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i tried to copy paste my hero into the game/resources0.s2z/heroes folder, but winrar tells me that i'm not allowed to do so...
does anyone have a solution?
i tried to copy paste my hero into the game/resources0.s2z/heroes folder, but winrar tells me that i'm not allowed to do so...
does anyone have a solution?
If you are not making a map, you will need to create a new resources###.s2z file.
You should never change the resources0.s2z file.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
If you are not making a map, you will need to create a new resources###.s2z file.
You should never change the resources0.s2z file.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
I wanna try and code my own dream hero but first before I start I want to confirm its not impossible to do. So is this guy "code-able"?
http://dream.heroesofnewerth.com/hero/Dazius/Trooper
once again thx a lot for the feedback.
I wanna try and code my own dream hero but first before I start I want to confirm its not impossible to do. So is this guy "code-able"?
http://dream.heroesofnewerth.com/hero/Dazius/Trooper
once again thx a lot for the feedback.
You can also just put your hero folder into the game folder. that way you're able to make changes to your entities with repacking them everytime. but be careful not to leave changed files from already existing heroes/items in there(had a game recently where i could not use homecoming stones, because i made some changes on that item for my map)
I guess everything but the first skill is possible.
Last edited by tchackie; 01-20-2011 at 03:32 PM.
You can also just put your hero folder into the game folder. that way you're able to make changes to your entities with repacking them everytime. but be careful not to leave changed files from already existing heroes/items in there(had a game recently where i could not use homecoming stones, because i made some changes on that item for my map)
I guess everything but the first skill is possible.
ACK! I really wanted that one tooits probably the vector targeting right?
ACK! I really wanted that one tooits probably the vector targeting right?
Check out my DREAM-Hero, Feedback/Criticism appreciated.(Click the picture)
----------------- I already coded him (youtube video included!!!) -----------------
Check out my DREAM-Hero, Feedback/Criticism appreciated.(Click the picture)
----------------- I already coded him (youtube video included!!!) -----------------
If I understood it right, you want to make a "box" using a vector targeting system? The "box" would block people from outside to go through it. It would also block people from inside of it to leave it?
If it's only this, I don't see why you wouldn't be able to do it. I mean, you use a vector targeting system like chipper ult. It would then spawn blockers like pharaoh mummy but. So if you hit one part of the wall, it would damage all of the blockers at the same time, making it look like you are actually hitting the "box".
The only part I'm not to sure is the "to protect himself" since I only don't know what you really mean by that. Do you mean people from outside the "box" can't hit people that are inside and people that are inside can't attack people outside? But two people inside can attack each other?
I guess it's doable, but would be challenging to do and you would need some workaround.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
If I understood it right, you want to make a "box" using a vector targeting system? The "box" would block people from outside to go through it. It would also block people from inside of it to leave it?
If it's only this, I don't see why you wouldn't be able to do it. I mean, you use a vector targeting system like chipper ult. It would then spawn blockers like pharaoh mummy but. So if you hit one part of the wall, it would damage all of the blockers at the same time, making it look like you are actually hitting the "box".
The only part I'm not to sure is the "to protect himself" since I only don't know what you really mean by that. Do you mean people from outside the "box" can't hit people that are inside and people that are inside can't attack people outside? But two people inside can attack each other?
I guess it's doable, but would be challenging to do and you would need some workaround.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
Read my mind oloko. Yeah its exactly that. Anyway any ideas of where I should start?
Read my mind oloko. Yeah its exactly that. Anyway any ideas of where I should start?
Like I said, the idea would be to use a vector targeting spell like Chipper and try to make gadgets spawn around it to form a box. Lets call those gadget walls.
Each of these wall should all have the same proxy set to a gadget. Lets call this gadget monitor. Each time a wall receive damage, it will transfer it to the monitor.
Each frame of a wall will change its health to the current health of the monitor and if the monitor is dead, it will kill itself too.
This way, all the walls will have the same life shared and will all break when the monitor does too.
