Acteurs can easily change the color of models. So i don't get where is the problem? So you only need to dublicate the acteur for fungalgrowth behavior and go under events.
There you find an event that works on acteur creation. Make a new one that also works on acteur creation but this time this will triggers no scaling... except of this it will change the colors.
Actually, in the older versions. Tint didn't work. Like when I played with your Psionic Shield map, the Hardened Shield was normal colored, not red, as you set it.
It seems like this might be a fix. .... holy crap, I just tested it and made a VERY dim red splat! SWEET! The color changing works! :D
Anyway, so that's a red fungal growth on them, not banelings?
Lol. "Master," "Pay"? I'm a poor college student. I can't afford to pay anyone! XD And I did a lot of work myself. ;)
Let's see, Kheldrun is an Anti-Hero type. That doesn't mean he's evil, it just means he doesn't have the usual aspects of what a normal heroic person would have. I would tell more, but that's ruining the campaign I'm working on for SC1. ;P
I dunno. A low-cost spell would be great for his first ability. Not blink though. Blink would be overpowered (because of plague), even with a mana cost.
Piercing Spine definitely the theme of a hydra. How about impale of Cryptlord from WC3?
Impale: sends seismic spines to move forward, any enemy unit stand on the wake will be impaled. Deal x damage and stun y sec.
For the wave we have burrow dust effect, impale <= we have sunken colony attack effect.
Up to now, Kheldrun has 3 AOE spells (Dark Swarm, Plague and Psi Storm). Pretty weird.....
Psi Storm wouldn't fit anymore (its effect isn't fit with the other)
My suggestion: Use Spine Barrage, Impale or any other AOE damage spell instead of Psi Storm (there are so many ways to prove a unit is psionic)
As you said: Kheldrun is not a cannibal and he need low energy cost spell..how about consume (again). This spell is from Defiler (again). Kheldrun instantly kill a target Zerg unit then he gain HP (add it) and energy (old effect of Consume). If you like, you could make Kheldrun goes frenzy (andreline) when he consume a unit, boots his AS and MS.
Lol. "Master," "Pay"? I'm a poor college student. I can't afford to pay anyone! XD And I did a lot of work myself. ;)
It's everytime a wierd experiance to meet me late at night ;) and hope i will also study soon.
Hmmm.... and if you give him the ability to summon a simple shield? So it doesn't will work like "mana shield" and well... it will be a defense matrix? Or you give Kheldrun a shield value of what ever you want but give him a shield regeneration and starting value of 0. So his shield is normaly at zero.
Then you can give him an ability that will recharge his shield by draining energy until its full. Then the ability turns off and can be activated again if Kheldrun needs to recharge his shield. Would be simple and have a touch of "mana shield", but won't suck your energy into nothingness.
Piercing Spine definitely the theme of a hydra. How about impale of Cryptlord from WC3?
Impale: sends seismic spines to move forward, any enemy unit stand on the wake will be impaled. Deal x damage and stun y sec.
For the wave we have burrow dust effect, impale <= we have sunken colony attack effect.
I thought i have seen the texture of the lurker attack spines somewhere in the editor maybe there are also the model for this. But he was a Hydralisk an not a lurker?... Hmm sometimes i though he will got the ability to morph into one and also to morph back again into Kheldrun. :)
As you said: Kheldrun is not a cannibal and he need low energy cost spell..how about consume (again). This spell is from Defiler (again). Kheldrun instantly kill a target Zerg unit then he gain HP (add it) and energy (old effect of Consume). If you like, you could make Kheldrun goes frenzy (andreline) when he consume a unit, boots his AS and MS.
I have already suggested this. Seems Kheldrun don't want to be an consumer. ;)
Do you want to give Kheldrun all his spells from beginning? Or do you maybe add some ability in the course of the campaign? Kheldrun needs very very much energy with his spells and it will very helpful to give him an ability that restores his energy. Maybe you can add some levels for the mind link.
Or you can make my "newest" mana shield suggestion an passive ability that restores Kheldrun shield if he is burrowed.
Hmm.... Well, I've been thinking about plague and wondering if it's overpowered. It's REALLY strong, even for 150 energy. So... ummm... I wonder if it should be weakened a little to maybe 15 health damage per second? Though, I don't know how to calculate that with the current build (-1.56ish).
Shadow: I'm not dropping Psi Storm, I've wanted Psi Storm for my Hydra Hero for FOREVER. Not dropping it. :P
Demonette: As for all his spells, probably yes, except Plague. That's far too strong to give at the beginning. The idea of Kheldrun in the second campaign is that he has evolved Psionically, so he has more powers than in the first campaign (which was none, unless they released an SC1 mode, then he might have just Psi Storm or something).
A shield for Kheldrun, eh? I'd need to make a shield animation for him for his wireframe, too if we're going to make that. Though, he already has a passive. The passives seem to go on the second line for every unit, so it still wouldn't fill the missing slot on the lowest part of the command card. This is quite hard. Maybe I do need Defensive Matrix. There's an icon for it, but I dunno how to make it. Maybe use Guardian Shield (again) as a base... Hmm...
Or we could give him a healing ability. Or we could just make it so he has only three spells (even though I don't like the idea of missing a spell): Psi Storm, Dark Swarm, and Plague, and just work on fixing Plague, the range circles, etc.
If you want Kheldrun's Plague to deal 15 damage per second you only need to change the value on the drained life effect to "-1" and you have to change the period amount(/count) on the behavior to 180 (while you change the periods phases to 0.0000 or reset this value). So he will deal 180 damage except of 300. (Nearly half effective....)
Defense Matrix reduces all incoming damage to 1 or? Then you can base it on the hardenend shield and only have to reduce his values of 10 to 1... i'm not shure about how many damage can be prevented... would be great if you can found out how this ability has worked in SC1.
But if you give him my shield recharging skill that can be autocasted and filling up his shield it won't be a real passive ability?
Anyway...
I've got another idea. Maybe you can give him the ability to creating an psionical copy of himself by channeling, only having half hp and dealing half damage but being cloaked and having blink? This "ghost" will having only a limited duration of life time...
All in all i thing Kheldrun has a lot of spells... Kerrigan only got 3 abilities and was one of the heros with most of them.
True, but I bet we'll see Kerrigan with more spells, though... I think, yeah, I actually, I'll stick to these three spells, because most casters only have three (Sentry, Infestor). Thanks everyone! Okay, I'll go in and edit Plague for now, and it works! Hurrah. If it needs any tweaking, I'll ask for help again.
Anyway, please visit the "range circle" thread for me, guys and gals, and see if we can figure out why Kheldrun isn't getting that.
Acteurs can easily change the color of models. So i don't get where is the problem? So you only need to dublicate the acteur for fungalgrowth behavior and go under events.
There you find an event that works on acteur creation. Make a new one that also works on acteur creation but this time this will triggers no scaling... except of this it will change the colors.
----Yeah =D jum jum
Actually, in the older versions. Tint didn't work. Like when I played with your Psionic Shield map, the Hardened Shield was normal colored, not red, as you set it.
It seems like this might be a fix. .... holy crap, I just tested it and made a VERY dim red splat! SWEET! The color changing works! :D
Anyway, so that's a red fungal growth on them, not banelings?
@AegisRunestone: Go
Yep this is a red fungal growth on them.... and i tint them...and like you see its working?! XD
It works! Yay! Anyway, seems like Plague is done now. What's next?
@AegisRunestone: Go
What every you want, master. =P But i think it's time i will soon go to bed... maybe there will be something in my dreams that fits to Kheldrun ;)
Maybe you can somehow discripe his "style" so that we got some more guidelines.
+ And when you will pay me for helping you? =P
Lol. "Master," "Pay"? I'm a poor college student. I can't afford to pay anyone! XD And I did a lot of work myself. ;)
Let's see, Kheldrun is an Anti-Hero type. That doesn't mean he's evil, it just means he doesn't have the usual aspects of what a normal heroic person would have. I would tell more, but that's ruining the campaign I'm working on for SC1. ;P
I dunno. A low-cost spell would be great for his first ability. Not blink though. Blink would be overpowered (because of plague), even with a mana cost.
Piercing Spine definitely the theme of a hydra. How about impale of Cryptlord from WC3?
Impale: sends seismic spines to move forward, any enemy unit stand on the wake will be impaled. Deal x damage and stun y sec.
For the wave we have burrow dust effect, impale <= we have sunken colony attack effect.
Up to now, Kheldrun has 3 AOE spells (Dark Swarm, Plague and Psi Storm). Pretty weird.....
Psi Storm wouldn't fit anymore (its effect isn't fit with the other)
My suggestion: Use Spine Barrage, Impale or any other AOE damage spell instead of Psi Storm (there are so many ways to prove a unit is psionic)
As you said: Kheldrun is not a cannibal and he need low energy cost spell..how about consume (again). This spell is from Defiler (again). Kheldrun instantly kill a target Zerg unit then he gain HP (add it) and energy (old effect of Consume). If you like, you could make Kheldrun goes frenzy (andreline) when he consume a unit, boots his AS and MS.
It's everytime a wierd experiance to meet me late at night ;) and hope i will also study soon.
Hmmm.... and if you give him the ability to summon a simple shield? So it doesn't will work like "mana shield" and well... it will be a defense matrix? Or you give Kheldrun a shield value of what ever you want but give him a shield regeneration and starting value of 0. So his shield is normaly at zero.
Then you can give him an ability that will recharge his shield by draining energy until its full. Then the ability turns off and can be activated again if Kheldrun needs to recharge his shield. Would be simple and have a touch of "mana shield", but won't suck your energy into nothingness.
I thought i have seen the texture of the lurker attack spines somewhere in the editor maybe there are also the model for this. But he was a Hydralisk an not a lurker?... Hmm sometimes i though he will got the ability to morph into one and also to morph back again into Kheldrun. :)
I have already suggested this. Seems Kheldrun don't want to be an consumer. ;)
@AegisRunestone: Go
Do you want to give Kheldrun all his spells from beginning? Or do you maybe add some ability in the course of the campaign? Kheldrun needs very very much energy with his spells and it will very helpful to give him an ability that restores his energy. Maybe you can add some levels for the mind link.
Or you can make my "newest" mana shield suggestion an passive ability that restores Kheldrun shield if he is burrowed.
Hmm.... Well, I've been thinking about plague and wondering if it's overpowered. It's REALLY strong, even for 150 energy. So... ummm... I wonder if it should be weakened a little to maybe 15 health damage per second? Though, I don't know how to calculate that with the current build (-1.56ish).
Shadow: I'm not dropping Psi Storm, I've wanted Psi Storm for my Hydra Hero for FOREVER. Not dropping it. :P
Demonette: As for all his spells, probably yes, except Plague. That's far too strong to give at the beginning. The idea of Kheldrun in the second campaign is that he has evolved Psionically, so he has more powers than in the first campaign (which was none, unless they released an SC1 mode, then he might have just Psi Storm or something).
A shield for Kheldrun, eh? I'd need to make a shield animation for him for his wireframe, too if we're going to make that. Though, he already has a passive. The passives seem to go on the second line for every unit, so it still wouldn't fill the missing slot on the lowest part of the command card. This is quite hard. Maybe I do need Defensive Matrix. There's an icon for it, but I dunno how to make it. Maybe use Guardian Shield (again) as a base... Hmm...
Or we could give him a healing ability. Or we could just make it so he has only three spells (even though I don't like the idea of missing a spell): Psi Storm, Dark Swarm, and Plague, and just work on fixing Plague, the range circles, etc.
What are your thoughts?
If you want Kheldrun's Plague to deal 15 damage per second you only need to change the value on the drained life effect to "-1" and you have to change the period amount(/count) on the behavior to 180 (while you change the periods phases to 0.0000 or reset this value). So he will deal 180 damage except of 300. (Nearly half effective....)
Defense Matrix reduces all incoming damage to 1 or? Then you can base it on the hardenend shield and only have to reduce his values of 10 to 1... i'm not shure about how many damage can be prevented... would be great if you can found out how this ability has worked in SC1.
But if you give him my shield recharging skill that can be autocasted and filling up his shield it won't be a real passive ability?
Anyway...
I've got another idea. Maybe you can give him the ability to creating an psionical copy of himself by channeling, only having half hp and dealing half damage but being cloaked and having blink? This "ghost" will having only a limited duration of life time...
All in all i thing Kheldrun has a lot of spells... Kerrigan only got 3 abilities and was one of the heros with most of them.
True, but I bet we'll see Kerrigan with more spells, though... I think, yeah, I actually, I'll stick to these three spells, because most casters only have three (Sentry, Infestor). Thanks everyone! Okay, I'll go in and edit Plague for now, and it works! Hurrah. If it needs any tweaking, I'll ask for help again.
Anyway, please visit the "range circle" thread for me, guys and gals, and see if we can figure out why Kheldrun isn't getting that.
http://forums.sc2mapster.com/development/map-development/1432-a-problem-with-custom-abilities-and-the-range-circle/