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Spell effect trigger
Posted: Sat Nov 25, 2017 9:06 pm
by Constantin
Is it possible add a new trigger in the game that allows to trigger any spell autonomously (that is, without a caster like mages, dragon, etc.), depending on the condition.
For Example: You want to create a fireball or thunderstorm lighting on a certain turn.
Or your character must destroy chest, after which a fireball explosion should occur.
Either you want to cause a storm, so that ships are in a thunderstorm.
Re: Spell effect trigger
Posted: Mon Feb 12, 2018 2:09 am
by Belfry777
This might work in a custom map I could see this in the game. 1+

Re: Spell effect trigger
Posted: Mon Feb 12, 2018 2:26 am
by General Brave
Yes.
Re: Spell effect trigger
Posted: Mon Feb 12, 2018 6:28 pm
by Stratego (dev)
good, but eg. fireball is "launched" from somewhere (normally from the caster), where should it be launched this case?
Re: Spell effect trigger
Posted: Mon Feb 12, 2018 9:47 pm
by Sunrise Samurai
Launch from a predefined space, or a predefined unit, as the map designer chooses.
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 1:25 am
by Belfry777
Is this for aos or aof?
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 2:13 am
by Sunrise Samurai
AoS doesn't have fireballs or lightning storms.
Anyone want a map with periodic explosions every few turns?
Or random land mines that change on turn count by enable/disable other triggers, as well as changing the order when activated and/or something enters other spaces. Enough activate/deactivate triggers based on unit position, turn count, and setting off triggers should keep it impossible to guess, making a truly dangerous minefield built into the map.
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 2:33 am
by Puss_in_Boots
It can be for all every different age of... versions.
AoS has some fireworks and transformations.
AoWw has some transformations it can force and a torpedo for predetermined ship sneak attacks, rather than putting an AI behind the submarine controls.
I definitely think this could work great for traps.
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 7:53 am
by LordOfAles
Agreed. The best example for usage of this trigger would be erupting volcano. So every 1-2 turns a random fireball explodes on a field. Lol
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 8:04 am
by Stratego (dev)
LordOfAles wrote:Agreed. The best example for usage of this trigger would be erupting volcano. So every 1-2 turns a random fireball explodes on a field. Lol
would be nice!
Re: Spell effect trigger
Posted: Tue Feb 13, 2018 12:06 pm
by Sunrise Samurai
Cannon for a ship:
Worker moves next to gunpowder pile (trigger to activate next)
Worker moves to cannon (trigger to activate next)
Worker moves next to cannonball pile
Worker moves to cannon
Worker moves to fire
Worker moves to cannon (finally triggers a fireball in a set space, then activates trigger 1. Can wait to activate until it can hit something useful)
Just a sample.
Re: Spell effect trigger
Posted: Wed Feb 14, 2018 5:51 pm
by Belfry777
This is a very juicy topic with a lot of potential, I would really like to see how this goes.