[ian-reeds-games] Re: CraigBrett's stacking script

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 28 Feb 2015 21:03:02 +0000

They were designed to, I just wasn't aware of the bug. I saw it one of your earlier e-mails today and it helped me track it down and I've now fixed it. SO thanks for that.


On 28/02/2015 20:08, Monkey wrote:
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/




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