Summonee. Placing the effect on the summoner is easy, I'd just use the self_effects= flag. But effects= doesn't seem to work on the summonee when I place it in the skill. On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: > Depends, do you want the effect on the summoner or the summonee? > > On 28/02/2015 17:56, Monkey wrote: >> Could you just use after_perform_skill and ignore the unit one then? >> Wouldn't the effect still be applied after I summon a unit? >> >> On 2/28/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: >>> It could definitely be done already with after_create_unit, yeah. >>> >>> The problem is, distinguishing there if its been a summoned unit or a >>> normally placed unit. >>> >>> On 28/02/2015 17:24, Monkey wrote: >>>> About the summon thing. I was searching the scripting guide and was >>>> wondering if it was possible for a script to be made to add an effect >>>> to a unit *after* it has been summoned, using one or both of these: >>>> after_create_unit after_perform_skill >>>> I don't know javascript, otherwise I'd love to try my hand at creating >>>> my >>>> own... >>>> >>>> On 2/27/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: >>>>> THe current percent inflict can be added fairly easily to items; it >>>>> would work only for items you can use, not items you can equip. >>>>> THe music changing thing is probably not feasible right now because >>>>> terrain isn't currently exposed to scripters. >>>>> >>>>> about the summon thing, I know this is probably not what you want, but >>>>> you could create a copy of the unit that had the attributes you >>>>> wanted, >>>>> like limited lifespan or higher hp. You could use friendly type to >>>>> make >>>>> it look the same as the normal unit. >>>>> >>>>> >>>>> On 2/27/2015 12:08 PM, Monkey wrote: >>>>>> Aha, thank you for explaining those! >>>>>> I'm actually curious now if there are other flags that exist but >>>>>> aren't in the map creation guide...because there's that inherits= one >>>>>> that I was wondering about before, now the friendly_type= flag. >>>>>> For the current_percent_inflict, would you please consider modifying >>>>>> it for the next release so that you can put that down for items as >>>>>> well? >>>>>> This is related to the music changing...is it possible to create a >>>>>> script allowing the music to change when you get to a certain >>>>>> terrain, >>>>>> or area on the map? Or when a certain unit becomes visible to you? I >>>>>> think it would be cool if when I reached a certain point in my first >>>>>> level the music would change since there's a boss battle. >>>>>> >>>>>> And this is non-script related. Is there a way to use a summon skill >>>>>> and at the same time give the unit more hp than it would normally >>>>>> have, or an effect that would cause it to die after a certain amount >>>>>> of time? I tried playing around with it, but I haven't had any >>>>>> success >>>>>> yet. >>>>>> >>>>>> On 2/27/15, Carlos Macintosh <sleepio1@xxxxxxxxxxx> wrote: >>>>>>> friendly_type works. You can use this on units and structures to >>>>>>> change >>>>>>> what the user hears when focusing on the unit with the cursor or >>>>>>> hitting >>>>>>> f4 for information. A good example of when to use it is if you have >>>>>>> several units that are all of the same type but have different skill >>>>>>> sets, such as if you had, say, a mage, and then in the next map you >>>>>>> had >>>>>>> the same mage but he now knew a new spell, you could use >>>>>>> friendly_type >>>>>>> to make the mages look the same, because you would otherwise have to >>>>>>> make their fileames sound the same, and that's just a lot of trouble >>>>>>> considering the variety of synthesizers and screen readers people >>>>>>> use. >>>>>>> So basically, friendly type is nice insurance for that. It is also >>>>>>> useful just to make a unit name shorter, or as a way to disguise >>>>>>> what >>>>>>> units really are without confusing you as the map creator. >>>>>>> >>>>>>> >>>>> >>> >>> >> > > > -- -Mew __________ http://www.savethefrogs.com/