Any idea how to make all units under the effect become tinted? For some reason the tinter only tints friendly units within the area of effect, other units don't get tinted.
Also the devour ability I made, the effect that gets applied onto the units to leech energy also kills the target unit, despite me not specifying any damage or any value in Life in Effect: Vital Fraction Current. But if the target unit is invulnerable, it gives the caster energy despite not draining any from the target unit. The idea should be that the spell drains energy from the target, and gives the caster energy equal to what what was drained.
I've got slight problems with the Seal, at the moment its an instant effect like the guardian shield, but the problem is the Seal moves with the caster(including the visual effect), where as I would want it to stick where the ability was cast. Just how do I do that?
Yes, the post is a bit confusing, and for some reason all the formatting I done to it didn't get through, there should be a lot more space between the sections at some points(for example the artifacts section formatting is completely different in the post than it is when I go to edit it). Could you provide a few quotes at the bits you thought were especially confusing?
[edit] I finally managed to figure out how to add the casting sound to the Seal spell now. My head hurts.
I'm trying to make a proof of concept for the seal ability, and I want to add a sound effect to the spell when it is cast..but all the tutorials i've read on how to link a sound actor to a ability are real confusing. I imported a sound with the import editor, I created the sound entry, I created the sound actor for that sound entry, but now I've got no idea how do I link the sound actor to the ability, and how do I make it play when the ability is cast.
In Crimson Contract there are three "sides", one of them being neutral. The sides are "Humans", "Contractors", and "Denizens".
Human side has 4 player slots, Contractors 4, and Denizens 4.
The Humans are the neutral faction, and can choose at will they be allied with the "Contractors", or "Denizens" during the match, or if they want to remain neutral. Each player on the human team are what will be called "Keepers", this is due to a artifact each one of them will hold, I'll talk more about artifacts later. A denizen can claim a artifact for themselves by killing the Keeper, Contractors cannot kill Keepers unless they are aligned with the Denizens. Each human player begins with no spells, nor any way of attacking, they must learn these skills from either Contractors, or Denizens, or special trainer NPC's scattered around the map, humans passively regenerate mana & health, but at a slower rate than contractors. Humans have no character classes, and no limitations on what spells they can learn, however their statistics are capped below that of contractors and denizens. A human player cannot go past 2500 health, and 500 maximum mana. They cannot learn spells beyond level 1.
The human team is also the owner of all the civilians that get spawned around the map for the denizens to consume. The mana amount each civilian carries varies, from 20 to 50 mana per civilian.
If a contractor dies during a match, then a human player(with the exception of the player who holds the Fountain of Existence artifact) can choose to switch to the Contractor team(at which point their artifact will be destroyed), and the player on the contractor team who died will be switched to the human team(they will spawn with a random new artifact). This team switching has limitations however, each Contractor "slot" can only be switched to once. And if a player has already been on the Contractor team once they will not be presented with the opportunity to switch.
For example:
Player 1 is on the contractor team, and dies. Player 6 from the Human team chooses to switch to the contractor team, player 1 is switched to the Human team. Player 6 later dies, at this point no possibility of team switching will be offered to the players on the human team.
Contractors are the good faction, each contractor player must choose a title, and their role at start of the match. Titles and roles dictate what kinds of spells and attack types are at their disposal. Contractors passively regenerate mana slowly(5 mana/sec) during the match, but they must expend mana to heal their health, and they cannot devour civilians to replenish mana, and a contractor will die when their health bar runs out regardless of their mana. Contractors cannot raise their maximum health and mana past 5000 and 2500 respectively.
Contractors passively regenerate health. Roles are straightforward, you must choose from "Supporter", "Tank", "Ranger", and "Spellcaster". "Spellcaster" role however, has no attacks and must rely purely on spells for offense and defense. Spellcasters get to choose what 4 spells they want to use during the match, with the limitation that they cannot choose any that have healing properties, other roles get them assigned by random.
Tanks get 2 crowd control spells(stuns, snares, taunts, slows etc), one offensive spell(can be AOE or single target) that corresponds to their attack type, and damage mitigation spell(shields, % dmg reductions etc), Rangers get 2 offensive spells(1 AOE, 1 single target) which correspond to their attack type, 1 mobility/escape spell(teleport, cloak, dash etc), and one minion spell(turrets, sight wards etc). Supports get 1 offensive spell(only AOE) that corresponds to their attack type, and the rest are aimed at healing/supporting their team.
The titles are "Bearer of Judgement"(attack type is flame), "Claw of Devastation"(attack type is flame), "The Illusionist"(attack type is physical), "The Manipulator of Objects"(attack type is physical), "Starborn"(attack type is electric), "Leader of Spirits"(attack type is electric", "Balancer of Tides"(attack type is water), and "Behemoth of the Depths"(attack type is water).
