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 notto transfer something over on a transformation. Just a theory, but I cantry 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 cameonto being a dev on TB. Ian told me to try using unit.Inventory. ThoughI 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, thenew 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 examplewhere you have a unit who has 5 healing potions. It then transforms intoa unit with 2 healing potions to start with. You don't want to lose 3healing potions just because you've transformed. That's why it works theway 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 myscripts? I've looked through my transformation item moving function andthere'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, becauseeven if I exclude the fact that the new unit has different equipmentthanthe old one, when he upgrades he gains new stats, another two skills,and adifferent sound/friendly type. And I don't believe you can change allof 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 transformationis accomplished through the old unit being swapped for a new one. Theold/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. Itskind 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'twant 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 aunit 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 myeffects script? -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of MonkeySent: 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 themalready. And my old unit doesn't have any unequipped items. I gavehim 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 monitoringitems...like, if my unit were to unequip the axe that he wields andthen transform, I would have two of that axe. This is probably something that currently can't be fixed though, right? Since youmight not be able to tell what he has by default and what he pickedup, 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/