[Historical] Heir to the Throne: Finished!

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turin
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Post by turin »

Circon wrote:They're under the control of the mages, I believe.
i know.. but no other mages in wesnoth have cockatrices. Why these?
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Circon
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Post by Circon »

Because they have a great big mirror. Don't ask me why that is...
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Post by Dacyn »

Circon wrote:Because they have a great big mirror.
so a mirrors are powerful artifacts... that sounds interesting. :)
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turin
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Post by turin »

Dacyn wrote:
Circon wrote:Because they have a great big mirror.
so a mirrors are powerful artifacts... that sounds interesting. :)
all modern technology comes from mirrors. :)
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Post by Elvish_Pillager »

turin wrote:all modern technology comes from mirrors. :)
Implying that Cockatrices are modern technology?
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Post by Dacyn »

Elvish Pillager wrote:Implying that Cockatrices are modern technology?
You are assuming statements imply their converses, which they don't.

Anyway, I think that although having mirrors be powerful artifacts is a good start to a story, it would be interesting to explain how they got them.
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Post by Elvish_Pillager »

Dacyn wrote:
Elvish Pillager wrote:Implying that Cockatrices are modern technology?
You are assuming statements imply their converses, which they don't.
When the discussion is of the converse, they should, but never mind, let's not have a 3-page-long discussion about this.
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turin
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Post by turin »

Elvish Pillager wrote:
turin wrote:all modern technology comes from mirrors. :)
Implying that Cockatrices are modern technology?
Obviously. ;)

Anyway....


Why don't we go back to actually discussing something useful.
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Post by Dave »

Why can the mages at Mountain Pass control trolls and gryphons?

Perhaps these mages, living in obscurity, met some cockatrices and rather than being turned to stone by them, learnt how to control them for their own ends.

I will admit that the idiom of 'mages living in the mountains opposing all who pass' is kinda over-used both in valley of statues and mountain pass. Perhaps in valley of statues the cockatrices should be just 'there', having no-one who clearly controls them...

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Post by Dacyn »

Dave wrote:Perhaps in valley of statues the cockatrices should be just 'there', having no-one who clearly controls them...
maybe they could be led by lvl 3 cockatrices?
Also, how would breaking the mirror affect the cockatrices in that case?
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Post by Dave »

Dacyn wrote:
Dave wrote:Perhaps in valley of statues the cockatrices should be just 'there', having no-one who clearly controls them...
maybe they could be led by lvl 3 cockatrices?
Maybe.

It's also kind of a mystery how villages could survive at all in this valley, of course :)

Also having only cockatrices is a little weird...so there have to be other enemies too.
Dacyn wrote: Also, how would breaking the mirror affect the cockatrices in that case?
Well, somehow the power of the cockatrices is bound to the mirror. If you can think of a better way to unstone people and undo the power of the cockatrices, let me know ;)

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Post by Elvish_Pillager »

Dave wrote:If you can think of a better way to unstone people and undo the power of the cockatrices, let me know ;)
When you kill a cockatrice, all units it stoned are unstoned.
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Post by autolycus »

The cockatrices are quite dumb animals, a bit like reptilian poodles with a special ability. Some mages learnt to control them by using a big mirror to hypnotize the cockatrices into believing that anyone who didn't look like a cockatrice or one of 'their' mages should be turned to stone. However, breaking the mirror breaks the hypnosis, and the cockatrices lose the concentration that maintains the 'stoned' state for all their victims... killing all the cockatrices should have the same effect.

How's that? :wink:
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Post by Dacyn »

Elvish Pillager wrote:When you kill a cockatrice, all units it stoned are unstoned.
now, to progam it using WML!!! :)

Code: Select all

[event]
name=start
 {VARIABLE cockatrices_recruited 0}
[/event]
[event]
name=recruit
first_time_only=no
 [filter]
 type=Cockatrice
 [/filter]
 [store_unit]
  [filter]
  x,y=$x1,$y1
  [/filter]
 variable=cockatrice
 [/store_unit]
 {VARIABLE_OP cockatrice.variables.id format $cockatrices_recruited}
 [unstore_unit]
 variable=cockatrice
 [/unstore_unit]
 {VARIABLE_OP cockatrices_recruited add 1}
[/event]
[event]
name=stoned
first_time_only=no
 [store_unit]
  [filter]
  x,y=$x2,$y2
  [/filter]
 variable=cockatrice
 [/store_unit]
 [store_unit]
  [filter]
  x,y=$x1,$y1
  [/filter]
 variable=stoned
 [/store_unit]
 {VARIABLE_OP stoned.role format stoned_by_$cockatrice.variables.id}
 [unstore_unit]
 variable=stoned
 [/unstore_unit]
[/event]
[event]
name=die
first_time_only=no
 [filter_second]
 type=Cockatrice
 [/filter_second]
 [store_unit]
  [filter]
  x,y=$x2,$y2
  [/filter]
 variable=cockatrice
 [/store_unit]
 [unstone]
 role=stoned_by_$cockatrice.variables.id
 [/unstone]
[/event]
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Post by Invisible Philosopher »

Dacyn wrote:

Code: Select all

 [unstone]
 role=stoned_by_$cockatrice.variables.id
 [/unstone]
Can't do that. Need to do this (or something similar to it):

Code: Select all

 {VARIABLE_OP temp to_variable cockatrice.variables.id}
 {VARIABLE_OP stoned_role format stoned_by_$temp}
 [unstone]
 role=$stoned_role
 [/unstone]
I'm not sure whether using two VARIABLE_OPs is necessary; if it is, then
Dacyn wrote:

Code: Select all

 {VARIABLE_OP stoned.role format stoned_by_$cockatrice.variables.id}
would also need to be changed; if not, then it could be simplified like that.
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