[ian-reeds-games] Re: re couple of questions

  • From: Sharni-Lee Ward <sharni-lee.ward@xxxxxxxxxxx>
  • To: "ian-reeds-games@xxxxxxxxxxxxx" <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Mon, 20 Apr 2015 16:06:56 +0930

The way I understand it is that he's basically saying some units shouldn't be
affected by the skill at all, but he's noticed that his robots are still
affected by the chance_modifier when the skill is used on them, even though
they're not affected by the health_inflict. Basically his problem could be
solved by adding a not_usable_on flag in the skill file.

Date: Mon, 20 Apr 2015 07:02:52 +0100
From: dmarc-noreply@xxxxxxxxxxxxx
To: ian-reeds-games@xxxxxxxxxxxxx
Subject: [ian-reeds-games] Re: re couple of questions

So, what you want is something to be effected by part of the effect, but
not all of it?

You answered no, then preceded to explain that you do indeed want some
parts of an effect to effect robots, but not others.

Couldn't you just give robots a different kind of health? That would
mean you have this right now.

On 19/04/2015 23:55, Kyle Davis wrote:
no what i mean is that if i have a neural toxin that effects the
health of a unit and also have a chance modifier and if a unit is
immune to the health infliction part of the effect but still get hit
with the chance modifier
so i wonder if it is possible to have a flag to make a unit not be
affected by a effect like for instance i have a robot who is not
suppose to be affected by neurol toxins and other poisons but when the
robot is hit with a neurol toxin effect the robot will not be affected
by the health infliction flag but it is still affected by the chance
modifier which does not make sense for a robot



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