[ian-reeds-games] suggestions and questions

  • From: Richard Claridge <richard.claridge68@xxxxxxxxxxxxxx>
  • To: ian-reeds-games <ian-reeds-games@xxxxxxxxxxxxx>
  • Date: Fri, 19 Apr 2013 10:37:44 +0100

Hi Ian and alll.
Ian I was wondering if it would be possible to add a feature for
failed skills. For example like a fail_effects flag, so that if a
skill has a chance flag but fails there could be an effect on the
caster, like deactivating a trap but it doesn't work so you get an
electric shock or an attack not hitting but rebounding instead as a
fail effect.
Also a question for Craig relating to his transport scripts. I don't
have any idea how scripting works so don't know if its at all possible
but its linked to capacity cost. As things are at the moment if you
want units with different capacity costs then you have to create
different load unit skills because the capacity cost argument is
attached to the skill rather than the unit. Is it possible to have a
capacity cost on the unit so that different skills don't have to be
created but it be a sort of unit flag?
I think that was about it for now.
Thanks guys, and thanks especially to Ian for all these updates and
everything, I'm downloading the newest dev version as I type.
Richard

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