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Thread: Attack Range Not Stacking

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  1. #1
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    Attack Range Not Stacking

    So I've tried a few different ways now to have more than one ability contribute a bonus to attack range all to no avail ( none of the bonuses stack / are not cumulative ).

    Flint Beastwood's range gets boosted via a modifier:

    modifierkey="FlintBeastwood_Ability3_1,FlintBeastw ood_Ability3_2,FlintBeastwood_Ability3_3,FlintBeas twood_Ability3_4"

    Into > > >
    ( Hero File )

    <modifier key="FlintBeastwood_Ability3_1" modpriority="100"
    attackrange="630"
    >
    </modifier>

    <modifier key="FlintBeastwood_Ability3_2" modpriority="100"
    attackrange="690"
    >
    </modifier>

    <modifier key="FlintBeastwood_Ability3_3" modpriority="100"
    attackrange="750"
    >
    </modifier>

    <modifier key="FlintBeastwood_Ability3_4" modpriority="100"
    aggrorange="850"
    attackrange="810"
    >
    </modifier>
    Flux's range gets boosted directly on his ability file:

    attackrange="50,100,150,200"

    As of yet, other than using multiple modifiers ( which would be impractical ), I can't figure out how to have more than one ability contribute a bonus to attack range and have those bonuses be cumulative ( right now it just takes from the highest bonus and the other bonuses get ignored instead of stacking ).

    Any ideas?
    Last edited by Branfour; 11-10-2011 at 02:16 PM.

  2. #2
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    Nope, that's the limitation of the engine.

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  3. #3
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    That's rather unfortunate.

    No backwards way around it?

  4. #4
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    Not that I can think of, except maybe some sort of param/accumulator system with onframe checks (highly inefficient).

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  5. #5
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    Quote Originally Posted by ElementUser View Post
    Not that I can think of, except maybe some sort of param/accumulator system with onframe checks (highly inefficient).
    MMMMMMMMMMmmmk.

    Kind of disappointing but I'll manage.

    What if I use a modifier on one of the abilities to manually up the base attack range and then one of the other abilities up's it via a 'bonus' ( like in Flux's file ) ?

    Theoretically, that should work shouldn't it? Or will the modifier override the bonus or vice-versa ?

  6. #6
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    You can try, I haven't done much with attack ranges so you can do whatever and post results if you want :3

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    Look for my highlighted text (important information) and grey text (interesting but not required information).

  7. #7
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    Quote Originally Posted by ElementUser View Post
    You can try, I haven't done much with attack ranges so you can do whatever and post results if you want :3
    Gladly.

    I'll run this test quickly on the file I'm working on at the moment and edit this post with the results, since it's only you and me apparently who are 'seemingly' interested in the answer.

    Edit :

    GOOD NEWS EVERYONE (futurama.jpg) !

    So as I hypothesized, it DOES work, and works rather splendidly.

    Unfortunately, this does limit you to only have bonuses from two sources ( abilities ) - never the less, I guess it's a fair compromise for what I was trying to do.


    Back to some more tricky stuff that this hero is just full of!
    Last edited by Branfour; 11-10-2011 at 02:56 PM.

  8. #8
    Couldn't you use a hidden state with charges on it?

    Make all your applicable skills add charges to a hidden state that is constantly in effect on your hero (lets say 1 charge per 5 or 10 range bonus the skill is supposed to make) and have a passive skill (or the state itself if possible) give your hero the correct bonus range dependent on the number of charges?

    Alternatively, you can just put modifier keys in every level of every skill and write every possible combination into a passive :P

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