- Joined
- Nov 13, 2015
- Messages
- 30
- Reaction score
- 3
- First Language
- Francais
- Primarily Uses
I stopped developping this game for one year so i have to make a new post now that i have time to continue. You can see the original post there but I will resume some interventions here too.
Using Hime's "Tag Manager" makes this Big bird's ability to damage only "insects" but doesn't prevent it from attaking itself (even if it do zero damage.)
Andar said:
you'll either need to abandoning the attack pattern and use a scripted substitute for targeting, or you'll have to think a bit "out of the box". (using troop events and an "allies alive" switch).
So i would like a targeting script. It will be useful for other battles dynamics too.
MeowFace said:
instead of stopping it to target self, why not add a damage formula in your skill to check if target is self, do heal instead of damage?
eg
if attacker's id = target's id, heal 100 hp and play animation 40, else play animation 1 and do 500 damage.
b.id == a.id ? a.hp += 100; a.animation_id = 40; 0 : b.animation_id = 1; 500
If you leave the animation blank in the default skill setting, you can easily set the damage formula to play 2 types of animations based on conditions.
Probleme i encounter with MeowFace's damage formula: error message: (unexpected ';' expecting ':')
Is the formula too long to place in one line or is there an error?
If i use this formula instead: b.id == a.id ? a.hp += 100 : 500
There is no error message but.. the BigBird does zero damage to its allies and to itself. I even tried with 9999 damage in formula.. stil zero damage when testing.
Thanks for your precious help!
Using Hime's "Tag Manager" makes this Big bird's ability to damage only "insects" but doesn't prevent it from attaking itself (even if it do zero damage.)
Andar said:
you'll either need to abandoning the attack pattern and use a scripted substitute for targeting, or you'll have to think a bit "out of the box". (using troop events and an "allies alive" switch).
So i would like a targeting script. It will be useful for other battles dynamics too.
MeowFace said:
instead of stopping it to target self, why not add a damage formula in your skill to check if target is self, do heal instead of damage?
eg
if attacker's id = target's id, heal 100 hp and play animation 40, else play animation 1 and do 500 damage.
b.id == a.id ? a.hp += 100; a.animation_id = 40; 0 : b.animation_id = 1; 500
If you leave the animation blank in the default skill setting, you can easily set the damage formula to play 2 types of animations based on conditions.
Probleme i encounter with MeowFace's damage formula: error message: (unexpected ';' expecting ':')
Is the formula too long to place in one line or is there an error?
If i use this formula instead: b.id == a.id ? a.hp += 100 : 500
There is no error message but.. the BigBird does zero damage to its allies and to itself. I even tried with 9999 damage in formula.. stil zero damage when testing.
Thanks for your precious help!

