Awesome! About the friendly fire flags... I currently can't make a skill that does splash damage to only units on the same team as the user, right? It will either affect enemies or everyone, depending on the flag you use? On 3/13/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: > Hi all, > > I'm happy to announce that Tactical Battle 2.0 dev 3 is now ready! > > It should work with the updater, but if not, you can get it from here: > http://blindaudiogames.com/downloads/Tactical%20Battle%20Dev.zip > > Here's the change log. > > 1. Fixed a bug where putting none in a unit's terrain_limit flag would > be ignored and the unit wouldn't be able to move on none terrain. > 2. Introduced an impassable_terrain property for units, which works like > an inverse terrain_limit. If both are specified, impassable_terrain is > taken by default as it's likely to be smaller. > 3. Renamed terrain_limit to passable_terrain in documentation and in > code. The flag terrain_limit will still work for backwards > compatibility, but with the introduction of impassable_terrain, > passable_terrain felt like a more natural name for its opposite > counterpart. > 4. Added an enable_friendly_fire boolean flag to maps. This is true by > default. Can be set to false either by specifying > enable_friendly_fire=false or disable_friendly_fire on a map. When set > to false, splash damage does not effect units on the same team as the > skill user. > 5. Added a can_friendly_fire flag to skills. This is false by default. > This serves to override disable_friendly_fire at a skill level. Skills > with this set will still cause friendly fire damage even when on a map > with disable_friendly_fire. > 6. Updated documentation to include UnitPoint.LookupName, which was > exposed but not mentioned. Can be used to see the point's name, as you > can imagine. May be useful for script debugging, as much as anything else. > 7. Added a before_point_damage and after_point_damage script event for > scripters. Before point damage should return an object with wasHandled > set to false or true, dependent on whether the scripter wants the rest > of that point's damaging logic to occur. Kind of like a mini-version of > override causers. > 8. Put in a change so that we no longer announce the turns of teams that > have no units on the map. Having verbose in your game.config will mean > you still hear the turns of these teams, but otherwise these teams's > turns will pass silently. > 9. Implemented shared.GetEffectObjectByName, > shared.GetSkillObjectByName, shared.GetItemObjectByName and > shared.GetUnitObjectByName functions for scripters to get at the > respective objects of a map pack without them needing to be parsed in to > a function. > > This update also comes bundled with the latest versions of Carlos's and > Victorious's scripts for you all to use. > > We hope you like the changes. > > Enjoy! > > Craig > > -- -Mew __________ http://www.savethefrogs.com/