So after trying for a whole day trying to get "riggingproblem" to work I simply gave up and got a older demigod protype texture and placed it in. He's got attack animation, death animation and some ability animation.
So now I just need to do any abilties.
Which are as follows according to FrogBoy.
Demigod 1: Humanoid Monk (Assassin)
Melee with a pole. (I tried and could find no Mo-cap to fight with a pole so he's going to fight with hands and fist LIKE MONKS ARE SUPPOSED TO... at least in D&D, Diablo and Never Winter Nights.) I could find sword and axes and sledge hammer but no Bo Staff in a good cost range.
Power 1: Totems that increase damage done to enemy units in area by 10%, 20%, 30%, 40%
Power 2: Totems that increase the experience received from killing enemy units by 10%, 20%, 30%, 40%
Power 3: Distract (instant interrupt on targeted enemy unit)
Power 4: Whirlwind: Spins around doing an area damage effect to enemy units
Skill Tree Path: Looting: Gets 20%, 30%, 40% more from killing enemy units.
Skill Tree path: Dodge: Gets a 10%, 20%, 30%, 40% chance to dodge.
??? Need one more ability. Any suggestions. Currently I think turning invisible after not moving and not taking damage for 10-8-6 might be fun. This ability is dispelled if he takes damage, moves or uses a item.
Ability 1 and Ability 2 don't sound that hard. It's simply Spawn a Totem (Or ward as Oak called them.) One which continually applies a debuff to the enemy which should be something like.
Code: c++
- Buffs = {
- BuffBlueprint {
- Name = ''HMonkDamageTotem01'',
- Debuff = true,
- CanBeDispelled = false,
- DisplayName = '<LOC ABILITY_HMonk_0001>Damage Totem',
- Description = '<LOC ABILITY_HMonk_0101>All damage taken increased.',
- BuffType = 'HMONKDAMAGETOTEM',
- Stacks = 'REPLACE',
- Duration = 1,
- Affects = {
- DamageTakenMult = {Add = 0.10}
- },
- Effects = 'DamagePlus',
- EffectsBone = -2,
- Icon = '/DGMonk/HMonkDamageTotem01',
- },
And the other should be
Code: c++
-
- Buffs = {
- BuffBlueprint {
- Name = ''HMonkExperienceTotem01'',
- Debuff = false,
- CanBeDispelled = false,
- DisplayName = '<LOC ABILITY_HMonk_0002>Experience Totem',
- Description = '<LOC ABILITY_HMonk_0102>All Experience Increase.',
- BuffType = 'HMONKEXPERIENCETOTEM',
- Stacks = 'REPLACE',
- Duration = 1,
- Affects = {
- Experience = {Add = 0.1}
- },
- Effects = 'ExperiencePlus',
- EffectsBone = -2,
- Icon = '/DGMonk/HMonkExperienceTotem01',
- },
Distract... I really think is pretty blah as it's sort of pounce with out damage. And I'm not sure how to scale interupting (The ability is interupted twice as much this time.) I think the idea of this demigod is no burst damage high stats (He has good battle field control and the best leveling and equipment so to counter act that he has no burst damage at all.) Currently I'm thinking of distract increasing the mana cost of further spells. This makes him a excellent Erebus and Sedna counter.
Code: c++
- AbilityBlueprint {
- Name = 'HMonkDistract',
- DisplayName = '<LOC ABILITY_HMonk_0003>Distract I',
- Description = '<LOC ABILITY_HOak_0103>Monk distract a target. Countering abilities and increase mana cost for other abilities.
- AbilityType = 'TargetedUnit',
- TargetAlliance = 'Enemy',
- TargetCategory = 'MOBILE - UNTARGETABLE',
- TargetingMethod = 'HOSTILEMOBILE',
- EnergyCost = 450,
- RangeMax = 20,
- Cooldown = 7,
- CastingTime = 0.1,
- FollowThroughTime = 0.7,
- CastAction = 'Distract',
- UISlot = 2,
- HotKey = '2',
- GetBuffDuration = function(self) return Buffs[self.Name].Duration end,
- Buffs = {
- BuffBlueprint {
- Name = 'HMonkDistract01',
- Debuff = true,
- CanBeDispelled = true,
- DisplayName = '<LOC ABILITY_HMonk_0003>Distract',
- Description = '<LOC ABILITY_HMonk_0103>Mana cost increased.',
- BuffType = 'HMONKDISTRACT',
- Stacks = 'REPLACE',
- Duration = 7,
- Affects = {
- SpellCostMult = {Mult = 2.0},
- },
- Icon = '/DGOak/HMonkDistract01',
- },
- BuffBlueprint {
- Name = 'HMonkDistractInterrupt01',
- Debuff = true,
- CanBeDispelled = true,
- DisplayName = '<LOC ABILITY_HMonk_0004>Distract I',
- Description = '<LOC ABILITY_HMonk_0104>Interrupted',
- BuffType = 'HMONKDISTRACTSTUN',
- Stacks = 'REPLACE',
- Duration = 0.1,
- Affects = {
- Interrupt = {Add = 0},
- },
- },
- },
- Icon = '/DGOak/HMonkDistract01',
-
- }
For ability 4 I have no idea what he should do exactly. Any suggestion would be great. Also if someone could check my code that would be great as I can't program at all. That code is copy and pasted with variables changed.