lol ty gkrit for the speedy reply! yere some of my abilities for minions work in a similar way to the priests. ie. Add aura ability. Function : onability pulse find someone to heal heal them add cooldown buff However, i cant give them a targeted ability. The minions have no way to select a target or use an area ability (other than a passive one like the aura's). I want to give my mini rook a hammer slam ability. But i need
Exxcentric
found a more complex yet elegant solution. Ok so Post mortem uses a funtion for the damage and the callback removal only removes that function: [code="c++"] ################################################################################################################# # Buff - Post Mortem ################################################################################################################# BuffBlueprint { Name = 'HEPA
Had more of a look into callbacks and had a look at my test scripts again. (from Buff.lua) # Call callbacks on the unit based on if this is a removal or addition of affects if not afterRemove then unit.Callbacks.OnBuffActivate:Call(buffName, instigator, instigatorArmy) elseif afterRemove then unit.Callbacks.OnBuffDeactivate:
nt/ double post
Has anyone done any editing/creating for new minion ai scripts? As far as i can tell GPG have avoided this with all minions in the game by adding auras to units for skills. However, i have managed to add rook and reg (actually credit for reg goes to mr rappard and zechio) as summonable minions and i would like to give them some skills (or maybe add skills to later minion types) but i am not sure how the ai is activated or if this is possible. I will have a play around with the code today but
The problem code you have bolded is just the plague counter which is also part of an error checking feature. It allows the you to keep track of how many units are infected with the plague, so you don't infect more than the max number allowed (30). It doesn't actually do anything. I'm not sure how you associated it with Post Mortem. Your fix may work. I can't tell just looking at the code. If you tested it, then well it does work. However, I'm not sure we should do this until we
K found a the problem for Ub Post mortem/plague ################################################################################################################# # Buff - Plague II ################################################################################################################# BuffBlueprint { Name = 'HEPA01Plague02', DisplayName = ' Plague', Description
Ok as mines and towers do not affect gold/xp income either i suggest that ub not getting gold from post mortem kills is due to the way this buff works. For post mortem to activate requires the creep/unit to become the instigator of the effect (and not ub/your demigod of choice as standard aoes Rawwwr used to test with) and as such ub will not be awarded the xp/gold. Prbly not easy to fix. As for CanBackfire command. I am pretty sure that this is used for activation of damage r
[quote]When the UB inflicts a unit with Plague and it dies from the damage from Plague, the unit does not explode with a Post Mortem explosion.[/quote] This is hard to test as you need something with alot of health to test it. On minotaurs and archers it was looking normal. Note to get post mortem effect you need to hit the unit at least once. you sure the units are not exploding cause you havent hit them, and instead have taken alot of damage from your creeps/ plague? <p
[quote]Affects is a data structure (called a table). It contains the fields Silence and Interrupt (it could contain more). In both cases the fields are Booleans and are both equal to true.[/quote] Yes this is correct, however, as a comparision to an add function, the boolean is set to true for the duration of the interupt. Comparitively, the add function initiates the interruption ability but has no duration (and as warp is an instant interrupt following completion of casting this wou
[quote]UB Plague debuff prevents Post Mortem effect[/quote] Could not replicate could you be more specific? [quote]Unclean Beast can suicide using Ooze 1. There have been some arguments if this is a bugfix or a feature. 2. Please discuss and come up with a consensus[/quote] I think it needs a fix, i dont think that it is working as intended
Had a look into oak shield interupt, Both DA and Sedna use a loop affect and it might be the looping that cancels out a teleport: ie Da has Affects = { Interrupt = {Bool = true}, }, and sedna uses: Affects = { Silence = {Bool = true}, }, Da may be able to be fixed by changing interupt to an add affect (ie Affects = { Interrupt = {Add = 0},
really like this mod it brings a whole more to single player. [e digicons]k1[/e] You mind if i add it to my mod? I will give you full credit for it.
[quote]Woot, after about 10 hours i got it to work! Just wondering if you have a the compressed version of your mod uploaded, paticuarlly that of your Agypt Rook texture as the colours are really nice and are quite distinct:).[/quote] No, meant that i got your skin to show up on a new minion unit, it was quite a bit of work to get the character files to recognise the new .dds file and use that as th
ty all, hope you have fun! will check it now edit: sorry yere must have mistyped lol. It is 2, same as reg [e digicons]k1[/e] Note: This item will be nerfed for next patch. Max 6 mines will be avalible and i might see if i can get the damage to scale. (150 at lvl 1, 250 at lvl 7, 350 at lvl 10) Also what does everyone reckon of an item that sucks (teleports all nearby enemies (radius 15) to yourself. - completed this is awesome :) <
you can always resummon out of your character page. open up stats window and click on minion icon there
[quote]Ex - perhaps consider adding the cloak of invisibility to your mod[/quote] Shall do, could make for an interesting addition :) Also ty for the games today all, i had fun! maybe next time i will have a few a less beers before we play lol @splitshadow Flame Archer Tower (FAT), is prbly my most weak favour item atm. While what you have suggested is surely possible, the mana cost (1300) really outweighs the damage output etc unless you have both optical enha
Please join up if you see my game. I'll let you know if I bump into any real show stopper bugs. kk ty :), hope to see you online!
Woot, after about 10 hours i got it to work! Just wondering if you have a the compressed version of your mod uploaded, paticuarlly that of your Agypt Rook texture as the colours are really nice and are quite distinct:).
V1.7 released
btw if i get it working do you want it to have a specific name?
sure will do! ty.
Have tried for an hour, rapidshare keeps saying they are full. I think they are just playing hardball to buy memberships though . all mods will be put on zechios ftp as well and i will upload to mediafire or something as well for the new version so ppl can have mutiple options for download. Sorry for not posting up last night, i did a sixteen hour day :(. Lol i have done over 150
[e digicons]k1[/e] ! very nice mod can i use one of your textures for a my mod? i wanna add small rooks minions that summon mini-towers. One of your textures would be awesome for a minion type unit :)
ok so i have completed all tooltips, cooldowns, energy cost and cast time added as well. (took about 10 hours, what a massive effort/pain in the but lol) Balances: Helm of fortune has been changed to: 3gps and +2gps and 5% exp aura Wraith Gloves has been changed to scale every 3 lvls: lvl 1,3,6,9,12,15 : Drain 220,300,370,480,620 and absorb 175, 250 325, 400, 450 Armorment : a