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Author Topic: [DONE] Scripts and burning man question.  (Read 2074 times)

Offline Nord

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[DONE] Scripts and burning man question.
« on: August 09, 2021, 07:55:58 am »
Is there any hooks, variables, commands, etc in scripts, to acquire status of unit: on fire or not?
Thanks.
« Last Edit: September 17, 2021, 05:50:19 pm by Meridian »

Offline Meridian

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Re: Scripts and burning man question.
« Reply #1 on: August 09, 2021, 10:33:46 am »
not atm

Offline Nord

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Re: Scripts and burning man question.
« Reply #2 on: August 09, 2021, 10:57:12 am »
sad but ok.

Offline Meridian

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Re: Scripts and burning man question.
« Reply #3 on: August 09, 2021, 11:04:03 am »
It can be easily added.

We don't add everything by default, because the number of available attributes is just overwhelming... and because attributes that can be changed first need to be carefully checked for "how much damage could be done by exposing it" before it's added.

If you just need a read-only access to it, I'm sure Yankes (or I) can add such simple fields when you ask for them.

Offline Nord

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Re: Scripts and burning man question.
« Reply #4 on: August 09, 2021, 11:10:28 am »
I just wanted to remove frozen effect (of my frost weapons) when unit goes on fire. Now i have only reversal, remove fire with frost weapons. But it is one half of logic.

Offline Meridian

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Re: Scripts and burning man question.
« Reply #5 on: September 17, 2021, 05:49:22 pm »
This was added in the meantime.

Offline Yankes

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Re: Scripts and burning man question.
« Reply #6 on: September 17, 2021, 07:07:23 pm »
This was added in the meantime.
In version OXCE 7.0.15 there two new operation for battle unit like:
```
u.getFire fire;
u.setFire 15;
```
Only probably problem is moment when unit catch fire, it could be applied by environment or by other scripts.
Because of this I think it should be handed by next turn scrip hook, where you will handle all units that have frost and fire at once
(stronger should win, and stay on unit, if have same strength then both could nullify each other).

Offline Nord

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Re: Scripts and burning man question.
« Reply #7 on: September 20, 2021, 01:20:10 pm »
In version OXCE 7.0.15 there two new operation for battle unit like:
```
u.getFire fire;
u.setFire 15;
```
Only probably problem is moment when unit catch fire, it could be applied by environment or by other scripts.
Because of this I think it should be handed by next turn scrip hook, where you will handle all units that have frost and fire at once
(stronger should win, and stay on unit, if have same strength then both could nullify each other).
This is great! Thank you.