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/