| Titan shaman aura | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Titan shaman aura Thu Aug 02, 2012 4:43 pm | |
| i know titan give armor (which reduce dmg of nearby units) but how it works in stats i can see "1.4" ? thats mean he reduce taking dmg by *max* 40%? (so units get 60% of dmg) but what if i put 2 titans dmg gonna be a) reduce to 80% (units get 20%) , or b) its reduce that 60% by 40% (so second titan reduce 24%) so unit get 36% ???
i think it answer b)
*dont forget about edge of effectivines*
same question about shaman dmg aura (1.2)
Edit
do aura works for other shamans and titans? do aura works only for my units or for my teammate also? | |
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$_Spagg
Posts : 385 Reputation : 14 Join date : 2010-10-31 Age : 111 Location : Brazil
| Subject: Re: Titan shaman aura Thu Aug 02, 2012 5:41 pm | |
| This is what is said in the shaman's code
[AdjustArmor] { adjustment = 1.2; affectsenemy = 0; edgeeffectiveness = 0.1; radius = 200; }
[AdjustAttack] { adjustment = 1.2; affectsenemy = 0; edgeeffectiveness = 0.1; radius = 200; }
So it is meant to affect allies, but as Landher said Tak handles allies as enemies (for example getting exp from them etc) So I dont know for sure but I believe it affect allies. Btw the Shaman's aura radius is as big as the third power of a fire mage.
Henrique said aura dont work for another shaman or another titan, except if it is shaman>titan or titan>shaman.
And in tak language 1 (or 1.0) = 100%
So yes you are right, 1.4 reduces 60% since it is 140% defense.
Me and landher will test it later
Now talking about the edge of effectiveness (EE to make it easier)
The EE in their aura is exactly the same as in any weapon. Knowing that in tak 1 = 100%, then 0.1 = 10%.
This means that, the aura starts in a 100% aura, and the farther it "goes", the less boost it gives, when the aura reaches 200 radius (the limit) it is at 10% power (0.1). Like an wave, if you change the wave code and put 0.5 instead, it will be 50% weaker when it reaches it's end, and will be at full power when it starts (100% or 1)
So it is true that the closest the shaman is from a treb, the more power it gives, and thats why cavedog made Shaman's movement and size occupied so crappy, so its really hard to make a shaman close enough to a unit to give 80% power. The max you can give is 50% ot 60% which is less than 7% +attack and defense.
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Titan shaman aura Fri Aug 03, 2012 9:27 am | |
| I thought Titan boost only defence and Shaman boost only attack. Am I right? | |
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$_Spagg
Posts : 385 Reputation : 14 Join date : 2010-10-31 Age : 111 Location : Brazil
| Subject: Re: Titan shaman aura Fri Aug 03, 2012 11:21 am | |
| Nope, shaman boost both attack and defense. | |
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Guest Guest
| Subject: Re: Titan shaman aura Fri Aug 03, 2012 9:19 pm | |
| Well I won't help cause someone will say I'm just showing off to feel like the best tak player ever huhuh lol... good luck on finding the answers. |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Titan shaman aura Sat Aug 04, 2012 4:52 pm | |
| I just make one script* and i need to know about it (i made some maps for StarCraft and the opinion below will show some difference) *scripts (trigers) are really poor in this game and the worst thing is that they are all auto preserved (in SC every triger can be done once UNLESS u will set preserve it ) u cant also create many units in one action (like Create "40" "terran marine" at "location" for "player 1" , just only Create "zhon troll" at "location") u cant also make something like this condition: "player 1" control something blabla and action "player 3" blablabla but only player 1 { condtion blabla action blablabla} (player cant have Action caused by other player Condition) there are also no randomize triger (ok there is one i not test is and dont know how it works "Random [value] percent of the time it will be true" (percent of what time ) also there are no teleport trigers but there u can change units stats in more specific way* than in SC (but it take more time (hpi view>extract>change stats>hpi pack) ) more specific like : range , type atack , damage category^ , line sight, radar, etc (example Mars Wars map (who created this map?)) maybe even its possible to create new damage category unfortunately changing units stats make one disadvantage not always all people use stats from map but from default data.hpi v3rocket.hpi and other default files , so this can make problems for many players script maps
