- Joined
- Feb 26, 2008
- Messages
- 16
I want to add a new class of ability to a hero called "Mastery" and "Elemental" damage.
Mastery
- Mastery is like a passive ability for either a summon or a hero.
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--- Example 1 -----
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>> Necromancer hero learns Raise Skeleton ability. Each skeleton only has the default 180 life and 12-14 damage.
>> Necromancer hero levels up and learns "Skeletal Mastery". What it does is increase all units with the ability techtree / research / upgrade or whatever.
>> Skeleton now each has 15-16 damage (and possibly bonus HP and armor).
Summary - basically a hero "buys" an item, uses it and then it raises the "upgrade" level of the "skeletal mastery" melee / ladder style which in turn increases the Skeleton's stats.
Elemental Damage
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--- Example 1 -----
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>> I want to have a fire, cold, lightning, physical and magic type of damage through spells.
>> a hero item can then have statistics such as "half-freeze duration", "half-poison damage reduction", reduce damage taken by 50%, reduce fire damage by 35% and stuff like that.
>> How do I detect the type of spells casted and reduce its damage depending on its element?
Mastery
- Mastery is like a passive ability for either a summon or a hero.
----------------------------------------------------
--- Example 1 -----
----------------------------------------------------
>> Necromancer hero learns Raise Skeleton ability. Each skeleton only has the default 180 life and 12-14 damage.
>> Necromancer hero levels up and learns "Skeletal Mastery". What it does is increase all units with the ability techtree / research / upgrade or whatever.
>> Skeleton now each has 15-16 damage (and possibly bonus HP and armor).
Summary - basically a hero "buys" an item, uses it and then it raises the "upgrade" level of the "skeletal mastery" melee / ladder style which in turn increases the Skeleton's stats.
Elemental Damage
----------------------------------------------------
--- Example 1 -----
----------------------------------------------------
>> I want to have a fire, cold, lightning, physical and magic type of damage through spells.
>> a hero item can then have statistics such as "half-freeze duration", "half-poison damage reduction", reduce damage taken by 50%, reduce fire damage by 35% and stuff like that.
>> How do I detect the type of spells casted and reduce its damage depending on its element?