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 81 
 on: January 18, 2018, 12:07:12 PM 
Started by CraigStern - Last post by CraigStern
I'm not sure I understand what you're requesting. You want the ability to modify one or more properties of an individual item via scripting? Something like: ModifyEquipped/characterName,slotName,statName,modification ?

 82 
 on: January 18, 2018, 11:43:44 AM 
Started by CraigStern - Last post by bugfartboy
Would the ability to more directly manage inventory via scripting be a possibility?  If you're storing a unit's inventory in memory in an array (or anything else that implements System.Collections.Generic.IList(T)), perhaps actions to get/set values using the inventory to manage, the item's index within that inventory, and the item property you want to access?  (I'm making the very broad assumption that inventory in save files will continue to store the individual stats of every item in that inventory, such as below from the old engine.)
Code: [Select]
<Inv>Practice Sword,Weapon Hand,c:Swordsman::Fencer::Hero::Champion,,,Sword,16,25,0,0,0,0,0,0,-1,0,0,0,0,0,0,0,0,0,0,0,0,20,0,10,,Sword Wooden,Flimsy practice sword. Strength -1.||Bandages,triggered,,,,,2,16,12,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,20,,Bandages,Restores 12 health.</Inv>

 83 
 on: January 18, 2018, 07:33:31 AM 
Started by CraigStern - Last post by CraigStern
Is modding/scripting support for the new engine going to be as extensive as the currently released Telepath Tactics engine?

I'm aiming to keep scripting support at about the same level, with the addition of being able to customize AI behavior. The one thing I'm pretty sure I won't be able to support in the new version is custom graphics--Unity bakes all that stuff right into the executable, unfortunately, and it seems it doesn't support pulling graphical assets in from outside the way Flash did.

 84 
 on: January 17, 2018, 07:25:48 PM 
Started by CraigStern - Last post by bugfartboy
Is modding/scripting support for the new engine going to be as extensive as the currently released Telepath Tactics engine?

 85 
 on: January 17, 2018, 03:36:10 PM 
Started by CraigStern - Last post by CraigStern
-- created a new, 9th nose type for human generated characters.

-- added Sort functionality to the reserve inventory screen. You can now use the sort button to sort your reserve supplies, cycling through a series of modes in which it shows consumables first; weapons first; armor first; and miscellaneous items first.

 86 
 on: January 16, 2018, 04:15:12 PM 
Started by CraigStern - Last post by CraigStern
-- created a "yes/no?" pop-up window to use throughout the UI.

-- you can now give items from reserve supplies to particular characters. I ditched the click-and-drag system from original TT--here, instead, you'll click the item, click the Give button, and then click the character you want to give it to. (Unless that character's inventory window is already open, in which case it'll automatically give them the item when you click the Give button.) It's very straightforward this time around, and consistent with how items are given outside the reserve inventory screen.

-- you can now permanently drop items from reserve supplies. (You'll get a pop-up window to confirm first, though.)

-- spent a lot of time getting the UI behaving appropriately in unintended cases (that is, it won't freak out or crash the game if players just click around everywhere instead of following the intended flow).

 87 
 on: January 15, 2018, 04:05:45 PM 
Started by CraigStern - Last post by CraigStern
-- the AI now completely disregards non-allied characters with the Hidden status.

Resumed work on the reserve inventory screen today!

-- you can now click the portrait of a character in the current roster to inspect their individual inventory.

-- you can now click individual items in character inventories and have them drop those items into the reserve inventory.

-- you can now close the reserve inventory by clicking in any "blank" space on the inventory menu; when you do, it saves your changes to the common inventory and to the inventories of the individual characters.

-- fixed a few bugs in the reserve inventory item boxes that were preventing them from loading properly.

 88 
 on: January 12, 2018, 02:56:57 PM 
Started by CraigStern - Last post by CraigStern
-- enemies in water or lava now find the closest square of land and swim towards it during an AI-controlled player's turn.

-- cleaned up the timing of numerous start-of-turn events so as to accommodate the "new turn box" showing up beforehand.

-- fixed a bug in which the enemy turn wouldn't proceed sometimes if it tried to rotate a character who was not able to rotate (e.g. a character who had spent its turn swimming).

-- fixed a bug in the multi-turn movement path generation algorithm in the AI.

-- fixed a bug in which move tiles spawned by the AI for movement initiation purposes stuck around the battlefield.

 89 
 on: January 10, 2018, 03:42:18 PM 
Started by CraigStern - Last post by CraigStern
-- took the near-sighted physical trait out of the game; giving characters an inherent miss chance (even just a few of them) detracted from the game too much, making those characters markedly less enjoyable to use.

 90 
 on: January 10, 2018, 12:13:42 PM 
Started by CraigStern - Last post by CraigStern
-- characters now support a "current mood," with duration (number of days they'll be in the mood) and power (a number reflecting how strong a subsequent mood has to be to override it). This will be used to mark characters with a sort of "temporary personality trait" that affects their behavior.

-- wrote narration for the "Disappear" activity, to be used by characters who are in mourning.

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