| 07-07-2004, 01:26 AM | #1 |
As a support-type hero for an RPG i want to use a pacifist. I have 2 options, one of which is to give the hero very little attack and no advancement in the related ability, relying on triggers to supply the non-attack-related bonuses. The other is what i really want, but don't know how to do. I want his attacks to HEAL instead of HARM. example: where the unit might normally do 16-20 damage, he heals that ammount each hit instead. Any ideas? |
| 07-07-2004, 01:51 AM | #2 |
found a solution i think. went to prefs to make it allow me to use negative #s in object editor. testing. if it works i won't reply, if it does i'll be back here asking again. |
| 07-07-2004, 02:34 AM | #3 |
nope, didn't work. Any help? |
| 07-07-2004, 03:30 PM | #4 |
Did you try modifiying ablilities like bash to have a negative damage bonus and 100 percent chance to hit? |
| 07-07-2004, 07:13 PM | #5 |
no i haven't, however some problems arise with that. Firstly it would take up an ability slot (if its there it has to show making it look somewhat sloppy) and secondly the healing would go DOWN in power instead of UP as hero level increased. CURRENTLY IN USE: reduce base damage to 0, rolling 1D1. this takes out damage without taking out the possibility of attacking (the attacks would just be horrifyingly weak). Base the obviously int-based unit on agility, reduce starting agility to 1, reduce agility advancement to 0, and upgrade the armor via triggers (not the attack speed, set at several minutes between attacks) As he doesnt get to attack much of anything he gets a rather large amount of armor (base of 12, reduced to 10 at start of game,. Begins game with level 1 upgrade to armor, gets 1 upgrade per level. each upgrade adds +5 armor class. level 10 = 60 armor, not including items, etc.) |
| 07-07-2004, 07:49 PM | #6 |
I see. (The amount it would heal would actually stay fixed by the way) Well I'm not sure how to hide an ability but you can just make it look like a passive ablility right? Just change the name and icon a bit to make it fit with your hero. Sorry I can't think of a solution. If you want it to heal in direct relation with your hero's damage, just set bash's "damage multiplier" to a negative number. So the higher the hero's damage is, the more it will heal. So when your hero levels up, his damage will go up and so will the amount he heals per hit. |
| 07-08-2004, 02:31 AM | #7 |
Allrighty. Thanks. We'll see how that works after i've hammered out some other kinks in the works (making 32 custom hero abilities is a pain in the butt but i've no doubt it'll be many times as rewarding by the end.) |
