Oh yes, with your move_other_unit away and toward scripts...they aren't designed to be used alongside damaging skills, are they? Because after I removed the move_other_unit_away script from some of my damaging skills the bug I had with units not dying when they reached 0 hp seemed to disappear. On 2/28/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote: > I know. > > Damn. I was getting excited for the potential here. > Thank you, though! > > On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >> Well it might. So was worth a try. >> >> I'm afraid I have no idea. The skill, apart from it targeting the wrong >> thing, looks like it should work. >> >> On 28/02/2015 18:01, Monkey wrote: >>> The catapult uses it. I'm not sure if that would make a difference >>> though, since I just tried modifying the skill so I can use it on the >>> unit beside it (there were three catapults on the tile on which the >>> affected catapult was sitting). >>> >>> On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>> Well I know it definitely won't work if the target is a tile. How >>>> strange that that didn't fix it. >>>> >>>> Is it a catapult that uses that skill? Or a commander type unit? >>>> >>>> On 28/02/2015 14:25, Monkey wrote: >>>>> Just tried that suggestion, and the one in your previous message...I'm >>>>> still getting the same error message. >>>>> >>>>> On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>>>>> Aha, nevermind, ignore that last suggestion, I think I know what it >>>>>> is. >>>>>> >>>>>> The target of the skill needs to be one of the units that's going to >>>>>> be >>>>>> in the stack, rather than the tile that they're on. Try replacing the >>>>>> line setting the target to tile with self. That should do it. >>>>>> >>>>>> Craig >>>>>> >>>>>> On 28/02/2015 11:42, Craig Brett (Redacted sender >>>>>> craigbrett17@xxxxxxx >>>>>> for DMARC) wrote: >>>>>>> Well, it looks fine to me, nothing's jumping out at me as being off. >>>>>>> >>>>>>> It checks for the units having the same identical indexedName. Hmmm. >>>>>>> I >>>>>>> wonder if it's a casing thing? I'd be surprised though. >>>>>>> >>>>>>> Could you try giving your catapult file either all lowercase or a >>>>>>> capital first letter? Whichever it doesn't currently have. It's a >>>>>>> long >>>>>>> shot but worth a try. >>>>>>> >>>>>>> Craig >>>>>>> >>>>>>> On 24/02/2015 21:08, Monkey wrote: >>>>>>>> Hello, >>>>>>>> I recently attempted to make a stacking skill, to combine three >>>>>>>> catapults into a great catapult. The skill looks like this: >>>>>>>> >>>>>>>> skill >>>>>>>> 10 >>>>>>>> |flags >>>>>>>> description Combines three catapults into a great catapult. Costs 6 >>>>>>>> AP's. Key is c. >>>>>>>> tile >>>>>>>> range=0 >>>>>>>> AP's_cost=6 >>>>>>>> sound=great_catapult_cursor >>>>>>>> key=c >>>>>>>> |script_flags >>>>>>>> stack_into great catapult >>>>>>>> stack_number 3 >>>>>>>> >>>>>>>> >>>>>>>> However, when I have three catapults on a tile and try the skill, >>>>>>>> it >>>>>>>> tells me "Not enough units of this type on this tile to use a >>>>>>>> stacking >>>>>>>> skill". >>>>>>>> So I tried reducing the amount to two, and still the same >>>>>>>> message... >>>>>>>> It works if I reduce the stacking number to 1, but then it's >>>>>>>> technically not a stack. >>>>>>>> Am I doing something wrong here, or is this a bug with the stacking >>>>>>>> script? >>>>>>>> >>>>>> >>>> >>>> >>> >> >> >> > > > -- > -Mew > __________ > http://www.savethefrogs.com/ > -- -Mew __________ http://www.savethefrogs.com/