Wyrmgus Merge

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Andrettin
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Wyrmgus Merge

Postby Andrettin » Wed Nov 25, 2015 5:36 am

Now that Stratagus is on GitHub, I've begun to merge some elements from Wyrmgus into Stratagus.

Units can now have individual upgrades with Stratagus like they do with Wyrmgus :)
Yukiko
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Re: Wyrmgus Merge

Postby Yukiko » Wed Nov 25, 2015 6:49 pm

Why are you so sexy, Andrettin?
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Wed Nov 25, 2015 8:59 pm

Yukiko wrote:Why are you so sexy, Andrettin?
Hehehe :P
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Thu Nov 26, 2015 10:27 pm

A couple of new additions:

- It is now possible to specify different melee and ranged attack animations for a unit. Use "RangedAttack" to specify the ranged attack animation; if it is present, then "Attack" will be used for the melee attack
- The AI now uses for its attack waves and etc. only units which have their AI set to active; the editor now properly saves when a unit's AI is active or not; use SetUnitVariable through Lua to change whether a unit's AI is active or not; example:
SetUnitVariable(unit, "Active", false)
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Sat Nov 28, 2015 1:12 am

A unit type's Supply and Demand can now be changed through upgrades.
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Sat Nov 28, 2015 7:47 am

It is now possible to make map-specific changes to the stats and sounds of unit types. To make this feature available to the editor by right-clicking a unit-type, add the following Lua code (in a /menus/editor.lua file or wherever you see fit):

Code: Select all

--
--  Function to edit unit type properties in the editor
--
function EditUnitTypeProperties(unit_type)

	if (unit_type == "" or unit_type == nil) then
		return;
	end
	local menu = WarGameMenu(panel(5))
	local sizeX = 352
	local sizeY = 352

	menu:resize(sizeX, sizeY)
	menu:addLabel(_(GetUnitTypeName(unit_type)) .. " " .. _("Properties"), sizeX / 2, 11)

	menu:addFullButton(_("S~!tats"), "t", (sizeX / 2) - (224 / 2), sizeY - 40 - (36 * 6),
		function()
			EditUnitTypePropertiesStats(unit_type)
		end
	)
		
	menu:addFullButton(_("~!Resource Stats"), "r", (sizeX / 2) - (224 / 2), sizeY - 40 - (36 * 5),
		function()
			EditUnitTypePropertiesResourceStats(unit_type)
		end
	)
		
	menu:addFullButton(_("~!Sounds"), "s", (sizeX / 2) - (224 / 2), sizeY - 40 - (36 * 4),
		function()
			EditUnitTypePropertiesSounds(unit_type)
		end
	)
		
	menu:addFullButton(_("~!OK"), "o", (sizeX / 2) - (224 / 2), sizeY - 40 - (36 * 3),
		function()
			menu:stop()
		end
	)

	menu:run(false)
end

function EditUnitTypePropertiesStats(unit_type)

	if (unit_type == "" or unit_type == nil) then
		return;
	end
	local menu = WarGameMenu(panel(5))
	local sizeX = 352
	local sizeY = 352

	menu:resize(sizeX, sizeY)
	menu:addLabel(_(GetUnitTypeName(unit_type)) .. " " .. _("Properties"), sizeX / 2, 11)

	menu:addLabel(_("Hit Points:"), 10, 12 + 36 * 1, Fonts["game"], false)
	local hp_value = menu:addTextInputField(GetUnitTypeData(unit_type, "HitPoints"), (sizeX / 2) - 60 - 10, 11 + 36 * 1, 60)

	menu:addLabel(_("Speed:"), (sizeX / 2) + 10, 12 + 36 * 1, Fonts["game"], false)
	local speed_value = menu:addTextInputField(GetUnitTypeData(unit_type, "Speed"), sizeX - 60 - 10, 11 + 36 * 1, 60)

	menu:addLabel(_("B. Damage:"), 10, 12 + 36 * 2, Fonts["game"], false)
	local basic_damage_value = menu:addTextInputField(GetUnitTypeData(unit_type, "BasicDamage"), (sizeX / 2) - 60 - 10, 11 + 36 * 2, 60)

	menu:addLabel(_("Armor:"), (sizeX / 2) + 10, 12 + 36 * 2, Fonts["game"], false)
	local armor_value = menu:addTextInputField(GetUnitTypeData(unit_type, "Armor"), sizeX - 60 - 10, 11 + 36 * 2, 60)

	menu:addLabel(_("Range:"), 10, 12 + 36 * 3, Fonts["game"], false)
	local range_value = menu:addTextInputField(GetUnitTypeData(unit_type, "AttackRange"), (sizeX / 2) - 60 - 10, 11 + 36 * 4, 60)

	menu:addLabel(_("Sight:"), (sizeX / 2) + 10, 12 + 36 * 3, Fonts["game"], false)
	local sight_value = menu:addTextInputField(GetUnitTypeData(unit_type, "SightRange"), sizeX - 60 - 10, 11 + 36 * 4, 60)

