Exxcentric

Exxcentric

Joined Member # 3716385
29 Posts 592 Replies 27,000 Reputation

lol, no seriously, i am running out of fresh ideas, some community input for new items would be awesome :). Another New Unit: Vortex Tower: Aura 6 seconds -radius 15, teleports all nearby enemies to the location of the fortification. Aura 3 seconds - radius 17 - does area damge (still in balancing)

634 Replies 1,877,360 Views

[quote]Wonder what would happen if you made a giant sized minotaur summon idol?[/quote] On the to do list. Anyone have any ideas for what bonuses this minion should do? [quote]I'd rather see Rook size Spirits. Talk about terrifying![/quote] lol [quote]I was testing some of these items earlier (this current one was flame tower) and around lvl 14 I could cast tower it wouldnt cost ANY mana and would instantly be off cooldown....needless to say it W

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k i have done some icons now lol, will post up a tutorial thread, cause it actually took me a while to work out lol. Anyway here is what has been done for 1.8 so far. Babylon golem - changed to a single golem unit which has a 6% lifesteal aura, 1250 health, 5.2 movement speed, 100 attack damage, .47 attack speed <img src="file:///C:/DOCUME%7E1/Ben/LOCALS%7E1

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lol, I can do one with yours as well if you want, recommend a particualr map? Btw i for a name i was going with babylon golem. Any other suggestions?

54 Replies 178,077 Views

I havent done icons yet but i have done textures (mr rappard was kind and did some icons for me! [e digicons]\o/[/e] ) However, both are edited in photoshop with the nvida .dds converter plugin. I think that i will need to create some new ones with this next patch tho as i am starting to run out lol.

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rofl edit:from previous page Note: This item will be nerfed for next patch. Max 6 mines will be avalible and i might see if i can get the damage to scale. (150 at lvl 1, 250 at lvl 7, 350 at lvl 10)

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Ok so for this next patch here is what i have planned. I am playing with the code for a flag mine atm. It will be an invisible buff that does area damage that increases with lvl, starting at 450 damage and ending at 1000. Cooldown will be 40 seconds. New Minion Units: Babylon Golem - Adds +2% lifesteal aura (range 12, and this stacks with other Babylon Golem Lifest

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i have no formal training in lua, and very little other than some html and javascript so i cannot respond on a technical level. However i have done enough coding in this game to understand how the lua responds to the different operators. Forkthread as you say runs a simultaneous function. unit.Callbacks.OnKilled:Add(PlagueI, self) This caused wiping of the on.killed unit table and did not work. The forkthread i used allows the function to activate on ability enable (same as before)

519 Replies 1,097,465 Views

[quote]Well, Rapidshare is giving me problems ( as it tends to do...ugh. ) However, if you would like to, you can use an FTP account I set up for demigod on my server. This way, you and everyone else can have unlimited high speed access. You just need an FTP client ( such as FileZilla: http://filezilla-project.org/download.php?type=client )

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[code="c++"] BuffBlueprint { Name = 'HEPA01Plague01', DisplayName = ' Plague', Description = ' Taking poison damage. Spreads to allies.', BuffType = 'HEPA01PLAGUE', Debuff = true, CanBeDispelled = true, EntityCategory = 'MOBILE - UNTARGETABLE', &nbsp

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like all of them, except the some of the helms. The low used helms are not used cause they dont provide enough +max energy. I think they require a secondary buff to be more useful. you forgot Plate Visor : +35% mana per second. Add +5% minion movement speed. Vinling Helmet - reduced cost to 2750 from 3300 - increased proc chance to 7% from 3% otherwise nice work<

17 Replies 7,032 Views

ok vids dont look very nice so i will upload screenies. BTW i changed the colours a little to make them more obvious. All your textures remain the same. If you want me 2 i will change it back i will (its your texture :)) but let me know what you think. <img src="http://img6.imageshack.us

54 Replies 178,077 Views

lol sure :). if you want help just ask. zechio has an ftp up that we can use to pass around mods if you want to just make a folder (i assume its ok with zechio?) and upload your stuff and so i can work on the same version you have. Also for onuse functions just let me know if you want help with them (i got them pretty down pat now lol, they are a main feature of my favormod)

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re:Exxcentric Also, I tried to PM you last night using ReadytoPlay but it thought you were playing demigods and wouldn't send a message through. yere i got your message and was on r2p but it would allow me to send you an invite re: plague/post mortem OnKilled.Remove Can you try to write up the code to use the buff fix? If you are correct, and I think that you are, (although I still haven't quite parsed it, too ma

519 Replies 1,097,465 Views

lol ty gkrit for the speedy reply! yere some of my abilities for minions work in a similar way to the priests. ie. Add aura ability. Function : onability pulse find someone to heal heal them add cooldown buff However, i cant give them a targeted ability. The minions have no way to select a target or use an area ability (other than a passive one like the aura's). I want to give my mini rook a hammer slam ability. But i need

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found a more complex yet elegant solution. Ok so Post mortem uses a funtion for the damage and the callback removal only removes that function: [code="c++"] ################################################################################################################# # Buff - Post Mortem ################################################################################################################# BuffBlueprint { Name = 'HEPA

519 Replies 1,097,465 Views

Had more of a look into callbacks and had a look at my test scripts again. (from Buff.lua) # Call callbacks on the unit based on if this is a removal or addition of affects if not afterRemove then unit.Callbacks.OnBuffActivate:Call(buffName, instigator, instigatorArmy) elseif afterRemove then unit.Callbacks.OnBuffDeactivate:

519 Replies 1,097,465 Views

Has anyone done any editing/creating for new minion ai scripts? As far as i can tell GPG have avoided this with all minions in the game by adding auras to units for skills. However, i have managed to add rook and reg (actually credit for reg goes to mr rappard and zechio) as summonable minions and i would like to give them some skills (or maybe add skills to later minion types) but i am not sure how the ai is activated or if this is possible. I will have a play around with the code today but

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The problem code you have bolded is just the plague counter which is also part of an error checking feature. It allows the you to keep track of how many units are infected with the plague, so you don't infect more than the max number allowed (30). It doesn't actually do anything. I'm not sure how you associated it with Post Mortem. Your fix may work. I can't tell just looking at the code. If you tested it, then well it does work. However, I'm not sure we should do this until we

519 Replies 1,097,465 Views