URL:
<http://gna.org/bugs/?10491>
Summary: Ability to modify poison damage
Project: Battle for Wesnoth
Submitted by: blueblaze
Submitted on: Monday 12/10/2007 at 19:19
Category: Feature Request
Severity: 1 - Wish
Priority: 5 - Normal
Item Group: WML
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.3.12
Operating System: XP
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Details:
It would be nice for UMC to have the ability to modify the amount of damage
poison inflicts on a unit. Of course this feature wouldn't be for mainline,
but would be a great asset to many usermade maps.
Possible method of accomplishing this could be by setting
unit.status.poisoned= to hold the number of poison damage the unit has. If an
assassin for example hits it, then the unit would have status.posioned=8, and
if a custom unit for example hits it when it has a weaker poison, then it
would set the status.posioned=4. Whichever value is higher would remain
though, so if the unit was already poisoned with 8 damage, then 4 damage
poison wouldn't change the poison value. And obviously the [poison] special
would need to have a poison damage value of course.
Only issue would be, how could you clearly show what damage type of poison a
unit has? Determining the value wouldn't be that hard for a user, since
without much trouble people would probably understand which units dish out
what value of poison. Either way, since this wouldn't be for mainline, then
it wouldn't be that big of a deal to have this clearly established, but it
would be a great tool for UMCers to have.
_______________________________________________________
Reply to this item at:
<http://gna.org/bugs/?10491>
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