Each Contractor has a ultimate spell that morphs the contractor into a representation of their title, these morphs have their own unique set of spells separate from the contractor, and they do not change depending on role. Each morph however has a high mana drain(should be so high that a contractor cannot maintain morph for more than a minute at highest mana pool upgrades).
The Denizen team is the evil team, denizens do not regenerate mana passively instead they must devour civilians to gain mana, a denizen must use mana to regenerate health, with the exchange rate of 2 mana for 1 unit of health, a denizen can resurrect as long as it has at least 100 mana at the moment of death. Denizens cannot raise their max health and mana past 2500 and 5000 respectively. Each denizen player must choose a specialty at start of the match. These specialties are: "Puppet Master"(attack type is flame) which specializes in interacting with the world through minions, thus has no attacks.
"Wanderer"(attack type is physical) which focuses entirely on melee combat, has no ranged offensive spells.
"Jaeger"(attack type is water) which is focused on ranged combat, but has no way of defending itself in melee combat.
and finally, "Chanter"(attack type is electric), this class is the Denizen support class.
Denizens can disguise themselves as humans for brief moments of time.
Team Goals:
The Goal of the Humans is simply to stay alive until the end of the match, the goal of the contractors is to prevent the Denizens from winning, and the Denizens can choose one of 2 goals they want to achieve, those goals are:
Creation of Paradise: First, the Denizens must free a captive NPC hero, called "The God of Creation" which is guarded by several powerful NPC Contractor heroes. After which, Denizens must gather 10 000 units of mana(this means the denizens have to transfer mana from themselves to the god NPC) to enable their god to create a paradise for them while also keeping the god NPC alive, in which they need not bother with devouring humans to survive. If this goal is chosen, one of the humans will hold the artifact "Fountain of Existence", how this artifact ties into this goal will become obvious when you read the artifact description.
Child of Both Worlds: The Denizens must locate, and escort an special Human NPC back to their base, after which one of the Denizens must sacrifice their existence to create a new hero on the Denizen team, which will be under the control of the Denizen player who was sacrificed. The child of both worlds is a hybrid of a Denizen, and a Human. This hero will passively regenerate mana & health like humans do, has maximum health and mana pool of 5000 each, and has the "hero" attack type. After the Child of Both Worlds has been created by sacrificing a Denizen, and the NPC the Denizens must hunt down the contractors before a time limit runs out(5 minutes?). After the Child of Both Worlds has been created allegiances & teams will be locked, thus any human players who have chosen sides must stick with them until the end of the match(and humans cannot switch to the contractor team if a contractor dies).
Base statistics for player characters for each side:
Human
Health: 250
Mana: 25/50
Contractor
Health: 500
Mana: 125/250
Denizen
Health: 250
Mana: 250/500
Artifacts:
Fountain of Existence: regenerates bearers mana at the rate of 12 mana/sec.
Trigger Happy: Gives the bearer a spell that will upon hit force a contractor to trigger their ultimate form.
Crimson Ring: Gives bearer immunity to any spell with the attack type Flame.
Cloak of Concealment: Gives bearer the ability to cloak themselves.
Mirror of Reflection: 50% of any damage done to the bearer of this artifact is reflected back at the source.
Monocle of Truth: The bearer is given vision of all treasure tool owners on the map.
Cross of Summoning: The bearer summons a NPC Denizen to their location, that will follow the summoner, and attack whoever attacks the summoner until the denizens mana pool runs out, at which point the Denizen disappears.
Explanation about attack types:
Attack types dictate what kind of damage a hero will deal, and what kind of damage they are vulnerable to.
Flame has bonus(150%) against Physical, but is vulnerable to Water.
Physical has bonus(150%) against Water, but is vulnerable to Flame.
Water has bonus(150%) against Flame, but is vulnerable to Electricity.
Electricity has bonus(150%) against Water, and deals only 50% damage to Flame, and 75% damage to Physical.
Seal(universal): Creates a large barrier around the caster, units caught within the seal will not be visible to anybody outside the seal, and neither will units within the seal be aware of any units outside of it, any unit that is not a contractor or denizen will be frozen in place, and any damage done to them will be undone once the seal is broken if the caster is still alive. If any denizen casts a devour spell while in a seal, all human units within the seal will be devoured.
Devour(Denizen): Devours the target human, transferring any mana they possess to the denizen. If cast within a Seal, Devour will act like an area of effect spell, devouring any human unit caught within the seal.
Fist of Existence(Universal, Flame): Caster forms a fist of flame, which will strike the target unit pushing them back as if struck by a real fist. If enemy unit is stopped by another unit or building or terrain feature the damage done by this spell is doubled.
Note:this map idea is still under construction, but any comments would be welcome.
0
Any idea how to make all units under the effect become tinted? For some reason the tinter only tints friendly units within the area of effect, other units don't get tinted.
