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

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 25 May 2015 04:04:33 +0930

Okay, I just tried this again. I increased the duration to four rounds and
changed the team to 3, but now it's not even changing him back to good at the
start of the turn! What did I do wrong?! *wails in frustration*

From: sharni-lee.ward@xxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: Team_change_start_turn and Team_change_end_turn
not working as expected
Date: Mon, 25 May 2015 03:55:51 +0930




Oh, okay. Maybe just turning him neutral will help. :)

Date: Sun, 24 May 2015 12:20:17 -0600
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

Alright, this is also weird.
Maybe...the duration has to be a larger number than the end turn
number? That's what I did, when I first tried. But when I changed the
duration to 1 then my unit stayed on the other team.

On 5/24/15, Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx> wrote:
Why yes, I am! I hardly want my unit to beat the crap out of his allies, do
I? Not that there's anyone else on the map he can harm, but still...

I'll try it again later and see if it cooperates. :) Maybe if he does have a
turn, but no enemies or friends, he'll just sit there and do nothing until
the next turn...

Date: Sun, 24 May 2015 11:08:30 -0600
Subject: [ian-reeds-games] Re: Team_change_start_turn and
Team_change_end_turn not working as expected
From: murtagh69.monkeys@xxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx

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/




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


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