[ian-reeds-games] Re: Question about a change back effect on multiple units

  • From: abigail prescott <abigail.prescott@xxxxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 26 Aug 2013 07:30:34 +0100

I'm just glad it wasn't me constantly missing some detail in your description of the problem that would stop this solution from working. I only read it to get a better example of scripting, but when I noticed you were talking about changing unit types, I remembered that script and checked it.


Abi


-----Original Message----- From: michael Tholl
Sent: Monday, August 26, 2013 4:42 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Question about a change back effect on multiple units

heh! yeah, good thing some of us read stuff.
I sit here with several windows open, and once I almost ven opened the
script stuff just to poke around. Had I bothered to do so, I might've
noticed that script. lol
then again, it's just as possible that I would've totally forgotten
about it in my braindead state of trying to re-invent the wheel. grins
Thanks everyone. I have partially tested this, and it's working just
fine. of course, I need to finish skills for the next unit up to have
a really good test, but I suspect that it will work.
You guys rock! smiles
and Thanks Craig for that script. I've learned a valuable lesson at
least.. Always check these things. lol
Guess I'll have to think up something else for our scripters to get
headaches over now. hmm.
Can anyone come up with a script to amass fortunes and make coffee? grins


On 8/25/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
Hey Abi,

I'm glad one of us is actually reading Craig's documentation, smile.
Craig apparently did a pretty comprehensive job.
I just assumed he only had a transform script and that you had to
specify it both ways, bad assumption on my part.

Ian Reed

On 8/25/2013 3:05 PM, abigail prescott wrote:
Sorry if I'm missing something, I feel like I must be since everyone's
saying this is so complicated. Doesn't the revert_unit_type remember
the original type of a unit? Couldn't you just have one skill to turn
the druid into a dragonfly with a after_perform=change_unit_type@ {
NewType: "dragonfly" } and then have a skill to return the dragonfly
to human form with after_perform=revert_unit_type@ { }? You could give
the change type skill to the druid and all the units that can use it
and the return skill to the dragonfly.
I must be missing something...

Abi

-----Original Message----- From: michael Tholl
Sent: Sunday, August 25, 2013 9:30 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Question about a change back effect on
multiple units

Hi Ian,
I don't know whether to leap and dance for joy, and take a chance that
a cat or dog will join in and start singing when they realize I'm a
horrible dancer, what with stepping on them and the like or what.. but
that's really good news.
I was just thinking last night while trying to go to sleep that it
would be neat to have a base file to set up things like races rather
than setting flags individually in each file to reflect things like
resistances.
I am thinking that without a script or that new file it will be next
to impossible, because of the naming part. It hit me after I asked
that the problem wasn't so muc in the change back but in the new form
understanding what it was supposed to do, and that lead to a suspicion
that you just confirmed about making multiples with different names.
yikes.
If I remember right, Craig has a few projects going already,so I'll
wait to start asking for a script for this.
Unless of course You're bored and want a new and fun challenge Craig?
grins
Actually, by the time I have the map pack close to testing, the new
files might be a part of the system anyways lol
I'm just glad I ran into this now rather than with most of the thing
completed.
Allan, I think with what you were thinking of, I could make it a
progression, or even make one unit that can change into different
forms, all with the same change back.
I could take your KD wizard and add new forms and use the same change
back effect in each form for example.
Not that I would just steal your wizard.. Certainly not by alerting
you to the fact, first. One has to be sneaky when stealing wizards..
Pesky things are full of nasty surprises.
Anyways, on the form changing thing, that's how I had the idea, but
then I realized that the different levels would all have to access the
form, and the form would need access to the units, and when I looked
at your skill/effect, I realized that multiple units using that form
would present a problem with changing back into the correct unit.
Thanks again guys for the help and suggestions.  I can work on the
rest of this stuff and put the forms on hold until we come up with a
resolution.  Perhaps I can come up with some kind of alternative, in
case our wonderful script writers would like to get some sleep and
play the game for a bit. smiles
Michael


On 8/25/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
Hi Michael,

Off hand this looks like a fair bit of work because you'd need to make a
dragonfly. form for each druid type so that it can have the correct
change back skill.
Perhaps Craig is willing to write a script that would remember the last
change and revert back to whatever it was.

If you do end up going the route of making multiple dragon fly forms and
multiple change back skills let me say that I'm hoping to roll out a new
text file format soon.
The new format supports setting a friendly_name flag on almost every
object so that the player sees it called something other than the name
of the unit file.
That way you could have 4 dragonfly forms with different names that all
show up as Dragonfly in the game.
And the same with the change back skills.
The new file format also supports an inherits flag which Zak recommended
ages ago, though he called it the is_a flag from SoundRTS.
Basically it means you could define a dragonfly base unit and set all
the flags on it.
Then you could define the 4 specific dragon fly forms, have them inherit
all the flags from the base form, and only add the flags that are unique
to them such as their skills and friendly name.

After saying all that, you're best bet is probably to ask Craig really
nicely about a script to revert back to the previous form.

Ian Reed


On 8/25/2013 10:30 AM, michael Tholl wrote:
Hi guys,
While finally making some progress on my map pack I ran into an issue
that my brain is either currently too lazy to work out, or I truly
can't figure out. I'm not sure which.
Here's the issue, hopefully not too long winded.

First, I'm working off the example in Kobold Dungeon where the wizard
can change into a wolf and back into a wizard.
This makes my initial transforms easy enough, however, I have multiple
units that I'm wanting to do this for.
The issue comes in the change back skill/effect.
I have four units, basically upgrades of a single unit that need to
have access to this form and they need to be able to change back, but
they need to change back into whatever they were before the change.
So, with a druid acolyte, she changes into a dragonfly.
I can make change back work here just fine, the problem is,
I have a druid priestess and a druid high priestess and a druid adept
who also need access to this form, but need to be able to change back
to their respective forms.
My only solution so far is to make several different change back
skills/effects, but I'm worried this could be confusing to the player.
Is there any other way to handle this problem?
Whatever the answer is, there are 3 other forms that will follow this
pattern, and only one can work with the change back skill and effect
that Allan made for Kobold Dungeon as the lower level units won't have
access to it.
As I finish writing this I begin to think that is my only option..
several change back skills, but if anyone knows an easier/better way
I'm all ears, which makes typing hard, earlobes don't work nearly so
well as fingers. grins











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