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View Full Version : [Spells/Abilites] Kunka flagelate



Windmonk
09-05-2010, 11:19 AM
When you hit arachna spider with kunka, it doesnt splash.. and use up the ability.

Evil_Andrex
09-05-2010, 02:49 PM
This is like when Gladiator hits a tower, it uses up does extra damage but no splash.

BUT since arachna's spider only takes one damage per hit no matter what, it might be unintended.

Another thing is with flagellate is there are a lot of things that seem odd with how it interacts with units:
when hitting towers it resets the cooldown gives extra damage but no splash.
when attempting to deny allied creeps it doesn't reset cooldown gives extra damage and no splash

So this would be a good thread for either a dev to make a decision on what they want to do with this skill or someone really good at mechanics to compare with dota (I think tidebringer did the same things as described above about hitting towers and denying but this ISN'T dota so it still is confusing)

ElementUser
09-05-2010, 09:46 PM
100% intended.

It functions very similarly to DotA without using tons of different target schemes that restrict stuff.

Here's the code for reference:


<?xml version="1.0" encoding="UTF-8"?>
<ability
name="Ability_Gladiator2"

icon="icon.tga"

cooldowntime="16000,12000,8000,4000"
maxlevel="4"
requiredlevel="1,3,5,7"

impacteffect=""
casteffect=""

actiontype="passive"
>
<onframe />

<onattackstart propagatetoillusions="false" >
<condition test="canactivate">
<cantarget targetscheme="ally_units_and_structures" effecttype="Physical">
<bonusdamageadd a="15,30,45,60" target="" />
</cantarget>
<cantarget targetscheme="enemy_buildings" effecttype="Physical">
<playanim name="ability_2" speed="source_attackspeed" target="source_entity" />
<bonusdamageadd a="15,30,45,60" target="" />
<addattackimpactactions>
<startcooldown />
</addattackimpactactions>
</cantarget>
<cantarget targetscheme="enemy_objects" effecttype="Physical">
<targettype type="building" />
<else>
<bonusdamageadd a="15,30,45,60" target="" />
<cantarget targetscheme="enemy_units" effecttype="Physical">
<playanim name="ability_2" speed="source_attackspeed" target="source_entity" />
<addattackimpactactions>
<playeffect effect="effects/cast.effect" target="" source="source_entity"/>
<spawnaffector name="Affector_Gladiator_Ability2" target="target_position" positionmodifier="pointonline" positionorigin="source_entity" positionvalue="380,420,460,500" />
<splashdamage a="total_adjusted_damage" b="1" op="mult" radius="380,420,460,500" effecttype="Splash" targetscheme="enemy_units" />
<startcooldown />
</addattackimpactactions>
</cantarget>
<else>
<addattackimpactactions>
<startcooldown />
</addattackimpactactions>
</else>
</else>
</cantarget>
</condition>
</onattackstart>

<onattackimpact >

</onattackimpact>
</ability>

Check base.gamemechanics in resources0.s2z if you want more info on target schemes.