Game definition jsons - Effect definition json
- makazuwr32
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Re: Game definition jsons - Effect definition json
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.
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.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Game definition jsons - Effect definition json
thanks, i will try it
Re: Game definition jsons - Effect definition json
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...
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...
- makazuwr32
- Posts: 7830
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: Game definition jsons - Effect definition json
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".
Spell resistance only affects chance to ignore/avoid spells without "bypass spell resistance".
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Game definition jsons - Effect definition json
Is that so...thanks
Re: Game definition jsons - Effect definition json
Oh no , what will you do ?
Add a new armor
Add a new armor
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Re: Game definition jsons - Effect definition json
Add a third armor if not working.
Melee armor
Pierce armor
Shot/bullet armof
Melee armor
Pierce armor
Shot/bullet armof
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Game definition jsons - Effect definition json
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
The problem is artillery...i will take a look to the forum
Re: Game definition jsons - Effect definition json
does the artillery in AoD ignore P.armor ?
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- makazuwr32
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- Location: Moscow, Russia
Re: Game definition jsons - Effect definition json
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.
If it is not affected than it deals pure damage.
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
Re: Game definition jsons - Effect definition json
Exactly , thats the plan
Artillery dmaamage wont be affected by armor o p armor
Artillery dmaamage wont be affected by armor o p armor
Re: Game definition jsons - Effect definition json
Idea : Just let them ignore anything , only add bonuses so it could deal heavy damage to specific targets..they were artillery after all.
For newcomers, click here for discord links. Hopefully they aren't expired.
Re: Game definition jsons - Effect definition json
Thats how it is gonna be
Not that great damage...
Not that great damage...
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Re: Game definition jsons - Effect definition json
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 )
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 )
Re: Game definition jsons - Effect definition json
Whats the difference between: INSTANT_REPETITIVE_VANISHING and REPETITIVE_VANISHING?
Re: Game definition jsons - Effect definition json
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
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
new spec option:
RUN_RELATED_EFFECT_FIRST, //default is: running related effects after the normal effect, this option reverses the order
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
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!)
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!)
- makazuwr32
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Re: Game definition jsons - Effect definition json
So this effect will initially target specific unit and after area around it, right?
AoF Dev Co-Leadermakazuwr32 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...
© by Makazuwr32™.
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Re: Game definition jsons - Effect definition json
yes, and range and density can be set.
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Re: Game definition jsons - Effect definition json
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)
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)
Re: Game definition jsons - Effect definition json
is there an option to make abilities/spells have sound?
Re: Game definition jsons - Effect definition json
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"
}
},
{
"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"
}
},
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Game definition jsons - Effect definition json
Actually wait, is this wrong? Because it doesn't seem to work. How to do this correctly then?
@Stratego (dev)
@Stratego (dev)
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
Re: Game definition jsons - Effect definition json
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",
"trnButtonTextureID":"TEXTURE_CANISTER_SHOT",
"trnProjectileSpriteID":"TEXTURE_ACTION_CANISTER_SHOT",
"trnActionTextureID":"TEXTURE_ACTION_TARGET_SIGN",
Re: Game definition jsons - Effect definition json
The sprite... Or so I thought, it seems that's not how it works. I'm still waiting for Startego's reply.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
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- Site Admin
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Re: Game definition jsons - Effect definition json
wrong topic here, go to graphics.json
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- Site Admin
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Re: Game definition jsons - Effect definition json
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
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