[ian-reeds-games] Re: Critical hit bug, and reposting a sight range bug

  • From: Kyle Davis <kyles.supernova@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 28 Apr 2015 16:03:57 -0700

thanks for mentioning the w3schools what i was trying do is to get a head start on computer programming before i try to go to college
On 4/28/2015 11:48 AM, Craig Brett (Redacted sender craigbrett17@xxxxxxx for DMARC) wrote:

Not particularly attitudey. No. Which is fine. I think e-mail tone, people thinking you're serious and what have you, depends on your style of writing e-mails, and how much of your mood and feeling you put into your words and turns of phrase, as well as the emoticons or whatever else you might use. I try not to even use emoticons on e-mail unless the other person does first. All this kind of thing comes with practice. Interesting that we've got quite the range of e-mail style writing here on this list.

Sounds like you're making good progress with the JavaScript. The language itself isn't really that hard. It can get hard if you're doing fancier stuff, but basics are pretty easy to grab. Which is probably why it's so ubiquitous. You can write everything from web server code to iPhone apps in JavaScript these days.

I thought you might've taken a peak at the scripts. That's fine, I don't mind anyone doing that. If they help anyone get to grips with what's going on then that's good.

Yeah, that's fine, I don't mind helping you out over e-mail. It can be a bit confusing to get started with, but once you're in it gets easier.

On 28/04/2015 05:49, Monkey wrote:
On my scripting attempts...
Would you mind if I emailed you directly with questions I might have?
So I don't fill up everyone's inboxes hahaha.

On 4/27/15, Monkey<murtagh69.monkeys@xxxxxxxxx> wrote:
Ahhh, alright.
I hope I don't appear to have attitude, that's not my intent. Since I
don't use textspeak or emotes though people say it can appear that way
to others, especially since I'm supposedly usually serious when I
type.

Critical hit seems more in the damage family to me too, but that's
just the way I perceive it to make sense.

I figured that the webpage stuff wouldn't help, but I wasn't sure if
the rest of it would. I'll keep going with that then, thanks!

I've read enough from W3Schools so far that I actually understood
that. Surprisingly, since I only read it once. Will definitely do that
too, thank you!

And thank you for the permission to look at yours too!
To be honest I've already looked at a few of your scripts...I think
two of yours, and then I flipped through a couple of the others'
scripts too.
I was thinking of trying to make an equip sound script flag, at least
a temporary one to see if I can, based off of a mixture of what I've
been seeing from your and keyWasFull's scripts. I probably don't know
enough to be successful yet though.

No programming background, nope! I know quite a bit of html, a bit of
css and some binary, but that's it. I was going to see if my cousin
could teach me python, since he's learning that, but he hasn't had
much time yet due to him being in university.


On 4/27/15, Craig Brett<dmarc-noreply@xxxxxxxxxxxxx> wrote:
Lol. Don't worry. I need the reminders sometimes. The bugs being there
themselves annoys me, and some of it is how a person points out
something... if there's attitude behind it then that's annoying. But
failing that I can normally skim over or act on things that come up.
Thankfully most things are quick and easy to do, apart from the recent
thing I've been working on.

Hmmm. It could, you're right. I think that's what happens with those.
But then there's some things like range and sight mods that actually mod
an existing value. But I think critical_hit_inflicts are more in the
damage family. So maybe I can do those as replacements.

Well, I started off learning through W3Schools, though Javascript never
really sunk in there with me, though the other stuff did. I didn't
really pick it up until later on at University when we kind of had to do
it. Also, there are sites like W3Fools<http://www.w3fools.com/> who
advocate learning from sources other than W3Schools. I've been having a
bit of a look around, there's 1 on tutorialspoint which looks... ok,
though the information on the language is years out of date. The
CodeAcademy one looked promising, but isn't very accessible. Feel free
to try with the W3Schools one for now. Though bare in mind that any of
the stuff to do with changing webpages isn't going to help you with
TBScripting.

After you've had a look at some of those, look at the scripting guide.
Try copying one of the example ones that Ian or I have given, then tweek
it. Your best way of getting output is to use say. So, if we're using a
function that gives you an object called args that has a unit on it, we
can do this to read out the unit's full announcement to the player.

say(args.unit.GetName());

With GetName() being a function that you can call on unit objects to get
the text to read to a player for a unit. So, it would return "bobby the
Rebel Jedi", or something like that, anyway. If it's inside the say
brackets, then that's what will get read out to the player.

