The success and failure message? That's the Summon Demon skill. And I put a transformation skill in there too because mine's glitching and changing the team when the transformation effect reverts after a few rounds...not sure if that'll happen to you though, since that map only has two active teams instead of seven like the one I'm still working on does. On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: > Nice. Ok, I've got it. > > What skills in particular are exhibiting these behaviours? > > On 07/12/2014 15:32, Monkey wrote: >> Wow, I didn't even need to make an account. >> Alright, here you go! >> https://www.sendspace.com/file/l6xu8b >> >> >> On 12/7/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote: >>> No, but I can try and make an account on one. Sendspace or dropbox, >>> but probably the former. >>> >>> On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>> I think there's a 30MB size limit on e-mail attachments with most >>>> e-mail >>>> providers. Some even go as low as 5MB. >>>> >>>> Have you got access to any sharing providers? Dropbox, 1Drive, >>>> GoogleDrive, Sendspace, etc? That might work. >>>> >>>> On 06/12/2014 23:57, Monkey wrote: >>>>> I'm trying to send it as a zip folder, but it won't allow >>>>> me...probably a GMail thing. It still shows up as about 40.3 mb or so, >>>>> which is weird. >>>>> >>>>> On 12/6/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>>>> Ok, a test one would be better, as it will help me isolate the >>>>>> problem. >>>>>> If you can make a little test map pack that has the problem, then >>>>>> I've >>>>>> got something to work with to see if I can get that map pack to work. >>>>>> >>>>>> If not, then I'm happy for you to send me your map pack and I can use >>>>>> that. >>>>>> >>>>>> Thanks, >>>>>> Craig >>>>>> >>>>>> On 02/12/2014 23:09, Monkey wrote: >>>>>>> I took the success/failure messages out for now, but there weren't >>>>>>> any >>>>>>> line breaks. I can redo them and send you either my full map pack or >>>>>>> a >>>>>>> test one...that's up to you, I can do either. >>>>>>> >>>>>>> And no problem, I understand! >>>>>>> >>>>>>> On 12/2/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>>>>>> Some of it kind of helps, I'm still guessing with some of it >>>>>>>> though. >>>>>>>> >>>>>>>> I'll try replicate the min_range problem with non-moving units >>>>>>>> and/or >>>>>>>> setting the min range the same as the actual range, see if I get >>>>>>>> anywhere. >>>>>>>> >>>>>>>> I'd like to make a flag that means you can only perform a skill >>>>>>>> from >>>>>>>> a >>>>>>>> given terrain too. It's already on my list of things I'd like to >>>>>>>> get >>>>>>>> in >>>>>>>> TB. >>>>>>>> >>>>>>>> The only hunch I have with the failure message... it could be >>>>>>>> because >>>>>>>> of >>>>>>>> either of our e-mail clients, but there appear to be line breaks in >>>>>>>> the >>>>>>>> messages. Is this the case? If not then no clue. >>>>>>>> >>>>>>>> If you're still having no luck with the failure message, could you >>>>>>>> please either send me over the map pack in question to have a look >>>>>>>> at? >>>>>>>> Or if you're happy to make one, a small test map pack, perhaps with >>>>>>>> this >>>>>>>> effected skill, so I can see it happening and diagnose what's >>>>>>>> upsetting >>>>>>>> it. That