[ian-reeds-games] Re: [ian-reeds-games]

  • From: Monkey <murtagh69.monkeys@xxxxxxxxx>
  • To: ian-reeds-games@xxxxxxxxxxxxx
  • Date: Tue, 6 Jan 2015 22:56:20 -0700

Hello yet again!
I've got another question, about the toggle_team/charm script flags
for effects...

So I have this point.

point
10
|flags
description Disease.
hidden
at_zero=zombify
ordinal=1

And the effect is:

Effect
10 // parser version
|flags
description A unit dies and becomes a zombie.
unit
announce
|script_flags
toggle_to_user_team
transform_into zombie

I know why the team toggling doesn't work, but is there a way to code
a flag so that whoever bites (or whatever else removes disease
poiknts) the original unit will convert the new unit to their team
when the disease points hit 0?
I'd set it to just toggle to team 2, but there are a few instances
where there are actually good zombies, so that wouldn't always work
out for me...

On 1/4/15, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
> Hey,
> So I got this error... I attacked a unit near one that had 0 hp,
> though I'm not sure if that caused it or what..
>
> ---------------------------
>
> ---------------------------
> An error has occurred.  Please notify the game creator of this error.
> You can copy the entire error to your clipboard by pressing control +
> C.  Then you can paste it into an email by pressing control + V and
> send the email to support@xxxxxxxxxxxxxxxxxxx.
> System.NullReferenceException: Object reference not set to an instance
> of an object.
>
>    at Ian.AP.HandleEndOfPerformSkill(SkillOrItemBase soib, Unit
> curUnit, Tile t, Unit u, Boolean success, List`1 appliedEffects,
> List`1 splashAppliedEffects) in
> C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 521
>
>    at Ian.AP.PerformSkill(SkillOrItemBase soib, Unit curUnit, Unit
> targetUnit, Tile target, Item item, Boolean speakAsync, Boolean
> suppressSpeech, Boolean announceCoords, Boolean receivedFromServer,
> Boolean suppressSound) in
> C:\Data\Recent\Games\TacticalBattle\ActionPerformer.cs:line 216
>
>    at Ian.BattleAction.Process(TBGlobal ent) in
> C:\Data\Recent\Games\TacticalBattle\TBStates\BattleAction.cs:line 43
>
>    at Ian.SceneMachine`1.Process(T ent) in
> C:\Data\Recent\Games\GameEngine\SceneMachine.cs:line 50
>
>    at Ian.TBGlobal.ProcessScene() in
> C:\Data\Recent\Games\TacticalBattle\TBGlobal.cs:line 73
>
>    at Ian.GL.InnerSingleLoop(IHaveGameEngineStuff ent) in
> C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 189
>
>    at Ian.GL.RunSingleLoop(IHaveGameEngineStuff ent) in
> C:\Data\Recent\Games\GameEngine\GameLoop.cs:line 119
>
>    at Ian.GameWindow.RunGameLoop(Boolean keyPressed) in
> C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 126
>
>    at Ian.GameWindow.GameLoopTimer_Tick(Object sender, EventArgs e) in
> C:\Data\Recent\Games\GameEngine\GameWindow.cs:line 266
>
>    at System.Windows.Forms.Timer.OnTick(EventArgs e)
>
>    at System.Windows.Forms.Timer.TimerNativeWindow.WndProc(Message& m)
>
>    at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32
> msg, IntPtr wparam, IntPtr lparam)
> ---------------------------
> OK
> ---------------------------
>
>
>
> Skill
> 10
> |flags
> description A massively powerful storm that will damage units up to 3
> tiles away. Costs 7 AP's and 20 mana. Key is m.
> enemy
> hp_inflict=300r350|air,200|lightning,100|water
> hp_splash_inflict=200|air,100|lightning,50|water
> life_force_inflict=250r300
> AP's_cost=7
> mana_cost=20
> range=7
> min_range=3
> splash_range=3
> key=m
> effects=shock,static,wet
> splash_effects=static,wet
> not_useable_on=shadow_king,sneaky_ninja,incorporeal_wraith,invisible_necromancer,castle_gate,cell_door,door,dungeon_door,locked_door,great_locked_door,carved_black_pillar,mismatched_wall,volcano
> sound=mighty_storm
> |script_flags
> success_message {0} closes their eyes and chants a long incantation
> and throws their hands upwards. A bolt of lightning erupts into the
> sky from one palm and seems to split into many smaller bolts, while an
> orb of energy erupts from the other. The wind picks up and heavy rain
> starts to fall. With a shout, {0} brings their hand down, pointing at
> {1}. At that, the full force of the storm crashes down upon {1}.
> critical_hit_chance 85%
> critical_hit_effect death
> critical_hit_message The wrath of {0}'s storm was too great. {1} falls
