[ian-reeds-games] Re: About Transformation

  • From: "Victorious" <dtvictorious@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sun, 15 Mar 2015 20:27:37 +0800

Hi Craig,

Wow thanks for the correction. When you mention inventory, does it include
currently worn items as well?

Victorious


-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Sunday, March 15, 2015 8:23 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: About Transformation

Scripters do have access to a unit's inventory. I remember talking to
someone about that before. I believe that happened before I even came onto
being a dev on TB. Ian told me to try using unit.Inventory. Though I have
just noticed that it's not in the scripting documentation, so I'll fix that.

Transformations will carry over any items in the unit's inventory to the new
unit. So, if your old unit has a sword and so does your new one, the new
unit will have two swords. This is by design though, as there's nothing to
tell me that you want to lose this item. Take the example where you have a
unit who has 5 healing potions. It then transforms into a unit with 2
healing potions to start with. You don't want to lose 3 healing potions just
because you've transformed. That's why it works the way it does.


As for that message you're getting if a unit has no items, I can't replicate
it. Are you sure you're using the latest version of my scripts? I've looked
through my transformation item moving function and there's nothing there
that should raise any objections if there's no items.

And did you say you'd equipped a unit? That shouldn't be possible.

On 15/03/2015 03:01, Monkey wrote:
> Ah well. Thanks anyway though!
>
> On 3/14/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>> Yup, sadly.
>>
>> -----Original Message-----
>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>> Sent: Sunday, March 15, 2015 10:50 AM
>> To: ian-reeds-games@xxxxxxxxxxxxx
>> Subject: [ian-reeds-games] Re: About Transformation
>>
>> Ah. I see.
>> Still wouldn't work though, at least not with this particular unit, 
>> because even if I exclude the fact that the new unit has different 
>> equipment than the old one, when he upgrades he gains new stats, 
>> another two skills, and a different sound/friendly type. And I don't 
>> believe you can change all of those with effects, at least not yet.
>>
>> On 3/14/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>>> No, not unless you put transformation in your effect. A 
>>> transformation is accomplished through the old unit being swapped 
>>> for a new one. The old/original unit does not get removed by the 
>>> effect. E.g level 1 health_inflict_mod 15
>>>
>>> -----Original Message-----
>>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>>> Sent: Sunday, March 15, 2015 10:31 AM
>>> To: ian-reeds-games@xxxxxxxxxxxxx
>>> Subject: [ian-reeds-games] Re: About Transformation
>>>
>>> Would it make a difference though? I mean, wouldn't I still be 
>>> transforming my unit?
>>>
>>> On 3/14/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>>>> Just give it a really long round number for duration like 1000. Its 
>>>> kind of ugly, but it works.
>>>>
>>>> -----Original Message-----
>>>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>>>> Sent: Sunday, March 15, 2015 9:44 AM
>>>> To: ian-reeds-games@xxxxxxxxxxxxx
>>>> Subject: [ian-reeds-games] Re: About Transformation
>>>>
>>>> Yeah, I thought one of you said something like that quite a while 
>>>> ago but I wasn't entirely sure if that had changed by now.
>>>>
>>>> Could you please give me an example?
>>>> I'm upgrading one unit after a certain amount of time...and I don't 
>>>> want him to downgrade because of the duration.
>>>>
>>>> On 3/14/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>>>>> The transformation scripts can't be used with items currently, 
>>>>> because scripters don't yet have access to the items that are on a 
>>>>> unit so that that information can be saved over to the new 
>>>>> transformed unit.
>>>>> Maybe something for a future dev release?
>>>>>
>>>>> Can you see if you can achieve the same thing using effects and my 
>>>>> effects script?
>>>>>
>>>>> -----Original Message-----
>>>>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>>>>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>>>>> Sent: Sunday, March 15, 2015 9:30 AM
>>>>> To: ian-reeds-games
>>>>> Subject: [ian-reeds-games] About Transformation
>>>>>
>>>>> Hello,
>>>>>
>>>>> I've noticed that when I'm transforming from one unit into 
>>>>> another, the skill says "You don't have any items." I have the new 
>>>>> unit unequipped by default because he gains certain attributes 
>>>>> after equipping his weapon and armor, otherwise he'd be holding 
>>>>> them already. And my old unit doesn't have any unequipped items. I 
>>>>> gave him an item temporarily and it does fix the message then...
>>>>> Not sure if this was a bug or if it's intentional, but there you go!
>>>>>
>>>>> Also, there's the thing about transformations not monitoring 
>>>>> items...like, if my unit were to unequip the axe that he wields 
>>>>> and then transform, I would have two of that axe. This is probably 
>>>>> something that currently can't be fixed though, right? Since you 
>>>>> might not be able to tell what he has by default and what he 
>>>>> picked up, so you don't know what he should carry with him through 
>>>>> the transformation,
>>>> if anything.
>>>>
>>>> --
>>>> -Mew
>>>> __________
>>>> http://www.savethefrogs.com/
>>>>
>>>
>>> --
>>> -Mew
>>> __________
>>> http://www.savethefrogs.com/
>>>
>>
>> --
>> -Mew
>> __________
>> http://www.savethefrogs.com/
>>
>>
>

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