would be appreciated. >>>>>>>> >>>>>>>> Thanks and sorry it's taken a while to follow up on this, it's been >>>>>>>> a >>>>>>>> busy time of year for me. >>>>>>>> >>>>>>>> Thanks, >>>>>>>> Craig >>>>>>>> >>>>>>>> On 11/11/2014 06:27, Monkey wrote: >>>>>>>>> Hi, >>>>>>>>> >>>>>>>>> I hope that helped. I wasn't sure if that was a problem with yours >>>>>>>>> or >>>>>>>>> mine, to be honest. >>>>>>>>> >>>>>>>>> Oh, kay, yes, that would explain it then. Sorry for that. I'll see >>>>>>>>> if >>>>>>>>> I can make a different version. >>>>>>>>> >>>>>>>>> Could it be because my unit can't move? It's a bridgehouse that is >>>>>>>>> only supposed to raise and lower a drawbridge but it's two spaces >>>>>>>>> away >>>>>>>>> from the moat. The min_range is at 2, but the full range is also >>>>>>>>> 2, >>>>>>>>> that might also be why...? >>>>>>>>> Oh yes, before I forget and since I'm talking about it... would >>>>>>>>> it >>>>>>>>> be >>>>>>>>> possible to cause skills to only work on a certain type of >>>>>>>>> terrain? >>>>>>>>> So >>>>>>>>> If I want to lower a drawbridge over a moat it can only be used >>>>>>>>> over >>>>>>>>> a >>>>>>>>> moat, and therefore the AI won't try and use it on normal land? >>>>>>>>> >>>>>>>>> About the failure_message. I'm not sure. >>>>>>>>> Here's what I'm getting for errors, along with the original >>>>>>>>> success >>>>>>>>> and failure messages. >>>>>>>>> >>>>>>>>> Success error: >>>>>>>>> Calling Context: cb_after_perform_skill >>>>>>>>> Filename: CB.js >>>>>>>>> Line: 199 >>>>>>>>> Column: 45, 46 >>>>>>>>> TypeError: Cannot call method 'GetName' of null >>>>>>>>> success_message {0} concentrates, then begins to chant a long >>>>>>>>> incantation in a fell language. Energy swirls across the ground >>>>>>>>> and >>>>>>>>> the sound of cackling can be heard. A moment later a dark fissure >>>>>>>>> opens up in the ground, and a demon heaves itself out. The portal >>>>>>>>> closes and the demon rises with a triumphant roar. >>>>>>>>> >>>>>>>>> >>>>>>>>> Failure: >>>>>>>>> Calling Context: cb_after_perform_skill >>>>>>>>> Filename: CB.js >>>>>>>>> Line: 203 >>>>>>>>> Column: 45, 46 >>>>>>>>> TypeError: Cannot call method 'GetName' of null >>>>>>>>> failure_message {0} concentrates, chanting an incantation in a >>>>>>>>> fell >>>>>>>>> language. Energy swirls across the ground, and the sound of >>>>>>>>> cackling >>>>>>>>> can be heard. A moment later a dark fissure opens up in the >>>>>>>>> ground, >>>>>>>>> but the energy forming it seems to waver and then compress in upon >>>>>>>>> itself, closing the portal before the shape within can exit. >>>>>>>>> >>>>>>>>> And here's the skill itself. >>>>>>>>> skill >>>>>>>>> 10 >>>>>>>>> |flags >>>>>>>>> description Summons a demon that will battle your enemies. Costs >>>>>>>>> 20 >>>>>>>>> summon points and 5 action points. >>>>>>>>> empty_tile >>>>>>>>> range=2 >>>>>>>>> AP's_cost=5 >>>>>>>>> summon_points_cost=20 >>>>>>>>> summon=demon >>>>>>>>> chance=20 >>>>>>>>> key=d >>>>>>>>> ai_summon >>>>>>>>> sound=summon_demon >>>>>>>>> |script_flags >>>>>>>>> success_message {0} concentrates, then begins to chant a long >>>>>>>>> incantation in a fell language. Energy swirls across the ground >>>>>>>>> and >>>>>>>>> the sound of cackling can be heard. A moment later a dark fissure >>>>>>>>> opens