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Archives (read only) => Glest Advanced Engine => Feature requests => Topic started by: ChupaReaper on 26 February 2011, 19:35:30

Title: Effect/Emanations: Tags and Protection/Removal/Interaction
Post by: ChupaReaper on 26 February 2011, 19:35:30
Effects and Emanations can target units by there tags now (working in my mod) but they should have tags of their own so they can interact with other Effects/Emanations.

Basically we have an Effect called something nasty like Decay that causes negative health regen, this could be tagged as dot (damage over time).
We can then then have an effect called something nice like Cleanse, this can then either; reduce the amount of damage done or negate all the damage done by effects tagged as dot such as Decay for a certain amount of time or remove all effects tagged as dot such as Decay and other nasty effects like it.

So basically the current request for effect/emanation multipliers with the addition of effect/emanation tags and the ability to remove effects/emanations all together, emanations can be removed but should then be reapplied if the unit is still within range of the emanation.

These features would be used widely by my third faction and probably the fourth and fifth and maybe my second faction too.

With effect multipliers we can also have effects/emanations that boost similar effects/emanations such as an odd effect called Scald that doubles all damage done by effects/emanations tagged as dot and maybe they also have to be tagged as weak (we can't have powerful damage effects doubled as that woudl be greatly overpowered so effects/emanations must have all the tags specified). I would make a lot of use out of this.
Title: Re: Effect/Emanations: Tags and Protection/Removal/Interaction
Post by: John.d.h on 26 February 2011, 19:40:09
This could be useful to differentiate a "dispel" effect (negates all "magical" effects) from, say, an "antidote" (negates all "poison" effects).
Title: Re: Effect/Emanations: Tags and Protection/Removal/Interaction
Post by: ChupaReaper on 26 February 2011, 19:43:54
This could be useful to differentiate a "dispel" effect (negates all "magical" effects) from, say, an "antidote" (negates all "poison" effects).

Yea or something that removes all armour reducing effects, or maybe something that removes all healing (+hp-regen) effects.
Title: Re: Effect/Emanations: Tags and Protection/Removal/Interaction
Post by: ChupaReaper on 30 May 2011, 13:34:55
Bumping this request as it would be very good to have for my next faction.
Title: Re: Effect/Emanations: Tags and Protection/Removal/Interaction
Post by: silnarm on 27 June 2011, 11:34:15
ticketed. (https://sourceforge.net/apps/trac/glestae/ticket/344)

Basically, an effect strength multiplier (or 'canceller') to apply to effects appropriately tagged?