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 »

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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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L4cus
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Re: Game definition jsons - Effect definition json

Post by L4cus »

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

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

Post 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".
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Game definition jsons - Effect definition json

Post by L4cus »

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

Post by Badnorth »

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

Post by Badnorth »

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 »

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 Badnorth »

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

Post 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.
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Game definition jsons - Effect definition json

Post by L4cus »

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 Badnorth »

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 »

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) »

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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Re: Game definition jsons - Effect definition json

Post by L4cus »

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

Post by Midonik »

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 »

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) »

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) »

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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Re: Game definition jsons - Effect definition json

Post by makazuwr32 »

So this effect will initially target specific unit and after area around it, right?
makazuwr32 wrote: Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) »

yes, and range and density can be set.
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Re: Game definition jsons - Effect definition json

Post 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)
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Re: Game definition jsons - Effect definition json

Post by L4cus »

is there an option to make abilities/spells have sound?
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Re: Game definition jsons - Effect definition json

Post 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"
}
},
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Re: Game definition jsons - Effect definition json

Post by Midonik »

Actually wait, is this wrong? Because it doesn't seem to work. How to do this correctly then?
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Re: Game definition jsons - Effect definition json

Post 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",
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Re: Game definition jsons - Effect definition json

Post by Midonik »

The sprite... Or so I thought, it seems that's not how it works. I'm still waiting for Startego's reply.
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Re: Game definition jsons - Effect definition json

Post by Stratego (dev) »

wrong topic here, go to graphics.json
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Re: Game definition jsons - Effect definition json

Post by L4cus »

got it
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Re: Game definition jsons - Effect definition json

Post 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
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