Now, the spell should also use an affector to apply a state to everyone in the box, lets call it box_protection. box_protection will check for incoming damage. If the source of the incoming damage has the box_protection state too, then it means it's inside the box too, so we don't care. If the source of the incoming damage doesn't have the box_protection state, it means its outside the box, so you can either nullify the effect, or you could even transfer the damage to the monitor. You can do the same when you check if people with box_protection attack something that doesn't have box_protection.
box_protection should also disable usage of blink and spells like that.
I guess there is still the issue of people blinking inside the box our spells like Bubbles shell surf that doesn't count as a blink, but would let you get outside.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
Like I said, the idea would be to use a vector targeting spell like Chipper and try to make gadgets spawn around it to form a box. Lets call those gadget walls.
Each of these wall should all have the same proxy set to a gadget. Lets call this gadget monitor. Each time a wall receive damage, it will transfer it to the monitor.
Each frame of a wall will change its health to the current health of the monitor and if the monitor is dead, it will kill itself too.
This way, all the walls will have the same life shared and will all break when the monitor does too.
Now, the spell should also use an affector to apply a state to everyone in the box, lets call it box_protection. box_protection will check for incoming damage. If the source of the incoming damage has the box_protection state too, then it means it's inside the box too, so we don't care. If the source of the incoming damage doesn't have the box_protection state, it means its outside the box, so you can either nullify the effect, or you could even transfer the damage to the monitor. You can do the same when you check if people with box_protection attack something that doesn't have box_protection.
box_protection should also disable usage of blink and spells like that.
I guess there is still the issue of people blinking inside the box our spells like Bubbles shell surf that doesn't count as a blink, but would let you get outside.
Maps:
Enfo's Team Survival Beta [Dream] - v1.019 (18/07/2011)
BeHoNeled Alpha (Bejeweled clone) [Dream]
I've just started dabbling in hero customization/spells as more of a learning process than anything. I thought about a skill that would be somewhat interesting, and for the most part, I've gotten it working. I'm having some trouble determining the targets of it though. Seeing as most of you are much more versed in this than I am, I figured I'd lay it out for you and see if you could help me.
The spell is called "Lifebloom/Deathbloom".
The way that it works is twofold:
-When used on an ally, it places a buff with a set number of charges. Each time the target is damaged by a non-DOT source of damage, they are healed for a set amount (and eventually I will expand this to heal in a small AOE around the target). I have this portion of the spell working appropriately for single target thus far.
-When used on an emey, it places a debuff with a set number of charges. Each time the target is damaged by a non-DOT source of damage, they are dealt a small amount of bonus damage (and again, I will expand this to damage in a small AOE around the target). This is the portion of the spell that isn't currently working; it damages the person that DEALS the damage, not the person that the debuff is currently on.
Currently, I have it set up like this...
ability.state
state_ally.entityCode:<ability name="Ability_Test_1" icon="icon.tga" anim="ability_1" casttime="800" castactiontime="300" casteffect="effects/cast.effect" maxlevel="4" requiredlevel="1,3,5,7" actiontype="target_entity" targetscheme="all_units" casteffecttype="Magic" manacost="100,115,130,145" cooldowntime="15000,13000,11000,9000" range="600" > <onimpact > <cantarget targetscheme="ally_units"> <applystate name="State_Test_Ability_1_a" duration="12000" /> </cantarget> <cantarget targetscheme="enemy_units"> <applystate name="State_Test_Ability_1_e" duration="12000" /> </cantarget> </onimpact> </ability>
state_enemy.entityCode:<state name="State_Test_Ability_1_a" icon="icon.tga" passiveeffect="effects/state.effect" initialcharges="6" effecttype="StatusBuff" > <oninflict> <setcharges a="6"/> </oninflict> <ondamaged> <damageeffecttype effecttype="DOT" /> <else> <heal target="source_entity" a="20,40,60,80" /> <removecharge /> <condition test="charges eq 0" > <expire /> </condition> </else> </ondamaged> <onframe /> </state>
The ally portion works fine for my intended purpose currently, but the enemy one is the part that doesn't work. I've tried omitting the target and it deals the damage to the hero that deals the damage or the hero that cast it, I haven't quite narrowed that down yet.Code:<state name="State_Test_Ability_1_e" icon="icon.tga" passiveeffect="effects/state.effect" initialcharges="6" effecttype="StatusDebuff" > <oninflict> <setcharges a="6"/> </oninflict> <ondamaged> <damageeffecttype effecttype="DOT" /> <else> <damage effecttype="Magic" amount="10,20,30,40" /> <removecharge /> <condition test="charges eq 0" > <expire /> </condition> </else> </ondamaged> <onframe /> </state>
It may be a little crude now, but I'm just kind of experimenting with the kind of things that can be done. More conditionals/effects can be added later. Any help you have, or pointers would be greatly appreciated!
Last edited by dandylion; 01-26-2011 at 04:02 PM.
HONOR- If you need it defined, you don't have it.
I've just started dabbling in hero customization/spells as more of a learning process than anything. I thought about a skill that would be somewhat interesting, and for the most part, I've gotten it working. I'm having some trouble determining the targets of it though. Seeing as most of you are much more versed in this than I am, I figured I'd lay it out for you and see if you could help me.
The spell is called "Lifebloom/Deathbloom".
The way that it works is twofold:
-When used on an ally, it places a buff with a set number of charges. Each time the target is damaged by a non-DOT source of damage, they are healed for a set amount (and eventually I will expand this to heal in a small AOE around the target). I have this portion of the spell working appropriately for single target thus far.
-When used on an emey, it places a debuff with a set number of charges. Each time the target is damaged by a non-DOT source of damage, they are dealt a small amount of bonus damage (and again, I will expand this to damage in a small AOE around the target). This is the portion of the spell that isn't currently working; it damages the person that DEALS the damage, not the person that the debuff is currently on.
Currently, I have it set up like this...
ability.state
state_ally.entityCode:<ability name="Ability_Test_1" icon="icon.tga" anim="ability_1" casttime="800" castactiontime="300" casteffect="effects/cast.effect" maxlevel="4" requiredlevel="1,3,5,7" actiontype="target_entity" targetscheme="all_units" casteffecttype="Magic" manacost="100,115,130,145" cooldowntime="15000,13000,11000,9000" range="600" > <onimpact > <cantarget targetscheme="ally_units"> <applystate name="State_Test_Ability_1_a" duration="12000" /> </cantarget> <cantarget targetscheme="enemy_units"> <applystate name="State_Test_Ability_1_e" duration="12000" /> </cantarget> </onimpact> </ability>
state_enemy.entityCode:<state name="State_Test_Ability_1_a" icon="icon.tga" passiveeffect="effects/state.effect" initialcharges="6" effecttype="StatusBuff" > <oninflict> <setcharges a="6"/> </oninflict> <ondamaged> <damageeffecttype effecttype="DOT" /> <else> <heal target="source_entity" a="20,40,60,80" /> <removecharge /> <condition test="charges eq 0" > <expire /> </condition> </else> </ondamaged> <onframe /> </state>
The ally portion works fine for my intended purpose currently, but the enemy one is the part that doesn't work. I've tried omitting the target and it deals the damage to the hero that deals the damage or the hero that cast it, I haven't quite narrowed that down yet.Code:<state name="State_Test_Ability_1_e" icon="icon.tga" passiveeffect="effects/state.effect" initialcharges="6" effecttype="StatusDebuff" > <oninflict> <setcharges a="6"/> </oninflict> <ondamaged> <damageeffecttype effecttype="DOT" /> <else> <damage effecttype="Magic" amount="10,20,30,40" /> <removecharge /> <condition test="charges eq 0" > <expire /> </condition> </else> </ondamaged> <onframe /> </state>
It may be a little crude now, but I'm just kind of experimenting with the kind of things that can be done. More conditionals/effects can be added later. Any help you have, or pointers would be greatly appreciated!
HONOR- If you need it defined, you don't have it.