[ian-reeds-games] Re: Script explanations wanted

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 28 Feb 2015 11:41:38 +0930

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 withdrawn from something, for a move that I've made.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/
> 
                                          

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