| 08-19-2008, 09:26 AM | #1 |
I am working on a condition system for my AoS map, and it's actually pretty neat. So far there's 4 conditions, Burn (decreases armor), Blind (gives a chance to miss upon attack), Dizzy (slows movement speed) and Silence (I think you know...) I could use some more ideas for conditions, and ideas for functions. Currently there are these functions; function AddCondition takes unit whichUnit, string whichBuff returns nothing function AddAllConditions takes unit whichUnit returns nothing function RemoveCondition takes unit whichUnit, string whichBuff returns nothing function RemoveAllConditions takes unit whichUnit returns nothing And this is the types and strings; JASS:// The ability globals; globals constant integer CONDITION_TYPE_BLIND = 'A000' constant integer CONDITION_TYPE_BURN = 'A002' constant integer CONDITION_TYPE_DIZZY = 'A003' constant integer CONDITION_TYPE_SILENCE = 'A001' endglobals JASS:// The ability order strings globals; globals constant string CONDITION_STRING_TYPE_BLIND = "curse" constant string CONDITION_STRING_TYPE_BURN = "innerfire" constant string CONDITION_STRING_TYPE_DIZZY = "cripple" constant string CONDITION_STRING_TYPE_SILENCE = "silence" endglobals JASS:// The buff globals; globals constant integer CONDITION_BUFF_TYPE_BLIND = 'B000' constant integer CONDITION_BUFF_TYPE_BURN = 'B003' constant integer CONDITION_BUFF_TYPE_DIZZY = 'B002' constant integer CONDITION_BUFF_TYPE_SILENCE = 'B001' endglobals Any ideas? REMEMBER: You have to specify the ability I should base the condition on when posting ideas! |
| 08-19-2008, 10:17 AM | #2 |
I was thinking more along the lines of: Burn - Damage over time, increased movement speed (inner fire) Poisoned - Damage over time, reduced movement speed (poison attack) Frostbite - Reduced movement and attack speed (cold attack) Sundered - Reduced armour (inner fire / faerie fire) Frenzied - Increased attack rate, reduced armour (inner fire) Concentration - Improved spell damage and mana regain (inner fire) Stoneskin - Increased armour (inner fire) Disease - Spawns a zombie when killed! And so on... Sounds like a neat system, I'd also like to use it when you're done with it. |
| 08-19-2008, 10:31 AM | #3 |
Actually, inner fire doesn't damage over time. And I was thinking more of "bad" buffs, I mean, decreasing armor, decreasing life, you know. > Sounds like a neat system, I'd also like to use it when you're done with it. Thanks :) |
| 08-19-2008, 10:40 AM | #4 |
Inner Fire has regeneration, which can be negative. |
| 08-19-2008, 11:01 AM | #5 |
Of course, god damn I'm dumb. |
| 08-19-2008, 11:05 AM | #6 |
Constant integer variables would beat strings, for safety, etc. Strings can be mistyped and not noticed by the compiler. |
| 08-19-2008, 11:10 AM | #7 |
It was for people who mighty wanted stun instead of cripple... Oh yeah, and I got messages if people has mistyped the strings. |
| 08-19-2008, 12:51 PM | #8 | ||
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| 08-19-2008, 02:30 PM | #9 |
> That would be cute and all, except negative health regeneration does not give correct bounty to killing player nor assistance if you've decided to make a system like that for your map too. Seriusly? I'm gonna put that as a cons. > The very basic ones are nice, these are the ones used in DoE for reference -- (...) Yeah, but I'm gonna use all those from DoE, people would go like "omg you steal DoE dinks" > I'm of the belief that anything beyond renaming them and giving them different effects is too complicated for poor players. I mean, you'd be surprised how many kiddies still don't understand what bleed does. ... Are you serius? People are dumber than I thought. |
| 08-19-2008, 02:39 PM | #10 | |
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| 08-19-2008, 02:44 PM | #11 |
No, but still. Okay, I think I'm gonna add maimed and ruined. |
| 08-19-2008, 03:11 PM | #12 |
Concussed - bleed mana over time Insane - % that spell will misfire when cast (ie it uses the required mana, but does nothing) Scared - % that affected unit takes extra dam when attacked |
| 08-19-2008, 05:46 PM | #13 |
Maybe you should keep it at 1 effect per condition... and then you make a condition for each negativity. Like: Damage over time - Burn Reduced speed - Cripple Reduced damage - Corruption Reduced attack rate - Maim Reduced armour - Sunder Reduced chance to hit - Blind / Curse ...and so on. Then again, "damage over time" can be divided into numerous categories: Burn - straight damage per second Bleed - damage based on movement (just like in DotA!!!) Decay - % of current hp per second And maybe also a certain degree of effect? Ruin - minus 5 armour Sunder - minus 50% armour |
| 08-19-2008, 07:04 PM | #14 |
Dont have too much of them, or you might as well just skip the whole coniditions idea. Rename "Dizzy" to "Dazed" I like the idea of a mana loss condition, but i'd put it in place of a silence condition. Call it "Leak" :P |
| 08-19-2008, 09:04 PM | #15 |
Slandered - every time the affected unit attacks, there's a % chance that some of his allies in the immediate vicinity will target him instead of the enemy units (a case of mistaken identity/ bad reputation) |
