aah ok At 12:56 p.m. 3/03/2015, you wrote:
You don't need to keep downloading them. Just copy the map packs folder from the old copy of the game to the new.If you copy the settings folder then it will also remember which map packs you downloaded.On 3/2/2015 2:14 PM, shaun everiss wrote:Hmmm I was able to download the update but to be honest I want to keep using my maps I already have I don't want to have to keep downloading them. when I cleared out and replaced all the files in my main install I got an error. I tried by itself to run things and it did work but after I downloaded one of the maps and when I tried to get another one it refused to do it with an error so I went back to 2.0 stable.At 05:04 a.m. 3/03/2015, you wrote:Hi Craig, Thanks a lot for this latest update; the scripting possibilities are really exciting. Carlos's already hard at work implementing item_point_max_mod (as the one in tb doesn't seem to work last I checked), item_equip_effect, item_equip_remove_effect and so on.When working more on damage reflection, it would be nice if there was an event that triggered after each point of a unit has its damage totaled up, The eventwould have the following arguments on it: the source unit that dealt the damage, the skill that dealt the damage, the target unit that received thedamage, the amount of damage, and the point that was damaged. This script flagwould allow damage reflection to work even with skills with multiple damage types as its fired after totalling the damage for each type.Another thing about the damage reflection script is that it wouldn't work forus even if the above event was present because of how we chose to prevent friendly fire. We had the player's team do damage types like fire, ice etc while the enemy did evilfire, evilice, etc. The player's team would beprotected from fire, ice, electric damage and the same thing for the evilfire,evilice etc damage types for enemies. Unfortunately, if you're trying toimplement damage reflection that reflects the corresponding damage type rightback at you, this approach will obviously not work. It also has other drawbacks as well aside from this specific scenario.Can you consider implementing team awareness into the engine? Some suggestionson the appropriate flags: enable_global_friendly_fire would be settable in the actual map file on a per-map basis, which allows your own units to be damaged by friendly fire,basically the current behaviour and should remain default. (Maybe no need forthis flag)? disable_global_friendly_fire would be settable on the map file, taking intoaccount team affiliation when calculating splash damage. Then for skills that the map creater explicitly wanted to enable friendly fire for, there could bean enable_friendly_fire flag for the skill. For skills that have splash_effects, the effect is applied indiscriminatelyregardless of whether the unit is friendly with the user or not. You could add splash_effects_friendly to only have the splash_effects affect friendlies andconversely for splash_effects_enemies.The last scenario I can think of is some way of setting affiliations for tileeffects and terrain. It'd default to none (which is current behaviour), user(valid for tile effects, this would be the team that the caster was in) and an explicit settable value for terrain. Once it has an affiliation, you would be able to control what it did based on whether its friendly with the occupant of the tile/terrain or not. This last one is probably the hardest to implement ithink, and the other suggestions above would be more helpful for us in the immediate future. - Victorious and Carlos -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh Sent: Monday, March 2, 2015 8:44 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Tactical Battle 2.0 dev 2 is readywow, can't wait to script TB with these new changes! I'm downloading the gameright now. I'll probably be releasing some script updates in the near future as well. On 3/1/2015 6:38 PM, Craig Brett (Redacted sender craigbrett17@xxxxxxx for DMARC) wrote: > Hi all, > > As you may have seen, things have picked up a little with TB > development and the result is this latest release. > > I've been told that the auto-updater probably won't work right this > time, so you'll have to download it manually from this link: > http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip > > Extract it to a different folder than where Tactical Battle currently > lives (I accidentally tried it and got into a bit of a mess). Then you > can copy your map packs and settings folders over to the new place. > And it'll be as good as new. > > Here are the changes in dev 2: > > 1. Various performance enhancements to help the game run more smoothly. > 2. Fixed a bug where pressing Alt+O to switch the output type to > screen reader would sometimes need you to alt+tab away and back to the > window to get NVDA to read it. > 3. Fixed a bug where if a unit died due to an effect applied by a > script, we don't accidentally kill them again. > 4. Added a shared.RemoveEffect function for scripters to remove > effects in a way that will still trigger effect after removed logic > and also read out effect removed messages if the effect requires it. > 5. Added a unit.DoDamageTo function for scripters that allows a unit > to do damage to another unit's point with a given damage type, taking > into account modifiers on both the attacker and the defender. > 6. Added a unit.DoRestoreTo function for scripters that allows a unit > to restore another unit's points, taking into account modifiers on > both the attacker and the defender. > 7. Added an AllFlags hash to units, skills, items and effects that > allows scripters to get the values of the flags as set in the files > with map overrides taken into account. > 8. Implemented after_item_equipped and after_item_unequipped scripting > events. > 9. Fixed a potential problem with date and times when downloading map > campaigns. > 10. Added a new global javascript function, randomSound(string), to > let scripters use the same random sound logic that is used in game. > > As a result of 5 and 6, I also updated my scripts and they're included > in this release. My scripts received the following updates: > > 1. Critical_hit_inflict and Critical_hit_restore now work correctly. > They take into account mods on attacker and defender and also > correctly kill units when relevant points reach 0. > 2. Fixed a bug where skills that had move_other_unit flags wouldn't > actually kill units if they removed all their health (or similar) > points, and they would then become immortal, since their health point > was already at 0. > > Thanks to Ian for the first two changes and advice on some of the > others, as well as for deploying it. And well... creating TB as well, > I guess :) > > I hope you all like the changes in this update. Please let me know if > you have any questions. > > Enjoy! > > Craig > > >