Post by Rodak on May 15, 2005 2:07:39 GMT -5
Congratulations on the upgrade Doan! Being among the many, many people who get up at a quarter of 4 in the morning, I ran into the upgrade in progress on Satruday Morning. I woke up early today (3:00 AM Sunday) and the upgrade is done. We'll see if it is any better... (I know I almost always hate software upgrades where I work, they take away more stuff than they add).
Anyway, back to business. In my game I have a couple of classes of Mage that required the creation of new Magic Properties. Thus, I renamed a few of the unnamed properties and was going to set battle flags (enemy editor/advanced tab/flag) so I could display messages if, for example, the enemy is immune to "I-Ain't-Sayin-Yet" Magic.
But when I read the Help File on that page it seemed to contradict itself. I quote:
"Here you set the default flags that are unique to this Enemy. These flag statuses are not automatically set to the Enemy. If you wish to utilize these flag settings, Script commands must be used."
Is it just me, or does that not contradict itself?
Does that mean that if there is some system event set to trigger when a flag goes off (like an indirect effect, get it?... "status"... indirect effect... I dunno) that you must still check first? That is not a problem.
All I want to do is set four of these to act as markers (in conjunction with the Instig Side Flag {if I am learning the battle system properly}) for script branch conditions in a modified battle messages script just so I can let the player know about enemy weaknesses and resistances when the spells are used. One for strong against "I-Ain't-Sayin'-Yet", one for weak against "I-Ain't-Sayin'-Yet", and two for the other, equally unmentionable, properties.
I think that will work, but I have learned that I can save enormous headaches if I just ask here and move on to something else (like setting resistances and weaknesses to these in every enemy).
That is not to imply I am trying to avoid work, just trying to avoid wasted effort. If somebody knows the answer, please let me know.
Thanks in advance.
Peace.
Anyway, back to business. In my game I have a couple of classes of Mage that required the creation of new Magic Properties. Thus, I renamed a few of the unnamed properties and was going to set battle flags (enemy editor/advanced tab/flag) so I could display messages if, for example, the enemy is immune to "I-Ain't-Sayin-Yet" Magic.
But when I read the Help File on that page it seemed to contradict itself. I quote:
"Here you set the default flags that are unique to this Enemy. These flag statuses are not automatically set to the Enemy. If you wish to utilize these flag settings, Script commands must be used."
Is it just me, or does that not contradict itself?
Does that mean that if there is some system event set to trigger when a flag goes off (like an indirect effect, get it?... "status"... indirect effect... I dunno) that you must still check first? That is not a problem.
All I want to do is set four of these to act as markers (in conjunction with the Instig Side Flag {if I am learning the battle system properly}) for script branch conditions in a modified battle messages script just so I can let the player know about enemy weaknesses and resistances when the spells are used. One for strong against "I-Ain't-Sayin'-Yet", one for weak against "I-Ain't-Sayin'-Yet", and two for the other, equally unmentionable, properties.
I think that will work, but I have learned that I can save enormous headaches if I just ask here and move on to something else (like setting resistances and weaknesses to these in every enemy).
That is not to imply I am trying to avoid work, just trying to avoid wasted effort. If somebody knows the answer, please let me know.
Thanks in advance.
Peace.