New specActions/things.
Posted: Tue Feb 12, 2019 1:23 am
It seems that we may need some new special actions, and I think I know a few which would be necessary and soon be needed. I guess I'll leave the name into you.
1. IS_PASSABLE.
Description: Causes the object to be passable by all players, like CAN_BE_FLOWN_TRU.
Example: Entry like units, Trees, and some others that I forgot I guess.
2. TURN_SPEEDUP.
Description: Instead of going down normally by turn, the unit can be only trained by PROD_SPEEDUP, also works if building would need PROD_SPEEDUP to produce units by using that. Both can work.
Example: We have idea of Tavern which the only way you can get units by using PROD_SPEEDUP like the Money Courier, as well as a idea with Alexander about a tower that would boost units/refill spell.
3. TRANSFORMATION2 and more.
Description: Basically just like transformation, just more.
Example: The druid, he's supposed to turn into all kinds of animals. But it is impossible for now since only one transformation slot. And perhaps some other units would need it.
4. Spells and factory production.
Description: Give the possibility of units who are on the nature team to use spells, also allow neutral factories to produce units.
Example: Allowing spells should good for neutral magic units, also allowing certain neutral buildings to produce to create more hazards like that Bandit Camp should be great also.
5. On Hit Percentage.
Description: You know if a unit activates burning weapon or has it passive, it always hits 100%. For some units, we need some to be always 80 or 20% chance to affect.
Example: There's quite a few, like Golems gain 20% chance to inflict fear with their attacks.