Thanks :) So far that seems to work (I thought uninterpretable was something completely different lol), but it seems I've uncovered a flaw in the unit's weapon... It still auto attacks while moving, if facing potential targets o.O I'm sure I can figure that out though xD Thanks for the help :3
I have an ability I want the unit to be "casting" until it's finished... No commands allowed, nor auto attacking until it's done. Unfortunately I can't seem to figure out how to do that (can't seem to apply a behavior either, since the spell is a target type effect).
That would basically give a circular effect traveling forward... I don't mind that I suppose, but I was hoping to have more of a wave effect. Like this:
If it's not possible (or would be too complicated for my newbular mind) then I'll not worry about it :) I can work with this for now.
So far I've done pretty well (for a newblet) making my own abilites; but now I want to make an AOE damage spell that travels out from the caster (pretty much like the Flame Wave spell from Diablo), and I really don't know where to start. Any help on this would be appreciated :)
Just add two buff behaviours with validators. One is Caster In Combat and the other is Caster Not In Combat
Also did you get nega damage to work? Tried the No Dealt Minimum flag?
That sounds perfect; I'll have to try that :D And no... Didn't get the negative damage to work, ended up doing it a different way. Where is that flag located though? Does that turn off the .5 damage limitation that was mentioned?
Yeah I found that out; don't really have a purpose for it with the map I'm making, but you made me think of something... Is it possible to have that delay reversed? In other words, health only regenerates in battle, while shields regenerate out of battle? lol. Just a random thought.
I think I got it... I was missing the "search area" type of effect, so I thought you simply meant any effect that had a search (like damage) lol. But after fiddling with it, here's basically what I did to get it to work...
I made my ability a behavior one, which activated a behavior on itself, which activated a search area effect, which activated an apply behavior effect, which applied the regen behavior onto the units xD
Now I just need to correct what units it effects and I'm all set :) Thanks again to the both of you.
@Zantai: Not sure where to apply an effect through the search... I just tried adding a validator (target) and then adding a mod unit effect that way, but it didn't work.
@Ranakastrasz: Thanks for that bit of info... If I apply a behavior that increases regen, how do I get it to remove once the allies are no longer in range?
Ok, so I'm trying to make a healing aura/shield ability... When it's active, it continually heals allies in a radius around the caster. So I'm using a behavior ability, and while the behavior is active, it uses an effect that does negative splash damage every period. Now, when the combat amount is positive, it deals damage to allies... but when the number is negative, it does nothing. This is frustrating, because this is contrary to what it says in Galaxy / Data / Effects / Damage. Does the negative damage amount only work in some cases? Or is that a mistake?
Also, I've already searched the forums, and haven't found anything that might help... but if the answer is already posted somewhere, a link would be appreciated.
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@Kueken531: Go
Thanks :) So far that seems to work (I thought uninterpretable was something completely different lol), but it seems I've uncovered a flaw in the unit's weapon... It still auto attacks while moving, if facing potential targets o.O I'm sure I can figure that out though xD Thanks for the help :3
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I have an ability I want the unit to be "casting" until it's finished... No commands allowed, nor auto attacking until it's done. Unfortunately I can't seem to figure out how to do that (can't seem to apply a behavior either, since the spell is a target type effect).
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@TheAlmaity: Go
That would basically give a circular effect traveling forward... I don't mind that I suppose, but I was hoping to have more of a wave effect. Like this:
If it's not possible (or would be too complicated for my newbular mind) then I'll not worry about it :) I can work with this for now.
0
@Kueken531: Go
Thanks, I'll give that a try. If that works, any idea on how to make the "shot" wider? A wideness of 3-5 would suffice.
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So far I've done pretty well (for a newblet) making my own abilites; but now I want to make an AOE damage spell that travels out from the caster (pretty much like the Flame Wave spell from Diablo), and I really don't know where to start. Any help on this would be appreciated :)
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@DrSuperEvil: Go
Thanks again :)
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That sounds perfect; I'll have to try that :D And no... Didn't get the negative damage to work, ended up doing it a different way. Where is that flag located though? Does that turn off the .5 damage limitation that was mentioned?
0
Yeah I found that out; don't really have a purpose for it with the map I'm making, but you made me think of something... Is it possible to have that delay reversed? In other words, health only regenerates in battle, while shields regenerate out of battle? lol. Just a random thought.
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@grenegg: Go
Thanks ^.^ Great site so far :)
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I think I got it... I was missing the "search area" type of effect, so I thought you simply meant any effect that had a search (like damage) lol. But after fiddling with it, here's basically what I did to get it to work...
I made my ability a behavior one, which activated a behavior on itself, which activated a search area effect, which activated an apply behavior effect, which applied the regen behavior onto the units xD
Now I just need to correct what units it effects and I'm all set :) Thanks again to the both of you.
0
@Zantai: Not sure where to apply an effect through the search... I just tried adding a validator (target) and then adding a mod unit effect that way, but it didn't work.
@Ranakastrasz: Thanks for that bit of info... If I apply a behavior that increases regen, how do I get it to remove once the allies are no longer in range?
0
Ok, so I'm trying to make a healing aura/shield ability... When it's active, it continually heals allies in a radius around the caster. So I'm using a behavior ability, and while the behavior is active, it uses an effect that does negative splash damage every period. Now, when the combat amount is positive, it deals damage to allies... but when the number is negative, it does nothing. This is frustrating, because this is contrary to what it says in Galaxy / Data / Effects / Damage. Does the negative damage amount only work in some cases? Or is that a mistake?
Also, I've already searched the forums, and haven't found anything that might help... but if the answer is already posted somewhere, a link would be appreciated.
Thanks.