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 Post subject: Action Points lib
PostPosted: Thu Aug 04, 2016 12:07 pm 
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Betatester

Joined: Fri Oct 16, 2009 3:26 pm
Posts: 155
This lib eliminates timer completely, and instead your worms can move, jump and attack, as long as they have enough Action Points. Taking any action drains AP until the worm has no action points left. Well, weapons have to be input into the lib manually, i've just added 4 test weapons to see if this is working. AP displayed on your turn timer, unless you have 1 or less, in which case turntimer will show 1. AP are restored for every worm inbetween turns. There is also a 1s delay between attacks.

This took like 10 minutes, but i thought the concept was cool, so maybe people will adopt this lib for something fun. You can change the AP costs of each weapon and add new weapons. You can also change AP stat of any worm.

Also I've added SWAT, coz i like it. You can disable it by removing second script from the lib.

Test it, because I was lazy.


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actionpoints.zip [1.8 KiB]
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 Post subject: Re: Action Points lib
PostPosted: Thu Aug 04, 2016 12:32 pm 
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Joined: Mon Jul 30, 2012 9:45 am
Posts: 194
Epic dude, great idea, these are the kind of neat little libs that can lead to fun original schemes! I'll certainly think about implementing it in a scheme!

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