Hey Allan,Thanks for the positive feedback. I'm really glad you like the feature. I wasn't sure exactly what to do on the wording but decided it wasn't as important as getting the basic chance flag out.
You're totally right about the different sounds. I meant to get some feedback on that and forgot.
It breaks down into 2 things, 1 is the type of sound and the other is numbering them so you can get a random one. For instance a successful attack could have 3 different sounds and one is randomly played each time. And a failed attack could have it's own 3 sounds of a sword slicing through empty air or being blocked.
Here's what Craig had suggested about sound types:Craig said: Regarding random sounds, I remember it was suggested before. But regarding having sounds for hits, misses and critical and such, maybe the sound naming scheme should be something more like:
* unit_skill_success * unit_skill_fail * unit_skill_criticalI say: I think since we are already using warrior_attack.wav or just attack.wav this should be the successful version since that's how it currently works. So then if you wanted a failing sound it would be warrior_attackfail.wav or attack_fail.wav as Craig suggested.
And the randomized sounds based on number suffixes would be separate though maybe I can do that soon as well.
Not sure how the critical will work exactly, but we're not there yet anyway. Well, now that I've written it I think that will work out pretty well.Does anyone like or dislike the attack_fail.wav and warrior_attack_fail.wav sound naming?
Ian Reed