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    posted a message on How to set progress bar icon and text?

    Lol well I just ran into the same issue, thanks for answering you're own question :)

    Posted in: Data
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    posted a message on Need help with some Ablilties

    Are you trying to achieve something like the following:

    Ability
    Tier 1: Does stuff
    Tier 2: Does more stuff
    Tier 3: Does even more stuff

    Posted in: Data
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    posted a message on [Solved][Actor] - Animation for Effect/Behavior Target

    I'm trying to create an animation for an effect (or behavior) that's applied to a target. My main confusion is I'm not sure which Actor's Events to modify. Here's some info about the effect/behavior:

    -Applied by an ability with type "Effect - Target"
    -Effect is of type "Apply Behavior"

    Posted in: Data
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    posted a message on Notice: "Map of the week" system

    This is a really great idea!

    However, my suggestion runs parallel with Kalekin's reply. I think the front page doesn't get as many hits as everyone would like. Maybe people just have the forums bookmarked and they don't even visit the front page. A couple other simple implementations could help this:

    -A link at the top of the page beside "Maps" labelled as "Maps of the Week" (or something similar).
    -A Global post on the forums labelled "Maps of the Week - Week #2"

    Posted in: Project Workplace
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    posted a message on [Preview] - The Valley of Midnight

    BETA Testers are not needed immediately, but soon however.

    I'm currently working on a carefully crafted map. It will share the same basic gameplay as my previous map (Verdant Fray) in terms of capturing islands and being the first team to 5,000 points. However, the structural gameplay is completely different. The primary differences are:

    • No longer a melee-style game
    • Players control one unit
      • Each unit is :
        • Twice in size
        • Moves twice as fast
        • Has much more HP
        • Deals much more damage
    • Total amount of players are 6-14



    Classes

    The first thing to mention, is each player will decide upon a specific class when the match begins. The player has a choice of being:

    • Hunter
    • Rogue
    • Warrior
    • Mage
    • Healer

    Each class will have access to 2 basic abilities and 2 advanced abilities. Each ability have 3 (or 4) Tiers that can be accessed by upgrading throughout the match. The following is a list of available abilities for each class:


    Rogue

    Cloak (60 second cooldown)
    -Tier 0 - Rogue can cloak for 20 seconds
    -Tier 1 - Rogue can cloak for 30 seconds
    -Tier 2 - Rogue can cloak for 40 seconds
    -Tier 3 - Rogue can cloak for 50 seconds


    Sprint (60 second cooldown)
    -Tier 0 - Rogue can sprint for 7.5 seconds (+2.75 speed)
    -Tier 1 - Rogue can sprint for 10 seconds (+3 speed)
    -Tier 2 - Rogue can sprint for 15 seconds (+3.25 speed)
    -Tier 3 - Rogue can sprint for 20 seconds (+3.5 speed)


    Surprise Attack (Must be cloaked)
    -Tier 1 - Attack for +20 damage
    -Tier 2 - Attack for +30 damage
    -Tier 3 - Attack for +40 damage


    Ability #4 not yet complete



    Warrior

    Charge (20 second cooldown)
    -Tier 0 - Charge distance of 6 (Speed * 2.25)
    -Tier 1 - Charge distance of 8 (Speed * 2.50)
    -Tier 2 - Charge distance of 12 (Speed * 2.75)
    -Tier 3 - Charge distance of 16 (Speed * 3.00)


    Execute (20 second cooldown - Target's HP must be below 20%)
    -Tiers 0 - 4 - Damage out not yet configured)


    Berserk (60 second cooldown)
    -Tier 1 - Warrior's attack speed increased 33% and +2 damage for 15 seconds
    -Tier 2 - Warrior's attack speed increased 66% and +4 damage for 20 seconds
    -Tier 3 - Warrior's attack speed increased 100% and +6 damage for 25 seconds


    Shield Wall (180 second cooldown)
    -Tier 1 - Damage dealt to the warrior is reduced by 25% for 10 seconds
    -Tier 2 - Damage dealt to the warrior is reduced by 50% for 15 seconds
    -Tier 3 - Damage dealt to the warrior is reduced by 75% for 20 seconds



