Game definition jsons - Effect definition json

Learn the .json format
used to define characteristics of units and other game elements
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makazuwr32
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Re: Game definition jsons - Effect definition json

Post by makazuwr32 » Sat Aug 01, 2020 9:43 pm

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.

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L4cus
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sat Aug 01, 2020 10:14 pm

thanks, i will try it :)
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 02, 2020 2:01 am

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...
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makazuwr32
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Re: Game definition jsons - Effect definition json

Post by makazuwr32 » Sun Aug 02, 2020 5:43 am

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".

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L4cus
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 02, 2020 5:46 am

Is that so...thanks
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Re: Game definition jsons - Effect definition json

Post by QuadrupoleStrat » Sun Aug 02, 2020 5:58 am

Oh no , what will you do ?
Add a new armor
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Re: Game definition jsons - Effect definition json

Post by QuadrupoleStrat » Sun Aug 02, 2020 6:01 am

Add a third armor if not working.

Melee armor
Pierce armor
Shot/bullet armof
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 02, 2020 6:34 am

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
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Re: Game definition jsons - Effect definition json

Post by QuadrupoleStrat » Sun Aug 02, 2020 6:39 am

does the artillery in AoD ignore P.armor ?
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makazuwr32
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Re: Game definition jsons - Effect definition json

Post by makazuwr32 » Sun Aug 02, 2020 10:52 am

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.

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L4cus
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 02, 2020 11:04 am

Exactly , thats the plan
Artillery dmaamage wont be affected by armor o p armor
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Re: Game definition jsons - Effect definition json

Post by QuadrupoleStrat » Sun Aug 02, 2020 11:20 am

Idea : Just let them ignore anything , only add bonuses so it could deal heavy damage to specific targets..they were artillery after all.
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 02, 2020 11:21 am

Thats how it is gonna be
Not that great damage...
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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) » Fri Aug 28, 2020 9:10 pm

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 )

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L4cus
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 30, 2020 5:42 pm

Whats the difference between: INSTANT_REPETITIVE_VANISHING and REPETITIVE_VANISHING?
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Re: Game definition jsons - Effect definition json

Post by Midonik » Sun Aug 30, 2020 5:51 pm

The instant one does the effect when applied (on-hit), not just every turn like the other one.
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Re: Game definition jsons - Effect definition json

Post by L4cus » Sun Aug 30, 2020 6:00 pm

oh thanks! i got confused by the description cause it says poison is an example for both so...
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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) » Mon Aug 31, 2020 12:34 pm

new spec option:
RUN_RELATED_EFFECT_FIRST, //default is: running related effects after the normal effect, this option reverses the order

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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) » Mon Oct 05, 2020 2:29 pm

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!)

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makazuwr32
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Re: Game definition jsons - Effect definition json

Post by makazuwr32 » Mon Oct 05, 2020 9:02 pm

So this effect will initially target specific unit and after area around it, right?

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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) » Mon Oct 05, 2020 10:40 pm

yes, and range and density can be set.

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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) » Thu Oct 08, 2020 6:40 am

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)

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