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

  • From: "Victorious" <dtvictorious@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 9 Mar 2015 11:24:11 +0800

Yes, because the script triggers off the item_equip events. Its not hard to
get around though; just have your starter units have the items in their
inventory and not equipped. 

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Monday, March 9, 2015 5:28 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Good news for map makers, bad news for craig

Hello again!
With the equip_max_mod flag, is it intended that the flag doesn't work if a
unit starts with that particular item equipped? So you'd have to unequip
then reequip the item to get the points to change?


On 3/8/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
> Ah, alright! Thanks!
> The percent_inflict flag that was for skills in the past...that wasn't 
> added to items, was it?
> Also, there are some scripts missing from the readme text file...just 
> thought I'd mention that...
>
> On 3/8/15, Victorious <dtvictorious@xxxxxxxxx> wrote:
>> The team changing flags are really cool as it allows you to implement 
>> thief hiding skills or ship cloaking, as the enemies would not 
>> recognize the affected unit as a threat and hence, allow you to do 
>> things like scout in safety.
>>
>> @Monkey: The dev version is required as it uses cutting-edge changes.
>>
>> -----Original Message-----
>> From: ian-reeds-games-bounce@xxxxxxxxxxxxx
>> [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
>> Sent: Monday, March 9, 2015 1:26 AM
>> To: ian-reeds-games@xxxxxxxxxxxxx
>> Subject: [ian-reeds-games] Re: Good news for map makers, bad news for 
>> craig
>>
>> Awesome!
>>
>> Does this work for the stable version of 2.0, or just the dev version?
>>
>> On 3/8/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote:
>>> 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
>>>
>>>
>>
>>
>> --
>> -Mew
>> __________
>> http://www.savethefrogs.com/
>>
>
>
> --
> -Mew
> __________
> http://www.savethefrogs.com/
>


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

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