Author Topic: A few new things  (Read 7453 times)

softcoder

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Re: A few new things
« Reply #25 on: 14 July 2011, 22:12:03 »
With the current svn you may specify unit types. The following explains the types.

target is a first level filter:
Code: [Select]
all = all units
ally = all alies (including your units)
foe (all enemy units)
faction (all units in your faction)
unit-types = the explicit list of unit types.

The second level filter for all types (except unit-types) is the optional list of units:

Code: [Select]
<unit-type name="archer" />
<unit-type name="swordman" />
<unit-type name="guard" />
<unit-type name="ect" />

but these are optional as a second level filter.

If you find that the current svn is not working like this let me know and I will fix it.

Omega

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Re: A few new things
« Reply #26 on: 15 July 2011, 06:33:34 »
Added to the wiki.
XML/Skills
MG/Attack-boost

However, you failed to answer my questions so it may not be as fully fleshed out as possible. Feel free to expand the pages. As well, I have no clue how multiple boosts stack if allow-multiple-boosts is true. Do they multiply, or do they add like GAE? I don't even know how multiple boosts work if allow-multiple-boosts is false. Do they reject the new boost, or does the new boost overwrite the old?

I added multiple animations, animation cycling maximum, and animations based on HP, but I couldn't figure out what these damage particles are!
Code: [Select]
<damage-particles value="true">
<particle-file path="fire_particles1.xml" minHp="4000" maxHp="5000"/>
<particle-file path="fire_particles2.xml" minHp="1000" maxHp="3999"/>
<particle-file path="fire_particles3.xml" minHp="1" maxHp="999"/>
</damage-particles>
The post only says the syntax, it doesn't explain what they are, what they do, or even what XML they belong in! Are these part of particle splashes? Unit particle systems? Can you post an example, please?
« Last Edit: 18 June 2016, 17:37:21 by filux »
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titi_son

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Re: A few new things
« Reply #27 on: 15 July 2011, 20:55:31 »
@Omega: i think it means that the fire_particles1 are used from  1-999 hp, fire_Particles2 from 100 to 3999hp and fire_Particles3 from 4000-5000
Exp.: a unit has 6000hp and has the damage_particles. another unit is attack this unit. The Unit with max of 6000hp loses hp: now it has 4900 fire_Particles3 are activated...

and if you don't know what damage_particles are: THAT A VERY VERY OLD FEATURE.
@softcoder: IT WORKS  :D
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Omega

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Re: A few new things
« Reply #28 on: 15 July 2011, 21:54:46 »
@Omega: i think it means that the fire_particles1 are used from  1-999 hp, fire_Particles2 from 100 to 3999hp and fire_Particles3 from 4000-5000
Exp.: a unit has 6000hp and has the damage_particles. another unit is attack this unit. The Unit with max of 6000hp loses hp: now it has 4900 fire_Particles3 are activated...
Ah, but I still need the parent tag, and preferably a short example. Is it in the skill tag?

and if you don't know what damage_particles are: THAT A VERY VERY OLD FEATURE.
25 June is old? And regardless of how old one can consider it to be, it doesn't seem to be documented anywhere but the tiny snippet here. Can we get that expanded please?
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ElimiNator

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Re: A few new things
« Reply #29 on: 15 July 2011, 23:15:49 »
Damage particles have been out for over 4 months.
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Omega

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Re: A few new things
« Reply #30 on: 16 July 2011, 05:08:48 »
Damage particles have been out for over 4 months.
Ok, so just the HP part was added then...

At any rate, they aren't documented, so feel free to explain them.
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MuwuM

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Re: A few new things
« Reply #31 on: 16 July 2011, 12:51:20 »
Would it be possible to make the boost able to increase the (hp/ep-) regeneration, too?
« Last Edit: 16 July 2011, 15:50:45 by MuwuM »

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Re: A few new things
« Reply #32 on: 16 July 2011, 15:35:23 »
Well damage particles are pretty simple. Just like the burnable property, except you can specify the particle file you want. And now you can pick the HP too.
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titi_son

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Re: A few new things
« Reply #33 on: 16 July 2011, 19:35:51 »
Would it be possible to make the boost able to increase the (hp/ep-) regeneration, too?
i already wrote that here :)
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MuwuM

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Re: A few new things
« Reply #34 on: 16 July 2011, 21:22:09 »
oh, sorry... see it, as additional support to your idea.

softcoder

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Re: A few new things
« Reply #35 on: 16 July 2011, 22:10:13 »
Yes, and while looking into it will likely make it so hp and ep regen are supportable items for any upgrade.

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Re: A few new things
« Reply #36 on: 16 July 2011, 22:28:29 »
Yes, that would of course be good ;-)

Omega

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Re: A few new things
« Reply #37 on: 16 July 2011, 23:22:28 »
Well damage particles are pretty simple. Just like the burnable property, except you can specify the particle file you want. And now you can pick the HP too.
While that's a start, I still need more than that... :P

Please state:
  • The parent tag (eg, the parent of parameters is unit, in the Unit XML)
  • An example (real code)
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Re: A few new things
« Reply #38 on: 17 July 2011, 14:08:36 »
because some reason the attack boost doesn't work correctly for me.

https://www.youtube.com/watch?v=FU3nJhqSE_c
look on top right 1200 LP (which is HP) is usual and 1210 is boosted.