up in the ground, and a demon heaves itself out. The portal >>>>>>>>> closes and the demon rises with a triumphant roar. >>>>>>>>> failure_message {0} concentrates, chanting an incantation in a >>>>>>>>> fell >>>>>>>>> language. Energy swirls across the ground, and the sound of >>>>>>>>> cackling >>>>>>>>> can be heard. A moment later a dark fissure opens up in the >>>>>>>>> ground, >>>>>>>>> but the energy forming it seems to waver and then compress in upon >>>>>>>>> itself, closing the portal before the shape within can exit. >>>>>>>>> >>>>>>>>> My success message works with a different skill, which is odd. For >>>>>>>>> some reason even that doesn't work with this one though. I could >>>>>>>>> always just take them out of this particular one. >>>>>>>>> >>>>>>>>> Does any of that help? >>>>>>>>> >>>>>>>>> On 11/10/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>>>>>>>> Hello Monkey, >>>>>>>>>> >>>>>>>>>> I've not had time to look into all the things on this e-mail, but >>>>>>>>>> I'll >>>>>>>>>> respond to the ones I have. >>>>>>>>>> >>>>>>>>>> Firstly, the unit dying twice was indeed a bug. I'd never >>>>>>>>>> invisioned >>>>>>>>>> my >>>>>>>>>> critical hits being used quite in that way. That's a good thing. >>>>>>>>>> I've >>>>>>>>>> put in a fix so critical hit kills shouldn't incur damage after >>>>>>>>>> death. >>>>>>>>>> That should come out with the next dev release. >>>>>>>>>> >>>>>>>>>> Regarding move_other_unit_away, it was never intended or coded to >>>>>>>>>> be >>>>>>>>>> used in that way. From the docs: >>>>>>>>>> >>>>>>>>>> > This will move the target of the skill the given number of >>>>>>>>>> tiles >>>>>>>>>> away >>>>>>>>>> from the user. >>>>>>>>>> >>>>>>>>>> In your case, the user is also the target, as it is a self skill. >>>>>>>>>> So >>>>>>>>>> you >>>>>>>>>> are trying to move your unit away from itself. Uncomfortable at >>>>>>>>>> best. >>>>>>>>>> What you want in this case is a new script flag to push >>>>>>>>>> surrounding >>>>>>>>>> units away from a unit or tile. Hopefully something I can try to >>>>>>>>>> create >>>>>>>>>> sometime. >>>>>>>>>> >>>>>>>>>> I cannot replicate your problem with the AI and min_range. When I >>>>>>>>>> use >>>>>>>>>> it, the AI backs away from me and then fires at me. If I then >>>>>>>>>> move >>>>>>>>>> onto >>>>>>>>>> the same tile as the AI, it then repeats the pattern, unless it >>>>>>>>>> can >>>>>>>>>> hit >>>>>>>>>> another target without moving first. >>>>>>>>>> >>>>>>>>>> Similarly, failure_message is working fine for me. Are there any >>>>>>>>>> particular things I need to do to break it? >>>>>>>>>> >>>>>>>>>> Cheers, >>>>>>>>>> Craig >>>>>>>>>> >>>>>>>>>> On 06/11/2014 00:21, Monkey wrote: >>>>>>>>>>> Hi, >>>>>>>>>>> I seem to be having a few problems with the Tactical Battle maps >>>>>>>>>>> I've >>>>>>>>>>> been creating. I'm using the latest version and my files are all >>>>>>>>>>> converted to parser 10, if that helps. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> First--and I'm not sure if this is a bug or just something wrong >>>>>>>>>>> with >>>>>>>>>>> my coding, but... >>>>>>>>>>> I used an attack and the orc commander who I was targeting died. >>>>>>>>>>> Twice. The move had "critical_hit_effect death" set, is that >>>>>>>>>>> why? >>>>>>>>>>> Since the damage was more than enough to kill it anyway because >>>>>>>>>>> it >>>>>>>>>>> was >>>>>>>>>>> almost dead when I used that move? >>>>>>>>>>> The code looks like this: >>>>>>>>>>> Skill >>>>>>>>>>> 10 >>>>>>>>>>> |flags >>>>>>>>>>> description A massively powerful storm that will damage units up >>>>>>>>>>> to >>>>>>>>>>> 3 >>>>>>>>>>> tiles away. Costs 7 AP's and 20 mana. Key is m. >>>>>>>>>>> enemy >>>>>>>>>>> hp_inflict=300r350|air,200|lightning,100|water >>>>>>>>>>> hp_splash_inflict=200|air,100|lightning,50|water >>>>>>>>>>> life_force_inflict=250r300 >>>>>>>>>>> AP's_cost=7 >>>>>>>>>>> mana_cost=20 >>>>>>>>>>> range=7 >>>>>>>>>>> min_range=3 >>>>>>>>>>> splash_range=3 >>>>>>>>>>> key=m >>>>>>>>>>> effects=shock,static,wet >>>>>>>>>>> splash_effects=static,wet >>>>>>>>>>> not_useable_on=shadow_king,sneaky_ninja,incorporeal_wraith,invisible_necromancer >>>>>>>>>>> sound=mighty_storm >>>>>>>>>>> |script_flags >>>>>>>>>>> success_message {0} closes their eyes and chants a long >>>>>>>>>>> incantation >>>>>>>>>>> and throws their hands upwards. A bolt of lightning erupts into >>>>>>>>>>> the >>>>>>>>>>> sky from one palm and seems to split into many smaller bolts, >>>>>>>>>>> while >>>>>>>>>>> an >>>>>>>>>>> orb of energy erupts from the other. The wind picks up and heavy >>>>>>>>>>> rain >>>>>>>>>>> starts to fall. With a shout, {0} brings their hand down, >>>>>>>>>>> pointing >>>>>>>>>>> at >>>>>>>>>>> {1}. At that, the full force of the storm crashes down upon {1}. >>>>>>>>>>> critical_hit_chance 85% >>>>>>>>>>> critical_hit_effect death >>>>>>>>>>> critical_hit_message The wrath of {0}'s storm was too great. {1} >>>>>>>>>>> falls >>>>>>>>>>> to the ground, writhing in agony for a moment, before falling >>>>>>>>>>> still. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> I had a problem with the move_other_unit_away script, too. >>>>>>>>>>> If >>>>>>>>>>> I >>>>>>>>>>> use >>>>>>>>>>> a >>>>>>>>>>> move that will blast my enemies away from directly around me, it >>>>>>>>>>> will >>>>>>>>>>> give me a script error. My code looks like this, in case you >>>>>>>>>>> were >>>>>>>>>>> wondering: >>>>>>>>>>> skill >>>>>>>>>>> 10 >>>>>>>>>>> |flags >>>>>>>>>>> description Blasts surrounding units away from you while >>>>>>>>>>> doing >>>>>>>>>>> damage >>>>>>>>>>> to them at the same time. >>>>>>>>>>> self >>>>>>>>>>> splash_range=1 >>>>>>>>>>> hp_splash_inflict=95|physical,75|air >>>>>>>>>>> sound=force_push >>>>>>>>>>> |script_flags >>>>>>>>>>> move_other_unit_away 3 >>>>>>>>>>> success_message {0} sends a burst of power out in all >>>>>>>>>>> directions, >>>>>>>>>>> scattering those surrounding him. >>>>>>>>>>> >>>>>>>>>>> The AI seems to have a problem with min_range. It keeps trying >>>>>>>>>>> to >>>>>>>>>>> use >>>>>>>>>>> a skill on a unit that is too close, and I keep getting that >>>>>>>>>>> error >>>>>>>>>>> in >>>>>>>>>>> my battle log. >>>>>>>>>>> >>>>>>>>>>> I'm trying to use a skill on a unit and there's a wall in the >>>>>>>>>>> way...but that shouldn't be a problem, since the skill has the >>>>>>>>>>> no_line_of_sight flag. Does that not work for some reason if the >>>>>>>>>>> use_sight_range flag is enabled on that map? And if so, then why >>>>>>>>>>> are >>>>>>>>>>> my enemies still able to attack me through walls, since they >>>>>>>>>>> can't >>>>>>>>>>> see >>>>>>>>>>> me? >>>>>>>>>>> >>>>>>>>>>> The map-making guide says that I can use none on the >>>>>>>>>>> terrain_limit= >>>>>>>>>>> flag for units to allow them to move over tiles that don't have >>>>>>>>>>> a >>>>>>>>>>> specified terrain, but when I try it the unit can't move on >>>>>>>>>>> those. >>>>>>>>>>> >>>>>>>>>>> I found out that if you use the script that toggles a unit to a >>>>>>>>>>> different team on a unit that can transform, if you use the >>>>>>>>>>> transformation skill and it only reverts to normal after the >>>>>>>>>>> team_toggle has run out, the effect will say -x rounds >>>>>>>>>>> remaining, >>>>>>>>>>> where x is the number. This causes a glitch where if you defeat >>>>>>>>>>> all >>>>>>>>>>> of >>>>>>>>>>> your opponents but this unit has that negative thing, you can't >>>>>>>>>>> win >>>>>>>>>>> the level. (Well maybe unless you somehow kill that ally, but I >>>>>>>>>>> haven't tried that yet.) I thought the team_toggle countdown >>>>>>>>>>> would >>>>>>>>>>> have carried through the transformation, but I guess not. >>>>>>>>>>> >>>>>>>>>>> Finally, failure_message doesn't seem to work when I have it >>>>>>>>>>> under >>>>>>>>>>> the >>>>>>>>>>> |script_flags section. No problem with success, but when the >>>>>>>>>>> failure >>>>>>>>>>> message is supposed to play it gives me a script error instead. >>>>>>>>>>> >>>>>>>>>>> I think that's it, at least from what I can remember. Does >>>>>>>>>>> anybody >>>>>>>>>>> have advice for me when it comes to any of those? >>>>>>>>>>> >>>>>>>>>>> Oh yes, and I have some potential feature ideas that I came up >>>>>>>>>>> with >>>>>>>>>>> over the last few days... >>>>>>>>>>> For effects: >>>>>>>>>>> only_affects=, this will cause the effect to only work on >>>>>>>>>>> the >>>>>>>>>>> units >>>>>>>>>>> in this list. >>>>>>>>>>> does_not_affect=, the units in this list would be immune >>>>>>>>>>> to >>>>>>>>>>> these >>>>>>>>>>> effects. So I can still use a skill with this effect on a unit, >>>>>>>>>>> but >>>>>>>>>>> the effect won't work. Alternatively, a immune_to_effects= flag >>>>>>>>>>> on >>>>>>>>>>> a >>>>>>>>>>> unit, since it would end up doing the same thing. >>>>>>>>>>> replace_terrain=, would work just like in skills, but this way >>>>>>>>>>> if >>>>>>>>>>> you >>>>>>>>>>> have this as a splash effect it'll change the terrain around it >>>>>>>>>>> as >>>>>>>>>>> well. It would help when making, say, a drawbridge over a moat >>>>>>>>>>> that's >>>>>>>>>>> two or three spaces wide. >>>>>>>>>>> >>>>>>>>>>> For skills, effects and items: >>>>>>>>>>> Allow the death_transformation script flag. >>>>>>>>>>> Add a flag for splash that will cause the splash--whether it is >>>>>>>>>>> an >>>>>>>>>>> inflict or an effect--to go in a line rather than all around. >>>>>>>>>>> This >>>>>>>>>>> would allow for, say, the building of a bridge across a wider >>>>>>>>>>> river >>>>>>>>>>> without having the bridge being a cross-shape due to the way the >>>>>>>>>>> splash is currently set up. This wouldn't replace the current >>>>>>>>>>> flag, >>>>>>>>>>> of >>>>>>>>>>> course, it would just be a different option. >>>>>>>>>>> >>>>>>>>>>> For terrain: >>>>>>>>>>> Something like the opposite of terrain_limit=. Like, >>>>>>>>>>> can_not_pass_terrain=, where a unit can not pass through