Page 3 of 5

Re: Game definition jsons - Effect definition json

Posted: Sat Aug 01, 2020 9:43 pm
by makazuwr32
We can alas set cooldown to be initial - when unit spawns its ability will already be on cooldown.

For example if you have unit with ability that has cd for example 6 and it is set to be on initial cooldown than when unit spawns (trained/transformed/summoned/spawned by triggers) its ability will already have cooldown 6. If cd of ability 2 than it qill initially have cd 2 and so on.

We in aof made some abilities to work that way.

Re: Game definition jsons - Effect definition json

Posted: Sat Aug 01, 2020 10:14 pm
by L4cus
thanks, i will try it :)

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 2:01 am
by L4cus
hi, L4cus again.
i have some doubts about the spell resistance (CR)
i have rised the inf CR but the spell does the same damage...is there any part of the json i am missing?
i have already erased the text "BYPASS_SPELL_RESISTANCE" at the effect json but the problem stills...

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 5:43 am
by makazuwr32
Spell resistance DOES NOT affect damage or other effects of spell that targets unit. In aof magic missle if it was affected by spell resistance it will still deal 10 damage to unit regardless of how many sr he has - 0/30/60/99.999

Spell resistance only affects chance to ignore/avoid spells without "bypass spell resistance".

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 5:46 am
by L4cus
Is that so...thanks

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 5:58 am
by Badnorth
Oh no , what will you do ?
Add a new armor

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 6:01 am
by Badnorth
Add a third armor if not working.

Melee armor
Pierce armor
Shot/bullet armof

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 6:34 am
by L4cus
Actuqlly i ahve no problem with bullet armor i will jsut make the spells damage be reduced by p armor
The problem is artillery...i will take a look to the forum

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 6:39 am
by Badnorth
does the artillery in AoD ignore P.armor ?

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 10:52 am
by makazuwr32
Actually you already can set spells damage to be affected by melee/piercing (in aof at least) armor.

If it is not affected than it deals pure damage.

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 11:04 am
by L4cus
Exactly , thats the plan
Artillery dmaamage wont be affected by armor o p armor

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 11:20 am
by Badnorth
Idea : Just let them ignore anything , only add bonuses so it could deal heavy damage to specific targets..they were artillery after all.

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 02, 2020 11:21 am
by L4cus
Thats how it is gonna be
Not that great damage...

Re: Game definition jsons - Effect definition json

Posted: Fri Aug 28, 2020 9:10 pm
by Stratego (dev)
new spec:

SET_TARGETED_UNIT_TYPE_ON_EFFECT_AFFECT, //if set the unit type of the target unit will be stored on its effectAffect object (this exists only on staying-on-taget like effects, eg: enchantments )

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 30, 2020 5:42 pm
by L4cus
Whats the difference between: INSTANT_REPETITIVE_VANISHING and REPETITIVE_VANISHING?

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 30, 2020 5:51 pm
by Midonik
The instant one does the effect when applied (on-hit), not just every turn like the other one.

Re: Game definition jsons - Effect definition json

Posted: Sun Aug 30, 2020 6:00 pm
by L4cus
oh thanks! i got confused by the description cause it says poison is an example for both so...

Re: Game definition jsons - Effect definition json

Posted: Mon Aug 31, 2020 12:34 pm
by Stratego (dev)
new spec option:
RUN_RELATED_EFFECT_FIRST, //default is: running related effects after the normal effect, this option reverses the order

Re: Game definition jsons - Effect definition json

Posted: Mon Oct 05, 2020 2:29 pm
by Stratego (dev)
new options a mix of environmental and normal effects:
public static final int SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA = 123; //like SYSTEM_SPECIAL_EFFECT_ENVIRONMENTAL but used by targeting a unit (not by dragging) and inflicts an area like (fill environmental area settings!)

Re: Game definition jsons - Effect definition json

Posted: Mon Oct 05, 2020 9:02 pm
by makazuwr32
So this effect will initially target specific unit and after area around it, right?

Re: Game definition jsons - Effect definition json

Posted: Mon Oct 05, 2020 10:40 pm
by Stratego (dev)
yes, and range and density can be set.

Re: Game definition jsons - Effect definition json

Posted: Thu Oct 08, 2020 6:40 am
by Stratego (dev)
Also i forgot to mention:

In both SYSTEM_SPECIAL_EFFECT_TARGET_AND_AREA both SYSTEM_SPECIAL_EFFECT_ENVIRONMENTAL
- they (acutually they trnRefDefEffect-s) can use caster abilityPower
- they (acutually they trnRefDefEffect-s) can use the other caster specific flags like AMOUNT_BY*
- they can use the "density" setting besides the range of effect (to make lessdamage on each distance from targeted tile)

Re: Game definition jsons - Effect definition json

Posted: Thu Nov 12, 2020 8:08 pm
by L4cus
is there an option to make abilities/spells have sound?

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 8:08 am
by Midonik
You need to attach it to the sprite definition in the graphics.json. Example:
{
"id": 206,
"idString": "SPRITE_SPELL_SPOT_ANIM_EXPLOSION",
"addRotation": 0,
"onLayer": "HIGHLIGHT",
"texture": {
"imgName": "explosion_anim.png",
"imgColumns": 5,
"withColoring": false,
"soundPackIdString": "SOUND_PACK_UNIT_ATTACK_TANK_SHOOT"
}
},

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 11:26 am
by Midonik
Actually wait, is this wrong? Because it doesn't seem to work. How to do this correctly then?
@Stratego (dev)

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 2:27 pm
by L4cus
that graphic shouold be the button texture, the projectile sprite or the action texture?

"trnButtonTextureID":"TEXTURE_CANISTER_SHOT",
"trnProjectileSpriteID":"TEXTURE_ACTION_CANISTER_SHOT",
"trnActionTextureID":"TEXTURE_ACTION_TARGET_SIGN",

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 2:28 pm
by Midonik
The sprite... Or so I thought, it seems that's not how it works. I'm still waiting for Startego's reply.

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 10:18 pm
by Stratego (dev)
wrong topic here, go to graphics.json

Re: Game definition jsons - Effect definition json

Posted: Fri Nov 13, 2020 10:33 pm
by L4cus
got it

Re: Game definition jsons - Effect definition json

Posted: Sat Nov 14, 2020 5:40 pm
by Stratego (dev)
new spec:
CAN_TARGET_INATTACKABLES, // this effect (prop changer) can affect inattackable units too (even if it is a hp decremental one) - eg. Kill unit special effect for vanishing