[ian-reeds-games] Re: after_movement script behaviour on summoning

  • From: "Allan Thompson" <allan1.thompson@xxxxxxx>
  • To: <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Tue, 21 Jul 2015 09:11:35 -0400

Excellent!Thanks. That will come in usefull.
al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Victorious
Sent: Tuesday, July 21, 2015 7:33 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: after_movement script behaviour on summoning

Its an aura effect. Imagine a priest's holy aura damaging undead in the
vicinity for example. This aura moves with the priest, and ends prematurely if
the priest dies.

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Allan Thompson
Sent: Tuesday, July 21, 2015 7:22 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: after_movement script behaviour on summoning

Do you mean extend out in a straight line instead of a splash area effect? Or
is this something more like an "aura" affect? I am not sure I fully grasp this…
It takes me a bit, smile.
-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Carlos Macintosh
Sent: Tuesday, July 21, 2015 3:03 AM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: after_movement script behaviour on summoning

Also, Victorious and I had an idea about multi tile unit effects so that
a mage could, for example, set up a shield on a tile that could extend,
say, 2 squares in any direction. Any unit already or moving into range
of the shield would be protected, while if they moved out of range, they
would no longer be protected.

On 7/20/2015 11:19 PM, Monkey wrote:

I can give you a simple example...if you put effects= and
splash_effects= in a skill file that also moves your unit, the effects
and splash effects will occur before the unit moves. However, with
this script you can have the effects and splash effects occur after
your unit has moved instead.

On 7/20/15, Allan Thompson <allan1.thompson@xxxxxxx> wrote:
Hi Craig,
could you give an example of how this script would work? I'm not sure I
grasp the potential the script might have.
I guess as a vote on this… Couldn't you put in a true/false script flag so
that it could affect summoning or not after it worked? That seems the
simplest way to me, while still keeping flexibility.
Al

-----Original Message-----
From: ian-reeds-games-bounce@xxxxxxxxxxxxx
[mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Craig Brett
(Redacted sender "craigbrett17@xxxxxxx" for DMARC)
Sent: Monday, July 20, 2015 7:00 PM
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] after_movement script behaviour on summoning

Hi all,

One of the things I'm going to be introducing in the next dev update is
an after_movement type script event. Or did I introduce it already. I'm
not sure. Sorry!

I'm not sure how scripters would expect this to behave on a summon,
though. Since, technically, summoning does move the new unit onto the
map, so it's a movement. It's current behaviour is that a summon (or
other things that put a unit on a map) do trigger this event. However,
with it being called after_movement, should it?

Part of me thinks it shouldn't, with the caveat that if unit summons /
creations don't cause after_movement things, scripters will have to
handle those kinds of things themselves in addition to after_movement,
if they want something to happen when the unit is summoned or moves, but
it does ultimately give scripters more control.

Any thoughts?

Craig












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