any >>>>>>>>>>> terrain >>>>>>>>>>> on this list. (I'm suggesting that one because it would make it >>>>>>>>>>> easier >>>>>>>>>>> to have, say, incorporeal beings such as ghosts that could >>>>>>>>>>> travel >>>>>>>>>>> through walls and >>>>>>>>>>> such, and then barriers would have to be set up to >>>>>>>>>>> specifically >>>>>>>>>>> block >>>>>>>>>>> them. It would make it much simpler, as opposed to needing to >>>>>>>>>>> have >>>>>>>>>>> a >>>>>>>>>>> potentially long list of terrain that they can pass over.) >>>>>>>>>>> A flag similar to impassable but it'll only block flying >>>>>>>>>>> units. >>>>>>>>>>> Maybe >>>>>>>>>>> just change the not_flyable one to only block flying units, then >>>>>>>>>>> you >>>>>>>>>>> can use both impassable and not_flyable if you want to stop both >>>>>>>>>>> from >>>>>>>>>>> moving there. >>>>>>>>>>> The ability to add effects directly to terrain, or have >>>>>>>>>>> effect >>>>>>>>>>> files >>>>>>>>>>> that will only be addable to terrain but can't be used on >>>>>>>>>>> skills. >>>>>>>>>>> Also, what about a height flag for terrain? Separate it >>>>>>>>>>> into >>>>>>>>>>> ground-level, underground and high, or something like >>>>>>>>>>> that. >>>>>>>>>>> Two examples of how it could work, since I don't think >>>>>>>>>>> that >>>>>>>>>>> was >>>>>>>>>>> clear: >>>>>>>>>>> I have a high cliff that units can't just walk onto from >>>>>>>>>>> the >>>>>>>>>>> ground. >>>>>>>>>>> To get up there, they would have to climb up to the >>>>>>>>>>> mountain >>>>>>>>>>> pass >>>>>>>>>>> and >>>>>>>>>>> walk onto the mountain itself. This would bring them to >>>>>>>>>>> the >>>>>>>>>>> correct >>>>>>>>>>> height. Then they can stand on the cliff and shoot down on >>>>>>>>>>> their >>>>>>>>>>> enemies. >>>>>>>>>>> Or if an enemy is on a bridge and the bridge is destroyed >>>>>>>>>>> they >>>>>>>>>>> fall >>>>>>>>>>> (Lord of the Rings reference haha) into a pit. They can't >>>>>>>>>>> get >>>>>>>>>>> out >>>>>>>>>>> of >>>>>>>>>>> the pit, but they can still move--as long as it is in the >>>>>>>>>>> pit--and >>>>>>>>>>> use >>>>>>>>>>> their skills, although maybe they can't target those who >>>>>>>>>>> aren't >>>>>>>>>>> in >>>>>>>>>>> a >>>>>>>>>>> pit. >>>>>>>>>>> Not sure if this is doable - or maybe it would be easier >>>>>>>>>>> to >>>>>>>>>>> make >>>>>>>>>>> a >>>>>>>>>>> script, for all I know. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> For skills/items/effects/possibly terrain: >>>>>>>>>>> A block_skill=, function that will allow you to prevent >>>>>>>>>>> units >>>>>>>>>>> from >>>>>>>>>>> using a specific skill while still being able to use ones >>>>>>>>>>> that >>>>>>>>>>> aren't >>>>>>>>>>> listed. I know you can already do that if you make the >>>>>>>>>>> skill >>>>>>>>>>> that >>>>>>>>>>> you >>>>>>>>>>> want to block use a certain type of point and then have the move >>>>>>>>>>> that's being used on the unit who bears the skill remove all of >>>>>>>>>>> those >>>>>>>>>>> points, but a block_skill flag would allow you to still use >>>>>>>>>>> other >>>>>>>>>>> moves that might use the same type of points. >>>>>>>>>>> >>>>>>>>>>> >>>>>>>>>>> Thoughts? >>>>>>>>>>> >>>>>> >>>> >>>> >>> >>> -- >>> -Mew >>> __________ >>> http://www.savethefrogs.com/ >>> >> > > > -- -Mew __________ http://www.savethefrogs.com/