• 0

    posted a message on Tutorial Request

    @Decay: Go

    he simply needs to be at the "location" of the "treasure chest"?

    Event: Unit enters region (Region being a Region from Circle - X of "chest", Y of "chest" Radius of 1.) Condition: If Trigger Unit == Marine Action: Modify Unit Property [Life] [Current] = Unit Property [Life] Current + 50

    Posted in: Tutorials
  • 0

    posted a message on Campaign Data Not Appearing in Data Editor

    @Kanaru: Go

    Are you using your Beta Editor, or the Retail version?

    Posted in: Miscellaneous Development
  • 0

    posted a message on My map has been stolen!
    Quote from Galois1: Go

    That's the same kind of absurd rationalization that Americans use far too often.

    I just went from somewhat sympathetic to "sucks to be you" due to that statement

    Posted in: General Chat
  • 0

    posted a message on "Reset" - Open RPG

    @FyreDaug: Go

    The "Path" system seems to be contradictory to the "Open" in your RPG.

    Have you considered Using the whole map for each Set... and Just have the game place everything where it needs to be once started?

    Posted in: Project Workplace
  • 0

    posted a message on What to change in the Galaxy Editor
    Quote from Drunkenvalley: Go

    Two things I'd kill to see: New multiplayer support, where maps can broadcast for new members to join... ...while the map is in progress.

    Though the editor would also need a way to recognize new players then I assume. This obviously isn't helpful for most maps, but it really helps for RPG maps.

    ...It'd be also cool if there could be a "cross-game cache," so players can simply load content straight out rather than the current gimp-solution.

    QFT. Diablo style game joining would be awesome for many more game types than RPGs

    Posted in: Galaxy Editor Bugs and Feedback
  • 0

    posted a message on [Data] Hit Crit Miss

    @Zeban: Go

    Two ways to accomplish that, and I haven't played with it enough to give any step by step instructions. You can create an Actor Message ( I think it's message) that ignores the actor that is the target of it's animation. In theory, this will cause no impact. But I'm not sure if you need any other alterations to allow the missile to continue on it's course passed the unit. The offtarget arc can be adjusted by offsets. to cause a missile to give the visual representation of a miss.

    However, with this, i'm not quite sure how you would handle causing a hit on another target that the missile's offset just happened to hit.

    The other way, is like you said, with triggers. I don't like handling combat data by triggers, because it's heavier than data and can slow down performance when in a network game.

    Posted in: Tutorials
  • 0

    posted a message on RPG Toolset

    @Mari0B: Go

    that's actually pretty cool... I'm still working on Default Frame layout... but I want to make it so that each frame can by moved to any location on the screen that you choose... as somebody pointed out to me earlier, changing the size of the frames might also be a good idea, but there are a few problems with that... mainly being that some things don't stretch...

    Yeah, eventually I want to get rid of the BossBar graphic and replace it with something more akin to the Player Frame... which also needs revision... And a lot of things need to be modularized before I get to adding new features...

    Because I want it to be so that you can take any piece of the puzzle and apply it elsewhere without needing any other pieces.

    Posted in: Project Workplace
  • 0

    posted a message on [Data] Hit Crit Miss

    @Aenigma: Go

    I haven't played too much with all the validator types, but there might be a way have it randomly validate an effect... at which I don't know if the Periodic will try to fire effects that the validator doesn't allow and just return a fail, or if it will return to randomly selecting one of the remaining effects that hasn't failed.

    Posted in: Tutorials
  • 0

    posted a message on RPG Toolset

    So this project will not have an update until after Release... I just want to make sure that Bliz doesn't break anything else before I fix the broken things in it already.

    Posted in: Project Workplace
  • 0

    posted a message on RPG Toolset

    @tigerija: Go

    I might be inclined to include a faded map that you can toggle on and off in the center of the screen... sorta like Diablo's... The minimap I was talking about is just like WoW... with your location on a local area...

    @s3rius: Go

    I just noticed that as well... I'll take a look into it... I actually just posted this thread, but the file has been on here since before patch 16... which I assume is where it broke down.

    Posted in: Project Workplace
  • 0

    posted a message on [Contest] Minigame
    Posted in: Project Workplace
  • 0

    posted a message on RPG Toolset

    Features:

    • Custom Minimap Frame
    • Player Frame
    • Two View Modes
      • 3rd Person
      • Overhead
    • Maintained Targeting
    • Tab Targeting
    • Theat Agro System
    • Omen-esque Threat Meter
    • 20 button Actionbar
      • Fully customizable
    • Raid Targeting
    • Target Recall Function
    • Party Exp Distrubution
    • Exp on-the-fly Distribution

    Not Yet Implemented:

    • Movable Frames
    • Saving Loading Hero
    • Tons of Abilities
    • Tons of Mobs

    Download:

    Posted in: Project Workplace
  • 0

    posted a message on [Data] Hit Crit Miss

    * * * This tutorial assumes you have a basic understanding of data editing * * *

    So you want your unit to be able to Miss or Crit on their attack based on a Percentage chance...

    To do this with the data editor is actually very simple. First, The required data "Objects"

    You will need:
    3 Damage Effects (Address each one with a suffix of "Hit", "Miss", "Crit" respectively)
    1 Persistent
    1 Weapon
    (Optional) Launch Missile Effect

    If you do not know how to define your own Damage effect, duplicate one in existence that behaves the way you want your unit's attack to behave. Now, Select the "Hit" effect. The only field that needs to be edited here is "Combat - Amount" - This is what you would like the base damage of your attack to be. Set it to an arbitrary number of your own choosing.

    Next, Select the "Crit" effect. Set the "Combat - Amount" to a value of your choosing (Ideally a critical hit does more damage than a normal attack and should be higher than your "Hit" Amount.

    Now Select the "Miss" effect. Set this "Combat - Amount" to 0 (While a miss should not hit a target in theory, the easiest way to have a miss effect work efficiently is to instead make it do nothing to the target when hit)

    After that, Select the Persistent effect. We are going to edit 3 Fields here:

    Effect - Flags: Enable "Random Effect"
    Effect - Period Count: Set this to 1
    Effect - Period Effects: Now when we select this field, we can add multiple effects to a list. What we will now do is Add each Damage effect into the field.

    This will give you a 33% Hit, 33% Crit, 33% Miss Chance. The Periodic will randomly select an item from the "Effect - Period Effects" list and fire off that effect. The trick to editing these percentages is duplicating items in the list.

    For Example: If you have 3 Instances of "Hit", 1 of "Crit", and 1 of "Miss" on your list. The Chances are now, 60% Hit, 20% Crit, 20% Miss.

    Optional Step: If you want the weapon to fire a missile that hits the target, you must tie the Persistent to a Launch Missile Effect. Once again, duplicate an Object of the Effect type, if you do not know how to make your own. Edit the "Effect - Impact Effect" to Fire the persistent you created.

    Getting Close to Finished: Now, Goto the Weapon you created for your unit. Set "Effect - Effect" to the persistent you created (or the Launch missile effect if you included this step).

    Final Step: Now you have a weapon that can Hit, Crit, or Miss. The Last step is to goto the Unit that you want to give this weapon to, and edit "Combat - Weapons +" to use the Weapon you created.

    That is all there is to a Miss / Crit Effect.

    Posted in: Tutorials
  • 0

    posted a message on devilesk's Signature/Avatar Shop

    @devilesk: Go

    That's amazing... thx

    Posted in: Off-Topic
  • 0

    posted a message on devilesk's Signature/Avatar Shop

    @devilesk: Go

    A Firebat... in a icecube... XD

    Posted in: Off-Topic
  • To post a comment, please or register a new account.