Stratego (dev) wrote: ↑Mon Nov 22, 2021 6:13 pm
new line shown un unit stats: remainingMovement //in this turn how many movements left (use only in EFFECT_AFFECT jsons! no in TECH or UNIT jsons).
this one only to be usedin EFFECT_AFFECT jsons! (not in techs or unit jsons)
how does the line go?
"trnRemainingMovement":3, ????
Stratego (dev) wrote: ↑Mon Nov 22, 2021 6:13 pm
new line shown un unit stats: remainingMovement //in this turn how many movements left (use only in EFFECT_AFFECT jsons! no in TECH or UNIT jsons).
this one only to be usedin EFFECT_AFFECT jsons! (not in techs or unit jsons)
how does the line go?
"trnRemainingMovement":3, ????
Nope. trn is for translated, changed input. Commonly used for objects, but there are some cases (in effect .json) for input of string names, when original field was integer id.
Here we have simple integer as a value, so just "remainingMovement":3
Multiplication depends entirely on idea behind effect.
For this parameter the only thing that needs to be remembered is that it only affects immidate remaining movement points stored temporarily in memory only during the turn.
You cannot even affect enemies in normal way (as they would only move in their own turn, thus different pool).
Movement points are assigned, based on walkRange parameter on the start of the turn plus on walkRange change (with some exceptions).
So if you planned to give your unit movement bonus by effect with remainingMovement bonus and later affected unit with some walkRange boost (or decrease) it would probably loose it.
Planned usage of remainingMovement parameter is to be set in effectAffect that is given by e.g. trnActionUnitIDForCaster as instant decrease or increase of movement.