Ok, so youa re talking about two diffrent types of failure. The regular fail and then a miss which would be like not doing the skill at all. What I don't understand is how that could be used effectively? Especially for a computer unit. There is this infinite loop thing which, if the computer doesn't have to spend anything to do it, it will keep on doing it forever. I actually did that once after people told me about it. I was practiceing out some cloaking skills, and I thought about how the computer would use it. Well, I didn't put any point in it that would stop it, and it kept cloaking and uncloaking forever. I was like, "So that's what Carlos meant", lol. So everything really needs a limit on it of some sort in order to make sure you don't fall into that trap. If you want to restore action points to a unit, then take a look at Austen's kingdom at war maps where the main character can use adrenaline fix, or the tomb robber map with the main character able to use panic to increase actions usable, by subtracting from the cost of actions. Again, everything needs a limit. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Garrett To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, January 28, 2013 3:09 PM Subject: [ian-reeds-games] Re: Attack miss flag? Hi al, i can try... Let's say you had an archer, let's say that they attack, if the attack miss you would still use the action points that it cost to do the attack but the target would not take any damage. Now, let's say that archer try to attack again, let's say this time the attack fails. Again, the target would not take any damage, but instead of spending the action points that it would cost to do the attack, no action points would be wasted or any other kind of point that anyone else me using custom maps. Basically, an attack miss will be a more penalizing version of an attack fail and maybe you could use an attack miss probability flag or something like that Sent from my iPhone On Jan 28, 2013, at 2:46 PM, "Allan Thompson" <allan1.thompson@xxxxxxx> wrote: Hi Garrett, I am not sure, but isn't that how things work right now witht he chance flag on skills? Maybe I don't understand, could you give an example? al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: garrett To: ian-reeds-games@xxxxxxxxxxxxx Sent: Monday, January 28, 2013 1:42 PM Subject: [ian-reeds-games] Re: Attack miss flag? perhaps I should clarify, If the attack misses, it will still take what ever skill points or what ever in order to use the skill but the enimy would not be hit. If the attack fails, no skill points or anything are used and you can try your attack again. Basicly, A miss would be a attack fail that would take away what ever points your using. -----Original Message----- From: Zak Claassen Sent: Monday, January 28, 2013 12:59 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Attack miss flag? Wouldn't that be kind of pointless, I mean if it didn't cost anything or had any effect, then what difference would it make? Don't mean to offend you or anything, just my opinion on it. On 1/28/13, Garrett <garrett.knight2@xxxxxxxxx> wrote: > Hello again everyone > Just a little suggestion, what if certain skills or attacks could miss? > The > only difference being, if an attack or skill misses it would still cost > you > what it normally would to do that attack. But if it fails, it doesn't cost > you anything and you can try the attack or skill again > > Sent from my iPhone >