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    posted a message on The Texture Shop (request icons and textures)

    @Demonette: thx, that's just what I needed

    EDIT: @onisagi: already imported the one by Demonette before I saw yours, but still thanks for the effort. the closing flaps idea is great though, but the 2 flaps seems a bit short compared to those of what the nitro boost would have possibly looked like: http://i178.photobucket.com/albums/w251/DAvtr/nitroboostpossibleactualart.jpg But hey, it's just my own conjecture, so I may be wrong ;p

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    Yes, that's the one, and I need it to be completely turned off. I did post the image in the other thread, but forgot to do so in this one, my bad ;p

    Posted in: Art Assets
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    posted a message on The Texture Shop (request icons and textures)

    Hey, could you help me edit the Nitro Boost to be without the flames (Making a toggled speed buff ability, so I need it for the deactivate button). I asked for help a few weeks ago in Adelios thread, then he went MIA. I tried to do it myself, but the results weren't very favorable.

    Posted in: Art Assets
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    posted a message on Making Icons for requests

    Adelios, could you help me make the Nitro Boost icon without the fire (I'm making a toggled speed buff ability, so I need a 'deactivate' icon). Thanks in advance.

    Posted in: Art Assets
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    posted a message on Shield ability

    Well, I gave up on making it purely data-based, so I started using triggers. I got the buff 'behavior' to be removed when the buffed target takes any one instance of damage that is at least 50 damage. However, I have been working only with data all along, so I'm lost as to how to make the other 2 to work:

    • That particular instance of damage will be negated (Meaning no damage dealt)
    • The caster (not the buffed target) will gain shield points dependent on the damage blocked

    Any help on that, whether using data or triggers, will be great.

    Posted in: Data
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    posted a message on Shield ability

    I'm trying to make a shield ability that applies a 'shield buff' and has the following characteristics:

    • Can be used on either self or ally
    • Lasts for x seconds
    • If the buffed target does not take any one instance of damage that is above 50 damage, nothing happens.
    • If the buffed target takes any one instance of damage that is above 50 damage:
    1. That particular instance of damage will be negated (Meaning no damage dealt)
    2. The shield will be removed
    3. The caster (not the buffed target) will gain shield points dependent on the damage blocked

    I have all the animations and basic usage of the ability working (Buff lasting for x seconds, usable on self or ally, etc.) but I can't figure out how to make the bold part working, mainly how to make the behavior be removed when more than 50 damage is taken in one instance. I am aware of the 'Behavior - Remove' field, but I can't find any Validator that can do what I need.

    P.S. Would prefer the method to be pure/mainly data and minimal triggers involved.

    Posted in: Data
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    posted a message on [Solved] Buff lasting for only 1 attack

    @TheAlmaity: Thanks, it worked perfectly.

    Posted in: Data
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    posted a message on [Solved] Buff lasting for only 1 attack

    I'm trying to make a buff that increases the caster's damage that lasts for either up to 10 seconds, or for 1 attack, whichever comes first. I got everything working, from the bonus damage to the animations, but I still can't figure out how to make it last for only 1 attack.

    Basically, what I need is for the behavior 'Buff X' to be removed after the affected unit (The caster, in this case) attacks once.

    I tried changing the 'Behaviours - Validators (Remove)' field, using both 'Caster not Attacking' and 'NotAttacking' validators, but doing so would remove the buff once the attack starts, hence depriving the attack of the bonuses (the damage for instance) from the buff.

    Posted in: Data
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