Author Topic: Emanations  (Read 2903 times)

Crux

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Emanations
« on: 22 June 2008, 18:02:08 »
Hi!, i have some problems with emanations and positive effects.

Can someone put an exemple of emanation or positive effect like an hability that raise armor or heal?.

Thanks.
« Last Edit: 1 January 1970, 00:00:00 by Crux »

nosoyjoe

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« Reply #1 on: 10 July 2008, 02:04:25 »
I also need help with this one...I've tried using them in GAE...infact I copied and pastied the xml code used in the glest-wiki site., and the emanations still didnt work out...I would love to know how to use this, and how to use it for buildings...
« Last Edit: 1 January 1970, 00:00:00 by nosoyjoe »

Omega

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« Reply #2 on: 10 July 2008, 04:36:57 »
Thats because copying from the wikia doesn't give you the tabs.

Observe the tabs in the wikia and add them manually.
« Last Edit: 1 January 1970, 00:00:00 by omega »
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nosoyjoe

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« Reply #3 on: 10 July 2008, 16:51:45 »
I tried that...It still didn't work, but the game doesn't give an error for it either...it just continues to run normally ignoring the emanation...
« Last Edit: 1 January 1970, 00:00:00 by nosoyjoe »

Crux

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Emanation
« Reply #4 on: 12 July 2008, 18:45:36 »
Who speak about copy?.

Here my emanation, it doesen't work:

Can somenone tell me whats wrong?.


   
   <skill>
         <type value="attack"/>
         <name value="curar_en_masa"/>      
         <ep-cost value="0"/>
         <speed value="60"/>
         <anim-speed value="60"/>
         <animation path="models/clerigodemishakal.g3d"/>
         <sound enabled="true" start-time="0.5">
         <sound-file path="sounds/summoner_attack1.wav"/>
         </sound>
         <attack-strenght value="0"/>
         <attack-var value="5"/>
         <attack-range value="8"/>
         <attack-type value="magia"/> [Here might be the first one: energy - @kukac@]
         <attack-fields>
            <field value="land"/>
                                <field value="air"/>
         </attack-fields>
         <attack-start-time value="0.5"/>
         <projectile value="true">
            <particle value="true" path="particle_proj.xml"/>
            <sound enabled="true">
            <sound-file path="sounds/summoner_hit1.wav"/>
            </sound>
         </projectile>
         
         <emanations>
                 <emanation name="curacion_en_masa"
                      bias="beneficial"
                      stacking="overwrite"
                      target="ally"
                      chance="100.0"
                      duration="8"
                      image="images/bola_de_fuego.bmp">
                      <static-modifiers>
                      <hp-regeneration value="50"/>
                      </static-modifiers>
      <light enabled="true" red="0.1" green="0.0" blue="0.8"/>   
                      <multipliers>
                      <sight value="0.2"/>
                      </multipliers>
                      <flags/>
                      <fields-added/>
                      <fields-removed/>
                      <sound enabled="false"/>
                      <particle value="false"/>
                      <recourse-effects/>
                  </emanation>
             </emanations>

   </skill>
« Last Edit: 1 January 1970, 00:00:00 by Crux »

@kukac@

  • Guest
Re: Emanation
« Reply #5 on: 13 July 2008, 08:59:36 »
Quote from: "Crux"
   <emanations>
                 <emanation name="curacion_en_masa"
                      bias="beneficial"
                      stacking="overwrite"
                      target="ally"
                      chance="100.0"
                      duration="8"
                      image="images/bola_de_fuego.bmp">
                      <static-modifiers>
                      <hp-regeneration value="50"/>
                      </static-modifiers>
      <light enabled="true" red="0.1" green="0.0" blue="0.8"/>   
                      <multipliers>
                      <sight value="0.2"/>
                      </multipliers>
                      <flags/>
                      <fields-added/>
                      <fields-removed/>
                      <sound enabled="false"/>
                      <particle value="false"/>
                      <recourse-effects/>
                  </emanation>
             </emanations>

   </skill>


Well, personally I think it won't work without some hacking. Maybe someone from the Glest Team can make a better answer, if it is possibe to work.
« Last Edit: 1 January 1970, 00:00:00 by @kukac@ »

modman

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Re: Emanations
« Reply #6 on: 8 October 2008, 00:58:43 »
Tabs have nothing to do with it.  They just make it easier to read the code.

daniel.santos

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Re: Emanations
« Reply #7 on: 24 October 2008, 12:09:17 »
Check out the xml for the paladin in the FPM mod.  The <emanations> needs to be in the <parameters> section, not the skill.  I don't think we have a mechanism in GAE yet to add an effect that will have an emanation (but I can't remember right now), so there's no way to tie it to a skill at current.