Hi Zac, I was thinking about your auto heal problem and I think I got a solution. Your idea actually solved one of my own problems, so thanks! Here is what you can do. Set up a point called autohealth. make sure it has at_zero=healsplash which will be your effect. create another point called movement. In the unit that will be using the effect, put in an autohealth_max=1 put a skill in it called moves instead of move Hopefully the unit moves, cause otherwise it won't work. create the "moves" skill. You can copy and paste the regular move skill, but you also want to add in the flags autoheal_inflict=1. I guess you could put it int he regular move skill, but I don't know if that will announce every time or not. Anyway, now the good bit. create an effect called healsplash in that effect put in splash_range=1 (or whatever range you want) health_splash_restore=10 (or again whatever) and then autoheal_restore=1. Of course the unit that will use this will need action points or whatever else you use for the maps. I always seperate movement and actions but that isn't necessary. Anyway, this should do what youa re looking for. Every time it moves, it should lose that autoheal, which causes the effect, which restores the point, and so when it moves again it loses the point again and so on. I made the test version and it worked, onoly as a weapon instead, which I was trying to figure out how to do. When you talked about your idea about passive haveing splash, I realized that effect could do that and so, in a way you solved my problem, lol. The checks in the mail, grin. I thought about diffrent types of health points being called all health. sometimes I think that would be neat. It could be like in the teams where it announces the point whatever you want regardless of the actual point file name. At other times, It might suck, cause sometimes you really might need to know exactly what kind of damage a weapon does. I would hate to pick up a weapon and find out it doesn't work against bears or doesn't work against tanks, unless the description mentioned it. Still, I like the idea, and it would make the announcement cleaner perhaps. The skill thing is interesting. I am nots ure how that would work though. Maybe thru a point that triggered an effect that made a skill appear ont he menu list of the unit? I was just thinking of turning a skill on and off, and the skill name, when off, was removed from the list of skills. Then I guess it might amount to the same thing. al "The truth will set you free" Jesus Christ of Nazareth 33A.D. ----- Original Message ----- From: Zak Claassen To: ian-reeds-games@xxxxxxxxxxxxx Sent: Wednesday, January 30, 2013 6:00 AM Subject: [ian-reeds-games] Some more suggestions Hi, I have been thinking about ideas for the game again. I guess I should number them, that makes it easier to separate them: 1. I wanted to create a passive ability for a unit so that it would heal nearby units automatically each turn, but this doesn't seem to be possible. Would it be possible to give units or passive skills a range? 2. The team text got me thinking, let's say you have different points for health for different units like in the command and conquer map, but you want them all to be called "health". So could you add that same feature to points? Now that I think about it, adding it to units might solve Alan's problem in a way, he would still need two units but he could have them called by the same name. 3. I also vote for the point victory someone mentioned, you could specify a point and at which value it should be for the player to win. That could allow for more customisable victory conditions. It would probably also need the unit/structure for which this point should be at the specified value. If this is possible the same could be done with a point-based defeat condition. 4. Would it be possible for effects to add or remove other effects? Currently, you can only specify effects that occur on a unit when a certain point reaches 0. You can't add an effect to the tile where this unit was or to units surrounding it, for example. Another solution could be the ability to trigger a skill when a point reaches 0. 5. Could you add the not_affect_flying flag to skills? I want to use it for making flying units immune to melee attacks. This can be done to a degree by using not_useable_on, but the problem is when you have a skill that causes units to fly temporarily. I think I've mentioned this before, not sure, sorry if I'm repeating. Again, I've got no clue how much effort it might be to implement any of these, just some ideas.