Hi Zak, I think you hit it right on the head in terms of using ignore max. I would need to use a restore flag, and that would end up becoming a regeneration ability instead of keeping the new max value of the point. I am not sure I fully understood your earlier questions and Ian's answers. If an item in option 3 is equipped, will the item show up as a skill int he units skill menu list? Does that mean the skill and the item need to be created and placed in the skill list of the units file? I guess I am a bit confused on that. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Zak Claassen To: ian-reeds-games@xxxxxxxxxxxxx Sent: Thursday, February 14, 2013 11:58 PM Subject: [ian-reeds-games] Re: A few responses I like these ideas, will the item show up in the unit's root menu as if it were a skill when it is equipped? And if you do option 2 as well, will the skill only show up once the item is in the unit's possession? While playing Alan's updated zombie map I realised why he wanted item points: Each item uses different points for ammo, for example the chainsaw uses fuel, shotgun uses shotgun shells, the bow uses arrows etc. Now, if you wanted it to work you would have to give each unit you want to be able to use weapons all of these points (if you put it in the default unit flags the dogs would also have bullets and arrows). If the point was associated with the item, it would make it much easier since only the unit possessing that item would have the points that go along with it. Alternatively, would it be possible for an item/skill to use up other items? That way you could stack arrows as items and have each shot of your bow use one of them. Alan, about your armour idea, if you want it to add to the unit's health passed its max but for the unit's health to go back to how it was when those points are taken off its health you could just use a health_restore skill with an ignore_max flag, although that might be a problem if the unit is not at its max health. If you want it to increase the max health of the unit more permanently we would need a max_mod flag. On 2/15/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote: > Hey Allan, > > I'm glad you brought up having equipped items work as skills as it > forced me to think through it a bit more and I think it will be a > helpful addition. > > > Allan said: So In a TB universe, that would mean adding a value to a > unit's maximum health flag. > I say: Good thinking. Absolutely something we need to do. Probably a > health_max_mod= or mana_max_mod= flag. > It's on my list, and is a smaller item so I'll fit it in during the near > future. > > That's a pretty funny story with the chance mod. And I like your > solution of setting the chance to 200% for the move skill. > > Ian Reed > >