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[harm_unit_loti] incinerate/drain/leech #781
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The only problem is that while |
I guess I don't understand the issue, which is okay. To be clear, I'm not expecting [harm_unit_loti] to know how to handle incinerate and automatically make use of it because the weapon being used has a special, I just want to be able to add incinerated=yes when I call [harm_unit_loti], like I can for slow or poison, so that I don't have to set the status myself. |
For builtin specials like slow, poison, drain etc, it has to be implemented in |
So, fire_event with [primary_attack] and [secondary_unit] for the first, then rewrite the second using store_unit so I can iterate over them? I'm about clueless what goes in [primary_attack], unless perhaps it's a [attack] block with [special] id=incinerate... ? |
For first, you need to use Next, to pick the right attack, you can just fill the |
[harm_unit] accepts slowed= and poisoned=. In this case then I guess I give the catapult an attack and use it as the primary unit? Right now, I'm just harming the unit, there is no actual "attacker" to hold a weapon. Not sure what I'd do if I was trying to build, for example, a booby-trapped chest (manually edit the victim's stored unit I guess). |
Yes. You need a weapon with the weapon special for that to trigger. |
Since h_u_l supports slowed and poisoned, it only seems logical that it should support incinerated. Not just because it's perfectly logical, but also because I'm lazy and don't want to code a separate event.
Also, it probably makes sense to add support for drains, leeches, perhaps even something like mind_raid.
I wonder if it is not also the place for things like explosive, explosive_slow, etc. Or maybe those should go in systemd, don't want to get too crazy.
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