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Author Topic: [Documentation] Mana  (Read 11388 times)

Offline Gliks

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Re: [Documentation] Mana
« Reply #15 on: March 13, 2020, 05:03:10 am »
well the thing i want to do with health is

not remove soldiers from activity to put them on the wounded list

i want them to be able to jump right into the next battle with the damage they already have

with mana i can disable geoscape regen and just use mana as a healthbar retaining all "damage"

the only thing i can't do is kill someone who runs out of mana. which might be an easy flag to add, i have no idea

Offline ohartenstein23

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Re: [Documentation] Mana
« Reply #16 on: March 13, 2020, 01:45:19 pm »
You could use both then - HP represents health during battle, then at the end of the mission, use the returnFromMissionUnit script to set the soldier's mana level to something related to HP and fully heal their HP. In the next mission, the createUnit script can read how much mana the soldier is missing and set their HP to that amount at the start of battle. In between battles, you can have base facilities like a hospital that restore mana over time.

Offline Gliks

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Re: [Documentation] Mana
« Reply #17 on: March 14, 2020, 08:52:08 am »
well that's certainly a lot more complicated than what i had in mind, but it WOULD work...

i'll look into it :D

Offline Thermite

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Re: [Documentation] Mana
« Reply #18 on: April 12, 2020, 01:30:01 am »
I did propose StatStrings which can read scripted Tags. They would allow such things.
It is already implemented and would just need some lobbying amongst modders.

OwO
Can I see?