It does yes! It also works with item useage if I remember correctly.
On 9/2/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Ok, I can try that out. Does that only work when the skill is successful
then? Sorry if that is a stupid question.
al
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey
Sent: Friday, September 01, 2017 7:34 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Script request
Erm on the effect thing. Try my apply effect flag, that actually does
have a chance element to it.
On 9/1/17, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi all,
I was wondering if someone could make a move sound script flag.
It is kind of like monkey's death_sound script, only this this would
allow
the movement sound to be different then the moving skill dictates.
So for example...
If the unit has walk as a movement skill and it's normal movement sound
is
Move.mp3
Then I would like to have something like
Move_sound boogie.mp3
I just don't want to add a whole new movement skill for a sound, when
all
my
movement effects are quite a lot. I would have to add a new moveing
skill
to
every single effect and skill that deals with movements and so I am
hoping
for a better solution, thus this plea to the list.
My first hope that Craig might respond to the critical hit effect thing
is
still on the board, so to speak, but what I need might be doable with
another script already in existance, or could allow a current script to
be
modified.
What I need is a script that will set an effect off on a success of the
skill...but, I want it only to apply at a smaller percentage then the
success of the skill allows.
So, for example, If the skill is successful at 75% chance
The effect needs to go off when the sskill is succsefful, and only 5%
of
the time that skill is successful.
More then one effect possible if that is alright.
Thanks,
al
"The truth will make you free"
Jesus Christ of Nazareth 33AD
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