	menu:addHalfButton(_("~!OK"), "o", 20 + 48, sizeY - 40,
		function()
			if (hp_value:getText() ~= GetUnitTypeData(unit_type, "HitPoints")) then
				SetMapStat(unit_type, "HitPoints", hp_value:getText(), "Value")
				SetMapStat(unit_type, "HitPoints", hp_value:getText(), "Max")
				SetMapStat(unit_type, "HitPoints", 1, "Enable")
			end
			if (basic_damage_value:getText() ~= GetUnitTypeData(unit_type, "BasicDamage")) then
				SetMapStat(unit_type, "BasicDamage", basic_damage_value:getText(), "Value")
				SetMapStat(unit_type, "BasicDamage", basic_damage_value:getText(), "Max")
				SetMapStat(unit_type, "BasicDamage", 1, "Enable")
			end
			if (armor_value:getText() ~= GetUnitTypeData(unit_type, "Armor")) then
				SetMapStat(unit_type, "Armor", armor_value:getText(), "Value")
				SetMapStat(unit_type, "Armor", armor_value:getText(), "Max")
				SetMapStat(unit_type, "Armor", 1, "Enable")
			end
			if (range_value:getText() ~= GetUnitTypeData(unit_type, "AttackRange")) then
				SetMapStat(unit_type, "AttackRange", range_value:getText(), "Value")
				SetMapStat(unit_type, "AttackRange", range_value:getText(), "Max")
				SetMapStat(unit_type, "AttackRange", 1, "Enable")
			end
			if (sight_value:getText() ~= GetUnitTypeData(unit_type, "SightRange")) then
				SetMapStat(unit_type, "SightRange", sight_value:getText(), "Value")
				SetMapStat(unit_type, "SightRange", sight_value:getText(), "Max")
				SetMapStat(unit_type, "SightRange", 1, "Enable")
			end
			if (speed_value:getText() ~= GetUnitTypeData(unit_type, "Speed")) then
				SetMapStat(unit_type, "Speed", speed_value:getText(), "Value")
				SetMapStat(unit_type, "Speed", speed_value:getText(), "Max")
				SetMapStat(unit_type, "Speed", 1, "Enable")
			end
			menu:stop()
		end
	)

	menu:addHalfButton(_("~!Cancel"), "c", 130 + 48, sizeY - 40,
		function() menu:stop() end)

	menu:run(false)
end

function EditUnitTypePropertiesResourceStats(unit_type)

	if (unit_type == "" or unit_type == nil) then
		return;
	end
	local menu = WarGameMenu(panel(5))
	local sizeX = 352
	local sizeY = 352

	menu:resize(sizeX, sizeY)
	menu:addLabel(_(GetUnitTypeName(unit_type)) .. " " .. _("Properties"), sizeX / 2, 11)

	menu:addLabel(_("Time Cost:"), 10, 12 + 36 * 1, Fonts["game"], false)
	local time_cost_value = menu:addTextInputField(GetUnitTypeData(unit_type, "Costs", "time"), (sizeX / 2) - 60 - 10, 11 + 36 * 1, 60)

	menu:addLabel(_("Gold Cost:"), (sizeX / 2) + 10, 12 + 36 * 1, Fonts["game"], false)
	local gold_cost_value = menu:addTextInputField(GetUnitTypeData(unit_type, "Costs", "gold"), sizeX - 60 - 10, 11 + 36 * 1, 60)

	menu:addLabel(_("Lumber Cost:"), 10, 12 + 36 * 2, Fonts["game"], false)
	local lumber_cost_value = menu:addTextInputField(GetUnitTypeData(unit_type, "Costs", "lumber"), (sizeX / 2) - 60 - 10, 11 + 36 * 2, 60)

	menu:addLabel(_("Gold Proc.:"), 10, 12 + 36 * 3, Fonts["game"], false)
	local gold_processing_value = menu:addTextInputField(GetUnitTypeData(unit_type, "ImproveProduction", "gold"), (sizeX / 2) - 60 - 10, 11 + 36 * 3, 60)

	menu:addLabel(_("Lumber Proc.:"), (sizeX / 2) + 10, 12 + 36 * 3, Fonts["game"], false)
	local lumber_processing_value = menu:addTextInputField(GetUnitTypeData(unit_type, "ImproveProduction", "lumber"),  sizeX - 60 - 10, 11 + 36 * 3, 60)

