[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: Sat, 6 Dec 2014 16:57:41 -0700

I'm trying to send it as a zip folder, but it won't allow
me...probably a GMail thing. It still shows up as about 40.3 mb or so,
which is weird.

On 12/6/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
> Ok, a test one would be better, as it will help me isolate the problem.
> If you can make a little test map pack that has the problem, then I've
> got something to work with to see if I can get that map pack to work.
>
> If not, then I'm happy for you to send me your map pack and I can use that.
>
> Thanks,
> Craig
>
> On 02/12/2014 23:09, Monkey wrote:
>> I took the success/failure messages out for now, but there weren't any
>> line breaks. I can redo them and send you either my full map pack or a
>> test one...that's up to you, I can do either.
>>
>> And no problem, I understand!
>>
>> On 12/2/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>> Some of it kind of helps, I'm still guessing with some of it though.
>>>
>>> I'll try replicate the min_range problem with non-moving units and/or
>>> setting the min range the same as the actual range, see if I get
>>> anywhere.
>>>
>>> I'd like to make a flag that means you can only perform a skill from a
>>> given terrain too. It's already on my list of things I'd like to get in
>>> TB.
>>>
>>> The only hunch I have with the failure message... it could be because of
>>> either of our e-mail clients, but there appear to be line breaks in the
>>> messages. Is this the case? If not then no clue.
>>>
>>> If you're still having no luck with the failure message, could you
>>> please either send me over the map pack in question to have a look at?
>>> Or if you're happy to make one, a small test map pack, perhaps with this
>>> effected skill, so I can see it happening and diagnose what's upsetting
>>> it. That would be appreciated.
>>>
>>> Thanks and sorry it's taken a while to follow up on this, it's been a
>>> busy time of year for me.
>>>
>>> Thanks,
>>> Craig
>>>
>>> On 11/11/2014 06:27, Monkey wrote:
>>>> 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/

Other related posts: