I'm trying to create an animation for an effect (or behavior) that's applied to a target. My main confusion is I'm not sure which Actor's Events to modify. Here's some info about the effect/behavior:
-Applied by an ability with type "Effect - Target"
-Effect is of type "Apply Behavior"
However, my suggestion runs parallel with Kalekin's reply. I think the front page doesn't get as many hits as everyone would like. Maybe people just have the forums bookmarked and they don't even visit the front page. A couple other simple implementations could help this:
-A link at the top of the page beside "Maps" labelled as "Maps of the Week" (or something similar).
-A Global post on the forums labelled "Maps of the Week - Week #2"
BETA Testers are not needed immediately, but soon however.
I'm currently working on a carefully crafted map. It will share the same basic gameplay as my previous map (Verdant Fray) in terms of capturing islands and being the first team to 5,000 points. However, the structural gameplay is completely different. The primary differences are:
No longer a melee-style game
Players control one unit
Each unit is :
Twice in size
Moves twice as fast
Has much more HP
Deals much more damage
Total amount of players are 6-14
Classes
The first thing to mention, is each player will decide upon a specific class when the match begins. The player has a choice of being:
Hunter
Rogue
Warrior
Mage
Healer
Each class will have access to 2 basic abilities and 2 advanced abilities. Each ability have 3 (or 4) Tiers that can be accessed by upgrading throughout the match. The following is a list of available abilities for each class:
Rogue
Cloak (60 second cooldown)
-Tier 0 - Rogue can cloak for 20 seconds
-Tier 1 - Rogue can cloak for 30 seconds
-Tier 2 - Rogue can cloak for 40 seconds
-Tier 3 - Rogue can cloak for 50 seconds
Sprint (60 second cooldown)
-Tier 0 - Rogue can sprint for 7.5 seconds (+2.75 speed)
-Tier 1 - Rogue can sprint for 10 seconds (+3 speed)
-Tier 2 - Rogue can sprint for 15 seconds (+3.25 speed)
-Tier 3 - Rogue can sprint for 20 seconds (+3.5 speed)
Surprise Attack (Must be cloaked)
-Tier 1 - Attack for +20 damage
-Tier 2 - Attack for +30 damage
-Tier 3 - Attack for +40 damage
Ability #4 not yet complete
Warrior
Charge (20 second cooldown)
-Tier 0 - Charge distance of 6 (Speed * 2.25)
-Tier 1 - Charge distance of 8 (Speed * 2.50)
-Tier 2 - Charge distance of 12 (Speed * 2.75)
-Tier 3 - Charge distance of 16 (Speed * 3.00)
Execute (20 second cooldown - Target's HP must be below 20%)
-Tiers 0 - 4 - Damage out not yet configured)
Berserk (60 second cooldown)
-Tier 1 - Warrior's attack speed increased 33% and +2 damage for 15 seconds
-Tier 2 - Warrior's attack speed increased 66% and +4 damage for 20 seconds
-Tier 3 - Warrior's attack speed increased 100% and +6 damage for 25 seconds
Shield Wall (180 second cooldown)
-Tier 1 - Damage dealt to the warrior is reduced by 25% for 10 seconds
-Tier 2 - Damage dealt to the warrior is reduced by 50% for 15 seconds
-Tier 3 - Damage dealt to the warrior is reduced by 75% for 20 seconds
Healer
Heal (Not complete)
Ability #2 Not complete
Protective Shield (5 second cooldown - Target receives 15 second debuff that prevents continuous shields)
-Tier 1 - Healer applies a shield to a friendly target which absorbs 500 damage for 10 seconds
-Tier 2 - Healer applies a shield to a friendly target which absorbs 1000 damage for 15 seconds
-Tier 3 - Healer applies a shield to a friendly target which absorbs 1500 damage for 20 seconds
Heal Aura (90 second cooldown)
-Tier 1 - An aura surrounds the healer. Any unit within the aura is healed for 10 HP each second for 20 seconds
-Tier 2 - An aura surrounds the healer. Any unit within the aura is healed for 20 HP each second for 25 seconds
-Tier 3 - An aura surrounds the healer. Any unit within the aura is healed for 30 HP each second for 30 seconds
Mage (Not complete)
Hunter (Not Complete)
Universal Abilities
There will be 3 (possibly more) universal abilities also consisting of 4 Tiers.
Damage Dealt
-Tier 0 - Unit deals normal damage
-Tier 1 - Unit deals +10% damage
-Tier 2 - Unit deals +20% damage
-Tier 3 - Unit deals +30% damage
Total Health
-Tier 0 - Unit's health is normal
-Tier 1 - Unit's health is +20%
-Tier 2 - Unit's health is +40%
-Tier 3 - Unit's health is +60%
Hit Chance
-Tier 0 - Unit's chance to hit is 65%
-Tier 1 - Unit's chance to hit is 75%
-Tier 2 - Unit's chance to hit is 85%
-Tier 3 - Unit's chance to hit is 95%
So, as you can see, the main issue to this map will be balancing. I'm trying to create an initial BETA released that is as balanced as possible, but I'm sure will require tweaking. I'll keep everyone up-to-date on my map to determine when it is ready to be tested.
So I'm trying to create a temporary shield that "absorbs" a certain amount of damage before it fails. I'm pretty sure I have to do this in the behavior's "Damage Response" field, but I'm not entirely sure which part of this field to modify.
What I did was created an identical effect of the effect that's applied from the unit's weapon and added more chance to this new effect. Within the "Improved Hit" upgrade, I added the following effect:
So preferably I'd like to add this effect via a Passive button on a unit's command card. I have the appropriate Requirement(s) setup and I noticed the "Behavior" dropbox. So I added the appropriate behavior and it doesn't seem to be working. Am I using this properly?
I have an effect where its hit chance is 65%. I'm trying to make an upgrade that increases the hit chance of the effect, how would I achieve this? I can't find anything in the "Effects +" for the upgrade
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Lol well I just ran into the same issue, thanks for answering you're own question :)
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Are you trying to achieve something like the following:
Ability
Tier 1: Does stuff
Tier 2: Does more stuff
Tier 3: Does even more stuff
0
I'm trying to create an animation for an effect (or behavior) that's applied to a target. My main confusion is I'm not sure which Actor's Events to modify. Here's some info about the effect/behavior:
-Applied by an ability with type "Effect - Target"
-Effect is of type "Apply Behavior"
0
This is a really great idea!
However, my suggestion runs parallel with Kalekin's reply. I think the front page doesn't get as many hits as everyone would like. Maybe people just have the forums bookmarked and they don't even visit the front page. A couple other simple implementations could help this:
-A link at the top of the page beside "Maps" labelled as "Maps of the Week" (or something similar).
-A Global post on the forums labelled "Maps of the Week - Week #2"
0
BETA Testers are not needed immediately, but soon however.
I'm currently working on a carefully crafted map. It will share the same basic gameplay as my previous map (Verdant Fray) in terms of capturing islands and being the first team to 5,000 points. However, the structural gameplay is completely different. The primary differences are:
Classes
The first thing to mention, is each player will decide upon a specific class when the match begins. The player has a choice of being:
Each class will have access to 2 basic abilities and 2 advanced abilities. Each ability have 3 (or 4) Tiers that can be accessed by upgrading throughout the match. The following is a list of available abilities for each class:
Rogue
Cloak (60 second cooldown)
-Tier 0 - Rogue can cloak for 20 seconds
-Tier 1 - Rogue can cloak for 30 seconds
-Tier 2 - Rogue can cloak for 40 seconds
-Tier 3 - Rogue can cloak for 50 seconds
Sprint (60 second cooldown)
-Tier 0 - Rogue can sprint for 7.5 seconds (+2.75 speed)
-Tier 1 - Rogue can sprint for 10 seconds (+3 speed)
-Tier 2 - Rogue can sprint for 15 seconds (+3.25 speed)
-Tier 3 - Rogue can sprint for 20 seconds (+3.5 speed)
Surprise Attack (Must be cloaked)
-Tier 1 - Attack for +20 damage
-Tier 2 - Attack for +30 damage
-Tier 3 - Attack for +40 damage
Ability #4 not yet complete
Warrior
Charge (20 second cooldown)
-Tier 0 - Charge distance of 6 (Speed * 2.25)
-Tier 1 - Charge distance of 8 (Speed * 2.50)
-Tier 2 - Charge distance of 12 (Speed * 2.75)
-Tier 3 - Charge distance of 16 (Speed * 3.00)
Execute (20 second cooldown - Target's HP must be below 20%)
-Tiers 0 - 4 - Damage out not yet configured)
Berserk (60 second cooldown)
-Tier 1 - Warrior's attack speed increased 33% and +2 damage for 15 seconds
-Tier 2 - Warrior's attack speed increased 66% and +4 damage for 20 seconds
-Tier 3 - Warrior's attack speed increased 100% and +6 damage for 25 seconds
Shield Wall (180 second cooldown)
-Tier 1 - Damage dealt to the warrior is reduced by 25% for 10 seconds
-Tier 2 - Damage dealt to the warrior is reduced by 50% for 15 seconds
-Tier 3 - Damage dealt to the warrior is reduced by 75% for 20 seconds
Healer
Heal (Not complete)
Ability #2 Not complete
Protective Shield (5 second cooldown - Target receives 15 second debuff that prevents continuous shields)
-Tier 1 - Healer applies a shield to a friendly target which absorbs 500 damage for 10 seconds
-Tier 2 - Healer applies a shield to a friendly target which absorbs 1000 damage for 15 seconds
-Tier 3 - Healer applies a shield to a friendly target which absorbs 1500 damage for 20 seconds
Heal Aura (90 second cooldown)
-Tier 1 - An aura surrounds the healer. Any unit within the aura is healed for 10 HP each second for 20 seconds
-Tier 2 - An aura surrounds the healer. Any unit within the aura is healed for 20 HP each second for 25 seconds
-Tier 3 - An aura surrounds the healer. Any unit within the aura is healed for 30 HP each second for 30 seconds
Mage (Not complete)
Hunter (Not Complete)
Universal Abilities
There will be 3 (possibly more) universal abilities also consisting of 4 Tiers.
Damage Dealt
-Tier 0 - Unit deals normal damage
-Tier 1 - Unit deals +10% damage
-Tier 2 - Unit deals +20% damage
-Tier 3 - Unit deals +30% damage
Total Health
-Tier 0 - Unit's health is normal
-Tier 1 - Unit's health is +20%
-Tier 2 - Unit's health is +40%
-Tier 3 - Unit's health is +60%
Hit Chance
-Tier 0 - Unit's chance to hit is 65%
-Tier 1 - Unit's chance to hit is 75%
-Tier 2 - Unit's chance to hit is 85%
-Tier 3 - Unit's chance to hit is 95%
So, as you can see, the main issue to this map will be balancing. I'm trying to create an initial BETA released that is as balanced as possible, but I'm sure will require tweaking. I'll keep everyone up-to-date on my map to determine when it is ready to be tested.
Regards,
Zurom
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"The smallest errors cause the biggest problems".
One of the most unfortunate things about life lol
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Works like a charm, thanks guys :)
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Should be done via requirements, try the following:
Use
Show
- -Not
- - -Count Upgrade <upgrade> Queued or Better
0
Hmm yea, I can definitely try that
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So I'm trying to create a temporary shield that "absorbs" a certain amount of damage before it fails. I'm pretty sure I have to do this in the behavior's "Damage Response" field, but I'm not entirely sure which part of this field to modify.
Thanks
0
Finished!
What I did was created an identical effect of the effect that's applied from the unit's weapon and added more chance to this new effect. Within the "Improved Hit" upgrade, I added the following effect:
Weapon -> Set <weapon> -> Effect: <new effect>
0
So preferably I'd like to add this effect via a Passive button on a unit's command card. I have the appropriate Requirement(s) setup and I noticed the "Behavior" dropbox. So I added the appropriate behavior and it doesn't seem to be working. Am I using this properly?
0
Hmm, this is true. Thanks for the insight. I'll give that a shot :)
0
bump
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I have an effect where its hit chance is 65%. I'm trying to make an upgrade that increases the hit chance of the effect, how would I achieve this? I can't find anything in the "Effects +" for the upgrade