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Condition System - Needs ideas for functions.

08-19-2008, 09:26 AM#1
Vestras
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;

Collapse 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

Collapse 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

Collapse 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
rulerofiron99
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
Vestras
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
rulerofiron99
Inner Fire has regeneration, which can be negative.
08-19-2008, 11:01 AM#5
Vestras
Of course, god damn I'm dumb.
08-19-2008, 11:05 AM#6
Captain Griffen
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
Vestras
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
Rising_Dusk
Quote:
Originally Posted by rulerofiron99
Inner Fire has regeneration, which can be negative.
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.
Quote:
Originally Posted by RoD I
I could use some more ideas for conditions, and ideas for functions.
The very basic ones are nice, these are the ones used in DoE for reference --
  • Bleed - 10 damage per second, long intervals
  • Burn - 20 damage per second, short intervals
  • Maim - 50% attack speed reduction, 50% attack damage reduction
  • Cripple - 50% movement speed reduction
  • Blind - 75% chance to miss with attacks
  • Mute - Cannot cast spells
  • Ruin - Minus 10 armor
  • (Since you made a system for it, may as well include stun/knockdown/whatever as "conditions", though I don't recommend they be true for most mechanical interactions if you have any)
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.
08-19-2008, 02:30 PM#9
Vestras
> 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
Rising_Dusk
Quote:
Originally Posted by RoD I
Yeah, but I'm gonna use all those from DoE, people would go like "omg you steal DoE dinks"
DoE does not own the rights for such things as "bleeding" and "burning."
08-19-2008, 02:44 PM#11
Vestras
No, but still.
Okay, I think I'm gonna add maimed and ruined.
08-19-2008, 03:11 PM#12
Askhati
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
rulerofiron99
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
erwtenpeller
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
Askhati
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)