Last edited by On-my-way on Sat Aug 04, 2012 4:56 pm; edited 1 time in total (Reason for editing : changing to [ from <) | |
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$_Spagg
Posts : 385 Reputation : 14 Join date : 2010-10-31 Age : 111 Location : Brazil
| Subject: Re: Titan shaman aura Sun Aug 05, 2012 10:28 am | |
| - On-my-way wrote:
- I just make one script* and i need to know about it
(i made some maps for StarCraft and the opinion below will show some difference)
*scripts (trigers) are really poor in this game and the worst thing is that they are all auto preserved (in SC every triger can be done once UNLESS u will set preserve it )
u cant also create many units in one action (like Create "40" "terran marine" at "location" for "player 1" , just only Create "zhon troll" at "location") True, but you can use a condition for example, I controll less than 40 zhon troll at location and then use a flag to deactivate the trigger
u cant also make something like this condition: "player 1" control something blabla and action "player 3" blablabla
but only player 1 { condtion blabla action blablabla} (player cant have Action caused by other player Condition) No, you can use a flag, for example. player 1 condition blablabla, action activate flag X Player 3: condition Flag X, action: blabla
there are also no randomize triger (ok there is one i not test is and dont know how it works "Random [value] percent of the time it will be true" (percent of what time )
also there are no teleport trigers
but there u can change units stats in more specific way* than in SC (but it take more time (hpi view>extract>change stats>hpi pack) )
more specific like : range , type atack , damage category^ , line sight, radar, etc (example Mars Wars map (who created this map?)) maybe even its possible to create new damage category
unfortunately changing units stats make one disadvantage not always all people use stats from map but from default data.hpi v3rocket.hpi and other default files , so this can make problems for many players script maps But I agree Tak's map creation is very poor. | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Titan shaman aura Sun Aug 05, 2012 11:30 am | |
| TAK's map creation has few options, but this speeds up the map creation progress seriously and it is extremely easy-to-learn. I have used map editors of various RTS games (especially AoE2 map editor) and in general they have more options than TAK's one, but tell me, can you create a playable & serious skirmish map in AoE2, SC, Warcraft3 in less than 5 minutes? Can you create a playable & serious multiplayer mission in less than 15 minutes (I consider you are familiar with Cartographer's triggers here)? No, you can't. In TA:Kingdoms, map creation is the easiest and fastest in comparison with every other existing RTS in both skirmish & multi-mission (if it just was able to create single player missions too...), and even if it lacks the versality of other map builders I prefer it than anyone else. The olny negative thing about TAK's easy map editor is all those smurf-like maps which have little difference between them and they just make your life miserable while you're searching to play a serious map, but even in that case you can delete them from your map folder. | |
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Vaerun
Posts : 103 Reputation : 0 Join date : 2008-08-09
| Subject: Re: Titan shaman aura Sun Aug 05, 2012 12:22 pm | |
| Map scripts are more than fiddling with the map editor. A script maker has to learn all the mission variables and what they stand for: in order to edit the accompanying *.ota file to a script maker's liking. Also, learn the *.cob file and use those as well with the scripted map.
