[ian-reeds-games] Re: Question about effect fizzling

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Wed, 10 Jun 2015 06:59:36 +0100

He beat me to it. You'll notice there's no usual fizzling behavior on effects with 0 dureation, such as announcements, on_fizzle effects and so on. Fizzle terrain replacements are in that same category.

On 10/06/2015 06:09, Victorious wrote:

It only counts as fizzled if the duration is allowed to decrement to 0. So you
need to set a minimum duration of 1. Once it hits 0 rounds, it will fizzle
properly.

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Wednesday, June 10, 2015 5:08 AM
To: ian-reeds-games
Subject: [ian-reeds-games] Question about effect fizzling

Hey,
If you have a duration of 0 on an effect, then does it actually "fizzle"?
Because if so, then I think I've got a bug.
I have this as a splash effect on an explosion skill:
effect
10
|flags
description Replaces certain terrain, when required.
tile
fizzle_replace_terrain=castle_wall|ruins
duration=0
|script_flags

The castle wall isn't being replaced, though. Is that because a duration of 0
doesn't count as a fizzle, or is there a bug here?




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