Yup, it works on both tiles and units. Whatever the skill/item does on success doesn't affect the script at all, so putting it on a skill that applies effects on a unit if successful won't affect its operation. You could have a skill targeting a tile and specify effects_on_failure that are tile effects (applied to tiles) and unit effects (applied to all units on that tile). For items/skills with a unit target, tile effects specified in effects_on_failure will be applied to the target's tile and unit effects only applied to the targeted unit. I hope that isn't too confusing. As to inserting a html link, it is pretty trivial in Outlook 2010, which is what I'm using as my email client. Instructions for embedding html or creating hyperlinks will depend on what client you use. Victorious -----Original Message----- From: ian-reeds-games-bounce@xxxxxxxxxxxxx [mailto:ian-reeds-games-bounce@xxxxxxxxxxxxx] On Behalf Of Monkey Sent: Saturday, March 21, 2015 2:51 PM To: ian-reeds-games@xxxxxxxxxxxxx Subject: [ian-reeds-games] Re: another effects script update Awesome! Effects_on_failure works for both tiles and units, right? And if it works on tiles, then will it work in a hypothetical skill that has an effect that applies to the unit, if successful? And an unrelated question. How did you get the link to display like that in the email? I've tried html before and it didn't work, and I'm incredibly curious. On 3/21/15, Victorious <dtvictorious@xxxxxxxxx> wrote: > Hi All > > > > Another script > <https://dl.dropboxusercontent.com/u/2138237/tb/victorious%27s%20tb%20 > script > s.html> update. > > > > 21 Mar 2015: > > . Effects_on_entry and remove_effects_on_entry now supports the unit > being moved by item usage. > > . Implemented effects_on_failure, self_effects_on_failure and > self_tile_effects_on_failure to control what happens to the target and > source on item or skill usage failure. > > . When determining the source of an effect, the most recent user of an > item is now also used in addition to the most recent unit that used a skill. > > . Fixed some flags that could be specified on items that weren't > working as I forgot to hook in the functionality to item events. > > . Fixed a subtle bug that was causing effects to be applied twice for > effect applications with a tile as its area of effect. It would apply > the effect on the targeted unit (there is a target unit even if you > specify a tile in effect/item/skill files) and then do so again when > it was applying it to all tile occupants. This could cause unexpected > behaviour if the effects to be applied are scripted to respond to > effect application. > > . Improved determination of the scripted effect/item/skill's target. > From the documentation: it is important for the script to accurately > determine the target of the scripted item/skill/effect. If it detects > the tile or empty_tile flag, then the target is determined to be a > tile. The target is determined to be a unit if the following flags are > set: enemy, friendly, no_self_cast, self and unit. In situations where > contradicting flags are set such as tile and enemy, tile flags take > presidence in the determination. If none of these flags are set, then > no decision can be made, which causes many of the scripts to fail. > > > > Enjoy! > > > > Victorious > > -- -Mew __________ http://www.savethefrogs.com/
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