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Battle Points economy for super weapons #1670
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Improved & splitted the code in auxiliar functions. Now the SW can modify the house points. Now a new General tag is added for default value when the tag isn't established in the techno. Added hook SuperClass_IsReady_BattlePoints for disabling the use of the SW if it doesn't have enough points (in reality is a rewrite of that IsReady() method adding this check) .
- Now friendly objects can have it's own default value. - Renamed the default value tag, - Realtime sidebar counter indicator. - New tag: Sidebar.BattlePoints.Offset - New tag: Sidebar.BattlePoints.Color - New tag: Sidebar.BattlePoints.Align - Now Chronoshere tele-kill will register the points (why not the nuke... :@ ).
…oints requisite. - Removed code used for optionally show this value. Now depends on the activation of the feature, since is weird to hide the current gathered points having a requisite in a SW that needs it.
- Fixed bugs - Added documentation
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From BattlePointsGenerator to BattlePointsCollector
Renamed tag from BattlePointsGenerator to BattlePointsCollector and updated docs and first message |
Now the +/- vaalues work like the tag Money.Amount
It would be best if it could optionally display a FlyingString when obtaining BattlePoints, just like the bounty of Ares. |
I prefer keeping the base foundation of the feature simple for a faster merge and in new PRs adding other features (or let other devs to develop them), like:
|
Applied feedback
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LGTM.
These 2 tags are not working: BattlePointsCollector=true Is not working for me at the Techno level (building), can only get it to work at [General] with BattlePoints=true, the documentation states otherwise that you can enable this system with a building instead - can you please confirm. Side also does not work with BattlePoints=true |
I just tested now in my mod and it works. With default settings, if you want a structure that enables the logic just put in teh structure: As soon as it is built your value indicator appears in the sidebar. So the counter will appear and enable the count after new kills (+100 each enemy kill) when the structure is built. If you want it always enabled in a specific house istead of waiting to build a structure then: With my mod settings (when the collector is built the system is enabled): |
What I missed is the updated documentation here in the first post so I'll update because it isn't called generator, now is collector |
Increase the rank of this PR to T3, since the essential of this is about adding a 'secondary resource' to the game, which need careful design for its functionality, interaction with various things and method of implementation first. We could indeed merge this PR first, but a rough structure of its future development needs to be decided I think. Hope @Metadorius and others could give some thought about it |
BattlePointsCollector
in any structure then the system will be enabled if the structure is built.BattlePoints
in houses they will have the system enabled by default.BattlePoints
enables/disables the system for every player in the scenario, overriding the country preferences &BattlePointsCollector
setting.BattlePoints.DefaultValue
and the enemy destroyed object doesn't have a value then this generic value will be used instead.BattlePoints.DefaultFriendlyValue
and the friendly destroyed object doesn't have a value then this generic value will be used instead. This tag doesn't work with the own objects of the player.BattlePoints.CanUseStandardPoints
and the destroyed object doesn't have theBattlePoints
value then the points are obtained from thePoints
tag of the destroyed object. IfBattlePoints.DefaultValue
is present then this will be ignored.BattlePoints
in the destroyed object the calculation is made with this value. Self-Kills done by the own player doesn't count in this system.BattlePoints.Amount
is set with a value different from0
then the super weapon is influenced by this system. If the value is positive then this super weapon won't be launched until the affected player gathered the required ammount.In
uimd.ini
:In
rulesmd.ini
: