I never said it because you've said you use an damage effect. So i thought it will be okay to link the validator to this effect... but using liferegeneration in the behavior changes much.
OMG that patch drags my zerg trough hell.... seem it's here quite early as the last one.
So and you don't have any idea about spell number 1 for your hero?
I have consume ready ;) but i think this will conflicts with your energy regeneration ability while burrowed.
Come. Gimme a wierd idea of an unexpected ability for a hydralisk. =D
Edit:
Well.. before i forgot it again. There is an ability that comes up in my mind some time ago.... maybe you can need an ability that opens a gap into the warpspace. All poor souls that come to close will be sucked into it and will reapier for a hmmm... 80% chance on a random point on the map and/or get some random damage by getting dislocated.
It will target anyone who's to close (maybe except of Kheldrun) ;)
Actually, Plague is still bugged. I cast it on my normal Hydra and even after 12 seconds, he still has the "Buff" of being plagued and his HP is constantly being reduced to 1. It took a Queen with Transfusion to heal him, and even then, he went down to 38 HP before the buff wore off. It seems like that if you don't have 300 HP worth, then the buff continues to harm you until you've taken that much damage. Crap. :(
This is what's needed. ->CBehaviorBuff_RemoveValidatorArray = {OneHealth}
Not disable. Remove made it so once the unit reached 1 hp, the plague stopped.
Anyway, crazy ideas? I have no clue. I don't like the displacement field chance.Too random. I'm not sure. I really am not. I'm thinking a spine barrage would be cool, but maybe too strong. Healing spell would be interesting, but the Queen has that already.
I'm really not sure what to do for his first spell.
I thought Plague deals percentage damage??? Use set for periodic effect in Plague behavior, search AOE (actually for the plague-ed unit), if picked unit Hp equal to 1 then remove the buff (I don't know if we can remove buff with data editor) <= (I tried to help but laggy Internet doesn't :(( )
Hydra uses his spines most so.....
Why don't you use Acid ..... (forgot the name). That skill drop a bomb of acid on target then spread to nearby enemy unit. It doesn't reduce armor but deal bonus damage when it takes damage.
Spine Barrage should be base on Psi Storm (for AOE cursor). Search AOE for enemy unit then launch missile to them. Impact effect is "set", 2 other effects are damage and add "armor reduce" behavior. This skill should be easy to create (I made psionic barrage but have spread damage instead.
I can see that your hero is playing a lot with energy, but what if his health goes low?
Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.
Regen 50% of targets max HP over 7 or 8 seconds.
OR you could create a bouncing spine, base your spell on the mutalisk attack, but change the tooltip with something like "Using his psionic abilities to redirect his spine onto others targets near the first..."
I can see that your hero is playing a lot with energy, but what if his health goes low?
Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.
Regen 50% of targets max HP over 7 or 8 seconds.
OR you could create a bouncing spine, base your spell on the mutalisk attack, but change the tooltip with something like "Using his psionic abilities to redirect his spine onto others targets near the first..."
Sounds like a cain lightning.
But i like the one with the regeneration of life... maybe you can also add some energy? Because Kheldrun Spells have expensive spells like plague (150) dark swarm (100) and a little bit cheaper psi storm (75 energy). So it could be something between cannibalize and consume?
This is what's needed. ->CBehaviorBuff_RemoveValidatorArray = {OneHealth}
Not disable. Remove made it so once the unit reached 1 hp, the plague stopped.
Sry... it was late again yesterday,
but there is a reasen why i choose deactivate except of remove. In SC1 the red slim on units/building remains on them the whole 12 seconds, it isn't removed when the life runs to 1. It's still there but doesn't dealing damage, but if you heal the unit while it's still affected it will again go down to 1 hp.
I know it's not a big thing if there aren't any healer or the unit's haven't any regeneration by thereself, but against zergs and terrans it will have and critical effect.
So i have done some changes:
I removed the validator on the Kheldrun - Plague behavior. It has to stay the whole duration.
I removed the negativ regeneration of life modification on the Kheldrun - Plague behavior.
I removed your effect Kheldrun - Plague (Damge) and replaced it by Kheldrun - Plague (DrainLife) which was an unit modification effect that won't deal damage. It changes the vitalvalue directly (so no shield is affected). The value for vital modification is -1.
I linked the new Kheldrun - Plague (DrainLife) effect with your Kheldrun - Plague behavior.
I added the validator to Kheldrun - Plague (DrainLife) effect.
So the buff will stay the whole duration on it's target but will only drain life if it's host have more then 1 lifepoints.
But anyway. You did it very well. ;) Maybe you should add an dark templer to the map so that anyone can see that they get revealed by this spell.
I can see that your hero is playing a lot with energy, but what if his health goes low?
Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.
The problem with Cannibalize... is well... it does not fit Kheldrun's character. I can't say why, otherwise, I'd spoil the first campaign. ;)
Sry... it was late again yesterday,
but there is a reasen why i choose deactivate except of remove. In SC1 the red slim on units/building remains on them the whole 12 seconds, it isn't removed when the life runs to 1. It's still there but doesn't dealing damage, but if you heal the unit while it's still affected it will again go down to 1 hp.
I know it's not a big thing if there aren't any healer or the unit's haven't any regeneration by thereself, but against zergs and terrans it will have and critical effect.
So i have done some changes:
I removed the validator on the Kheldrun - Plague behavior. It has to stay the whole duration.
I removed the negativ regeneration of life modification on the Kheldrun - Plague behavior.
I removed your effect Kheldrun - Plague (Damge) and replaced it by Kheldrun - Plague (DrainLife) which was an unit modification effect that won't deal damage. It changes the vitalvalue directly (so no shield is affected). The value for vital modification is -1.
I linked the new Kheldrun - Plague (DrainLife) effect with your Kheldrun - Plague behavior.
I added the validator to Kheldrun - Plague (DrainLife) effect.
So the buff will stay the whole duration on it's target but will only drain life if it's host have more then 1 lifepoints.
But anyway. You did it very well. ;) Maybe you should add an dark templer to the map so that anyone can see that they get revealed by this spell.
I will go to try creating this "spine barrier".
That sounds complex... X_X; I'll try your version of plague.
Do not make the hydra too protoss-ish even though he is psionic. I prefer more bio-psionical things for a zerg hero or no psionic at all (bio is enough)
But if you love sth psionical, I will think sth fun.....
Spine Barrage: release 10 spine fly slowly in front of "hero", then release it with devastating speed, randomly attack enemy unit within (AOE) and reduce armor.
but i haven't get any spines flying until yet. Not to an point without having an unit as target. I also don't really know how i will get them keep flying in front of your hero. Hope i will get an idea about this but there are many little abilities i'm am working on. And some things with dialogs also went totally wrong. Hmmm... maybe it's the german version that has still much issues? It's a little bit annoying and i still can't get the range for my cerebrat skill working aswell as variable casting costs... *arrggh*
I will still give you any support if i can, but there are so much things left to learn...
If i get anything in the direction of "spine barrier" to work i will show you. (It's a perfect study object.)
But i also will work on any other interessting ability idea. ;)
I'm a little bit confused... your skill before deals 300 damage, but kills them? I'm not shure about the period... or the amount of -1 life isn't transfered 1:1.
/*sign*
Why it never can be easy? ;)
Edit:
Seems that SC2 can't handle 300 Periods in 12 seconds, only 192 are done and then the effects end. I checked it. There are only 16 periods per second able. This multiplied with 12 is 192. This is absolutly bad... so we have to deal 1.5625 damage per period. (This is kind a sick) I will try to get it work somehow.
I have changed the value of the Kheldrun - Plague (DrainLife) to -1.5625 and it works... it deals exactly 300 damage now. Only thing thats left is to see if we need an new validator.
And THIS will ignore any kind of armor because it isn't damage. It is "modified" vital. ;)
I hope you still believe in me and now i go to test the validator thing.
Edit:
Wow... this is awesome. If tested this on the marines and it still stops at 1 hit. Nice thing.
Edit2:
Now it's tested on each zerg unit and it works well. Draining 300 hitpoints totall and don't killing anyone. ;) If you still have my plague version it will be easy for you to get it working.
Awww.... you have such pretty graphics. :( Lucky you to have a nice computer.
Anyway, it works great now! I made the tooltips, changed the sounds (they have plague spell sounds in there), and now all that's left is a model that sticks to the units when plagued like in SC1 until the plague wears off. :)
Hmmm... yeah i think my grafiks are okay. But my portraits aren't animated... i very miss the good old prerendered from SC1. It's very static.
Yeah that something i wanted to say. Wasn't plague more red and sticky? ;)
If you make an acteur note that have to link him to the behavior. All effects won't give you the needed appierance.
So we are done with this? Where is the next one? :)
yeah, we're almost done. Plague is red and sticky, but the animation I choose was called "Razor Plague." It was the closest thing to Plague that I could find.
Hrmm... it's almost finished, but I think we might need new models for the "stick" effect on units, so let's move on.
Mind you, I have a date in 45 minutes or so, so I'll be gone for awhile.
@AegisRunestone: Go
Yeah ;)
I never said it because you've said you use an damage effect. So i thought it will be okay to link the validator to this effect... but using liferegeneration in the behavior changes much.
OMG that patch drags my zerg trough hell.... seem it's here quite early as the last one.
So and you don't have any idea about spell number 1 for your hero?
I have consume ready ;) but i think this will conflicts with your energy regeneration ability while burrowed.
Come. Gimme a wierd idea of an unexpected ability for a hydralisk. =D
Edit:
Well.. before i forgot it again. There is an ability that comes up in my mind some time ago.... maybe you can need an ability that opens a gap into the warpspace. All poor souls that come to close will be sucked into it and will reapier for a hmmm... 80% chance on a random point on the map and/or get some random damage by getting dislocated.
It will target anyone who's to close (maybe except of Kheldrun) ;)
Actually, Plague is still bugged. I cast it on my normal Hydra and even after 12 seconds, he still has the "Buff" of being plagued and his HP is constantly being reduced to 1. It took a Queen with Transfusion to heal him, and even then, he went down to 38 HP before the buff wore off. It seems like that if you don't have 300 HP worth, then the buff continues to harm you until you've taken that much damage. Crap. :(
I managed to fix it.
This is what's needed. ->CBehaviorBuff_RemoveValidatorArray = {OneHealth}
Not disable. Remove made it so once the unit reached 1 hp, the plague stopped.
Anyway, crazy ideas? I have no clue. I don't like the displacement field chance.Too random. I'm not sure. I really am not. I'm thinking a spine barrage would be cool, but maybe too strong. Healing spell would be interesting, but the Queen has that already.
I'm really not sure what to do for his first spell.
I thought Plague deals percentage damage??? Use set for periodic effect in Plague behavior, search AOE (actually for the plague-ed unit), if picked unit Hp equal to 1 then remove the buff (I don't know if we can remove buff with data editor) <= (I tried to help but laggy Internet doesn't :(( ) Hydra uses his spines most so..... Why don't you use Acid ..... (forgot the name). That skill drop a bomb of acid on target then spread to nearby enemy unit. It doesn't reduce armor but deal bonus damage when it takes damage.
Spine Barrage should be base on Psi Storm (for AOE cursor). Search AOE for enemy unit then launch missile to them. Impact effect is "set", 2 other effects are damage and add "armor reduce" behavior. This skill should be easy to create (I made psionic barrage but have spread damage instead.
No. I looked up Plague for SC1 on the Starcraft Wiki. It does 25 damage per second up to a max of 300 damage.
Hmmm... I'm thinking about it.
I can see that your hero is playing a lot with energy, but what if his health goes low?
Maybe you could create a Canibalize-like spell. According to the lore of starcraft, Hydralisk weer passive creatures or something that only eats plants.... Anyway, by the zerg corruption, he became a hunter with an incredible bloodthirst and bla bla bla.
Regen 50% of targets max HP over 7 or 8 seconds.
OR you could create a bouncing spine, base your spell on the mutalisk attack, but change the tooltip with something like "Using his psionic abilities to redirect his spine onto others targets near the first..."
Sounds like a cain lightning.
But i like the one with the regeneration of life... maybe you can also add some energy? Because Kheldrun Spells have expensive spells like plague (150) dark swarm (100) and a little bit cheaper psi storm (75 energy). So it could be something between cannibalize and consume?
Sry... it was late again yesterday,
but there is a reasen why i choose deactivate except of remove. In SC1 the red slim on units/building remains on them the whole 12 seconds, it isn't removed when the life runs to 1. It's still there but doesn't dealing damage, but if you heal the unit while it's still affected it will again go down to 1 hp.
I know it's not a big thing if there aren't any healer or the unit's haven't any regeneration by thereself, but against zergs and terrans it will have and critical effect.
So i have done some changes:
So the buff will stay the whole duration on it's target but will only drain life if it's host have more then 1 lifepoints.
But anyway. You did it very well. ;) Maybe you should add an dark templer to the map so that anyone can see that they get revealed by this spell.
I will go to try creating this "spine barrier".
The problem with Cannibalize... is well... it does not fit Kheldrun's character. I can't say why, otherwise, I'd spoil the first campaign. ;)
That sounds complex... X_X; I'll try your version of plague.
Dangit, I wanted to make it myself. Oh well.
And what's "Spine Barrier"?
I mean this by "Spine Barrier"...
but i haven't get any spines flying until yet. Not to an point without having an unit as target. I also don't really know how i will get them keep flying in front of your hero. Hope i will get an idea about this but there are many little abilities i'm am working on. And some things with dialogs also went totally wrong. Hmmm... maybe it's the german version that has still much issues? It's a little bit annoying and i still can't get the range for my cerebrat skill working aswell as variable casting costs... *arrggh*
I will still give you any support if i can, but there are so much things left to learn...
If i get anything in the direction of "spine barrier" to work i will show you. (It's a perfect study object.)
But i also will work on any other interessting ability idea. ;)
Hmmm... your plague is fine, but... it doesn't do a max of 300 damage to units/buildings like in SC1. :S
@AegisRunestone: Go
Doesn't it? On which building you tryied it? On Zerg buildings?
Edit:
Yeah you absolutly right.... let's see whats wrong with it.
Yah.
Trust me, Zerg buildings do NOT have 100 regen rate. :P
I'm a little bit confused... your skill before deals 300 damage, but kills them? I'm not shure about the period... or the amount of -1 life isn't transfered 1:1.
/*sign*
Why it never can be easy? ;)
Edit:
Seems that SC2 can't handle 300 Periods in 12 seconds, only 192 are done and then the effects end. I checked it. There are only 16 periods per second able. This multiplied with 12 is 192. This is absolutly bad... so we have to deal 1.5625 damage per period. (This is kind a sick) I will try to get it work somehow.
Buildings have armor, too. I was told on the beta forums to try to get it to ignore armor. I'm not sure how, though. :S
Lol....
I have changed the value of the Kheldrun - Plague (DrainLife) to -1.5625 and it works... it deals exactly 300 damage now. Only thing thats left is to see if we need an new validator.
And THIS will ignore any kind of armor because it isn't damage. It is "modified" vital. ;)
I hope you still believe in me and now i go to test the validator thing.
Edit:
Wow... this is awesome. If tested this on the marines and it still stops at 1 hit. Nice thing.
Edit2:
Now it's tested on each zerg unit and it works well. Draining 300 hitpoints totall and don't killing anyone. ;) If you still have my plague version it will be easy for you to get it working.
Awww.... you have such pretty graphics. :( Lucky you to have a nice computer.
Anyway, it works great now! I made the tooltips, changed the sounds (they have plague spell sounds in there), and now all that's left is a model that sticks to the units when plagued like in SC1 until the plague wears off. :)
How you have done it know?
Hmmm... yeah i think my grafiks are okay. But my portraits aren't animated... i very miss the good old prerendered from SC1. It's very static.
Yeah that something i wanted to say. Wasn't plague more red and sticky? ;)
If you make an acteur note that have to link him to the behavior. All effects won't give you the needed appierance.
So we are done with this? Where is the next one? :)
Another actor. Oh boy...
yeah, we're almost done. Plague is red and sticky, but the animation I choose was called "Razor Plague." It was the closest thing to Plague that I could find.
Hrmm... it's almost finished, but I think we might need new models for the "stick" effect on units, so let's move on.
Mind you, I have a date in 45 minutes or so, so I'll be gone for awhile.
I think i have some ideas about acteurs we can use... i will try to make out something.
Wish you good luck for your date. ;)
Edit: Reminds me of raspberries. XD
Thanks for the good luck. I'm back and I had fun! :3
And HELLO. What the red banelings? How did you get the model's color to change? We weren't able to do that before...
Does remind ya of raspberries, doesn't it?