- Joined
- Apr 9, 2004
- Messages
- 502
I was thinking after gettin some feedback for my spells that i;d make a different one since after thought it seemed very unbalanced. Anyways, I want to make a spell for one of my slow players to increase his speed the longer he is in motion and then add the increased speed to his attack. I just want to know how i can detect when he is in motion and when he isn't.
I figured i'd make a half second looping trigger that checked for his position and added a value to his speed if his position wasn't the same.
Now the problem with this is running in between units so i figured after a certian speed was met he's start pushing units out of the way and after that he also start damaging unit's he pushed. As he maxed out his pseed wouldn't increased, but rather his attack damage. the only thing i don't know about is moving the unit he is trying to attack. I suppose i could make an exception so it doesn't to allow him to easy get to that unit and finsih it.
Any thoughts on this spell? Could it be balanced, or would it be too overpowered? (keep in mind that the unit who gets this is the slowest naturally and that it takes a good 3000 distnace or so to acheive full speed. The only thing i'd have to check is his movement angle and make sure to cut his speed bonus by a value (like 250 or so) if he turns 180 degrees and take and lower the penalty the straighter he runs. This will keep him from running in circles to increase momentum and make this spell used to catch up and finish of targets much like his other spell but less cheap as he can stop and be killed in the process or even lose his speed bonus if he's stunned. Perhaps even make him leave a unit trail to confuse enemies.
The only thing is i'll need to make his max speed around 700 or so so he could easily catch any unit running full speed for a good quick attack.
Anyone know how to change that? Can i use the shift thing (it can't be triggered movement he actually has to be moving that fast.)
That's pretty much it.
I figured i'd make a half second looping trigger that checked for his position and added a value to his speed if his position wasn't the same.
Now the problem with this is running in between units so i figured after a certian speed was met he's start pushing units out of the way and after that he also start damaging unit's he pushed. As he maxed out his pseed wouldn't increased, but rather his attack damage. the only thing i don't know about is moving the unit he is trying to attack. I suppose i could make an exception so it doesn't to allow him to easy get to that unit and finsih it.
Any thoughts on this spell? Could it be balanced, or would it be too overpowered? (keep in mind that the unit who gets this is the slowest naturally and that it takes a good 3000 distnace or so to acheive full speed. The only thing i'd have to check is his movement angle and make sure to cut his speed bonus by a value (like 250 or so) if he turns 180 degrees and take and lower the penalty the straighter he runs. This will keep him from running in circles to increase momentum and make this spell used to catch up and finish of targets much like his other spell but less cheap as he can stop and be killed in the process or even lose his speed bonus if he's stunned. Perhaps even make him leave a unit trail to confuse enemies.
The only thing is i'll need to make his max speed around 700 or so so he could easily catch any unit running full speed for a good quick attack.
Anyone know how to change that? Can i use the shift thing (it can't be triggered movement he actually has to be moving that fast.)
That's pretty much it.