- Joined
- Aug 11, 2015
- Messages
- 223
I love fiddling around in the editor. Unfortunately, my latest idea easily outpaces my current skill level with the editor.
Truth is, my skill at creating unique abilities and tying them to the needed triggers is still in the development phase. I have fiddled around a little bit with dummy units, but can't seem to get it to work, and I know that my ideas will require the use of dummy units.
What I am hoping for is that somebody can provide a clear step by step for what triggers I could use to make the following abilities work. I can do the rest of the work in the editor, but it's those triggers that I can't get right.
Ability 1: Time Compression.
Concept: The mage manipulates the flow of time, speeding up allies or slowing enemies.
Mechanic: When used on an ally, increases movement speed and attack speed by 50%. When used on an enemy, decreases movement speed and attack speed by 50%. Single target.
Advanced: If possible, it would be interesting to let this target buildings, too, to hasten construction for friendlies and slow construction for baddies. I'm not even sure if that's something the editor can do. I've never messed around with that idea before.
Ability 2: To the Future
Concept: The mage flings a target forward in time, temporarily removing it from the battlefield.
Mechanic: The targeted enemy unit is removed entirely from the field, then returns in 30 seconds with the same health and mana it left at.
Advanced: If possible, it should also return with all buffs and debuffs it left with as well, with the same duration they had when it left. Again, not actually sure if the editor can do that.
Ability 3: Time Stop
Concept: The mage moves so quickly that the rest of the world seems to stop for a few moments.
Mechanic: All units on the map are stopped (possibly stunned). All construction on the map is halted. This effect lasts for 10 seconds.
Advanced: If possible, this should also halt the countdown of buffs and debuffs. Hell, if I could, I'd have this freeze all other animations on the map and make the screen turn grey and foggy. I'm pretty sure that is beyond the editor's abilities.
Truth is, my skill at creating unique abilities and tying them to the needed triggers is still in the development phase. I have fiddled around a little bit with dummy units, but can't seem to get it to work, and I know that my ideas will require the use of dummy units.
What I am hoping for is that somebody can provide a clear step by step for what triggers I could use to make the following abilities work. I can do the rest of the work in the editor, but it's those triggers that I can't get right.
Ability 1: Time Compression.
Concept: The mage manipulates the flow of time, speeding up allies or slowing enemies.
Mechanic: When used on an ally, increases movement speed and attack speed by 50%. When used on an enemy, decreases movement speed and attack speed by 50%. Single target.
Advanced: If possible, it would be interesting to let this target buildings, too, to hasten construction for friendlies and slow construction for baddies. I'm not even sure if that's something the editor can do. I've never messed around with that idea before.
Ability 2: To the Future
Concept: The mage flings a target forward in time, temporarily removing it from the battlefield.
Mechanic: The targeted enemy unit is removed entirely from the field, then returns in 30 seconds with the same health and mana it left at.
Advanced: If possible, it should also return with all buffs and debuffs it left with as well, with the same duration they had when it left. Again, not actually sure if the editor can do that.
Ability 3: Time Stop
Concept: The mage moves so quickly that the rest of the world seems to stop for a few moments.
Mechanic: All units on the map are stopped (possibly stunned). All construction on the map is halted. This effect lasts for 10 seconds.
Advanced: If possible, this should also halt the countdown of buffs and debuffs. Hell, if I could, I'd have this freeze all other animations on the map and make the screen turn grey and foggy. I'm pretty sure that is beyond the editor's abilities.