https://www.androidutils.com/forum/view ... 53f94d96f7
If you have any questions, you can leave there and i will answer later... (currently is +3AM, i made the post while the idea was fresh, but i need to sleep
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RESISTED_BY_DODGE_MELEE, // probability is calculated as dodge melee is calculated
RESISTED_BY_DODGE_RANGED, // probability is calculated as dodge ranged is calculated
RESISTED_BY_HP, // probability is calculated based on DEFINE_UNIT_BIG_HP_VALUE and unit hp
RESISTED_BY_POWER, // probability is calculated based on DEFINE_UNIT_BIG_POWER_VALUE and unit hp"effectTriggers":["ON_DAMAGED"], ----------------------------------------------------------------------- what event triggers the effect: ON_DAMAGED, ON_DAMAGED_AMOUNT, ON_DIED, ON_KILL_ENEMY, ON_DAMAGES, ON_DAMAGES_AMOUNT
btw can the caster also teleport others?Stratego (dev) wrote: ↑Sun Jan 19, 2020 10:53 pm new kind of effects:
public static final int SYSTEM_SPECIAL_EFFECT_RELOCATE = 118; // used to "teleport" the caster unit to the target location, target is read by the green environmental floating action.
public static final int SYSTEM_SPECIAL_EFFECT_REVEAL = 119; // used to reveal a spot on target location, target is read by the green environmental floating action.
Thanks! You've bben really fast!Stratego (dev) wrote: ↑Fri Jan 24, 2020 2:33 pm new effect special settings:
IS_TERRAIN_SOURCE, // this effect is from a terrain affection (like in woods foot units can have +1 defense)
WEARS_OFF_AFTER_MOVE, // the effect (if on unit as a enchantment) will wears off after unit moves
WEARS_OFF_AFTER_ATTACK, // the effect (if on unit as a enchantment) will wears off after unit attacs
WEARS_OFF_AFTER_ABILITY_USE, // the effect (if on unit as a enchantment) will wears off after unit uses spell or ability