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Forums :: Shadow Aura :: Updates

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Lymfada

Posts: 187
Member #214

Mar 31, 2005 21:19
E-Mail Master Account Battling Dragons Reply w/ Quote Edit Post

  Has anyone noticed the updates. The X which makes it easier to tell what has been defeated. Also it now tells you what is effective and what is not. Awesome job Mint I like your updates.
  
Lym
  What does not kill you makes you stronger
Cheetarius

Posts: 353
Member #10

Mar 31, 2005 21:25
Web Site Master Account Battling Dragons Endless Night's Dream R.E. League Reply w/ Quote Edit Post

   I dunno - to me it just looks like it says effective for every tile your monster's pattern would change. Big Smile
  
- Cheetarius, Spamming The Known Universe...
draggy1234

Posts: 486
Member #97

Mar 31, 2005 22:18
Master Account Battling Dragons Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  I concur with lymfada, great updates! Now I won't have to constantly worry about where to set my leader on the grid for optimum tile capture.
  
  ...And I won't have to worry as much about being surprise-shadow-dartsed by any more enemy defeated unscurs. Dead
  
  EDIT: OK, maybe I still have to be careful about where I put my leader.
  
  [Editted by draggy1234 on Mar 31, 2005 22:21]
MintMan

Posts: 4061
Member #1

Mar 31, 2005 23:18
E-Mail Web Site Master Account Battling Dragons Shadow Aura Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  About the leader placement: the battle script and leader placement (which is technically attached to the map script) are supposed to source a common JavaScript to do the elemental laydown. There is just some problems synching them up.
  
  I have known that I was going to add this new X-over feature for a while now, and I did not want to add a script for it (the current JScript is actually printed right onto the page instead of being sourced from a remote file) because then, any change wouldn't take until a cache refresh on a local machine! Adding it like this to the map would create a big problem should anything change.
  
  
  Now that it is all changed and prolly won't for a while, I can get on putting them into a shared resource.
  
  
  
  And now, let us hope it works right. It is a minute before midnight, and I dinnae wanna work on TSC code for a long time Dead
  
  [Editted by MintMan on Mar 31, 2005 23:59]
draggy1234

Posts: 486
Member #97

Apr 1, 2005 12:23
Master Account Battling Dragons Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  One thing I noticed: I was going to deploy a troop, and one tile of its pattern was a wind tile that was supposed to be effective over a neutral psychic field tile. However, when I preview it, it seems like wind is ineffective against psychic, because the tile didn't change.
  
  Sorry for the extra work, but I thought this should be pointed out.
MintMan

Posts: 4061
Member #1

Apr 1, 2005 12:32
E-Mail Web Site Master Account Battling Dragons Shadow Aura Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  That is because the effective/ineffective refers to elements only. The same rules still apply.
  
  Lemme guess: it was an Enemy's Psychic tile? You still have to kill enemies in order to take over their spots; otherwise, although the attack may be effective, you still won't get it 'cause the foe is still alive!
  
  
  Same thing applies to ineffective-seeming tiles taking over a spot due to being more effective against the tile underneath the visible one.
draggy1234

Posts: 486
Member #97

Apr 1, 2005 13:40
Master Account Battling Dragons Endless Night's Dream R.E. League Reply w/ Quote Edit Post

  Never mind, I figured it out. No, it wasn't held by an enemy; it was a neutral tile. I think it was Shadow Bane's effects; I was also going to defeat an enemy Dok.
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