| 12-19-2002, 01:39 PM | #1 |
hi guys. I am making some cool custom items for my RPG map to add flavor. I want to make 2 different types of poison: slow poison and sting poison. The slow poison is supposed to work like this: you acquire it and it loses potency over 10 minutes...or some amount of time, not sure...this seems simple enough: I acquire the item, display some text, add the slow poison ability to the hero, start a timer for 10 minutes, and then when the timer expires, remove the slow poison ability. The only problem is...I can't seem to find the "add ability" action...is it available in the regular map editor or am i going to have to dl a better one. I would have dled a better one a long time ago but I'm worried/wondering: if i do, am i going to have to start my map over? also, will that trigger format work? i think it should. fr0ggE |
| 12-19-2002, 01:46 PM | #2 |
alright, now thinking about how to do the other poison. The idea behing this one is that instead of losing potency of time, you lose potency as you use it. So I make a variable "venomcounter" and everytime my hero attacks, increase the variable by 1. then when the variable reaches 50 or something reset to 0 and remove the ability again. The old question about adding abilities still stands and also: looking through the events in the triggers I can't seem to find one for "Unit attacks". There is "unit _is_ attackes" dammit, but, sigh... I'm thinking I just need a better world editor. Also, are there other ways to do these poisons? Less complicated ways? Do my ways even work? thanks, fr0ggE, noob map maker extraordinaire |
| 12-19-2002, 02:01 PM | #3 |
and also, do the add/remove ability actions even do what i think they do? do they give your hero an ability or just give them the option of choosing one (i.e. add an ability to the hero skill list) fr0ggE |
| 12-19-2002, 04:59 PM | #4 |
To everyone's chagrin, there doesn't seem to be a direct way of adding a buff to a unit (*please*, correct me if I'm wrong). The way that I and everyone else seems tob e using is to have an invisible unit cast the spell. First, go into the unit editor and create a unit which is invisible (ghost or permenant invisibility should do the trick). When you want slow poison to be added to a unit, have a trigger create your invisible caster at the position of the desired unit. Net order them to cast the spell. Finally, remove them. To avoid having a "dot" appear on your map when you do this, give the newly created unit to a diffeent team (one that you don't have shared vision with). To prevent the targeted unit from attacking the spellcasting unit (or vice versa), make both teams allied. Thinking about this a second time, I'm not sure if slow poison is "spellable," the way I've described. If not, create an invisible unit that does 2 damage (set base, dice, and sides to 1), which has the slow posion ability. Remove his projectile art, and make the projectile type "instant" (might want to also raise projectile speed up very high, just to be safe). Also, make him invincible. Create one of these units, and order it to attack your desired unit, then remove the (last created unit). PS, there also doesn't seem to be a direct way to *remove* a particular buff from a unit without removing all other buffs (or all other good/bad buffs). You may need to do some spell editing to get a 10 minute duration for slow poison. |
| 12-19-2002, 05:34 PM | #5 |
With respect to the other poison, use the "unit is isued an order targeting a unit" event, followed by the condition "order = attack" You can use this to remove ticks from the counter. The only problem would be actually removing the buff when all was said and done, since "remove buffs" is pretty indiscriminate in its use. Question: is this the dryad's slow posion (which only slows) or is this a traditional RPG posion which does damag? Or is it both? In any case, if you anticipate having other negative buffs on a unit at the same time, you might want to consider making this completely trigger based. You can use triggers to do damage and slow a unit's walking speed. If you want your slow poison to slow attack speed, you're in a bit of a jam, but other than that you can create the special effect etc with triggers and just simulate a spell. That way you can remove it at will without removing all other negative buffs. |
| 12-20-2002, 02:44 AM | #6 |
yeah, seems like a lot of hassle... of course the original way that i wanted to do the poisons was just to make an item with the ability "poison sting" and one with "slow poison". I think this should give the hero those abilities while he holds them. The whole point was that since my rpg is for 2 players and inventory space is important in such cases, to be able to get the poison and not have it be taking up inventory space. Hence I was thinking of setting the triggers to give the hero the ability and then remove the item from the game and then have triggers dictate when the abilities end. However, if this isn't practical (i.e. you have to do all that was an invisible unit and stuff) I may just bite the bullet and have the thing take up inventory space, and then have triggers detailing how long it stay in the inventory. Have the counter for the one and a timer for the other and when they expire, remove the items from the game. It just sort of sucks, cause it would have been cool to be able to apply the poison and then remove it from the game. fr0ggE p.s. as usual if you think that this won't work let me know |
| 12-20-2002, 03:27 AM | #7 |
For a slow poison I would do this, have an counter to decrement the poison, then using the triggers if the unit which is poisoned is within range of a1,b1 then set life of the minus c1, also set the speed of the unit to d1 of the unit, as the counter becomes in range of a2,b2 minus c2 of life of the unit, and set its speed to d2...etc until the potion is worn off (the counter reaches zero). Example would be: Range1 then minus 2% of life every 4 seconds, set speed to 50. Range2 then minus 2% of life every 6 seconds, set speed to 80. Range3 then minus 2% of life every 8 seconds, set speed to 100. No poison set speed back to regular speed of unit. To show your poison level you could use one of the leader board slots (so long as you have not taken up 12 already, to show your poison level). Since its 2 players you will want to make the leader board an array, so each player has there own leader board . |
| 12-20-2002, 03:42 AM | #8 |
Guest | First of all, the ability Slow Poisin doesn't affect the person you give it too. It edits their attack so that they slow enemies they attack. My suggestion is give a unit the ablities: Ghost, and Slow Poisin. Make this unit allied with the player, and say when the player drinks a poisined potion, get the unit to attack once the player. Do this repeatedly as the effect ends, i think its 5 secs. Good luck. Edit: BTW there is no add ability. :lch: :hammer: |
