Exxcentric

Exxcentric

Joined Member # 3716385
20 Posts 84 Replies 27,000 Reputation

This will be the example post. For Examples See here. Spike Wave with interupt (as a favour item): Step 1 Finding Spike Wave. First find spike wave. It can be found in dgdata/units/heroes/HQueen/HQueen_Abilities.lua Spike Wave Code consists of (note this must be cut and pasted to achievement_items.lua) [code="c++"] ####################################################################################################

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Ok so i havent done much of a search to go through what tutorials have been posted but i thought that i would start this thread so ppl can understand the item related code more easily. I will try to make this comprehensive but it may be a work in progress for a while. Also feel free to contribute! Ok, There are 3 levels of an item ItemBlueprint { Abiliti

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hey guys, got 1 more icon to do then i am up to the tooltips. Note previous post: If anyone is interested in the photoshop side of making icons, they could release an icon pack or even individual icons. I could then adjust new (or even old if they match up to a current mod item really well) item names to match icons

634 Replies 1,878,049 Views

Hey pacov and anyone else who would like to contribute. (btw it is awesome that your interested in helping!) If you are any good with photoshop, the biggest help to me would to make some new icons for favour items. I am not great with photoshop, and so it took me a good 25+ hours to do the ones i have added in (cause i dont use it much it takes me ages to find where all the filters etc are :(). I still havent got started on the ones for the new items. There is a tutorial for i

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Sorry guys been working ALOT the last week and valentines day killed the weekend lol. I will try to get it out by the end of the week :). I still have to do (if anyone wants to help with any of these pls let me know! Tooltips and icons. These take me FOREVER, as the tooltips need to be autoupdating and i need new icons for all my new items (i think there are around 10 new items atm) I am still mucking around with creating inventory slot items. Trying to work out what b

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I would want this to be removed as well, just because they don't belong to the same category. yes i know but skirmish ai lets me test against current metagame builds. Also it provides for a much better partner AI, and so is good for RQ and drop outs (usually i get about 2:1 games where i someone leaves and one team is stuck with AI). Also i am probably going to add new AI that pick favour items as well. :) Edit: also i think i fixed the hammer slam bug. I was finally able to r

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Zechio is right, you must have got a corrupt version. try dwnloading it again :). Hey guys working on this again, just did 28 hours work in 2 days [e digicons]-_-[/e] . Anway i will update this as i work on it throughout tonight. So far: Fixed the tower problem, rook can now have all 8 towers with any of the new towers (checked all of them following the fix :) ). Hellfires have been fixed i have can have 10 eb minions + 2 minos priests and archers +

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Ok so i am trying to further balance these items will update more as i do it: NB:using code to make it simpler to write as i havent written tooltips yet. Also sorry for the big post: Here is what i have is ingame atm (ie what is ingame; often for testing what works ;)/ what

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ok so you all have to understand this is not the final release, i was just letting you all have a look at some of the new units etc. no balancing has been done on ANY of the new units. for ui conflicts - Turn off all your ui mods while playing the version i released, it has all the ui mods included. Ai is skirmish Ai made by peppe: From my experimenting, it seems the AI won't pursue you even with 15 health if it gets below 900 health. It will a

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[quote]The Babylon Rook is the perfect support minion! The range on the clay Rook is huge. It doesn't look like he's meleeing. It looks like he's ranging.[/quote] yere i am aware of this, happens for all levels of golem atm, just needs a reduction in the melee range of his weapon. [quote]was playing with 1.8 and noticed something. I was testing a minion build LE with hellfire, I have 6 hellfires + archers + monks + all vamps. Then I bought minotors at the shop a

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Full link is: ftp://demigodftp@imperiuminferi.com@ftp.imperiuminferi.com/Exxcentric/NYR_V1_8_%20Favourmod/FavorMod1_8_6.rar password is up top ^^ I will cut the other mods out later, if everyone agrees :). off 2 bed its like 4am lol

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ok i am uploading what i have done so far onto the ftp: Folder Exxcentric/NYR V1_8 Favourmod/Favormod_1_8_6.rar If you want to have a look feel free to check it out, Items work properly although cooldowns/other balancing issues and tooltips still need completing, you will be able to see how each item will work :) Exx

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I think it may have something to do with the way the archer towers are coded (they are a ranged weapon and not an active ability, so when archer towers shoot they are the equivalent of performing an auto attack). There are 12 of them on rook (note that the bug gets works as he increases levels - probably due to more of the archer towers being activated. Has anyone dropped the number of archers down to 1 and increased the firing rate to compensate for the addition of extra towers?

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Thanks for your comments guys, it is really appreciated [e digicons]:')[/e] I think that i am going to hold back the release of the mod for a little bit so that it will be a much complete version, tooltips and icons could take me a while :(. Anyway, Completed 2 way mirror today Two-way mirror Use: Teleports you to another location. Seven seconds after casting, it warps you back to your original spot. Cooldown:

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[quote]QoT was using the mechanism the other QoT (Me ) was using optical for tower dmg and range ^.^ (50k hp tower...lulz)[/quote] lol, i can imagine why this is causing outrage then ROFL! [quote]That sounds reasonable, I'll test it if I can get a favormod game later. I can't find the replay but the game basically deadlocked with super powerful towers that had incredible attack speed, regen, health, and splash damage. I found one early replay with jonathan1 where he used it, b

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[quote]Optic Enhancement: In five minutes you can increase the range by 6, and over the course of the game your tower will be able to hold its lane alone. If you use it right when an enemy attacks it will deal massive damage to them and force them to back off. This isn't as strong as the architect's mechanism, but if they are used in tandem, it becomes an incredibly cheap favor item. I recommend that you increase the cooldown to 45 and reduce the range bonus to 0.55[/quote] <p

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I think everyone missed this so i will repost down here: Tower Balance. Note that Tower Balance is potentially going to be a major holdup on the release of this patch , as when mines were first released they were very OP, and ppl didnt enjoy the games they played as the IMBA items were always picked. As i spend most of my time coding atm, would anyone be interested in beta testing what i have done ? In partiticular, the new towe

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TY, curious for balance reasons: who was using the mechanism (ie rook?) Did they have more than one on a single team? These 2 things have are important for me to adjust the item to a more desirable (or less lol) level.

634 Replies 1,878,049 Views

[quote]You could call it mimic or chameleon, or something to that effect. What it would do is allow you to take on the appearance of another demigod. For example, you play as UB, you click your favor item, then you click your allied (could be enemy) regulus. You then look like regulus but retain all of your UB skills. The beauty in it is that people expect you to be awful 1v1 but all of a sudden you ooze/spit/grasp them for nine million damage per second and they die. You may want to add like

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this is what i use to adjust minion health per lvl, it adjusts the total health of my towers but works on all minions, affects after they are summoned. you may be able to read something into it to help you out with code AbilityBlueprint { Name = 'AchievementFlameHB', AbilityType = 'Quiet', Buffs = { BuffBlueprint { &nbsp

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