[ian-reeds-games] Re: after_movement script behaviour on summoning

  • From: "Victorious" <dtvictorious@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 21 Jul 2015 18:58:10 +0800

It probably depends on how summoning works. Does it just do a simple position
switch?

Maybe separate it? So someone can decide whether logic should work
after_movement or after_summon or both.

Victorious
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Tuesday, July 21, 2015 3:03 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: after_movement script behaviour on summoning

Also, Victorious and I had an idea about multi tile unit effects so that a mage
could, for example, set up a shield on a tile that could extend, say, 2 squares
in any direction. Any unit already or moving into range of the shield would be
protected, while if they moved out of range, they would no longer be protected.

On 7/20/2015 11:19 PM, Monkey wrote:

I can give you a simple example...if you put effects= and
splash_effects= in a skill file that also moves your unit, the effects
and splash effects will occur before the unit moves. However, with
this script you can have the effects and splash effects occur after
your unit has moved instead.

On 7/20/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Craig,
could you give an example of how this script would work? I'm not sure
I grasp the potential the script might have.
I guess as a vote on this… Couldn't you put in a true/false script
flag so that it could affect summoning or not after it worked? That
seems the simplest way to me, while still keeping flexibility.
Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig
Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Monday, July 20, 2015 7:00 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] after_movement script behaviour on
summoning

Hi all,

One of the things I'm going to be introducing in the next dev update
is an after_movement type script event. Or did I introduce it
already. I'm not sure. Sorry!

I'm not sure how scripters would expect this to behave on a summon,
though. Since, technically, summoning does move the new unit onto the
map, so it's a movement. It's current behaviour is that a summon (or
other things that put a unit on a map) do trigger this event.
However, with it being called after_movement, should it?

Part of me thinks it shouldn't, with the caveat that if unit summons
/ creations don't cause after_movement things, scripters will have to
handle those kinds of things themselves in addition to
after_movement, if they want something to happen when the unit is
summoned or moves, but it does ultimately give scripters more control.

Any thoughts?

Craig








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