Alright. Thanks for clarifying! On 3/13/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote: > 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 >>> >>> >> > > > -- -Mew __________ http://www.savethefrogs.com/