Author Topic: Effects...not taking an effect  (Read 1096 times)

geork

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Effects...not taking an effect
« on: 28 October 2011, 23:59:46 »
Hey all!
  Umm, I've mucked around with effects a bit, but they never seem to do anything! I have an ability called "shred" for the battle machine (using old models for now), which is supposed to deal 20 damage/sec for 3 seconds and stun both victim and unit, so I figured I'de try this:
 
Code: [Select]
<skill>
      <type value="attack"/>
      <name value="attack_shred"/>
      <ep-cost value="0"/>
      <speed value="90"/>
      <anim-speed value="90"/>
      <animation path="models/battle_machine_attacking.g3d"/>
      <sound enabled="true" start-time="0">
        <sound-file path="sounds/machine_attack1.wav"/>
        <sound-file path="sounds/machine_attack1b.wav"/>
        <sound-file path="sounds/machine_attack1c.wav"/>
      </sound>
      <attack-strenght value="20"/>
      <attack-var value="0"/>
      <attack-range value="1"/>
      <attack-type value="slashing"/>
      <attack-fields>
        <field value="land"/>
      </attack-fields>
      <attack-start-time value="0.8"/>
      <projectile value="false"/>
      <splash value="false"/>
      <effects>
<effect name="shred" bias="detrimental" stacking="stack" target="any" chance="100.0" duration="3" image="image/battle_machine.bmp">
<static-modifiers>
<hp-regeneration value="-20"/>
</static-modifiers>
<multipliers>
<movement-speed value="0.0"/>
                <attack-range value="0.0"/>
<attack-strength value="0.0"/>
</multipliers>
<recourse-effects>
<effect name="stand" bias="beneficial" stacking="stack" target="any" chance="100.0" duration="3" image="image/battle_machine.bmp">
<static-modifiers>
</static-modifiers>
<multipliers>
<movement-speed value="0.0"/>
<attack-range value="0.0"/>
<attack-strength value="0.0"/>
</multipliers>
</effect>
</recourse-effects>
        </effect>
      </effects>
    </skill>

 I wouldn't usually put the WHOLE THING in, but I don't know where the problem is :S the unit does it's attack animation, but then nothing happens - no one stands still, and the enemy only takes initial damage (from the attack). i'm using the 0.4 beta 2. any advice?
  thanks

silnarm

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Re: Effects...not taking an effect
« Reply #1 on: 30 October 2011, 03:11:23 »
Hi geork.

  In the effect node, target="any" should read target="all".
  In the multipliers node, <movement-speed value=.../> should be <move-speed .../>

  Multipliers of 0 are not recommended, units will freeze up for longer than expected due the nature of how the game works, obviously this is not ideal and completely freezing a unit for a set time would be nice, but for now you'll have to live with it.

  Reducing attack-range is also not recommended, a unit with range = 1 will end up with fractional range and will be a close as he can be and still not attack...

  Here's a working version with a few things changed, (because they 'stack' you will still get the freeze up problem with this, it'll just take a little while to build up).

Code: [Select]
        <effect name="shred" bias="detrimental" stacking="stack" target="all" chance="100.0" duration="3" image="image/battle_machine.bmp">
          <static-modifiers>
            <hp-regeneration value="-20"/>
          </static-modifiers>
          <multipliers>
            <move-speed value="0.5"/>
            <attack-speed value="0.5" />
            <attack-strength value="0.5"/>
          </multipliers>
          <recourse-effects>
            <effect name="stand" bias="detrimental" stacking="stack" target="all" chance="100.0" duration="3" image="image/battle_machine.bmp">
              <static-modifiers>
              </static-modifiers>
              <multipliers>
                <move-speed value="0.5"/>
                <attack-speed value="0.5" />
                <attack-strength value="0.5"/>
              </multipliers>
            </effect>
          </recourse-effects>
        </effect>
      </effects>
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geork

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Re: Effects...not taking an effect
« Reply #2 on: 31 October 2011, 21:49:03 »
ahh cool, that's solved it, thanks :)

 

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