    Healer

    Heal (Not complete)

    Ability #2 Not complete

    Protective Shield (5 second cooldown - Target receives 15 second debuff that prevents continuous shields)
    -Tier 1 - Healer applies a shield to a friendly target which absorbs 500 damage for 10 seconds
    -Tier 2 - Healer applies a shield to a friendly target which absorbs 1000 damage for 15 seconds
    -Tier 3 - Healer applies a shield to a friendly target which absorbs 1500 damage for 20 seconds


    Heal Aura (90 second cooldown)
    -Tier 1 - An aura surrounds the healer. Any unit within the aura is healed for 10 HP each second for 20 seconds
    -Tier 2 - An aura surrounds the healer. Any unit within the aura is healed for 20 HP each second for 25 seconds
    -Tier 3 - An aura surrounds the healer. Any unit within the aura is healed for 30 HP each second for 30 seconds


    Mage (Not complete)

    Hunter (Not Complete)



    Universal Abilities

    There will be 3 (possibly more) universal abilities also consisting of 4 Tiers.

    Damage Dealt
    -Tier 0 - Unit deals normal damage
    -Tier 1 - Unit deals +10% damage
    -Tier 2 - Unit deals +20% damage
    -Tier 3 - Unit deals +30% damage


    Total Health
    -Tier 0 - Unit's health is normal
    -Tier 1 - Unit's health is +20%
    -Tier 2 - Unit's health is +40%
    -Tier 3 - Unit's health is +60%


    Hit Chance
    -Tier 0 - Unit's chance to hit is 65%
    -Tier 1 - Unit's chance to hit is 75%
    -Tier 2 - Unit's chance to hit is 85%
    -Tier 3 - Unit's chance to hit is 95%



    So, as you can see, the main issue to this map will be balancing. I'm trying to create an initial BETA released that is as balanced as possible, but I'm sure will require tweaking. I'll keep everyone up-to-date on my map to determine when it is ready to be tested.

    Regards,
    Zurom

    Posted in: Project Workplace
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    posted a message on Augment ability not applying effect

    "The smallest errors cause the biggest problems".

    One of the most unfortunate things about life lol

    Posted in: Data
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    posted a message on [Solved] - Prevent damage for "x" amount of damage

    Works like a charm, thanks guys :)

    Posted in: Data
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    posted a message on Troubles with upgrades

    Should be done via requirements, try the following:

    Use
    Show
    - -Not
    - - -Count Upgrade <upgrade> Queued or Better

    Posted in: Data
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    posted a message on [Solved] - Prevent damage for "x" amount of damage

    Hmm yea, I can definitely try that

    Posted in: Data
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    posted a message on [Solved] - Prevent damage for "x" amount of damage

    So I'm trying to create a temporary shield that "absorbs" a certain amount of damage before it fails. I'm pretty sure I have to do this in the behavior's "Damage Response" field, but I'm not entirely sure which part of this field to modify.

    Thanks

    Posted in: Data
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    posted a message on [Solved] - Change Chance on Effect

    Finished!

    What I did was created an identical effect of the effect that's applied from the unit's weapon and added more chance to this new effect. Within the "Improved Hit" upgrade, I added the following effect:

    Weapon -> Set <weapon> -> Effect: <new effect>

    Posted in: Data
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    posted a message on [Solved] - Change Chance on Effect

    So preferably I'd like to add this effect via a Passive button on a unit's command card. I have the appropriate Requirement(s) setup and I noticed the "Behavior" dropbox. So I added the appropriate behavior and it doesn't seem to be working. Am I using this properly?

    Posted in: Data
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    posted a message on [Solved] - Change Chance on Effect

    Hmm, this is true. Thanks for the insight. I'll give that a shot :)

    Posted in: Data
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    posted a message on [Solved] - Change Chance on Effect

    bump

    Posted in: Data
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    posted a message on [Solved] - Change Chance on Effect

    I have an effect where its hit chance is 65%. I'm trying to make an upgrade that increases the hit chance of the effect, how would I achieve this? I can't find anything in the "Effects +" for the upgrade

    Posted in: Data
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