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 [Script System][Suggestions] BattleGetCurrentTurn() and more

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Unknown_Hero
Minotaur
Minotaur
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Messages : 344
Quality Points : 40
Registration Date : 2015-09-06

PostSubject: [Script System][Suggestions] BattleGetCurrentTurn() and more   2017-03-30, 03:16

BattleGetCurrentTurn()

Returns the current turn of combat as a number.

*

BattleGetCurrentSide()

Returns the current side who has to play.

*

AddDamage(percent)

Adds the specified percentage of damage.

*

RemoveDamage(percent)

Removes the specified percentage of damage.

*

AddBallistaDamage(percent)

Adds the specified percentage of damage for the Ballista and Turrets.

*

RemoveBallistaDamage(percent)

Removes the specified percentage of damage for the Ballista and Turrets.

*

IsHexMoat(hex)

Returns "true" if there is moat on the specified hex, returns "false" otherwise.
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XT3RM1N8R
Gargoyle
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Registration Date : 2016-11-06
Age : 20
Location : USA

PostSubject: Potential Implementation Requested   2017-04-04, 20:50

Hello,

Could you provide examples for how the functions that return information could be used? Also, could you elaborate on how the damage-modifying functions work?

Thank You,
XT3RM1N8R

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Darmani
Master Modder
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Registration Date : 2014-12-27

PostSubject: Re: [Script System][Suggestions] BattleGetCurrentTurn() and more   2017-04-05, 18:32

Yeah, we definitely should get cracking on creating standard libraries in Lua. The moat one can be implemented in pure Lua already.
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Unknown_Hero
Minotaur
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Messages : 344
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Registration Date : 2015-09-06

PostSubject: Re: [Script System][Suggestions] BattleGetCurrentTurn() and more   2017-04-06, 07:01

@XT3RM1N8R

BattleGetCurrentTurn(), BattleGetCurrentSide()

The player can be offered a strategic goal or a quest. The reward for this goal (or penalty) is that during combats, additional troops are generated every three turns from the first round of combat when he gets the hand.

*

AddDamage(percent), RemoveDamage(percent), AddBallistaDamage(percent), RemoveBallistaDamage(percent)

The damage of the attacking troop or the Ballista are calculated normally.
Then, the specified percentage is added (or removed) from the initial damage.

For example, if the troop has to do 100 damage and 10% damage is added, the troop will do 110 damage in the end.

The same for the Ballista and Turrets, if the Ballista has to do 100 damage and 10% damage is removed, the Ballista will do 90 damage and each Turret will do 45 damage.

*

IsHexMoat(hex)

In the "Unknown Mod", the moat gives additional penalties during combat. A troop in the moat loses 2 points of Defense and the troop Speed is reduced to half movement (same effect as the Slow spell).

Darmani wrote:
Yeah, we definitely should get cracking on creating standard libraries in Lua. The moat one can be implemented in pure Lua already.

Just do it! Very Happy
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