> to the ground, writhing in agony for a moment, before laying still.
>
> Effect
> 10
> |flags
> description Target has been shocked with electricity. This will leave
> them unable to move and decrease the chance of any skills succeeding.
> Lasts for two rounds.
> unit
> announce
> no_movement
> chance_mod=-50
> AP's_cost_mod=3
> duration=2
> not_affect_flying
> sound=shock
>
> Effect
> 10
> |flags
> description Static will cause units to take more damage from lightning
> attacks for three rounds.
> unit
> announce
> duration=3
> hp_protect=-50|lightning
> not_affect_flying
>
> Effect
> 10
> |flags
> description Wet units take more damage from lightning and ice attacks
> but less damage from fire attacks. Lasts for three rounds.
> unit
> announce
> duration=3
> hp_protect=50|fire,-50|lightning,-50|ice
> not_affect_flying
> sound=wet
>
>
>
> On 12/22/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>> Um, I *think* it's something along the lines of attacking it when it's
>> almost defeated. It happened to me last night with one unit, and I
>> remember that I attacked it when it had about 20 hp left out of 200. I
>> attacked it a few times even though it was at 0 hp but it wasn't
>> removed from the map, so I used a move with hp_splash_inflict on a
>> unit nearby and that gave me an error before the game closed on me.
>> I'm guessing that's because I hit the unit with 0 hp, but I'm not
>> sure. I can probably get the error again if you want to look at it,
>> but in all honesty I'm not sure what's happening to cause it.
>>
>> Glad to know it helped. Thank you!
>>
>> The transformation issue? It's only happened a couple times, but the
>> unit will seem to duplicate before transforming. So I'll have one unit
>> with the stats the same before it was transformed, then next to it
>> I'll have the transformed unit with its stats modified just like the
>> first one. So if I have a unit that has 10 AP's and I use a couple of
>> attacks before transforming, the normal unit that seems to be
>> duplicated will be left with say 5 AP's, while the transformed unit in
>> the next square will have 3. But again it's only happened two or three
>> times, so I have no idea why  it's happening... I can't duplicate it
>> if I try. It just comes randomly.
>> Or did you mean with the reversion one? Sometimes when a unit is going
>> to revert to its original form it says "cannot find original team of
>> unit" so it doesn't transform back. Allan Thompson found a workaround,
>> but I figured you should know about this anyway.
>>
>> On 12/22/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>> Ah, that's not good to hear. What steps did you take to get this effect
>>> to happen?
>>>
>>> Your test map pack has helped me track down the bug with success and
>>> failure messages. It was a problem in my scripts. I've fixed the issue
>>> now. You can download a new version of them here:
>>> https://dl.dropboxusercontent.com/u/5405418/Craig%20Brett.zip
>>>
>>> As for the transformation issue you eluded to, what was it? I tried with
>>> both the necromancer and the wraiths, and they transform and revert fine
>>> for me.
>>>
>>> Cheers,
>>> Craig
>>>
>>> On 18/12/2014 00:13, Monkey wrote:
>>>> Um, you know how you guys fixed the issue of units being attacked
>>>> after they are supposed to have been removed from the map, like when
>>>> they die? Well...it seems to still be happening, at least sometimes.
>>>> Also, sometimes when I kill a unit--or when one of mine is
>>>> killed--it's still there. It has 0 HP, but I can still attack it.
>>>> And when I used a transformation skill, for some reason my unit
>>>> duplicated...I got both the transformed unit but also the regular unit
>>>> before the transformation, but in separate squares.
>>>>
>>>> On 12/7/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>>>>> Yes, that makes sense. Thank you!
>>>>>
>>>>> On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>> Oh okay. You shouldn't be able to attack that then. Even if you're
>>>>>> sure
>>>>>> an enemy is there. The only way to do that is to make your skill
>>>>>> target
>>>>>> tiles rather than enemies.
>>>>>>
>>>>>> The no_line_of_sight thing is more for when you can see an opponent,
>>>>>> but
>>>>>> there's something between you that would normally stop you from