Also the devour ability I made, the effect that gets applied onto the units to leech energy also kills the target unit, despite me not specifying any damage or any value in Life in Effect: Vital Fraction Current. But if the target unit is invulnerable, it gives the caster energy despite not draining any from the target unit. The idea should be that the spell drains energy from the target, and gives the caster energy equal to what what was drained.
0
I've got slight problems with the Seal, at the moment its an instant effect like the guardian shield, but the problem is the Seal moves with the caster(including the visual effect), where as I would want it to stick where the ability was cast. Just how do I do that?
0
Yes, the post is a bit confusing, and for some reason all the formatting I done to it didn't get through, there should be a lot more space between the sections at some points(for example the artifacts section formatting is completely different in the post than it is when I go to edit it). Could you provide a few quotes at the bits you thought were especially confusing?
[edit] I finally managed to figure out how to add the casting sound to the Seal spell now. My head hurts.
0
I'm trying to make a proof of concept for the seal ability, and I want to add a sound effect to the spell when it is cast..but all the tutorials i've read on how to link a sound actor to a ability are real confusing. I imported a sound with the import editor, I created the sound entry, I created the sound actor for that sound entry, but now I've got no idea how do I link the sound actor to the ability, and how do I make it play when the ability is cast.
Little help, please?
0
Map Type: Hero Arena/RPG Players: 12
In Crimson Contract there are three "sides", one of them being neutral. The sides are "Humans", "Contractors", and "Denizens". Human side has 4 player slots, Contractors 4, and Denizens 4.
The Humans are the neutral faction, and can choose at will they be allied with the "Contractors", or "Denizens" during the match, or if they want to remain neutral. Each player on the human team are what will be called "Keepers", this is due to a artifact each one of them will hold, I'll talk more about artifacts later. A denizen can claim a artifact for themselves by killing the Keeper, Contractors cannot kill Keepers unless they are aligned with the Denizens. Each human player begins with no spells, nor any way of attacking, they must learn these skills from either Contractors, or Denizens, or special trainer NPC's scattered around the map, humans passively regenerate mana & health, but at a slower rate than contractors. Humans have no character classes, and no limitations on what spells they can learn, however their statistics are capped below that of contractors and denizens. A human player cannot go past 2500 health, and 500 maximum mana. They cannot learn spells beyond level 1.
The human team is also the owner of all the civilians that get spawned around the map for the denizens to consume. The mana amount each civilian carries varies, from 20 to 50 mana per civilian.
If a contractor dies during a match, then a human player(with the exception of the player who holds the Fountain of Existence artifact) can choose to switch to the Contractor team(at which point their artifact will be destroyed), and the player on the contractor team who died will be switched to the human team(they will spawn with a random new artifact). This team switching has limitations however, each Contractor "slot" can only be switched to once. And if a player has already been on the Contractor team once they will not be presented with the opportunity to switch.
For example:
Player 1 is on the contractor team, and dies. Player 6 from the Human team chooses to switch to the contractor team, player 1 is switched to the Human team. Player 6 later dies, at this point no possibility of team switching will be offered to the players on the human team.
Contractors are the good faction, each contractor player must choose a title, and their role at start of the match. Titles and roles dictate what kinds of spells and attack types are at their disposal. Contractors passively regenerate mana slowly(5 mana/sec) during the match, but they must expend mana to heal their health, and they cannot devour civilians to replenish mana, and a contractor will die when their health bar runs out regardless of their mana. Contractors cannot raise their maximum health and mana past 5000 and 2500 respectively.
Contractors passively regenerate health. Roles are straightforward, you must choose from "Supporter", "Tank", "Ranger", and "Spellcaster". "Spellcaster" role however, has no attacks and must rely purely on spells for offense and defense. Spellcasters get to choose what 4 spells they want to use during the match, with the limitation that they cannot choose any that have healing properties, other roles get them assigned by random.
Tanks get 2 crowd control spells(stuns, snares, taunts, slows etc), one offensive spell(can be AOE or single target) that corresponds to their attack type, and damage mitigation spell(shields, % dmg reductions etc), Rangers get 2 offensive spells(1 AOE, 1 single target) which correspond to their attack type, 1 mobility/escape spell(teleport, cloak, dash etc), and one minion spell(turrets, sight wards etc). Supports get 1 offensive spell(only AOE) that corresponds to their attack type, and the rest are aimed at healing/supporting their team.
The titles are "Bearer of Judgement"(attack type is flame), "Claw of Devastation"(attack type is flame), "The Illusionist"(attack type is physical), "The Manipulator of Objects"(attack type is physical), "Starborn"(attack type is electric), "Leader of Spirits"(attack type is electric", "Balancer of Tides"(attack type is water), and "Behemoth of the Depths"(attack type is water).
