Excellent! That would certainly be useful. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Victorious Sent: Monday, March 30, 2015 11:07 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Overdrive? Yup, that is sort of what I'm proposing, only have that be implementable through scripting or to have scripts be able to know when points change. This would be an example use for such a feature. -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson Sent: Monday, March 30, 2015 11:04 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Overdrive? What about something ian talked about a while back. I mean having a 'at zero' like flag on points, except instead of zero, the number desired could be input. For example... At_10=super punch Were 10 is the threshold at which an effect could kick in that does the add and remove skill stuff. I guess you would have to make such flags for effects etc. Just a thought. al -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett (Redacted sender "craigbrett17@xxxxxxx" for DMARC) Sent: Sunday, March 29, 2015 6:34 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Overdrive? Hi all, In a new little map pack I'm working on, I wanted a couple of the AI controlled friendly units to have overdrive type functionality. Where in after they take so much damage, a new, awesomful attack gets unlocked for them to use. I've experimented with a few ways of doing this, none seems ideal. So advice would help. 1. This way kind of works, minus the AI never picking these skills as they're further down in the list (something else I'm trying to see if I can fix through AI scripting). But I've got an overdrive point for each of these AI controlled unit types and each, at 0, applies an effect specific to that unit, but all with the friendly name "Overdrive". This effect adds the relevant skills. These skills, in turn, fill the overdrive points and remove the overdrive effect. I then made all inflicting skills also do damage to this overdrive point, depending on how much actual damage they use. Whew. That's a lot to explain but it kind of works. Problems with this approach, though, are that the overdrive points being "inflicted" means they're announced, despite being hidden. I could put in game fixes for this, but not sure if it would effect anyone else. It also feels like the overdrive "gage" should be going up instead of down. 2. I then considered using some sort of after_perform_skill script that checks for a point to see if it's at max and if it is then grant an effect. But I'm not sure if this is an optimum approach either. It does mean that I only have to release scripts and possibly release something that people could use for other things, and also that overdrive changes aren't announced until the effect is there and you're ready to do damage. But I'm not sure if I'm shimmying around the problems in 1. In either case, I've got the AI problem. And I've also got the problem that add_skills doesn't care about what unit there is in question, I can't think of a nice way to make add_skills unit specific, hence the overdrive point and effect for each unit I want to do this to. Of course, I could have just given it a point cost and waited until you had enough of that point, but a nice "has been effected by overdrive" announcement, coupled with a brand new skill showing up in your menu, I think is much cooler. Any thoughts? Is this overdrive functionality even a good idea? Or am I better off going old skool? Craig