I'll see if I can do anything about that via scripting. It'll be a while though before I take a look at this. -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey Sent: Saturday, March 14, 2015 10:53 AM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: Tactical Battle 2.0 dev 3 is here I was actually thinking of this more for a mass-healing skill. *shrug* On 3/13/15, Victorious <dtvictorious@xxxxxxxxx> wrote: > You can't directly. The case for what you describe is far less common > though. I suggest having a special damage type for this skill (or > skills like it) that enemy units will be protected against but not the > player's units (you can easily do this if you used inheritance). Out > of curiosity, what does this skill do and what is it called? This > approach was what Carlos and I were using for our map packs to > 'simulate' skills not having friendly fire, but with hundreds of > skills and items, it got really hard to keep track of, especially when > you factor the headaches that occur with team changing. In the far > future, I may be persuaded to implement this as a scripted feature. > > -----Original Message----- > From: ian-reeds-games-bounce@xxxxxxxxxxxxx > [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey > Sent: Saturday, March 14, 2015 7:14 AM > To: ian-reeds-games@xxxxxxxxxxxxx > Subject: [ian-reeds-games] Re: Tactical Battle 2.0 dev 3 is here > > 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/ > -- -Mew __________ http://www.savethefrogs.com/
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