[ian-reeds-games] Re: About Transformation

  • From: Carlos Macintosh <sleepio1@xxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 15 Mar 2015 13:28:09 -0400

yeah we'll just have to take the max mod flags on our equipment from the script flags section and put them in the flags section. It doesn't seem like too much trouble



On 3/15/2015 1:15 PM, Craig Brett (Redacted sender craigbrett17@xxxxxxx for DMARC) wrote:
Heh don't worry about it.

I get it. I think some of this will go away if I fix item equipping changing point maximum's on equipping in the engine, which it's supposed to do. Though then it will mean the script in question will double the effect of this every time So we'll have to bear this in mind.

On 15/03/2015 16:56, Monkey wrote:
Sorry for the confusion there, I probably should've figured that out
earlier than I did.

The point_max change was mainly to only allow the unit to use certain
skills when his axe is equipped, because I'm too lazy to make sounds
for every single weapon that someone might give him. It's actually
quite useful, especially when I have melee skills that I don't want
him to use when he's got a ranged weapon equipped. The only downside
is that, at least as of yet, the point change isn't taken into account
unless you start with the item unequipped and then equip it.

On 3/15/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Maybe I can help with that in script. I can create a flag that says not
to transfer something over on a transformation. Just a theory, but I can
try it.

Ah, hence the no items message! Makes sense now. I was worried about
somehow people's script versions falling out of sync or something.

Oh, so this unit is using those scripted point_max change type scripts
that happen after an item is equipped? Maybe in this instance that's a
good thing.

On 15/03/2015 15:06, Monkey wrote:
On carrying over, I know,that's why it's both an upside and a
downside. I mean, on one hand carrying over potions and keys is great,
but on the other, duplicating weapons makes me shake my head hahaha.

Oh, derp! Nevermind, this one's my fault! Turns out I had the same
shorthand key for both the upgrade skill and use_item. Wow, I totally
failed there.

Equipped a unit...well, unit B is set by default to not have items
equipped, so I would equip the items after the transformation. *shrug*
Because otherwise he wouldn't get the point modifications that allow
him to use certain skills.

On 3/15/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
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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