Hi Craig, Can you take a look at implementing these? . Before skill perform event that returns true if the engine should continue with performing the skill, false otherwise. Can be used to let scripts stop skills from being performed e.g skills with a requires_effects flag or requires_terrain would only work if you had the correct target. I wonder if it'd be possible to implement global points with this event. When it returns false, it should probably speak an error message if the scripter has not supplied one. . Before_movement and after_movement event. Again, the before move lets scripts stop the movement. . Before_effect_apply event would let me implement effect immunities and effects that only affected a certain team(s). . AI awareness of the results of the above events, so that it won't try using a skill that it can't use because of before_skill_apply, or applying effects that it can't. There probably needs to be an internal function or something like can_apply_effect, can_move or can_use_skill that calls the before event functions for this to work I think. . Effect_fizzling events do not currently get fired when tile effects fizzle. . Exposing of team objects on unit objects so we can query the teams that this unit is allied or foes with. . Terrain objects through a tile property. Victorious
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