taskLordsAWar! - Tasks: task #10303, usable items


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task #10303: usable items

Submitted by:  Ben Asselstine <benasselstine>
Submitted on:  Sun 28 Mar 2010 01:43:35 PM UTC  
Should Start On:  Sun 28 Mar 2010 04:00:00 AM UTC Should be Finished on:  Sun 28 Mar 2010 04:00:00 AM UTC
Category:  None Priority:  5 - Normal
Status:  None Privacy:  Public
Percent Complete:  100% Assigned to:  None
Open/Closed:  Closed Effort:  0.00

( Jump to the original submission)

Fri 11 Jul 2014 03:18:00 PM UTC, comment #10:

i think we're good for usable items now.

Ben Asselstine <benasselstine>
Project Administrator
Thu 24 Mar 2011 07:58:39 PM UTC, comment #9:

Added many more items:
wand of the bridgeburners: destroys bridges
staff of charm ruin monster: makes a ruin monster join the hero's stack, while on a ruin.
whistle of angelic assistance: makes a unit of archons join the hero's stack while on a temple.
wand of urban pestilence: destroy 25 percent of the army units in an enemy city
staff of ghostly defenders:make 3 ghosts show up in a city the player owns.
staff of persuasion: convince the occupants of a neutral city to turn to your side without a fight
ring of teleportation: instantly transport the hero's stack to any city.

Some of these items are configurable in the itemlist editor.
For disease city, the percent of armies that die is configurable.
For items that make armies show up, the kind of army is configurable and sometimes the number of army units is configurable.
Staff of Saint Patrick no longer matches "giantworms" exactly -- it takes an army type id as a configuration item.
Have a look at the scenario editor for a complete description of what is configurable for these new usable items.

There is still room for 8 more usable items. Refactoring will be needed after that.

If anybody has other ideas about some fun items, just list them here.

Ben Asselstine <benasselstine>
Project Administrator
Mon 14 Mar 2011 11:55:17 PM UTC, comment #8:

Added a new usable item called the Staff of Saint Patrick. It kills all of the Giant Worms in one shot.

It has 3 charges.

One unfortunate thing is that it checks the name of the filename used to depict the army unit. For the item to be used successfully, it must match "giantworms" exactly.

Ben Asselstine <benasselstine>
Project Administrator
Thu 08 Apr 2010 10:22:54 AM UTC, comment #7:

Implemented the staff of many steps. I am committing this in with a grand total of 4 usable items.

I had an idea for another staff that teleports the hero's stack to the city where she was recruited. If it's no longer owned by us, or the city is full, then we get dropped off just outside the city. Maybe I'll implement that at a later date.

Ben Asselstine <benasselstine>
Project Administrator
Wed 07 Apr 2010 03:39:25 PM UTC, comment #6:

I want to implement a Staff of Many Steps. It gives the stack 2 more movement points. It can be used 10 or 12 times and then it's completely spent.

The idea is that this item can be used to attack a city when you're on the doorstep but out of moves.

Ben Asselstine <benasselstine>
Project Administrator
Wed 07 Apr 2010 11:37:39 AM UTC, comment #5:

added the pick-up-items object.

Ben Asselstine <benasselstine>
Project Administrator
Wed 07 Apr 2010 08:31:48 AM UTC, comment #4:

Adding a history element for when items are used. Otherwise it can baffle other players when half their gold goes away, or all of their boats disappear.

Ben Asselstine <benasselstine>
Project Administrator
Tue 06 Apr 2010 05:42:11 PM UTC, comment #3:

I've removed the "use" button from the hero dialog because I can't figure out a nice way to deliver the result message (e.g. you stole 8 gold pieces) to one of two places: 1. the game window (when accessed from hero->use item), or 2. the hero dialog (when accessed through the use button).

Ben Asselstine <benasselstine>
Project Administrator
Sat 03 Apr 2010 06:42:24 PM UTC, comment #2:

I've modified the scenario editor to account for usable items. And I've updated the two scenarios that are included by default.

everything is mostly implemented, except for the policy that dictates when an item can be used.

Ben Asselstine <benasselstine>
Project Administrator
Sat 03 Apr 2010 10:24:02 AM UTC, comment #1:

I'm adding the infrastructure for using items. This consists of a new menuitem under the Hero menu, and a new button "use" in the hero dialog.

Only two kinds of usable items are being implemented first:
Sink All Ships, and Steal Gold.

I've also added the concept of "uses left". The item disappears after it is completely spent. I'll probably have to distinguish between items that are usable once per turn and items that are usable whenever the user wishes.

Ben Asselstine <benasselstine>
Project Administrator
Sun 28 Mar 2010 01:43:35 PM UTC, original submission:

It would be fun if the game had items that could be used once.
Different items would have different effects, and possibly different dialogs that govern their use.
They could be activated via Hero->Use Item, and also inside the Hero dialog.

Here's a brainstorm of potential effects of usable items:

teleport (not into city, or onto square that can't be gotten to)
take city (but where's the backup?)
fulfill quest
new city
new temple
destroy stack
charm hero
charm stack
charm city
unraze city
raise dead hero
pick up all bags
disrupt vectored units
arrive vector units
thar be dragons
thar be catapult
sink ships
clone stack
steal gold
city sentinels. 0 mp heavy inf
exhaust movement

Ben Asselstine <benasselstine>
Project Administrator


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    Date Changed by Updated Field Previous Value => Replaced by
    2014-07-11 benasselstine Percent Complete0% => 100%
        Open/ClosedOpen => Closed
    2010-04-08 benasselstine StatusDone => None
    2010-04-08 benasselstine StatusIn Progress => Done
    2010-04-03 benasselstine StatusNone => In Progress

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