That looks great, thanks for using those colors.
Okay so I hunted for the confused effect but then i realized since it only applies on the world map it might bug out if I used it in combat. So instead I found Stun, that would at least indicate "this unit isn't going to do anything this turn."
Here it is:
Code:
-- ***********************************************
-- * Stun
-- ***********************************************
function effect_stun_attack(target, pause, duration, log_message)
--local target = Attack.get_target()
if pause == nil then
pause = 1
end
if target == nil then
target = Attack.get_target()
end
if duration == nil then
duration = tonumber(Logic.obj_par("effect_stun", "duration"))
end
if (Attack.act_ally(target) or Attack.act_enemy(target)) and not Attack.act_feature(target, "boss,pawn") then
--local duration = tonumber(Attack.get_custom_param("duration"))
duration = correct_spell_duration (duration, target, true)
local inbonus = tonumber(Logic.obj_par("effect_stun", "inbonus"))
local speedbonus = tonumber(Logic.obj_par("effect_stun", "speedbonus"))
-- local speed = Attack.act_get_par(target, "speed")
-- local change_speed = speed - speedbonus
Attack.act_del_spell(target,"effect_stun")
Attack.act_apply_spell_begin( target, "effect_stun", duration, false )
Attack.act_apply_par_spell( "disreload", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "disspec", 10, 0, 0, duration, false)
Attack.act_apply_par_spell( "initiative", -inbonus, 0, 0, duration, false)
Attack.act_apply_par_spell( "speed", -speedbonus , 0, 0, duration, false)
Attack.act_apply_spell_end()
Attack.atom_spawn(target, pause, "effect_stun", 0, true)
-- log_message = -1 - íåò ëîãà, 0 - ïðèïèñûâàåì ê äàìàãó, 1 - âûâîäèì îòäåëüíîé ñòðîêîé
if log_message == nil then
log_message = 0
end
if log_message == 0 then
Attack.act_damage_addlog(target, "add_blog_stun_")
elseif log_message == 1 then
if Attack.act_size(target) > 1 then
Attack.log(pause, "add_blog_stun_2", "targets", blog_side_unit(target, 1))
else
Attack.log(pause, "add_blog_stun_1", "target", blog_side_unit(target, 1))
end
end
end
return true
end
Any idea where the visual effect is in all that? I don't want the unit to actually be stunned, just look like while they are distracted.