[ian-reeds-games] Re: Effects can't have the start_turn_restore flag?

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 4 May 2015 11:49:36 +0930

I suppose you have a point about it being abused. Right now, only my Singer
prince has the skill, and he also has a song that makes him fly and one that
lets him teleport 10 spaces at a time (which I kinda need because I made the
map 70 by 90. I'm insane). Added speed will be so much easier to implement when
I build the adventure rpg. Well, maybe not easy, but at least doable without
breaking the game.

Date: Sun, 3 May 2015 19:12:53 -0600
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

No, that's because the points were already restored.
The only way you can do this at the moment -- at least that I can
think of -- is to use point_restore combined with the ignore_max flag.
But it won't work over three rounds, and it'd be very easy to abuse
it.

On 5/3/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I removed Movement_ignore_max, and it still didn't work. :(

Date: Sun, 3 May 2015 06:36:37 -0600
Subject: [ian-reeds-games] Re: Effects can't have the start_turn_restore
flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

Maybe the ignore max flag isn't compatible with the start turn and end
turn restore flags.
It seems to only work with point_restore when I test it...

On 5/3/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I tried it again, and although TB didn't give me an error message I
wasn't
expecting, The extra movement wasn't added. I ended the turn to make
sure
and he still had only six movement points at the beginning of the next
turn.
Here's what's written in the effect file.

-----

Effect
10
|flags
description The unit can move twice as fast as normal for three rounds
unit
movement_ignore_max
movement_start_turn_restore=12
duration=3
|script_flags

-----

Why isn't it working? Is it because default amount of movement for each
unit
is set in the Default Unit Flags file?
Date: Sat, 2 May 2015 20:57:17 -0600
Subject: [ian-reeds-games] Re: Effects can't have the
start_turn_restore
flag?
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

You shouldn't be doing anything wrong. It works when I try it.
hp_start_turn_restore=350
works in my ritual file.

On 5/2/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Hi,

I wanted to make an effect that restored double the usual allotment
of
movement points at the beginning of each turn for three rounds. It
says
in
the Dynamic Points section of the Map Creation guide that the
"point_start_turn_restore" flag can be used on skills, passive
skills,
items, effects and terrain, but when I put it into an effect file, I
got
a
warning message saying it wasn't a valid flag. I had a similar issue
when I
tried to put an attack_structural_integrity_inflict flag into my
default
units file to dictate how much damage basic attacks could do to
structures.
There were no typos. The guide said it's possible, so what am I
doing
wrong?



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




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




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

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