[ian-reeds-games] Re: Tactical Battle 2.0 dev 4

  • From: "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender "craigbrett17@xxxxxxx" for DMARC)
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 23 Mar 2015 06:56:55 +0000

There's no harm in asking for new features.

I know there was either some work or it's been fully implemented, on a use_diagonals flag for maps. Not sure where that got to, but I remember it being talked about on list and there is some mention of it in the code. But it's not in the docs, so not sure what the state of it is.

I've done no work on it recently, though, so downloading the latest dev version would probably not make any difference.

On 23/03/2015 00:21, Garrett wrote:
Not sure if it's too late to ask for new features, well, I guess this would be 
considered more of a fix then a feature, but when you use skills that have a 
splash range greater than one, the diagonal tiles near the unit you're using 
the skill on are not affected by the splash. That would be, the north east, 
south east, Southwest, and Northwest tiles of your unit.
  This might have already been done. I'm not sure. I'm not using the latest dev 
version.
Sent from my iPhone

On Mar 22, 2015, at 8:13 PM, "Craig Brett" <dmarc-noreply@xxxxxxxxxxxxx> (Redacted sender 
"craigbrett17@xxxxxxx" for DMARC) wrote:

Ah, but that was the easy bit! Haha. I really don't mind those ones. It's just 
getting it out to you guys that'll be the problem.
Ah, oops. I'll fix that effects one now. I put it in the scripting 
documentation but not the map creation guide.

That's right. If the effect fizzles or is removed, it should restore any 
removed skills and remove any added skills.

Only now you mention it. If you were making a Pokémon map pack, you could 
definitely work it that way! Hmmm. A map pack like that could be interesting. 
Don't know how it would work though, but could be cool.

It is feasible, yeah. The only thing I'd have to do is let scripters put new 
items on tiles and then it could be done in script flags. I'll see if I can 
include it soon.

I've put in equip_add_skills and equip_remove_skills, and they seem to work 
nicely! So they should be with you by the next release.

On 22/03/2015 23:26, Monkey wrote:
I was actually apologizing for the map creation document,but alright.
Although I have another one for you, the hidden flag for effects
doesn't appear to be in there either...

Yeah, that's understandable. I'm still happy to see what we have, I
just don't have as many ideas for usage for these as of yet. But that
will probably change when I think on it for a bit.
For effects, if you have the remove_skills flag specified, you regain
those skills both after the effect fizzles and if it is removed
prematurely, right? So we won't have to worry about losing a skill for
the entire duration of a map if we don't wait an effect out or
something?

I'm pretty sure that Garrett would also be happy to see the
equip_add_skills flag because of the shield bash skill we were
discussing in a past conversation.

Is it just me, or does the add_skills for item usage remind anyone
else of TMs and HMs in Pokémon? Hahaha.

And I think we talked about this before, but...how hard would it be to
add a drop_on_death= flag for units, that causes them to drop a
certain item after they die? Perhaps combined with a percent chance,
so you could have a 5% chance of getting a potion after defeating
something?



On 3/22/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
It's no trouble, I knew someone would ask about equipment. but I wanted
to see how people reacted to the idea before ploughing more time into
it. I guess that's a pretty positive nod for doing this for equipment
too then!

On 22/03/2015 23:04, Monkey wrote:
Ah, alright. I thought I should check, just in case.
Pity they don't work for equipment, I was really excited for that!
Stillmight have an idea or two for effects though.

And sorry for giving you more work hahaha.

On 3/22/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
I've fixed those typos and put some more explanation about how they work
with items (i.e on use).

Not sure if or how we can get them into the dev 4 release now. So they
may have to wait until dev 5. I'm not sure.

On 22/03/2015 22:45, Craig Brett (Redacted sender craigbrett17@xxxxxxx
for DMARC) wrote:
Ah, that's a typo in the guide. It's add_skills and remove_skills. My
bad.

I can fix it, but it'll mean Ian's got to redeploy a new version again
for people to get that new guide, er, I think.

Add_skills on items refers to their use, not their equipping. Drinking
a potion that allows you to breathe fire, for example.
equip_add_skills would probably be the flag I'd go for there. That's a
related but separate feature.

On 22/03/2015 22:27, Monkey wrote:
And...it seems the adds_skills flag isn't working for items. I get
this error when I load a map:
"Adds_skills is not a recognized flag in..."
I changed it to add_skills just to see what would happen, didn't get
an error, but the skills weren't added when the item in question was
equipped...
If the flag is add_skills instead of adds_skills then the map creation
guide has a typo, that's why I tried both...

On 3/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
Ohhh, kay. I totally forgot about the updater.

Question about downloading packs using the game itself though, why
does it always say "Unable to find map pack settings.txt or
author.txt"? I get this message no matter what version I try
downloading packs for.
They work if I download the packs and manually paste them into the
map
packs folder, which is weird...

On 3/22/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
You should be able to, yeah.

Or the in-game auto-updater should work off the bat this time. Or at
least it did for me. The reason I was sending round links before is
because we were having a little trouble with the auto-updater, but
it
should work by itself now.

On 22/03/2015 21:55, Monkey wrote:
There's no link in your email though. I can't get it from the same
link that dev 3 was downloadable from, can I?

On 3/22/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
"Battlemaster"? I like that.

Awesome new features! I'm especially excited for 2, because now I
don't have to worry about users performing arrow skills when they
have
a sword equipped. It will make things so much easier! Plus, I can
reduce the overall amount of skills that some units have access
to in
their unit file!

On 3/22/15, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
Hello Tactical Battlemasters,

The latest dev version of Tactical Battle is up and ready for
your
downloading pleasure.

Changes in 2.0 dev 4:

1. Fixed a bug for edge cases where an effect or item adds a
damage
type
not already present to a skill or item attack, which would mean
any
protection against that added damage type would be ignored.
2. Added add_skills and remove_skills flags to skills, items and
effects. These will grant or remove use of a skill to a unit. In
the
case of an effect, this is only for the duration of the effect.
3. Added a hidden flag to effects, which allows them to not be
announced
in the Unit Information.
4. Added shared.AddSkillToUnit and shared.RemoveSkillFromUnit to
the
shared object for scripters.

This version also comes bundled with the new version of
Victorious's
scripts.

I wanted number 2 for a while, so thought I'd give it a try. If
it's
not
working out we can always go back on it, but I hope you guys can
find
good uses for it!

I hope you all like the newest update!

Craig
--
-Mew
__________
http://www.savethefrogs.com/
--
-Mew
__________
http://www.savethefrogs.com/



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