These are chat archives for FreezingMoon/AncientBeast

11th
Jul 2016
Cong
@cxong
Jul 11 2016 13:07
moveTo by default checks stats.moveable, I haven't checked Abolished but if it's using moveTo it will be affected
this is different to movement type, I don't think there's such a thing as teleport yet
Dread Knight
@DreadKnight
Jul 11 2016 13:08
I see
ideal deadline to finish fixing all playable units is around 1st August
so we would need to increase the pace a bit; you can work on others I put bounty while waiting for feedback on an existing one
left you comments with feedback, haven't paid the bounty because I figured you will increase it some more xD
Cong
@cxong
Jul 11 2016 13:10
it should be doable as long as none turn out to be as tricky as gumble
how many are left? is it just the ones under the bounty tag?
Dread Knight
@DreadKnight
Jul 11 2016 13:10
there's still a bit of work on him
um, I think about 5 out of 13
left
should be easier, but still trying to figure one out, sigh
well, Gumble is special xD he will get featured in more other games by me
Cong
@cxong
Jul 11 2016 13:29
what's an example of an ability that shows viable targets with colored outlines?
looking at gummy mallet
Dread Knight
@DreadKnight
Jul 11 2016 13:30
Wanted to say Abolished's Fiery Touch, but it's broken atm xD
doing some testing, yeah, it seems the viable targets with colored outline is not the default way atm
Cong
@cxong
Jul 11 2016 13:33
ok I'll ignore that point
Dread Knight
@DreadKnight
Jul 11 2016 13:34
will think about it more and probably make an issue just for it if it's more intuitive
hmm, I think it will make more sense, it's more gradual and causes less confusion against the active unit; will also make self targeting abilities more obvious
but it's a deeper core issue
Cong
@cxong
Jul 11 2016 13:55
is there an existing trap that doesn't disappear immediately after triggering, but on the next turn?
if not, it may be a lot of trouble to implement royal seal
Dread Knight
@DreadKnight
Jul 11 2016 13:57
most traps that actually trap and don't vanish would be like that, showing up under the unit or triggering some visual stuff under
you could consider it as a visual cue and basically add the trap again (as visual indicator) until a condition is met
Impaler and Moss Hound will have traps that need to last (but will use some different sprites with more complex set-ups)
so basically, we'll need a function or something with visual cues along with conditions to use for most triggered traps
Cong
@cxong
Jul 11 2016 14:18
ok looks like there's existing functionality to destroy traps on the start of its owner's turn, so I can use that to get royal seal to disappear on the turn of the creature that stepped on it
Dread Knight
@DreadKnight
Jul 11 2016 14:19
good
Cong
@cxong
Jul 11 2016 14:19
this is not so obvious to set up though
also I guess the trap should be destroyed when the creature dies before reaching its next turn
Dread Knight
@DreadKnight
Jul 11 2016 14:20
yes, I'm pretty sure I mentioned that
there are a few things mentioned in the specs of Gumble you didn't go by, even an upgrade xD
hopefully that other game project is not keeping you late up at night yet
there will be break times between releases
Cong
@cxong
Jul 11 2016 14:29
do you have a list of abilities that should be disabled by royal seal? I guess I can also do that by looking for abilities that use moveTo. To implement this, stats.moveable needs to be checked manually
Dread Knight
@DreadKnight
Jul 11 2016 14:29
Scavenger Escort Service
Uncle Fungus Frog Leap
Magma Spawn Molten Hurl
Headless Whip Move - but this only when using it on medium and large units I guess, otherwise it pulls small units at him
but I guess it could be simplified and when on a trap, it would simply manage to pull all units at him xD
since the sticking into place would help out
it might make more sense and simplify the coding, plus have a bit of a synergy / hidden gem behaviour into it
Cong
@cxong
Jul 11 2016 14:32
no I think that makes it more complex
Dread Knight
@DreadKnight
Jul 11 2016 14:33
hmm
(there will be more abilities affected, but we shouldn't care about them just yet as the units aren't playable and won't be for a while, obviously)