[ian-reeds-games] Re: question about transformation script

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Thu, 11 Jun 2015 19:38:03 +0100

What bug?

If you mean the AI not picking its skills at random, its designed that way, so not a bug. I agree it's not ideal, but there you go. Until I can work out how to make it a bit more scriptable, it's going to be hard to tweek.

On 11/06/2015 15:39, Sharni-Lee Ward wrote:

This would be really useful for me as well! Right now, I have two enemy sorcerers that turn people into animals through use of various skills. One skill set to transform units into random other forms would be so much better than seven skills, each of which can only do one transformation, and each of which is keyed to a different point so my sorcerer isn't just using the first skill over and over again. That AI bug could also do with a bit of work, but that's for another thread, ahaha.

> Date: Thu, 11 Jun 2015 06:52:58 +0100
> From: dmarc-noreply@xxxxxxxxxxxxx
> To: ian-reeds-games@xxxxxxxxxxxxx
> Subject: [ian-reeds-games] Re: question about transformation script
>
> It wouldn't be the AI choosing anything, it'd be the computer. There's a
> subtle difference. I'm not doing any funky business with a range,
> though, that sounds like an unnecessary hassle.
>
> Yeah, I could give that a look. I'd probably just extend the existing
> transforms_into scripts. If that's what you're thinking. Having them
> take random arguments would be easy. I'd probably have it so you could do:
>
> transforms_into cat/dog/bird
>
> Or maybe
>
> transforms_into cat|dog|bird
>
> Both read alright to me and both mean randomly pick one, slash is more
> gramatically correct but computer speak wise, "|" means "or". Any strong
> preference?
>
> On 11/06/2015 06:04, Monkey wrote:
> > Wait, what do you mean with range? I'm not sure we're on the same page here.
> > My understanding is that you want the AI to choose a random effect
> > from a list. That's simple enough to create.
> >
> > On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
> >> i don't know how to achieve this so far what i learned is that you will
> >> need to sepperate each effects and then have each effects hashed as
> >> integers for instence the first effect in the line would be 1 and the
> >> next would be 2 and so on and then take the integer values and make it
> >> into a range like 1r2 or 1r3 and etc then put it through the shared
> >> calculate flag to be calculated at which it would randomly pick any
> >> number in the range and then send it to shared apply effects flag and
> >> have flags to apply this effect to either a unit and or tile but i could
> >> be completely wrong about it, it seems to me that it should go.
> >>
> >> On 6/10/2015 2:45 PM, Monkey wrote:
> >>> A random effects script is very easy to do, I think. *shrug*
> >>>
> >>> On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
> >>>> if that is so i guess i would try maybe having transformations on
> >>>> different 0 duration effects a course this would require that tb has the
> >>>> capability of having random effects flags, i am remembering that it was
> >>>> mentioned a few months ago and maybe having it added on in later
> >>>> versions.
> >>>>
> >>>> On 6/10/2015 2:22 PM, Monkey wrote:
> >>>>> I'm pretty sure that's possible, although I'm not sure if he's going
> >>>>> to want to add that.
> >>>>>
> >>>>> On 6/10/15, Kyle Davis <kyles.supernova@xxxxxxxxx> wrote:
> >>>>>> i wonder is it possible to have random unit type transformations for
> >>>>>> instence i have a curse that could turn a unit into a random creature
> >>>>>> lets say i have cat, dog, and bird as the argument and when i have it
> >>>>>> cast on a unit the game engine will randomly selects one of the unit
> >>>>>> type i have placed in it and then turn that unit into the randomly
> >>>>>> selected unit type
> >>>>>>
> >>>>>>
> >>>>
> >>
> >>
> >
>
>

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