[ian-reeds-games] Re: Tactical Battle: a couple of issues and some new feature ideas

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 7 Dec 2014 10:41:39 -0700

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/

Other related posts: