Welcome to the new Sinister Design forums!
Started by CraigStern, February 07, 2010, 11:01:17 AM
Quote from: CraigStern on January 29, 2019, 02:17:49 PM-- new special character, the double-semicolon (;;)! When this character is detected in text, the game swaps in a comma. This allows you to use commas in your script action parameters without totally screwing things up! (The game uses actual commas to delimit script action parameters--using the double-semicolon in script action parameters allows you to sidestep this effect.)
Quote from: CraigStern on January 30, 2019, 09:07:36 AM...oh, and about Unicode: getting Unicode characters to work in Unity at all is kind of a process, unfortunately, so probably not. However, your question has inspired me to add support for a couple more ASCII characters I can foresee people wanting to use, so hopefully that'll do. :)
Quote from: CraigStern on February 07, 2019, 02:58:35 PM-- a fun new feature I threw into the game: skills can now have scripts attached to them via the runsScripts attribute, just like items! When used, a skill with runsScripts on it will run each script once for each target that the skill hits. (For purposes of special characters in skill-initiated scripts, the game will treat the attacker as the triggering character, and each individual unit hit by the attack as though it is the secondary character.)
Quote from: ArtDrake on March 27, 2019, 10:22:46 PMeach individual unit that has yet to move considers its options in parallel, and then the unit with the best option of all of them is picked as the next to move, and executes that action (and then everyone else recalculates)... [and] the algorithm used to weigh each individual unit's options has only that unit really in mind