- Joined
- Jul 22, 2015
- Messages
- 3,485
So just to clarify, the Hero will "channel" the charge at a target point and will end if they run out of mana, correct? How will the user decide to end the channel before that happens?
I drain the mana every loop iteration (0.03), so I have to convert the (2%) into units of 0.03, which is 0.0006 every 0.03 seconds. Let's say our Hero has 50 strength and the user only lets the Hero channel for one whole second, the damage will be: (50 * 2) * 0.02 = 2 damage.
...should stunning + knocking back during the charge stop damage from happening?
To the first question, yes.
Oh, he willThanks for the hard work and for being patient with me despite my bad description.
That was pretty challenging to make, but I managed to get it done with minimal bugs. The "knockback interrupts caster" mechanic you want absolutely requires that you use Bribe's knockback system and that you run all your knockbacks through it. With that in mind, it also means you need Bribe's unit indexer. The animation can sometimes bug out (ex: caster animation will be standing even though they are charging). It doesn't happen a lot, but don't freak out about it; I wasn't entirely sure how to fix it. One other thing to keep note of is that due to the nature of the spell and PurgeandFire's Check Walkability, the Hero will run through units. However, he will stop on other obstacles. Here are the spell mechanics:Power Attack
The user begins channeling his strength behind a single devastating attack.Attack animation is stopped before a swing during channeling.
He should be able to move during channeling (I do not mind if this can't be done).This drains 2% of his mana per second.
Click to normal attack to activate the spell on all targets within 100 radius of the main target or in front of the user. This deals damage and knockback the targets x range.
If he gets stunned, or knockbacked, etc. viva spells, or normal attack, it becomes disrupted. The spell should be avoidable.
Level 1 - Damage = (1 x Str) x % of Mana Consumed
Cooldown: 60s
Level 2 - Damage = (2 x Str) x % of Mana Consumed
Cooldown: 54s
Level 3 - Damage = (3 x Str) x % of Mana Consumed
Cooldown: 48s
Spell Type: Unit Target
Targets Allowed: All enemies except air.
|
Ahh probably because I don't reset the animation when that instance ends. I only reset it when the charge ends. Thanks for bringing it up! Ill work on it later.when the Chieftain runs out of mana, he keeps playing his walking animation but at a significantly slower pace.
I got the idea from Quilnez. He got the idea from someone else, but I cant remember. I take no creditI was just surprised at how you pulled off the whole hiding-the-spell-and-keeping-the-cooldown-intact thingy without it. Nice alternative.
Um? Wait, what's this about a 2nd ability (same as first, or different)? How can it get the 1st one back (does it lose it somehow)?The mechanic is that the unit uses the ability, goes on cooldown, gets a second ability, uses that ability, and then gets the first ability back. Hiding the ability is purely aesthetic.
I mean, via trigger one must disable it for the player, but the Spellbook is only on/given to a specific unit (you generally make a different Spellbook for each time you need to use the trick).KILLCIDE said:It also sounds like the spellbook trick is player specific rather than unit specific.
![]()
good job so far!
The spell request required two abilities. One is an instant cast, and the other is point target. The instant cast is the first ability, which has the cooldown. When the caster uses it, they begin channeling, where I then hide the first ability and add the second ability (the cooldown has already started at this point). You use the second ability to select a target point, where the caster then begins to charge at. The second ability gets removed, the first ability is unhidden, still retaining its cooldown. If you open the map or look at the gif, you will know what I mean.Um? Wait, what's this about a 2nd ability (same as first, or different)? How can it get the 1st one back (does it lose it somehow)?
Figure what out?I'm really curious to figure this out.
EDIT
I was right about the animation thingfixed! Thank you again for reporting it.
What's the trick? I've heard of the Spellbook trick, but Engineering Upgrade?
