How would I go about making a pokemon-ish damage and vulnerability system?
The normal sc2 system isn't enough for what I'm trying to do. For one I want to have %based vulnerability as well as set damage vulnerabilities. I also want it to be useable via triggers.
I feel like I should write more but that's really all there is to it :p
If you want to recreate a pokemon turn-based fighting, you should probably handle all your damage via trigger, which would give you full control over the damage you deal. Same for the complex damage calculation formula they use, its probably very hard to impossible to realize it in data.
Ah, no, I just want the vulnerabilities and resistances.
All the rest should still remain the same.
I basically want to make easy 'groups' of damage types.
For example fire damage would deal more damage to plant things and less damage to robots.
Or say if a unit is drenched in gasoline (behavior) I want any fire damage to set it on fire.
I can't really think of any way to do it other then having a really long list of all damaging effects and their damage type and then the same for every unit and it's vulnerabilities.
Maybe add custom damage types if that is possible (the field with 'melee' 'spell' 'splash' 'physical') if that is possible.
Etc... Can all be renamed to 'Fire', 'Plant', 'Water', 'Robotic', or whatever else you want in the Text Editor.
Then when you create your Damage effects, just think: "okay, this is a Fire damage effect... base damage 10... Vs. Water: 5... Vs. Plant: 20 etc... Then just set the Unit attributes to reflect what 'element' that unit represents.
As for your behaviour of gasoline, that can be done through Validators and Set effects. Basically all 'Fire' damage effects will trigger a Set, containing the Damage effect... and a Remove Behaviour (presumably the Gasoline is consumed), alongside an Apply Behaviour (apply a Fire damage over time: Create Persistent > Damage).
Why apply a Damage Over Time using a create persistent if the unit already has a Behavior on it? Behaviors allow for Periodic effects to happen however often you like. Just throw the Damage effect in the Periodic Effect field, then set the time interval and how many times it happens, then set a maximum duration to the Behavior.
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Hey
How would I go about making a pokemon-ish damage and vulnerability system?
The normal sc2 system isn't enough for what I'm trying to do. For one I want to have %based vulnerability as well as set damage vulnerabilities. I also want it to be useable via triggers.
I feel like I should write more but that's really all there is to it :p
If you want to recreate a pokemon turn-based fighting, you should probably handle all your damage via trigger, which would give you full control over the damage you deal. Same for the complex damage calculation formula they use, its probably very hard to impossible to realize it in data.
Ah, no, I just want the vulnerabilities and resistances.
All the rest should still remain the same.
I basically want to make easy 'groups' of damage types.
For example fire damage would deal more damage to plant things and less damage to robots.
Or say if a unit is drenched in gasoline (behavior) I want any fire damage to set it on fire.
I can't really think of any way to do it other then having a really long list of all damaging effects and their damage type and then the same for every unit and it's vulnerabilities.
Maybe add custom damage types if that is possible (the field with 'melee' 'spell' 'splash' 'physical') if that is possible.
@Thorgan8: Go
As far as I know, recreating a % based damage system (Like Warcraft 3) requires a lot of behaviours and can be a bit of a headache.
Your easiest option would be to forget true % based vulnerabilities, but use the Unit Attribute fields as the different elements:
Light
Biological
Mechanical
Structure
Massive
Armoured
Mechanical
Etc... Can all be renamed to 'Fire', 'Plant', 'Water', 'Robotic', or whatever else you want in the Text Editor.
Then when you create your Damage effects, just think: "okay, this is a Fire damage effect... base damage 10... Vs. Water: 5... Vs. Plant: 20 etc... Then just set the Unit attributes to reflect what 'element' that unit represents.
As for your behaviour of gasoline, that can be done through Validators and Set effects. Basically all 'Fire' damage effects will trigger a Set, containing the Damage effect... and a Remove Behaviour (presumably the Gasoline is consumed), alongside an Apply Behaviour (apply a Fire damage over time: Create Persistent > Damage).
That's too bad :7
It'll have to do.
Thanks!
@Nardival: Go
Why apply a Damage Over Time using a create persistent if the unit already has a Behavior on it? Behaviors allow for Periodic effects to happen however often you like. Just throw the Damage effect in the Periodic Effect field, then set the time interval and how many times it happens, then set a maximum duration to the Behavior.