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

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Fri, 27 Feb 2015 19:30:30 -0700

I used the goblin archer sound for my orc commander, aha. I prefer the
leaders to have different sounds than the rest of them, for
distinguishing purposes as well as just personal preference. I agree
though, that sounds very orc-like.

On 2/27/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
> 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/
>>
>                                       


-- 
-Mew
__________
http://www.savethefrogs.com/

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