[ian-reeds-games] Re: fail effect

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 26 Jan 2013 11:05:32 -0500

Just one last thing I forgot...when removeing effects that should be announced 
too.
For example, when an effect is healed bya cleric, or a brurning effect on a 
tree is "put out" by an extinguish effect, etc and so forth.

al
"The truth will set you free"
Jesus Christ of Nazareth 33A.D.
  ----- Original Message ----- 
  From: Allan Thompson 
  To: ian-reeds-games@freelist 
  Sent: Saturday, January 26, 2013 9:42 AM
  Subject: [ian-reeds-games] fail effect


  Ian,
  I am thinking you might need to add a flag for chance using skills.

  Maybe a flag like "fail_effects" which then effects dynamically other units 
then the skill user.

  This is especially true for skills that do not involve attacking. 
  Disarming traps is a big one. Just because you fail to disarm a trap, doesn't 
mean that nothing happens, in fact, the opposite is usually true. A failed 
attempt usually sets off the trap, causing some sort of damage.
  For more serious traps, that can explode, I was thinking that with a 
fail_effect flag, a point could be transfered to the trap, which allows it to 
go off on it's turn, and the self effect of stun would keep the rogue right 
there for it...although eventually you might want to think about skills being 
used as well as effectsso immediate things like fireballs, falling boulders or 
whatever could get introduced although, I admit, I have no ideahow easy or hard 
it might be to implement.  

  I also think there needs to be some kind of announcement when an effect 
affects a unit when it is first attached tot he unit. 
  I know the wording might be a little tricky, but maybe something like, 
"warrior is X" which would be the effect name, like infected, cursed, poisoned, 
insulted, whatever. 
  Right now, players will not know they an effect is on them, until they start 
suffering from it, which might be to late in some scenarios. Maybe the effect 
can have an announce flag to help make divisions of effects that are obvious 
and those that are not.

  The only other way I can think of doing a trap is changable terrain again, 
lol, or deactivating the terrain for a short time. 

  On a side note...I am loving the new stuff! The fail and random sounds are 
great! Thanks for all your hard work.

  al 





  "The truth will set you free"
  Jesus Christ of Nazareth 33A.D.

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