Xml of the unit granding the boost
(click to show/hide)

Xml of unit, that resives boost
(click to show/hide)

Omega

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Re: A few new things
« Reply #39 on: 17 July 2011, 23:39:51 »
I fail to see what's wrong. Softcoder merely said he would try and allow adding HP and EP regen, not that it's already added.

will likely make it so hp and ep regen are supportable items for any upgrade.

As well, once it's implemented, if not already, wouldn't it use the same syntax as upgrades, seeing every other tag does (even strength is still misspelled :P)? <hp-regen value="30" />.

The syntax certainly hasn't been posted anywhere on the board yet.



Now that I have your attention, Softcoder:
I couldn't figure out what these damage particles are!
Code: [Select]
<damage-particles value="true">
<particle-file path="fire_particles1.xml" minHp="4000" maxHp="5000"/>
<particle-file path="fire_particles2.xml" minHp="1000" maxHp="3999"/>
<particle-file path="fire_particles3.xml" minHp="1" maxHp="999"/>
</damage-particles>
The post only says the syntax, it doesn't explain what they are, what they do, or even what XML they belong in! Are these part of particle splashes? Unit particle systems? Can you post an example, please?
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MuwuM

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Re: A few new things
« Reply #40 on: 18 July 2011, 00:07:34 »
The error is, that the boost sometimes doesn't end when leaving the boost-radius

Omega

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Re: A few new things
« Reply #41 on: 18 July 2011, 02:21:49 »
The error is, that the boost sometimes doesn't end when leaving the boost-radius
Ah, I see. I'm a touch confused by your video, though. Where's the attacker?
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MuwuM

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Re: A few new things
« Reply #42 on: 18 July 2011, 11:23:44 »
it's an invisible unit in the corner of the map ;-)

softcoder

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Re: A few new things
« Reply #43 on: 21 July 2011, 14:16:04 »
If possible package up your techtree so i can test it out and see the behaviour myself. In general i know the attack-boost is working as the vbros have already used many features, but its possible you are doing something that is exposing a bug.

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Re: A few new things
« Reply #44 on: 21 July 2011, 16:13:21 »
Her is the download of my scenario (wich has the bug) http://magic.haus-romeo.de/0_battleglest.7z

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Re: A few new things
« Reply #45 on: 21 July 2011, 17:36:08 »
Code: [Select]
<damage-particles value="true">
<particle-file path="fire_particles1.xml" minHp="4000" maxHp="5000"/>
<particle-file path="fire_particles2.xml" minHp="1000" maxHp="3999"/>
<particle-file path="fire_particles3.xml" minHp="1" maxHp="999"/>
</damage-particles>
The post only says the syntax, it doesn't explain what they are, what they do, or even what XML they belong in! Are these part of particle splashes? Unit particle systems? Can you post an example, please?
They are unit particle systems, like the fire in the campfire of Indians.
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Omega

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Re: A few new things
« Reply #46 on: 21 July 2011, 19:16:16 »
Code: [Select]
<damage-particles value="true">
<particle-file path="fire_particles1.xml" minHp="4000" maxHp="5000"/>
<particle-file path="fire_particles2.xml" minHp="1000" maxHp="3999"/>
<particle-file path="fire_particles3.xml" minHp="1" maxHp="999"/>
</damage-particles>
The post only says the syntax, it doesn't explain what they are, what they do, or even what XML they belong in! Are these part of particle splashes? Unit particle systems? Can you post an example, please?
They are unit particle systems, like the fire in the campfire of Indians.
Thanks Elim, I think I may have it in the right spot, now. https://docs.megaglest.org/XML/Skills
« Last Edit: 18 June 2016, 17:19:56 by filux »
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Re: A few new things
« Reply #47 on: 22 July 2011, 06:15:55 »
I am unable to reproduce this on my end using your mod. Every time i move away from the circle the hp goes back to normal and the particle turns off. FYI to see unit id + name for all visible units hold ctrl + alt + ? then press ? by itself

Thanks

UPDATE:

svn now also support hpregeneration for upgrade and attackboost (use it in xml as you would normally and note that percent multiplier applies to both hp and hpregen)
« Last Edit: 22 July 2011, 20:10:38 by softcoder »

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Re: A few new things
« Reply #48 on: 11 August 2011, 03:53:26 »
Would it be possible to have attack boost work for other skills such as stop and move?
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Re: A few new things
« Reply #49 on: 11 August 2011, 16:10:06 »
Would it be possible to have attack boost work for other skills such as stop and move?
Yes, it dose work for other skills. It can boost other skills and it can be located in other skills.
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