>>>>>> seeing
>>>>>> them. I.e a target in a wooded area that a soldier of yours can see,
>>>>>> but
>>>>>> trees may stop an artillery piece of yours from seeing. If your
>>>>>> artillery's weapon is set to no_line_of_sight, it can still fire as
>>>>>> long
>>>>>> as some unit of yours can see it an enemy and it is in range. Does
>>>>>> that
>>>>>> make sense?
>>>>>>
>>>>>> Craig
>>>>>>
>>>>>> On 07/12/2014 15:26, Monkey wrote:
>>>>>>> No, it'll say "unseen."
>>>>>>>
>>>>>>> On 12/7/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>>> Okay, but can you see the enemy by moving the cursor over that tile
>>>>>>>> at
>>>>>>>> the time? When you move your cursor over that tile, is it unseen?
>>>>>>>> Or
>>>>>>>> can
>>>>>>>> you see it? And can the enemy see or attack you?
>>>>>>>>
>>>>>>>> Cheers,
>>>>>>>> Craig
>>>>>>>>
>>>>>>>> On 07/12/2014 00:02, Monkey wrote:
>>>>>>>>> Not quite...I have use_unseen set in my default map pack file. Is
>>>>>>>>> that
>>>>>>>>> why?
>>>>>>>>> I have the skill set to no_line_of_sight, and I know exactly where
>>>>>>>>> a
>>>>>>>>> unit is because I use the shift+p thing, but when I try to use the
>>>>>>>>> skill it says there's nobody there.
>>>>>>>>> I also tried locking an enemy in a one-tile room and then
>>>>>>>>> targeting
>>>>>>>>> them through the door--which blocks sight--and couldn't do that
>>>>>>>>> either, even though there's nowhere for them to go at that point.
>>>>>>>>>
>>>>>>>>> On 12/6/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>>>>> Sorry, I meant how I recreate the bug.
>>>>>>>>>>
>>>>>>>>>> I've just tried what I think will recreate the bug, going by your
>>>>>>>>>> description. So, if you've got a skill that's no_line_of_sight
>>>>>>>>>> and
>>>>>>>>>> can
>>>>>>>>>> see the enemy, when you cast it, you're unable to?
>>>>>>>>>>
>>>>>>>>>> I just tried it and I can use a skill as long as I can see the
>>>>>>>>>> enemy.
>>>>>>>>>> Am
>>>>>>>>>> I missing anything?
>>>>>>>>>>
>>>>>>>>>> On 02/12/2014 23:17, Monkey wrote:
>>>>>>>>>>> Make which part happen?
>>>>>>>>>>> Sorry, I'm a bit confused here due to my own two conflicting
>>>>>>>>>>> messages.
>>>>>>>>>>>
>>>>>>>>>>> On 12/2/14, Craig Brett <dmarc-noreply@xxxxxxxxxxxxx> wrote:
>>>>>>>>>>>> Hmm. Sounds like a bug to me. How do I make this happen? If I
>>>>>>>>>>>> can
>>>>>>>>>>>> do
>>>>>>>>>>>> that then I can fix it up.
>>>>>>>>>>>>
>>>>>>>>>>>> Cheers,
>>>>>>>>>>>> Craig
>>>>>>>>>>>>
>>>>>>>>>>>> On 13/11/2014 21:42, Monkey wrote:
>>>>>>>>>>>>> Wait, derp. Ignore that previous message, I totally messed up
>>>>>>>>>>>>> what
>>>>>>>>>>>>> I
>>>>>>>>>>>>> meant there. *headbang*
>>>>>>>>>>>>> I'm being attacked through the wall. That's fine, the skill is
>>>>>>>>>>>>> supposed to do that. But I can't attack with a skill that also
>>>>>>>>>>>>> has
>>>>>>>>>>>>> no_line_of_sight. I know where the unit is, but I can't hit it
>>>>>>>>>>>>> because
>>>>>>>>>>>>> it says there's nobody there. Is that just because of the
>>>>>>>>>>>>> use_unseen/use_unexplored settings?
>>>>>>>>>>>>>
>>>>>>>>>>>>> On 11/13/14, Monkey <murtagh69.monkeys@xxxxxxxxx> wrote:
>>>>>>>>>>>>>> Hello,
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> I think I mentioned before that I'm somehow being attacked
>>>>>>>>>>>>>> through
>>>>>>>>>>>>>> the
>>>>>>>>>>>>>> walls even though I shouldn't be, right?
>>>>>>>>>>>>>> Well, I also have it set so that the terrain is not_flyable
>>>>>>>>>>>>>> and
>>>>>>>>>>>>>> blocks_sight. It seems, though, that once I get a flying unit
>>>>>>>>>>>>>> the
>>>>>>>>>>>>>> blocks_sight thing is ignored and I can shoot my opponents
>>>>>>>>>>>>>> back
>>>>>>>>>>>>>> through the wall. Is this intentional? If so, could you add
>>>>>>>>>>>>>> another
>>>>>>>>>>>>>> version of the blocks_sight flag that will also block flying
>>>>>>>>>>>>>> units
>>>>>>>>>>>>>> from seeing/attacking through a particular
>>>>>>>>>>>>>> unit/structure/terrain?
>>>>>>>>>>>>>>
>>>>>>>>>>>>>>
>>>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>> --
>>>>> -Mew
>>>>> __________
>>>>> http://www.savethefrogs.com/
>>>>>
>>>>
>>>
>>>
>>>
>>
>>
>> --
>> -Mew
>> __________
>> http://www.savethefrogs.com/
>>
>
>
> --
> -Mew
> __________
> http://www.savethefrogs.com/
>


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

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