Regarding your Ork/Goblin sound issue, why not use the Goblin Archer sound for Orks and the Goblin Grunt sound for Goblins? The Goblin Archers in the Getting Started maps sound very Ork-y to me. > Date: Fri, 27 Feb 2015 16:24:53 -0700 > Subject: [ian-reeds-games] Re: Script explanations wanted > From: murtagh69.monkeys@xxxxxxxxx > To: ian-reeds-games@xxxxxxxxxxxxx > > 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 withdrawn from something, for a move that I've made.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/ >