[ian-reeds-games] Re: A few responses

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 15 Feb 2013 11:14:26 -0500

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
  >
  >

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