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    How do I auto-damage units at the end of a player's turn?

    Scheduled Pinned Locked Moved Map Making
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    • B Online
      beelee @VictoryFirst
      last edited by beelee

      @victoryfirst

      yea i don't think "hitsTaken" works as an attachment. It only works for placement.

      edit
      placement as in at game start

      Screenshot from 2024-07-20 07-25-10.png

      1 Reply Last reply Reply Quote 1
      • B Online
        beelee @VictoryFirst
        last edited by

        @victoryfirst

        make another request. Maybe it's not hard to add and @Myrd will bust it out 🙂

        wc_sumptonW 1 Reply Last reply Reply Quote 0
        • wc_sumptonW Offline
          wc_sumpton @VictoryFirst
          last edited by

          @victoryfirst

          There is no attribute "hitTaken" in attachments, only name, value and count. The "hitTaken" attribute can only be used with unitPlacement.

          Then again, this coding would not really work, as only 1 tank would be hit. It is the same problem you would have if you were trying to replace the 2-hit unit with a 1-hit unit, because with the xml coding it is very hard to get the number of units that may occupy a single territory.

          Sorry

          Cheers...

          1 Reply Last reply Reply Quote 3
          • wc_sumptonW Offline
            wc_sumpton @beelee
            last edited by

            @beelee

            Again, I don't think so. As I stated it is very hard to count the number of units that may be located in single territory. TripleA conditions are yes/no, "Is there one or more units located in territory X?", not "How many units are in territory X?". Thus, it would be very difficult to govern how many units the trigger would need to damage.

            So, this would be very difficult to explain, prior to coding.

            Cheers...

            VictoryFirstV 1 Reply Last reply Reply Quote 2
            • VictoryFirstV Offline
              VictoryFirst @wc_sumpton
              last edited by

              @wc_sumpton

              Hmm, that's a shame. So there is no way to count the number of units in a territory? My second idea was to change the HP of tanks to "1" and then auto-place a tank_soak unit to each territory containing tanks at the start of a player's turn, so if I have eight tanks sitting somewhere, eight tank_soak units are spawned as well, which can soak up the hits when attacking.

              B wc_sumptonW 2 Replies Last reply Reply Quote 0
              • B Online
                beelee @VictoryFirst
                last edited by beelee

                @victoryfirst said in How do I auto-damage units at the end of a player's turn?:

                So there is no way to count the number of units in a territory?

                there is with "unitPresence" but you'd have to make a condition for each one. So a separate condition for 1 unit and, 2 , 3 ... and so on.

                Youd also need separate triggers for each one.

                Edit
                and you'd have to do it for each territory

                Edit 2
                and for each player 🙂

                VictoryFirstV 1 Reply Last reply Reply Quote 2
                • wc_sumptonW Offline
                  wc_sumpton @VictoryFirst
                  last edited by

                  @victoryfirst

                  If you are thinking of using "createsUnitsList" then you have to remember that this will only work during a player's endTurn phase, and is really not a good workaround.

                  Cheers...

                  1 Reply Last reply Reply Quote 2
                  • VictoryFirstV Offline
                    VictoryFirst @beelee
                    last edited by

                    @beelee

                    Heh heh I see, it's a pain in the ass 🙂 I think it's handier to just edit then.

                    B 2 Replies Last reply Reply Quote 1
                    • B Online
                      beelee @VictoryFirst
                      last edited by

                      @victoryfirst

                      heh heh just do a few at a time. Start with the high use areas. Maybe do 20 tanks. Once you have it done you can copy paste find and replace for the other players.

                      I think your idea of adding the hit soakers might work. Have the soakers place before combat move and then remove them after combat

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                      • B Online
                        beelee @VictoryFirst
                        last edited by

                        @victoryfirst

                        could call the soakers "reactiveArmor" lol

                        wc_sumptonW 1 Reply Last reply Reply Quote 1
                        • wc_sumptonW Offline
                          wc_sumpton @beelee
                          last edited by

                          @beelee, @VictoryFirst

                          Nothing deals with hitPoints, techAttachments, territoryEffectsAttachments, unitSupportAttachments. To add something, it would need to be designed in, and would have to account for the unit's combat situation, offence/defense. Both territoryEffectsAttachments and unitSupportAttachments could be modified. But as I stated this would need to be designed.

                          Cheers...

                          1 Reply Last reply Reply Quote 3
                          • cameronC Offline
                            cameron
                            last edited by

                            i think you'd need the game to have separate HP values for ATT/DEF just like it does for firepower... and that would lead ro all sorts of problems especially for units that have more than 2 HP... maybe if it was changed so that units full healed each repair phase instead of just 1 HP at a time.

                            wc_sumptonW 1 Reply Last reply Reply Quote 1
                            • wc_sumptonW Offline
                              wc_sumpton @cameron
                              last edited by

                              @cameron said in How do I auto-damage units at the end of a player's turn?:

                              maybe if it was changed so that units full healed each repair phase instead of just 1 HP at a time.

                              There is the "repairUnits" for both the endGame and move delegates. And map properties.

                              <property name="Units Repair Hits End Turn" value="true" editable="true">
                                <boolean/>
                              </property>
                              <property name="Units Repair Hits Start Turn" value="false" editable="true">
                                <boolean/>
                              </property>
                              

                              Cheers...

                              cameronC 1 Reply Last reply Reply Quote 2
                              • cameronC Offline
                                cameron @wc_sumpton
                                last edited by cameron

                                @wc_sumpton

                                actually, that makes them heal less...

                                when i tried:

                                <property name="Units Repair Hits Start Turn" value="true" editable="false">
                                	<boolean/>
                                </property>
                                <property name="Units Repair Hits End Turn" value="false" editable="false">
                                	<boolean/>
                                </property>
                                

                                then:

                                • units healed 0 HP at end of their Turn Complete phase
                                • units healed 0 HP at end of other players Turn Complete phase
                                • units healed 1 HP at start of their Combat Move phase

                                when i tried:

                                <property name="Units Repair Hits Start Turn" value="true" editable="false">
                                	<boolean/>
                                </property>
                                <property name="Units Repair Hits End Turn" value="true" editable="false">
                                	<boolean/>
                                </property>
                                

                                then:

                                • units healed 1 HP at end of their Turn Complete phase
                                • units healed 0 HP at end of other players Turn Complete phase
                                • units healed 1 HP at start of their Combat Move phase

                                when i tried:

                                <property name="Units Repair Hits Start Turn" value="false" editable="false">
                                	<boolean/>
                                </property>
                                <property name="Units Repair Hits End Turn" value="true" editable="false">
                                	<boolean/>
                                </property>
                                

                                then:

                                • units healed 1 HP at end of their Turn Complete phase
                                • units healed 1 HP at end of other players Turn Complete phase
                                • units healed ? HP at start of their Combat Move phase [always fully healed before this point but one assumes 0]

                                EDIT: corrected lazy copy/paste errors

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