UserAgent: Mozilla/5.0 (Macintosh; U; PPC Mac OS X; en) AppleWebKit/412 (KHTML, like Gecko) Safari/412 IP: 65.37.49.4 URI: http://wesnoth.slack.it/?RandomTraitUnit - - - - - Index: RandomTraitUnit =================================================================== RCS file: /home/wesnoth/cvsroot/wikiroot/RandomTraitUnit,v retrieving revision 1.5 diff -u -r1.5 RandomTraitUnit --- RandomTraitUnit 10 Apr 2005 02:41:48 -0000 1.5 +++ RandomTraitUnit 4 Jul 2005 02:39:10 -0000 @@ -8,10 +8,9 @@ )} will create an Orcish Grunt with two random traits at 20,14. -NOTE: To create a fully realistic unit, also add 'upkeep=full', and give it a name. (Actually I know of no way to -randomly generate fully realistic(to Wesnoth) -names. However you can copy names out of names.cfg into a list for {RANDOM}, and use the result as a name. -EP) -(With 0.9, generate_description=yes will create fully realistic names -MadMax) +NOTE: To create a fully realistic unit, also add 'upkeep=full' and give it a name or use generate_description=yes to +make the game generate names for you (v0.9 and later). +(Added an entry for [resilient, quick]. For those two, order does produce different results - scott) #define TRAIT_IF NUMBER DESC TRAIT1 TRAIT2 STATS [if] @@ -33,24 +32,26 @@ #enddef #define RANDOM_TRAIT_UNIT STATS - {RANDOM 1..6} + {RANDOM 1..7} {TRAIT_IF 1 quick,resilient ({TRAIT_QUICK}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 2 strong,resilient ({TRAIT_STRONG}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 3 intelligent,resilient ({TRAIT_INTELLIGENT}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 4 strong,quick ({TRAIT_STRONG}) ({TRAIT_QUICK}) ({STATS})} {TRAIT_IF 5 strong,intelligent ({TRAIT_STRONG}) ({TRAIT_INTELLIGENT}) ({STATS})} {TRAIT_IF 6 quick,intelligent ({TRAIT_QUICK}) ({TRAIT_INTELLIGENT}) ({STATS})} + {TRAIT_IF 7 resilient,quick ({TRAIT_RESILIENT}) ({TRAIT_QUICK}) ({STATS})} #enddef Warning: In multiplayer, as of 0.8.7, you must use PseudoRandom, not {RANDOM}: #define RANDOM_TRAIT_UNIT STATS - {PSEUDORANDOM 6} + {PSEUDORANDOM 7} {TRAIT_IF 1 quick,resilient ({TRAIT_QUICK}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 2 strong,resilient ({TRAIT_STRONG}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 3 intelligent,resilient ({TRAIT_INTELLIGENT}) ({TRAIT_RESILIENT}) ({STATS})} {TRAIT_IF 4 strong,quick ({TRAIT_STRONG}) ({TRAIT_QUICK}) ({STATS})} {TRAIT_IF 5 strong,intelligent ({TRAIT_STRONG}) ({TRAIT_INTELLIGENT}) ({STATS})} {TRAIT_IF 6 quick,intelligent ({TRAIT_QUICK}) ({TRAIT_INTELLIGENT}) ({STATS})} + {TRAIT_IF 7 resilient,quick ({TRAIT_RESILIENT}) ({TRAIT_QUICK}) ({STATS})} #enddef A special version for elves, taking into account the elf-specific dextrous trait @@ -88,25 +89,6 @@ {TRAIT_IF 10 quick,intelligent ({TRAIT_QUICK}) ({TRAIT_INTELLIGENT}) ({STATS})} #enddef -How to do have random unit names (now defunct): - - - # to be used like this: - # {RANDOM_NAME} - # [unit] - # user_description=$randomname - # ... - # [/unit] - # {CLEAR_VARIABLE randomname} - - #define RANDOM_NAME - [set_variable] - name=randomname - random= _ "Names,Go,Here,In,A,List,Like,This" - [/set_variable] - #enddef -(I don't think there's a practical way to use PseudoRandom for this) - ||See Also||
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