[ian-reeds-games] Re: Team_change_start_turn and Team_change_end_turn not working as expected

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sun, 24 May 2015 11:08:30 -0600

Well, I just tested it.
It works as it should for me...
I did amuse myself by changing my character to the evil team and then
watching as he decimated the good guys, only to return to their team
after the round was over. So I hope you're putting the unit onto a
team that has no turns!

On 5/24/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:

Try changing 13 to 3.

I haven't tested this script yet, so that's the only suggestion I can
give for now.

On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
I'm trying to use keyWasFull's team_change flags to turn units invisible
for
a certain number of rounds. My plan was that if it worked, I could use
the
invisibility skill on any unit, not just a specific one, but it didn't.
Either I'm not using the flags correctly or they don't work the way I
thought they would. Here's the effect. I probably have to put in other
flags
to make it work as intended, but I wasn't sure about this.

Effect
10
|flags
description The unit becomes invisible to the enemy for three rounds.
unit
duration=3
|script_flags
team_change_start_turn 1
team_change_end_turn 13

13 is the number for my disguised/invisible units, or that's the plan,
anyway. If the flags worked the way I intended, the unit turns good
during
the player turn so I can move them around/attack enemies/whatever, then
turns invisible again so that the enemies don't hit them. But the unit I
tested this on was stuck on the second team after the first round and
even
when the effect fizzled. Did I screw up somewhere?



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



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

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