unit-shifting....
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- Doc Paterson
- Drake Cartographer
- Posts: 1973
- Joined: February 21st, 2005, 9:37 pm
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unit-shifting....
This has probably been discussed in the past, but I'm wondering if it's possible to program a unit with an "ability" that would allow it to change into another form (a werewolf or other shape-shifter, for example). If this is possible, would it also be possible to have this ability be non-functional, if the unit had moved at all during a turn?
(The concept being a shapeshifting unit that could not move on the turn that it shifted.)
(The concept being a shapeshifting unit that could not move on the turn that it shifted.)
I will not tell you my corner / where threads don't get locked because of mostly no reason /
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
because I don't want your hostile disease / to spread all over the world.
I prefer that corner to remain hidden /
without your noses. -Nosebane, Sorcerer Supreme
Re: unit-shifting....
You can have an event trigger a change in type for a unit. There isn't a way to do this through the user interface though.Doc Paterson wrote:This has probably been discussed in the past, but I'm wondering if it's possible to program a unit with an "ability" that would allow it to change into another form (a werewolf or other shape-shifter, for example). If this is possible, would it also be possible to have this ability be non-functional, if the unit had moved at all during a turn?
(The concept being a shapeshifting unit that could not move on the turn that it shifted.)
There is even a scenario in one of the campaigns (Liberty I think) that has units change between Loyalists and undead depending on the time of day.
One issue with this is how to handle hit points when the different unit types don't have the same maximum. Another is handling poison when a unit changes between a form that is vulnerable to poison and one that isn't.