare | My Medium
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Re: status invulnerable
this by itself does not workLord-Knightmare wrote: ↑April 2nd, 2024, 4:59 am try:Code: Select all
[unit] [status] invulnerable=yes [/status] [/unit]
i suppose, bc its a status, it starts only with the scenario, and i cant set a status to a unit hoping it will get this status everytime
thats why i need to understand where is this status defined, like where the game sees this and understands what it means?
where are all statuses defined?
Re: status invulnerable
There is no such thing as defined status. All legal WML keys are also valid status names.
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Re: status invulnerable
but there must be a way to set a status as default to a unit_type created by me
how can AI act accordingly if it does not know what invulnerable means? and if it does know then somewhere in the files must be a in code description of what this status does
i refuse to believe it is impossible to know)
how can AI act accordingly if it does not know what invulnerable means? and if it does know then somewhere in the files must be a in code description of what this status does
i refuse to believe it is impossible to know)
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Re: status invulnerable
I'm not entirely sure what you are trying to do, but maybe this will give you a hint. I don't think it's quite what you want, but it might be close enough to get you moving. Of course, you'd need an advance event if you actually went this route.
Code: Select all
[event]
name=prerecruit
first_time_only=no
[filter]
side=2
[/filter]
[if]
[variable]
name=unit.type
equals=Mage of Light
[/variable]
[then]
{VARIABLE unit.status.invulnerable yes}
[unstore_unit]
variable=unit
find_vacant=no
[/unstore_unit]
[/then]
[/if]
[/event]
Speak softly, and carry Doombringer.
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Re: status invulnerable
thats too heavy for me) sorry
i dropped the idea of implementing it in a scenario, now im merely interested in what does Invulnerability do exactly
like does it decrease the chance of being hit to 0 or decrease the chance of the enemy's weapon to hit to 0. How does it work... god knows, and wesnoth developers
i dropped the idea of implementing it in a scenario, now im merely interested in what does Invulnerability do exactly
like does it decrease the chance of being hit to 0 or decrease the chance of the enemy's weapon to hit to 0. How does it work... god knows, and wesnoth developers
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Re: status invulnerable
"I'm not entirely sure what you are trying to do"
Now what im trying to do is create a character that has a trait, or something, that gives him invulnerable status. You create this unit through debug in any scenario and it has this status, that works like in Pebbles_in_the_Flood.
This trait should be by default, you should be able to recall it in the next scenario with this status still available, still working
Now what im trying to do is create a character that has a trait, or something, that gives him invulnerable status. You create this unit through debug in any scenario and it has this status, that works like in Pebbles_in_the_Flood.
This trait should be by default, you should be able to recall it in the next scenario with this status still available, still working
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Re: status invulnerable
I thought im probably asking too much, thats why my question from the start was how does invulnerable status work
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Re: status invulnerable
Code: Select all
[defense]
shallow_water=0
reef=0
swamp_water=0
flat=0
sand=0
forest=0
hills=0
mountains=0
village=0
castle=0
cave=0
frozen=0
fungus=0
[/defense]
Last edited by WhiteWolf on April 16th, 2024, 12:04 pm, edited 1 time in total.
Reason: [code]
Reason: [code]
Re: status invulnerable
Compare how undead trait gives status unpoisonable https://github.com/wesnoth/wesnoth/blob ... ts.cfg#L50
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Re: status invulnerable
yes, this indeed does what i want, thank youRavana wrote: ↑April 2nd, 2024, 9:31 pm Compare how undead trait gives status unpoisonable https://github.com/wesnoth/wesnoth/blob ... ts.cfg#L50
alas i couldnt find out how invulnerable works, but thanks to you and all good people here this works unclear how but works, thank you again
btw how can i put this post in closed? since i found the answer
- Celtic_Minstrel
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Re: status invulnerable
Regarding how invulnerable works, it just forces the hit chance to zero.
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Re: status invulnerable
danke)Celtic_Minstrel wrote: ↑April 8th, 2024, 5:39 pm Regarding how invulnerable works, it just forces the hit chance to zero.