Each Contractor has a ultimate spell that morphs the contractor into a representation of their title, these morphs have their own unique set of spells separate from the contractor, and they do not change depending on role. Each morph however has a high mana drain(should be so high that a contractor cannot maintain morph for more than a minute at highest mana pool upgrades).
The Denizen team is the evil team, denizens do not regenerate mana passively instead they must devour civilians to gain mana, a denizen must use mana to regenerate health, with the exchange rate of 2 mana for 1 unit of health, a denizen can resurrect as long as it has at least 100 mana at the moment of death. Denizens cannot raise their max health and mana past 2500 and 5000 respectively. Each denizen player must choose a specialty at start of the match. These specialties are: "Puppet Master"(attack type is flame) which specializes in interacting with the world through minions, thus has no attacks.
"Wanderer"(attack type is physical) which focuses entirely on melee combat, has no ranged offensive spells.
"Jaeger"(attack type is water) which is focused on ranged combat, but has no way of defending itself in melee combat.
and finally, "Chanter"(attack type is electric), this class is the Denizen support class.
Denizens can disguise themselves as humans for brief moments of time.
Team Goals: The Goal of the Humans is simply to stay alive until the end of the match, the goal of the contractors is to prevent the Denizens from winning, and the Denizens can choose one of 2 goals they want to achieve, those goals are:
Creation of Paradise: First, the Denizens must free a captive NPC hero, called "The God of Creation" which is guarded by several powerful NPC Contractor heroes. After which, Denizens must gather 10 000 units of mana(this means the denizens have to transfer mana from themselves to the god NPC) to enable their god to create a paradise for them while also keeping the god NPC alive, in which they need not bother with devouring humans to survive. If this goal is chosen, one of the humans will hold the artifact "Fountain of Existence", how this artifact ties into this goal will become obvious when you read the artifact description.
Child of Both Worlds: The Denizens must locate, and escort an special Human NPC back to their base, after which one of the Denizens must sacrifice their existence to create a new hero on the Denizen team, which will be under the control of the Denizen player who was sacrificed. The child of both worlds is a hybrid of a Denizen, and a Human. This hero will passively regenerate mana & health like humans do, has maximum health and mana pool of 5000 each, and has the "hero" attack type. After the Child of Both Worlds has been created by sacrificing a Denizen, and the NPC the Denizens must hunt down the contractors before a time limit runs out(5 minutes?). After the Child of Both Worlds has been created allegiances & teams will be locked, thus any human players who have chosen sides must stick with them until the end of the match(and humans cannot switch to the contractor team if a contractor dies).
Base statistics for player characters for each side:
Human Health: 250 Mana: 25/50
Contractor Health: 500 Mana: 125/250
Denizen Health: 250 Mana: 250/500
Artifacts: Fountain of Existence: regenerates bearers mana at the rate of 12 mana/sec. Trigger Happy: Gives the bearer a spell that will upon hit force a contractor to trigger their ultimate form. Crimson Ring: Gives bearer immunity to any spell with the attack type Flame. Cloak of Concealment: Gives bearer the ability to cloak themselves. Mirror of Reflection: 50% of any damage done to the bearer of this artifact is reflected back at the source. Monocle of Truth: The bearer is given vision of all treasure tool owners on the map. Cross of Summoning: The bearer summons a NPC Denizen to their location, that will follow the summoner, and attack whoever attacks the summoner until the denizens mana pool runs out, at which point the Denizen disappears.
Explanation about attack types: Attack types dictate what kind of damage a hero will deal, and what kind of damage they are vulnerable to.
Flame has bonus(150%) against Physical, but is vulnerable to Water.
Physical has bonus(150%) against Water, but is vulnerable to Flame.
Water has bonus(150%) against Flame, but is vulnerable to Electricity.
Electricity has bonus(150%) against Water, and deals only 50% damage to Flame, and 75% damage to Physical.
Hero has bonus(125%) against all types.
Spells: Name(team type{universal, human, denizen, contractor}, attack type{flame, water, electrical, physical, hero}
Level 1 Spells:
Seal(universal): Creates a large barrier around the caster, units caught within the seal will not be visible to anybody outside the seal, and neither will units within the seal be aware of any units outside of it, any unit that is not a contractor or denizen will be frozen in place, and any damage done to them will be undone once the seal is broken if the caster is still alive. If any denizen casts a devour spell while in a seal, all human units within the seal will be devoured.
Devour(Denizen): Devours the target human, transferring any mana they possess to the denizen. If cast within a Seal, Devour will act like an area of effect spell, devouring any human unit caught within the seal.
Fist of Existence(Universal, Flame): Caster forms a fist of flame, which will strike the target unit pushing them back as if struck by a real fist. If enemy unit is stopped by another unit or building or terrain feature the damage done by this spell is doubled.
Note:this map idea is still under construction, but any comments would be welcome.