[ian-reeds-games] Re: Add/Remove_skills flags

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Thu, 3 Sep 2015 20:01:03 -0400

Perhaps try putting the add/remove skills on an effect? I think the effect
tends to happen after the skill stuff is handled. If that is true then the
skills should appear on the new unit. Sorry, that is the best I can come up
with.

al





From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Sharni-Lee Ward
Sent: Thursday, September 03, 2015 7:04 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Add/Remove_skills flags



Hi again,

I tested something last night to see if it would work. There are some animal
units I would prefer to be available to both my shape-changing good guys and
sorcery-wielding bad guys, without having to make separate units for both
scenarios. So I tried placing the "add_skills" flag into the skill that
turns the human into another form, and a remove_skills flag into the one
that forces one to resume human form, but when I used the first skill, the
resume skill had not been added to the resulting eagle so my unit was stuck.
Is there a reason the add/remove_skills flags aren't compatible with
transformation skills? If I'm using the flags wrong I suppose I can create
more duplicate units, but that's kind of annoying to scroll through.

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