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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