well welcome then :P Demigod is a great game with a great community if you can make it through the initial hiccups
Exxcentric
kk np :), naughty boy playing on the forums at work :P Ok new idea: Flagmine (consumable will be removed) This will be replaced with Sticky Crossbow: Range 75 Sticky crossbow slows capture rate of flags by x3 for 15 seconds and applies a flagmine to the flag. Cost 3700
NB can you let me know when you have added it to your installer? Edit : First change for next version All set item buff tooltips (Revenge, Sorrow, etc) will be updated to make clear that these buffs are from the set. Currently their ambiguous. Also i kinda miss the giant armadillos so i am going to make a new change to that unit (and it needs a small buff in later levels): at lvl 8 they will gr
lol been going for 20 hours straight on this bad boy http://www.mediafire.com/?hoa1zv0zrcf5bna
i am already uploading :) All new icons as well, replaced a few i didnt like, and finished the remainder
Yere i figured :) TY so much mithy! +1 more karma
Ok all up and working now :). All went exceptionally well. tooltip had to be changed to self:GetPos() --> took me ages to work that out, but everything else was spot on ! Awesome
it does both. When you get all 3 items it adds that ability (requires a buff from each item). This one does: 15% Ability damage 100% chance for a 2x crit when target is below 15% health (this can stack with any other crits that go off).
Ok i can now see you logic for this: data.Amount = data.Amount + ((originaldamage * 2) - originaldamage)) will add that in
float text color etc. is on a forkthread so it doesnt take up any time from the dealdamage function also i want this for my Overkill Effect: when unit gets below 20% health 100% time both ability and weapon damage 2x Crit. This works for all Health effects. (pots and heals as well) http://pastebin.com/jTbKmadw Cheers for being so helpful this is great!
Ok i have tables now active for my globals Dealdamage code. Will this be a sufficient fix for now you think? -- i can always import it across later but at least this has an easy overriding check - if favormod{} = true. Ok done pacov will increase lifesteal -->10 increase attack rate by .1 increase armor to 500
Yere i have seen your post on that in uber. I was aware they could overwrite eachother (QOT and my shields) hence why they have cancelling on atm. Before your uberfix post i was completely unaware of groffling absorption buff. I would be more than happy for a fix! :)
Also, I might have just thought of a way to modify post-mortem ability damage, but I'd probably have to add some support code to the UberFix. It won't be perfect, because waaaaaay too many of GPG's abilities use direct DealDamage calls, even though plenty of others use -health buffs to do exactly the same thing. Very irritating and inconsistent. lol agreed, thats how i got to the dealdamage function in the originally, it is the first place both of these two
http://www.mediafire.com/?72pezbt4v0akia5 already uploaded
hmm i am going to upload a copy of what i have, without your changes. Then i am going to have a 4th run through with your stuff. What part of it are you having trouble getting working? Any log errors? ok so i am first having a problem of getting a functional import. (ForgeUnit.lua fail) I fixed that on my second try (but deleted the file in frustration-- recycle bin turned off so its gone for goo
Ok another hour of attempting this: So i am going to agree with mithy that this way of doing the crits is not the best, but it is functional for now, and i doubt anyone will notice the resource loss for the moment. Until i can get the above described way working, i am going to keep what i had and throw it on the too do list, (damn theres alot there now :(. ) Ok, now more icons..... :)
Ok i have spent an hour trying to get this to work (+1 for the help btw), but i cant seem to get it to activate the damage bonus in this manner. (i hate tables. them, me and demigod never seem to get along --> hence why i have been using buffs). (for the life of me i cannot see why this is not working. it is hooking properly (i fixed 3 small gramar errors) so i dunno. Just a couple of thoughts --> isnt DoTakeDamage going to be called as often as DealDamage? ie ins
Ok here is what i have done. For each of the weapon crits--> these are calculated normally by adding a weapon proc ability The Ability Crits are calulated in Globals.lua -- >DealDamage function (this sits at the top of the function) Further down the function i assign a float text and i reset the data.amount for the next pass. Note - the buffs are mostly Dummy buffs provided by the items that have a permanent duration (or unt
Ok finished set, and bug tested it. All ability crits have been bug tested together and individually. Removal of item from set leads to proper removal of buffs. Just need to price it right now :). It looks like a fun set, esp with tb. Moving onto blood soaked wand. Also pacov, did you still want golem buffed? I think i will change aura from lifesteal 8 --> lifesteal 12% because you only get one of t
done :) ty brasher
ty zex :) need that info, thats what i thought (it was additive not multiplicative :). cheers exx Done significantly more testing with abilities crits and ironed out a heap of bugs. Critical heals will now display a small ("Critical Heal!" green) on effect and Critical ability strikes will display a small ("Critical!" yellow) --> created new floating text for these abilities :).
Ok started making my new critical hit kit. Question: Do criticals currently stack: ie if i have ashkendor and mageslayer and they both proc at the same time, how the resultant damage calculated? is it: 1. Damage X4 X2 ( for a total of x8 Damage) or 2. Damage X4 + Damage X2 (for a total of x6 Damage) Just need to know for my ability critical stu
All above fixes have been implemented but this: existing favor item buff request as well - change blood soaked wand so that it restores 1000 hp and 1000 mana on use. I need to nondestructively hook this so it might take me a bit to remember how lol. Exx
very good find. I support this. Also i might have to make sure that my mod does not do the same thing WD!
Still i must say, I just played about 3-4 games with rook AI 2v2 (rook enemy and friendly, second enemy random QOT) same settings as pacov Rook was laying down towers left right and center and was generally alot stronger than usual. One thing, when rook gets lvl 4 towers (makes them cost 200), can you make it priority #1 for him to drop it every cooldown? as it was he was getting 4-5 up, but would never max them out. IMO he could even drop them while retreating ---->