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Making Curse into a passive ability.

07-09-2004, 02:23 AM#1
Pyrus
For the RPG im gonna make, there will be some footmen type units. Some of these units will have an "Inexperience" passive ability which among other things makes the footmen have a % chance to miss their target.
How do I do this without having to cast curse on them repeatedly?
07-09-2004, 03:11 AM#2
CynicalYouth
Off hand I cant think of any other abilities dealing with a chance to miss. You may have to cast an edited curse with a very long duration to get this effect
07-09-2004, 03:20 AM#3
-={tWiStÄr}=-
hmm.. ya long curse is the best thing i can think of using curse.. but you could make a chance to do less damage with a negative critical strike if thats possible. or maybe even you can make critical strike have a % chance to deal -100% damage. prolly not possible
07-09-2004, 03:25 AM#4
Pyrus
Hmm, i want to try to stay away from Curse as it is dispellable. I'll work with Critical Strike in the morning and see what comes up. Thanks for the help so far.
07-09-2004, 04:42 AM#5
Das Jank
The Bash ability has a field in it that is "Chance to miss" just set the "Chance to Bash" to 0 and then up the Chance to miss to whatever you want.
07-09-2004, 02:42 PM#6
-={tWiStÄr}=-
bash makes you miss? maybe its just the chance to miss the bash... unless theres another field for it:\
07-09-2004, 02:55 PM#7
th15
It might be interesting to note that buff spells can take effect immediately when an attack event is triggered.

Since these footmen are melee units, you can easily implement a trigger that creates a dummy unit to cast a 1-second curse on the footmen each time they attack. That should minimize any dispell trouble you might have.
07-09-2004, 03:46 PM#8
Anitarf
I'm just guessing here that the miss field on bash is similar to the miss field on drunken brawler - it gives you a chance that others can miss you.
07-09-2004, 04:52 PM#9
th15
I think a chance to do a crit strike with a multiplier of 0 is probably the best way to implement this.
07-09-2004, 06:13 PM#10
Quickshok
Quote:
Originally Posted by th15
I think a chance to do a crit strike with a multiplier of 0 is probably the best way to implement this.

Critical Strike doesn't seem to work if the multiplier is set to 0. So either set it to 0.01 or -0.01. If critical strike is in the negatives it won't show the numbers, but if it is at 0.01 as long as 1% of the footman's attack is low enough, it should show a 0
07-09-2004, 06:59 PM#11
Pyrus
Critical Strike worked with multiplyer set to .01. Even tho the footman did 1 damage when he "missed" that's enough leeway for me. Thanks to all who helped.