[ian-reeds-games] Re: Tactical Battle: a couple of issues and some new feature ideas

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Mon, 10 Nov 2014 23:27:43 -0700

Hi,

I hope that helped. I wasn't sure if that was a problem with yours or
mine, to be honest.

Oh, kay, yes, that would explain it then. Sorry for that. I'll see if
I can make a different version.

Could it be because my unit can't move? It's a bridgehouse that is
only supposed to raise and lower a drawbridge but it's two spaces away
from the moat. The min_range is at 2, but the full range is also 2,
that might also be why...?
Oh yes, before I forget  and since I'm talking about it... would it be
possible to cause skills to only work on a certain type of terrain? So
If I want to lower a drawbridge over a moat it can only be used over a
moat, and therefore the AI won't try and use it on normal land?

About the failure_message. I'm not sure.
Here's what I'm getting for errors, along with the original success
and failure messages.

Success error:
Calling Context: cb_after_perform_skill
Filename: CB.js
Line: 199
Column: 45, 46
TypeError: Cannot call method 'GetName' of null
success_message {0} concentrates, then begins to chant a long
incantation in a fell language. Energy swirls across the ground and
the sound of cackling can be heard. A moment later a dark fissure
opens up in the ground, and a demon heaves itself out. The portal
closes and the demon rises with a triumphant roar.


Failure:
Calling Context: cb_after_perform_skill
Filename: CB.js
Line: 203
Column: 45, 46
TypeError: Cannot call method 'GetName' of null
failure_message {0} concentrates, chanting an incantation in a fell
language. Energy swirls across the ground, and the sound of cackling
can be heard. A moment later a dark fissure opens up in the ground,
but the energy forming it seems to waver and then compress in upon
itself, closing the portal before the shape within can exit.

And here's the skill itself.
skill
10
|flags
description Summons a demon that will battle your enemies. Costs 20
summon points and 5 action points.
empty_tile
range=2
AP's_cost=5
summon_points_cost=20
summon=demon
chance=20
key=d
ai_summon
sound=summon_demon
|script_flags
success_message {0} concentrates, then begins to chant a long
incantation in a fell language. Energy swirls across the ground and
the sound of cackling can be heard. A moment later a dark fissure
opens up in the ground, and a demon heaves itself out. The portal
closes and the demon rises with a triumphant roar.
failure_message {0} concentrates, chanting an incantation in a fell
language. Energy swirls across the ground, and the sound of cackling
can be heard. A moment later a dark fissure opens up in the ground,
but the energy forming it seems to waver and then compress in upon
itself, closing the portal before the shape within can exit.

My success message works with a different skill, which is odd. For
some reason even that doesn't work with this one though. I could
always just take them out of this particular one.

Does any of that help?

