That's right, yes. On 13/03/2015 23:14, Monkey wrote:
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