I'm looking to either make a combo move where you hit say A for the fireball and then A changes to another stronger fire spell to combo and it continues like that. Similar to
I have a few ideas on how to implement this. Also would it be possible to create a melee combo system, say 3 hits and it repeats with no cooldown except the animation play time but you can combo into a roll or put up a shield. By roll I really mean roll although that can be represented as a jump or something.
This is very possible. I'm already using combos in my map. Think switch effects, buffs and validators. For example, for your 3 hits into roll idea... well since most units don't have a roll animation, lets say on the 4th hit you want the attacking unit to dodge to the right. You could use a switch for the weapon effect. The default case would be a set with the regular attack effect(s) and an apply behavior effect. This would apply an invisible counting buff to the caster. Make the duration very short, probably right around or slightly larger than the weapon period. Then make a validator of type Unit Compare Behavior Count, set the unit to source, count 3. Then on the weapon switch effect, add a case with the effect being your roll or jump or dodge effect, for example, making the source teleport to an offset to simulate dodging. With whatever effect you use here, you would also need to include a "remove behavior" effect which removes 3 counts from the caster. Insert your "Count = 3" validator into this switch case.
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I'm looking to either make a combo move where you hit say A for the fireball and then A changes to another stronger fire spell to combo and it continues like that. Similar to
I have a few ideas on how to implement this. Also would it be possible to create a melee combo system, say 3 hits and it repeats with no cooldown except the animation play time but you can combo into a roll or put up a shield. By roll I really mean roll although that can be represented as a jump or something.
This is very possible. I'm already using combos in my map. Think switch effects, buffs and validators. For example, for your 3 hits into roll idea... well since most units don't have a roll animation, lets say on the 4th hit you want the attacking unit to dodge to the right. You could use a switch for the weapon effect. The default case would be a set with the regular attack effect(s) and an apply behavior effect. This would apply an invisible counting buff to the caster. Make the duration very short, probably right around or slightly larger than the weapon period. Then make a validator of type Unit Compare Behavior Count, set the unit to source, count 3. Then on the weapon switch effect, add a case with the effect being your roll or jump or dodge effect, for example, making the source teleport to an offset to simulate dodging. With whatever effect you use here, you would also need to include a "remove behavior" effect which removes 3 counts from the caster. Insert your "Count = 3" validator into this switch case.