I meant for useable items, yes! I should've clarified that when I brought it up earlier, oops. Although I do like the thought of a percent inflict option...you know, instead of putting down a number after health_inflict=, you can put a percentage instead. But I don't think you have control over that since it's not a scripting thing. Darn! Worth a try though! I guess music changing when a certain unit comes into sight isn't doable either, right? Yeah, I was considering that. I'm just worried because I have the not_useable_on= flag in most of my skills so if I make more units I might forget to place their names into the skills that can't be used on them. But yes, I suppose that does work too. You did the randomize script flag, right? Is there a way ... I can summon one unit, but randomize the type that is summoned, and maybe have each one have a certain chance of appearing? Like, orcs have a 40% chance of being summoned, ogres a 30% chance, wargs a 10% chance, trolls a 10% chance, sappers a 5% chance, and demons a 5% chance? Or even without the percentage, but randomize the unit that appears on one tile? This way I can combine all of my summon skills for my orc commander into one or two, and the AI doesn't waste all of the AP on something that has such a low chance of succeeding. Do you know a place I could potentially find sounds for orcs? I currently have the goblin sound from the getting started maps, but I want to make goblins eventually and would prefer the two species to have different sounds. I'm also looking for a sound like a sword being stabbed into and then withdrawn from something, for a move that I've made. Kind of like the one from this: https://www.youtube.com/watch?v=2cLtsqz60ds&feature=youtu.be&t=2m22s 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/