[ian-reeds-games] Re: Tactical Battle 2.0 dev 3 is here

  • From: "Victorious" <dtvictorious@xxxxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Sat, 14 Mar 2015 11:28:20 +0800

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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