[ian-reeds-games] Good news for map makers, bad news for craig

  • From: Carlos Macintosh <sleepio1@xxxxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 8 Mar 2015 12:48:36 -0400

Hi guys, I have big news for map makers! An updater version of my script set is ready for download! The link is

http://dl.dropbox.com/u/8252087/keyWasFull_scripts.zip
Extract this to the data for tb/scripts folder, and replace all files.
Updates:
Fix to the randomize script so that it no longer summons units onto squares that have a member of the opposite team on them
The following script flags have also been added:
equip_apply_effects: applies the effects to the unit when it wears a piece of eq.
Equip_remove_effects: Removes an effect when a unit wears a piece of eq.
equip_message: allows items to hvae custom wear strings.
equip_max_mod: Allows a piece of eq to modify the wearer's maximum points. This could be used to give the wearer more hp. effects_duration_mod: allows a skill to modify the duration on existing effects a unit has. Useful for weakening a disease without completing removing it, or prolonging torture to an enemy.

team_start_turn_change and team_end_turn_change: These two flags change the team of the affected unit at the beginning and end of your turn.

Now the bad news: There is a bug asssociated with team_start_turn_change and team_end_turn_change. If a map uses fog of war, the fog of war is calculated before the turn starts but after the round starts. THis basically means that if you have a unit change teams when the turn starts, so that it would reveal more squares, and it has moved out of sight range of other units, you can no longer control that unit until you bring up another unit that can see it. I request that you move the code that configures the map for fog of war to after after_turn_start events are processed.
Thanks,KeyWasFull

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