	menu:addHalfButton(_("~!OK"), "o", 20 + 48, sizeY - 40,
		function()
			if (time_cost_value:getText() ~= GetUnitTypeData(unit_type, "Costs", "time")) then
				SetMapStat(unit_type, "Costs", time_cost_value:getText(), "time")
			end
			if (gold_cost_value:getText() ~= GetUnitTypeData(unit_type, "Costs", "gold")) then
				SetMapStat(unit_type, "Costs", gold_cost_value:getText(), "gold")
			end
			if (lumber_cost_value:getText() ~= GetUnitTypeData(unit_type, "Costs", "lumber")) then
				SetMapStat(unit_type, "Costs", lumber_cost_value:getText(), "lumber")
			end
			if (gold_processing_value:getText() ~= GetUnitTypeData(unit_type, "ImproveProduction", "gold")) then
				SetMapStat(unit_type, "ImproveProduction", gold_processing_value:getText(), "gold")
			end
			if (lumber_processing_value:getText() ~= GetUnitTypeData(unit_type, "ImproveProduction", "lumber")) then
				SetMapStat(unit_type, "ImproveProduction", lumber_processing_value:getText(), "lumber")
			end
			menu:stop()
		end
	)

	menu:addHalfButton(_("~!Cancel"), "c", 130 + 48, sizeY - 40,
		function() menu:stop() end)

	menu:run(false)
end

function EditUnitTypePropertiesSounds(unit_type)

	if (unit_type == "" or unit_type == nil) then
		return;
	end
	local menu = WarGameMenu(panel(5))
	local sizeX = 352
	local sizeY = 352

	menu:resize(sizeX, sizeY)
	menu:addLabel(_(GetUnitTypeName(unit_type)) .. " " .. _("Properties"), sizeX / 2, 11)

	local sound_list = GetSounds()
	table.insert(sound_list, "") -- for instances where the unit does not have a sound of a particular type
  
	menu:addLabel(_("Selected:"), 10, 14 + 36 * 1, Fonts["game"], false)
	local selected_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 1, function(dd) end)
	selected_sound:setSize(236, 20)
	selected_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "selected")) - 1)
	
	menu:addLabel(_("Acknowledge:"), 10, 14 + 36 * 2, Fonts["game"], false)
	local acknowledge_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 2, function(dd) end)
	acknowledge_sound:setSize(236, 20)
	acknowledge_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "acknowledge")) - 1)
	
	menu:addLabel(_("Attack:"), 10, 14 + 36 * 3, Fonts["game"], false)
	local attack_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 3, function(dd) end)
	attack_sound:setSize(236, 20)
	attack_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "attack")) - 1)
	
	menu:addLabel(_("Ready:"), 10, 14 + 36 * 4, Fonts["game"], false)
	local ready_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 4, function(dd) end)
	ready_sound:setSize(236, 20)
	ready_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "ready")) - 1)
	
	menu:addLabel(_("Help:"), 10, 14 + 36 * 5, Fonts["game"], false)
	local help_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 5, function(dd) end)
	help_sound:setSize(236, 20)
	help_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "help")) - 1)
	
	menu:addLabel(_("Dead:"), 10, 14 + 36 * 6, Fonts["game"], false)
	local dead_sound = menu:addDropDown(sound_list, (sizeX / 2) - 60 - 10, 11 + 36 * 6, function(dd) end)
	dead_sound:setSize(236, 20)
	dead_sound:setSelected(GetElementIndexFromArray(sound_list, GetUnitTypeData(unit_type, "Sounds", "dead")) - 1)
	
	menu:addHalfButton("~!OK", "o", 20 + 48, sizeY - 40,
		function()
			if (sound_list[selected_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "selected")) then
				SetMapSound(unit_type, sound_list[selected_sound:getSelected() + 1], "selected")
			end
			if (sound_list[acknowledge_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "acknowledge")) then
				SetMapSound(unit_type, sound_list[acknowledge_sound:getSelected() + 1], "acknowledge")
			end
			if (sound_list[attack_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "attack")) then
				SetMapSound(unit_type, sound_list[attack_sound:getSelected() + 1], "attack")
			end
			if (sound_list[ready_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "ready")) then
				SetMapSound(unit_type, sound_list[ready_sound:getSelected() + 1], "ready")
			end
			if (sound_list[help_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "help")) then
				SetMapSound(unit_type, sound_list[help_sound:getSelected() + 1], "help")
			end
			if (sound_list[dead_sound:getSelected() + 1] ~= GetUnitTypeData(unit_type, "Sounds", "dead")) then
				SetMapSound(unit_type, sound_list[dead_sound:getSelected() + 1], "dead")
			end
			menu:stop()
		end
	)

	menu:addHalfButton(_("~!Cancel"), "c", 130 + 48, sizeY - 40,
		function() menu:stop() end)

	menu:run(false)
end
The editor interface doesn't include all possible variables to be edited, but you can add the ones you want relatively easily based on this Lua code.
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Sun Dec 06, 2015 2:08 am

I've now added support for autosaving from Wyrmguns into Stratagus. By default the game autosaves a game every 5 minutes (9000 cycles).
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Big Daddy
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Re: Wyrmgus Merge

Postby Big Daddy » Mon Dec 21, 2015 1:04 am

Good work old chum!
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Andrettin
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Re: Wyrmgus Merge

Postby Andrettin » Mon Dec 21, 2015 8:02 am

Big Daddy wrote:Good work old chum!
Thank you!

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