Not sure how the other scripters would feel, but I'm happy for you to
take a look at my scripts to see how I've done things. Just because I
did them doesn't mean it's definitely the best way of doing it, but
hopefully it'll help lead you in the right direction roughly. A lot of
it will just be experimenting, lots of failing, then some thrilling
successes. That's how I got there with Javascript. And programming
really. I'm going on the assumption that you're not coming from a
programming background here, correct me if I'm wrong. Javascript's a
great first language.

On 27/04/2015 07:16, Monkey wrote:
I just don't want to be annoying hahaha.

Could it just replace what's in the skill file?
That's what happens when you have attack_health_inflict_mod in the
unit file, isn't it? So if the attack_critical_hit_inflict_mod is
specified in script flags for the unit then it would replace the
critical hit script in the attack skill file.


Aha, I was just double checking on that. Personally I think it makes
sense for it to work alongside splash, at least for the splash skills
that have criticals in my pack. I'm actually surprised I haven't
wondered about this beforehand.

And. Since I have a lot more free time on my hands again, I'm wanting
to teach myself scripting. Do you have any recommendations on places I
can start?
I've currently been going through the javascript guide on W3Schools,
but I'm not sure if that'll teach me enough to make scripts for TB.

On 4/27/15, Craig Brett<dmarc-noreply@xxxxxxxxxxxxx> wrote:
We don't currently have an issue tracking system, sadly, though when we
do, then you'll only really need to e-mail once. For now, this works
okay. Best to use your own discretion on how often to repost
bugs/ideas.
Sometimes, if they don't get done, it might be because it ain't getting
done. Other times it's because I've missed it. I'll try to reply more
to
say which.

I can look into allowing you to mod critical hits, I'm just not sure
how
it would go if you've got a dice and you try to mod it by a range or
something like that. I'd need to cheat and look at how the game engine
would handle that.

No clue as to what's going on there with your error. I'll have a think.

I believe it would work on splash, yeah, as it happens on override
causers. Which also includes splash damage. Getting it to not include
splash damage would be tougher, as in I can't think how to do it purely
in script.

On 27/04/2015 00:17, Monkey wrote:
No problem.
I wasn't sure how long I should wait before reposting, especially
since I message you lot fairly frequently as it is.

I changed the other couple of files that needed it right after I
emailed you about it. I think I've only got four or five skills that
currently have a direct critical hit infliction rather than an effect,
mainly because we can't currently modify the damage output of the
critical hit for individual units like we can for the attack itself.
And the critical hit scripts work with splash range too, right? It
gave me the error multiple times when using a skill with splash range,
so I'm just double checking here.


On 4/26/15, Craig Brett<dmarc-noreply@xxxxxxxxxxxxx> wrote:
Thanks for letting me know about the sight range thing. Somehow it
must've missed me the first time round. I've put in a fix for that
now,
so that effective sight range shouldn't drop below 0 now.

Hmmm. I'm not sure about the critical hit thing. Never seen that
happen
before. Did you change it everywhere? Most peculiar.

Craig

On 26/04/2015 05:42, Monkey wrote:
Hello,

The first bug is the sight range one I brought up before.
So there seems to be a bug with sight range modifiers, when
you're
decreasing how far a unit can see. Turns out that if the range is
subtracted more than what the unit can see at that moment, then you
can't even find that unit on the map, unless, possibly, you can get
another unit close to it.
I noticed this when I have sight_range_mod=-10 on a pit effect,
but
my unit's sight range is set to 8. That was my only unit on the map,
and when the effect was applied my unit just vanished. Every single
tile was unseen, and even when I used the period key I couldn't find
him.

The second is with the critical hit script flags.
When using a skill and getting a critical hit -- and when getting
critical hits from my opponents -- I get this message:
The parsed in amount, System.Object[], is not a valid solid, dice or
range integer
When I went to check, I found that I derped out and forgot that the
skill needs a pointname|value, so I fixed it. (And I feel like a
total
dope telling you that!) Said skill now has this in the script flags
section:
critical_hit_chance 60%
critical_hit_inflict hp|100
critical_hit_effect stun
I believe that's done right, based on the example in the
documentation.
However, I'm still getting the same error message when using the
skill. The change has been saved, I closed the game and reopened it,
loaded the map, and used the skill on some enemies I surrounded
myself
with...that error still comes up.
Am I still missing something, or is there a bug here?

--
-Mew
__________
http://www.savethefrogs.com/





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