I would advise you to look at the missions.hpi file, deconstruct it and the files within and then thoroughly research. | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Titan shaman aura Mon Aug 06, 2012 12:29 pm | |
| Spagg Thx for flag info i didnt thought about this solution (ahh my english grammar xD) Arthan I agree TA:K creation map can be really fast i like the most simply option "land lasso" (i missed it in SC and heroes 3(but in heroes with some special editior it can be done but it take more more time) maybe in SC also, dont know anything about it, koreans only know) Also resize its one of the best option many times I couldn't quess what's big gonna be my map and that couse many trooubles (to many empty place or not enough place to fill all ideas for scenario) That's 2 advantages make really fast and easy for creation maps for TA:K I miss also UMS maps for single player (why UMS* can be only on multiplayer game) Vaerun it too complicated for my i watch for some maps (hpi view) but it's gonna take too much time to get pro level about all those scripts Conclusion TA:K editor is easier than many others editiors but its hard to be pro with them xD *UMS - popular in SC world, mean in SC world Use map settings, here can means Use map scripts Edit how to make supermana (when placed lodestone it give something like +100) | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Titan shaman aura Fri Feb 08, 2013 7:31 pm | |
| - Spagg wrote:
- On-my-way wrote:
- I just make one script* and i need to know about it
(i made some maps for StarCraft and the opinion below will show some difference) BLABLABLABLA
u cant also make something like this condition: "player 1" control something blabla and action "player 3" blablabla
but only player 1 { condtion blabla action blablabla} (player cant have Action caused by other player Condition) No, you can use a flag, for example. player 1 condition blablabla, action activate flag X Player 3: condition Flag X, action: blabla
its not working for me just try make this and say if this work i just figure one thing flags are related with players :S flag "a" player "1" can have different value than flag "a" player "2" if u gonna change flag "a" by rule in player 1 that will change value flag "a" for player 1 only if u gonna change flag "a" by all player rule that will change value flag "a" for all player (with exepction even) :S Edit Rammstein say to me that flags and timers are related with players there are not global paremeters they are locals and sometimes they have same value sometimes not | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Titan shaman aura Sat Feb 09, 2013 3:39 am | |
| - MalinOMW wrote:
- Spagg wrote:
- On-my-way wrote:
BLABLABLABLA
blablabla
Edit Rammstein say to me that flags and timers are related with players there are not global paremeters they are locals and sometimes they have same value sometimes not This is true. In the beginning, I also believed flags were globabl but they aren't. Still, a player can indirectly affect the flag of an ally or an opponent. Aramon Null object can be very useful for this. Study 'Tarosian Escape' script, for example. Sky Knights are summoned not by player 4 (who controlls them) but by player 1,2 or 3 when they step on a trigger. When this occurs, they create an Aramon Null object on the trigger, but player 4 always owns all Aramon Null objects on the trigger's area, and when player 4 controlls at leasy 1 Aramon Null there, the Sky Knights are summoned. | |
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$ MalinOMW
Posts : 577 Reputation : 9 Join date : 2011-07-22 Age : 31 Location : Poland
| Subject: Re: Titan shaman aura Sat Feb 09, 2013 5:52 am | |
| I think about it, but its like swiming without ship, or walking 361' (to left) not just 1'(to right) da-mn making big trigered map gonna be very hard, also triggers are harder readable (i miss SC solution about trigers ;s, its much simplier, advanced and obvious (to me)) but anyway i going to make king of the hill 2.0 (that simplier one not really advanced triger map script but also i need affect condition player x to player y action (for fun stuff ) and i got idea (9 months i got that one) to make zone control hunter (inspired by SC zone control hydra) but i doubt i gonna made this one due to massive triggers/scripts problem and got idea to made minas tirith but that one gonna be huge hard (but effect can be much more impressive than SC ones but that only ideas :S which may never come true) Edit tarosian escape is mission or map? | |
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$_ARTHAN
Posts : 759 Reputation : 0 Join date : 2011-03-01 Age : 35 Location : Greece
| Subject: Re: Titan shaman aura Sat Feb 09, 2013 8:31 am | |
| Tarosian Escape is a TAK multiplayer mission made by me (http://kingdoms.heavenforum.org/t833-weekly-multiplayer-mission-29th-of-december-tarosian-escape). If you wish to tell me the way these scenarios work, I may be able to either help you or make them by myself. | |
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