On 11/10/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
> Hello Monkey,
>
> I've not had time to look into all the things on this e-mail, but I'll
> respond to the ones I have.
>
> Firstly, the unit dying twice was indeed a bug. I'd never invisioned my
> critical hits being used quite in that way. That's a good thing. I've
> put in a fix so critical hit kills shouldn't incur damage after death.
> That should come out with the next dev release.
>
> Regarding move_other_unit_away, it was never intended or coded to be
> used in that way. From the docs:
>
>  > This will move the target of the skill the given number of tiles away
> from the user.
>
> In your case, the user is also the target, as it is a self skill. So you
> are trying to move your unit away from itself. Uncomfortable at best.
> What you want in this case is a new script flag to push surrounding
> units away from a unit or tile. Hopefully something I can try to create
> sometime.
>
> I cannot replicate your problem with the AI and min_range. When I use
> it, the AI backs away from me and then fires at me. If I then move onto
> the same tile as the AI, it then repeats the pattern, unless it can hit
> another target without moving first.
>
> Similarly, failure_message is working fine for me. Are there any
> particular things I need to do to break it?
>
> Cheers,
> Craig
>
> On 06/11/2014 00:21, Monkey wrote:
>> Hi,
>> I seem to be having a few problems with the Tactical Battle maps I've
>> been creating. I'm using the latest version and my files are all
>> converted to parser 10, if that helps.
>>
>>
>> First--and I'm not sure if this is a bug or just something wrong with
>> my coding, but...
>> I used an attack and the orc commander who I was targeting died.
>> Twice. The move had "critical_hit_effect death" set, is that why?
>> Since the damage was more than enough to kill it anyway because it was
>> almost dead when I used that move?
>> The code looks like this:
>> Skill
>> 10
>> |flags
>> description A massively powerful storm that will damage units up to 3
>> tiles away. Costs 7 AP's and 20 mana. Key is m.
>> enemy
>> hp_inflict=300r350|air,200|lightning,100|water
>> hp_splash_inflict=200|air,100|lightning,50|water
>> life_force_inflict=250r300
>> AP's_cost=7
>> mana_cost=20
>> range=7
>> min_range=3
>> splash_range=3
>> key=m
>> effects=shock,static,wet
>> splash_effects=static,wet
>> not_useable_on=shadow_king,sneaky_ninja,incorporeal_wraith,invisible_necromancer
>> sound=mighty_storm
>> |script_flags
>> success_message {0} closes their eyes and chants a long incantation
>> and throws their hands upwards. A bolt of lightning erupts into the
>> sky from one palm and seems to split into many smaller bolts, while an
>> orb of energy erupts from the other. The wind picks up and heavy rain
>> starts to fall. With a shout, {0} brings their hand down, pointing at
>> {1}. At that, the full force of the storm crashes down upon {1}.
>> critical_hit_chance 85%
>> critical_hit_effect death
>> critical_hit_message The wrath of {0}'s storm was too great. {1} falls
>> to the ground, writhing in agony for a moment, before falling still.
>>
>>
>>   I had a problem with the move_other_unit_away script, too. If I use a
>> move that will blast my enemies away from directly around me, it will
>> give me a script error. My code looks like this, in case you were
>> wondering:
>>   skill
>>   10
>>   |flags
>>   description Blasts surrounding units away from you while doing damage
>>   to them at the same time.
>>   self
>>   splash_range=1
>>   hp_splash_inflict=95|physical,75|air
>>   sound=force_push
>>   |script_flags
>>   move_other_unit_away 3
>>   success_message {0} sends a burst of power out in all directions,
>>   scattering those surrounding him.
>>
>> The AI seems to have a problem with min_range. It keeps trying to use
>> a skill on a unit that is too close, and I keep getting that error in
>> my battle log.
>>
>> I'm trying to use a skill on a unit and there's a wall in the
>> way...but that shouldn't be a problem, since the skill has the
>> no_line_of_sight flag. Does that not work for some reason if the
>> use_sight_range flag is enabled on that map? And if so, then why are
>> my enemies still able to attack me through walls, since they can't see
>> me?
>>
>> The map-making guide says that I can use none on the terrain_limit=
>> flag for units to allow them to move over tiles that don't have a
>> specified terrain, but when I try it the unit can't move on those.
>>
>> I found out that if you use the script that toggles a unit to a
>> different team on a unit that can transform, if you use the
>> transformation skill and it only reverts to normal after the
>> team_toggle has run out, the effect will say -x rounds remaining,
>> where x is the number. This causes a glitch where if you defeat all of
>> your opponents but this unit has that negative thing, you can't win
>> the level. (Well maybe unless you somehow kill that ally, but I
>> haven't tried that yet.) I thought the team_toggle countdown would
>> have carried through the transformation, but I guess not.
>>
>> Finally, failure_message doesn't seem to work when I have it under the
>> |script_flags section. No problem with success, but when the failure
>> message is supposed to play it gives me a script error instead.
>>
>> I think that's it, at least from what I can remember. Does anybody
>> have advice for me when it comes to any of those?
>>
>> Oh yes, and I have some potential feature ideas that I came up with
>> over the last few days...
>>   For effects:
>>   only_affects=, this will cause the effect to only work on the units
>> in this list.
>>   does_not_affect=, the units in this list would be immune to these
>> effects. So I can still use a skill with this effect on a unit, but
>> the effect won't work. Alternatively, a immune_to_effects= flag on a
>> unit, since it would end up doing the same thing.
>> replace_terrain=, would work just like in skills, but this way if you
>> have this as a splash effect it'll change the terrain around it as
>> well. It would help when making, say, a drawbridge over a moat that's
>> two or three spaces wide.
>>
>> For skills, effects and items:
>> Allow the death_transformation script flag.
>> Add a flag for splash that will cause the splash--whether it is an
>> inflict or an effect--to go in a line rather than all around. This
>> would allow for, say, the building of a bridge across a wider river
>> without having the bridge being a cross-shape due to the way the
>> splash is currently set up. This wouldn't replace the current flag, of
>> course, it would just be a different option.
>>
>>   For terrain:
>>   Something like the opposite of terrain_limit=. Like,
>> can_not_pass_terrain=, where a unit can not pass through any terrain
>> on this list. (I'm suggesting that one because it would make it easier
>> to have, say, incorporeal beings such as ghosts that could travel
>> through walls and
>>   such, and then barriers would have to be set up to specifically block
>> them. It would make it much simpler, as opposed to needing to have a
>> potentially long list of terrain that they can pass over.)
>>   A flag similar to impassable but it'll only block flying units. Maybe
>> just change the not_flyable one to only block flying units, then you
>> can use both impassable and not_flyable if you want to stop both from
>> moving there.
>>   The ability to add effects directly to terrain, or have effect files
>>   that will only be addable to terrain but can't be used on skills.
>>   Also, what about a height flag for terrain? Separate it into
>>   ground-level, underground and high, or something like that.
>>   Two examples of how it could work, since I don't think that was clear:
>>   I have a high cliff that units can't just walk onto from the ground.
>>   To get up there, they would have to climb up to the mountain pass and
>>   walk onto the mountain itself. This would bring them to the correct
>>   height. Then they can stand on the cliff and shoot down on their
>>   enemies.
>>   Or if an enemy is on a bridge and the bridge is destroyed they fall
>>   (Lord of the Rings reference haha) into a pit. They can't get out of
>>   the pit, but they can still move--as long as it is in the pit--and use
>>   their skills, although maybe they can't target those who aren't in a
>>   pit.
>>   Not sure if this is doable - or maybe it would be easier to make a
>>   script, for all I know.
>>
>>
>>   For skills/items/effects/possibly terrain:
>>   A block_skill=, function that will allow you to prevent units from
>>   using a specific skill while still being able to use ones that aren't
>>   listed. I know you can already do that if you make the skill that you
>> want to block use a certain type of point and then have the move
>> that's being used on the unit who bears the skill remove all of those
>> points, but a block_skill flag would allow you to still use other
>> moves that might use the same type of points.
>>
>>
>> Thoughts?
>>
>
>
>


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

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