[ian-reeds-games] A new script in beta looking for critical appraisal

  • From: Craig Brett <craigbrett17@xxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 18 Jan 2014 17:26:24 +0000

Hi all, I apologise, I couldn't think of a better tagline for it.

The new script, as you may have worked out: Critical hits! This allows you to put a chance of skills scoring critical hits and doing different amounts of damage or restoration. This is something I've wanted for a while, so I went ahead and did it with javascript.

You can get the new version of the scripts here: https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett.zip And the new version of the documentation from here: https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett%20Documentation.zip

Its not working quite to the level I want it to be, there are several known issues with it which I'll highlight so you're aware of them. That being said, this is a beta, so play around with them, see whether having critical hit chances is to your liking and feel free to make comments.

Known issues and hoped-for improvements for critical hits (in order of priority): 1. If you kill off a unit with a critical hit, it doesn't die until the end of the round. Ian, is this something I can fix or is it up to you? 2. Critical hit damage doesn't factor in buffs/curses on the defender/attacker that effect damage, nor is there any way of making it use a specific damage type (such as fire, etc). 3. Critical hit effects won't work. Ian, I think I wrote before about shared.ApplyEffect causing a crash. Is there anything we can do here? 4. can only currently apply 1 critical hit effect. An easy fix for me to make when I get round to it. 5. Even though I can replace the amount of damage that is spoken, I can't replace the sound of the skill with a critical sound or something. Ian, is there anything I can do here?

In spite of the issues, I hope you guys like having a look at the new scripts. Feel free to give me feedback on them (even if its critical!).

Enjoy!

Craig

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