Yayy... another charge spell. I assumed that the mechanics you didn't mention, you actually wanted, sooo (excluding stun stopping the charge):Shield Charge
Shield at hand, the unit rushes towards the enemy and damaging everyone in front
Level 1 - 180% of strength as damage, casting range 600
Level 2 - 250% strength as damage, 600 casting range.
Level 3 - 320% strength as damage, 600 casting range.
Spell Type: Unit target
Targets Allowed: Ground Units
Additional Info: If there is a unit blocking the way of the target, the triggering hero stops and deals the damage to that blocking unit and enemies nearby instead of the target of ability. AoE is 200
I ended up creating my own with somewhat similar structure (Time Lapse) so if you kinda want something with extra challenge and interesting to create, how about this instead?Maan that sounds complicated (even with the library linked by IcemanBo). I'll keep it in my list for now, but no promises that I can finish it.
Yayy... another charge spell. I assumed that the mechanics you didn't mention, you actually wanted, sooo (excluding stun stopping the charge):
- Damage is dealt in a cone in front of the caster (starting from the target)
- Strength includes bonuses, and takes current strength of the Hero, not what Strength the caster had when it casted
- Damage is only dealt when the caster succesfuly runs into a unit
- Caster will stop at obstacles (including units)
- Charge is uninterruptible by the player
GIF Preview
Requirements
Changelog
v1.00 (07 November 2016)
- Uploaded
Given that I'm by myself and I do this on my free time, I will only make it if you actually have plans of using it![]()
Could you use the format with the mechanics you want? It would be easier for me to reference back to while I'm making it. I will be able to start on it either tonight or tomorrow evening.
If a unit has 500 HP, takes 200 damage, and 199 healing, I should kill them?If total damage is greater than the total healing after the duration has expired, kill the unit.
Woops, my mistake. I meant to say:If a unit has 500 HP, takes 200 damage, and 199 healing, I should kill them?
As long units do not take damage from health subtraction instead of actually dealing damage, then any damage taken can easily be nulled by a DDS. If I run the loop every 0.03 seconds, any healing done to the unit can easily be set back to whatever HP it had when the instance first started (this includes health regeneration). The only issue I don't see possible is making it so that the unit who deals the most damage gets the kill credit.
You shouldn't be doing health subtraction to deal damage anyway. If the health subtraction is fatal, kill credit is not applied. I'm a little confused with the last half of the sentence.I guess the loop can also check for non-fatal health subtraction by triggers, but that would not work for any value of the N multiplier except 1, so it's useless
Its possible considering I only need to save the unit who has dealt the most damage so far. I have to consider the possibility of the unit damaging multiple targets with False Promise, which gets super convoluted. I'll see what I can do.Also, don't worry about the kill credit, it really wouldn't bother me in my application for the spell. I could see it maybe being done inefficiently with a hashtable storing the damage
You shouldn't be doing health subtraction to deal damage anyway. If the health subtraction is fatal, kill credit is not applied. I'm a little confused with the last half of the sentence.
Its possible considering I only need to save the unit who has dealt the most damage so far. I have to consider the possibility of the unit damaging multiple targets with False Promise, which gets super convoluted. I'll see what I can do.
@_Guhun_ hey sorry I've been busy the past few days. I haven't started on the request yetJust had two questions:
- should it be dispellable?
- If you want a buff indicator, should it be "negative" or "positive"?
I'm going to use Unholy Frenzy as the base ability. Let me know if this will be a problem.It should have a buff
Why?PS: It would be great if made a custom event for when an instance of the spell begins and when it ends.
Why?![]()
Also one last thing: if the damage taken is fatal, should the target take damage first and then be healed at the end of the instance? Or should it just be healed?
Sorry I meant "if the damage isn't fatal..."Hmmm... I don't really get this part. Why would you only heal a target that took fatal damage? Don't you need to deal the fatal damage? :S
Adding custom events won't be a problem. I was just genuinely curious as to why you wanted it.
Sorry I meant "if the damage isn't fatal..."
It would definitely die.
Got it. So do you only want two events (index & deindex)? What kind of variables do you want me to include?