[ian-reeds-games] Reposting a few past ideas

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 24 Apr 2015 23:23:12 -0600

Hello,
Reposting this list of ideas that were in two different emails.

Is it possible to form a direct link between an effect and a skill? So
if a skill inflicts a damage of say 4r8 on a unit and the skill is
supposed to restore that range of health to the user...is that doable?
Because just putting in the same range for damage inflict on the skill
and then health restore on the self effect doesn't work like that.
This one might be one for scripters, is it possible to make it so that
a unit can literally absorb damage from attacks? I was thinking of two
possibilities. Absorb and then convert the damage into health regained
if a certain damage type is used on it, or absorb a certain percentage
of the damage to reduce the overall damage taken without making the
skill do nothing at all to the target in question.

Why not have the terrain_limit= flag do the same thing as it does, but
change the passable_terrain= flag to something similar to
impassable_terrain=, where any terrain added to the passable list can
be passed in adition to what units can normally move over? So if I
have an aligator, the aligator can move on terrain that everything
else can, but the passable_terrain= will add water to the list. And
perhaps it could combine with the terrain_limit= flag, through
inheritance? Just a thought.

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