[ian-reeds-games] hey again,

  • From: Austen Perry <austentheaxewielder@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Sat, 14 Dec 2013 13:05:44 -0600

On 12/14/13, Austen Perry <austentheaxewielder@xxxxxxxxx> wrote:
> hey all.
> i've been working on shadows abound as the amo point in my operation
> blackweb is currently completely not workin.
> i've come up with something, i thought would work, butt currently doesn't.
> i wanted to make a way, a unit could board or enter another unit,
> without using a skill.
> i came up with a ticket item.
> the ticket items idea, is that when used on the right unit, would
> board the unit using it on to that unit.
> the problem is, that for some reason it doesn't work.
> i'm not sure if this is do to it being an item, or the actual script
> itself.
> i don't get an error message though, it just says the unit uses it on
> another, no loading etc...
> i would like to possibley get this to work though, so any help i realy
> apriciate.
> the following is the complete text for the ticket item.
> Item
> 10 // parser version
> |flags
> description a small piece of paper, allowing one to board a ransport
> vehicle taking the form of money.
> useable_once
> not_useable_on=archer,balrog,catapolt,child,demolition_mage,demon,dire_wolf,dragon,dwarf,dwarven_warrior,elf_mage,elf_ranger,elf,faerie,fire_demon,flying_monkey,forester,gargoil,ghost,ghoul,gnome,goblin,guard,guardian,human,imp,lord,mage_decoy,mage,monk,necromancer,ogre,orc,owl,poison_ivy,prince,shadow_assassin,skeleton,soldier,thief,troll,witch,wizard,wraith,zombie,a_hat_merchant,a_small_cabbin_in_the_woods,a_small_log_building,battle_ship,blacksmith,cabinet,desk,door,enchanted_door,gate,jeweler,merchant,potions_r_us,rock_slide,shady_merchant,silvren's_custom_bows,steel_door,temple,treasure_chest,vain's_warrior_lodge
> sound=ticket
> after_perform=load_unit_into_transport@ {Message: "{0} has boarded {1}" }
> |script_flags
>
> thanks in advance for any help or advice.
>
> austen
>
> On 12/7/13, Ian Reed <support@xxxxxxxxxxxxxxxxxxx> wrote:
>> Hi Allan,
>>
>> You did keep it reasonably simple, smile.
>> My first priority when I get back to TB is to fix the remaining bugs.
>> But I'll consider adding this feature at the same time.
>>
>> This particular feature could also be added as a script flag by Craig.
>> So you might consider beseeching him for his amazing scripting skills,
>> smile.
>>
>> Ian Reed
>>
>>
>> On 12/7/2013 7:26 AM, Allan Thompson wrote:
>>> Hi Ian,
>>> I was hoping to ask for something simple.
>>> Is it possible to add in a flag  in effects so that a sound plays when
>>> it's
>>> duration expires?
>>>
>>> An example is in age of warlords. A weer warrior transformed into a weer
>>> wolf  has about four rounds before the effect is activated due to the
>>> zeroing  of a certain point.
>>> Right now, it simply changes back. I would like it to make some kind of
>>> sound so that the player has an audible clue that this happened.
>>> I am not sure what it would be called. Maybe "activate_effect_sound" or
>>> "end_of_duration_sound"
>>>   ". I am not sure when it would play actually. Either when the effect
>>> takes
>>> effect, or it's duration runs out, especially for duration=0 effects.
>>> Hopefully I made some kind of sense on this request, grin.
>>>
>>> al
>>>
>>>
>>>
>>>
>>> The truth will make you free"
>>> Jesus Christ of Nazareth 33AD
>>>
>>>
>>>
>>>
>>
>>
>>
>

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