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War3Source Races => Races / Items - Submissions => Topic started by: -El Diablo on February 25, 2012, 01:37:16 PM



Title: [TF2][Race] Trillin
Post by: -El Diablo on February 25, 2012, 01:37:16 PM
Trillin
TF2 ONLY

A Very Fun Race to play!   New concepts!   Not a copycat!

Reason TF2 only due to the effects

About Trillin:

Ki -  A Specialized HUD on top of your Health HUD on the bottom left hand corner of your screen will display the KI HUD in yellow.
       Ki's maximum is set for 100.


Race - Trillin(LVL 16/16)

1. Ki (energy)
    Ki - Gained by 0.02/0.03/0.04/0.05 Multiplied by Damage Dealt and has a 5%/25%/50%/75% Chance to double on each hit!

2. Meditate
    Passive - While ducking, Ki(energy) will heal you as long as you don't have attack ready or firing. Healing 2/3/4/5 per second & costs 4.0/3.25/2.00/1.65 +1-5(Random) Ki per skill level.

3. Fast Reflexes
    Fast Reflexes - Increases maxspeed by 1.07/1.11/1.18/1.24

4. Ultimate: Solar Flare
    Solar Flare - 10/15/20/25 Damage +/-35(Based on distance) + Left over Ki (wiped on use) and 25%/50%/75%/100% chance to Ignite Target player.


//Sounds
new String:sfsound[]="war3source/solarflare.wav";
War3_PrecacheSound(sfsound);

// Models
    HaloSprite=PrecacheModel("materials/sprites/halo01.vmt");
    FireSprite=PrecacheModel("effects/fire_embers1.vmt");




We had some balance issues, which we believe we have worked out.  If you find any balance issues and either have solved the or not, please post a reply with your problem or fix. Thanks.

We found that Sniper, Demoman, and Scout needed a boost in gains for ki, because of the damage they did was not enough for gains in Ki to balance out for everyone.   I first used OnHit type of event, but when heavy or pyro used Trillin it made them get to 100 Ki instantly, while sniper was at 1 Ki per hit.   So, we revised it to damage based gains for Ki.

I didn't use hardly any variables, as I felt that balancing this race was very important to having it approved for our servers at cgaclan.com.   I did create a few variables if you want to use them, although the variables have not been tested:

//Create race specific Cvars here
   ultCooldownCvar_SPAWN=CreateConVar("war3_trillin_ult_cooldown_spawn","10",
     "trillin's Ultimate Cooldown on spawn.");      
   ultCooldownCvar=CreateConVar("war3_trillin_ult_cooldown","20",
     "Cooldown");
   KI_MAX=CreateConVar("war3_Trillin_max_Ki","100",
     "The Maximum amount of Ki Trillin can have total.",0,true,0.0,false);


To help balance Ki gains for Engineer and Medic, I created gains for Ki based on healing done to another player.  If a class heals a player, that class gains Ki.
    When the Trillin Engineer's dispenser heals other players, that engineer gains Ki.   I have studied the amount of Ki gained by the engineer and have not found evidence that this would create a OP engineer.   I thought it would, but with the amount of health a engineer has.. and low armor.. Soldiers, heavies, and pyros etc can still kill a Trillin engineer without help of other team mates.
   The Trillin Medic only gains Ki while healing someone whom is hurt.  If the player is no longer hurt, the Medic will not gain Ki.  This will make Trillin Medics search out for damaged players to help them gain Ki.

Ki wipes after you use your Ultimate.   If you use your Ultimate with Ki at 100, then you will do 100+ damage with your Ultimate.   Plus with each level you gain 25% chance of igniting the player you target with the Ultimate with after burn (ignite) for 10 seconds.   Using this only seems to only scares other players and make them run for a health pack.  Usually I'll use the Ultimate as often as possible, because if you have 50 or less Ki, you will always get at least 50 damage and it still wipes your Ki.

If any of this you think is OP, let me know.   I've looked at several other races, and felt I created a balanced Ultimate.

I want to make changes to this race as needed to get it approved,  I've spent several months working on balancing this race out and optimizing the code to cause very little choke on servers.

The admins at cgaclan.com agree that Trillin is a very fun race to play :)   It's unique on how you must operate it, and it does not copy other races.  This is not a copycat race.  This is my first original race.



<<UPDATE>>

Trillin now has 2 new sounds:  Fortitude enabled and Fortitude disabled.  -- A Female voice lets you know when fortitude is enable or not, so you can keep your eyes on your target and not your screen.

The Ultimate Solar Flare will wipe KI completely only while your fortitude armor is active.

If your KI is 50 or greater while your fortitude armor is not active, then your ultimate will
take anything over 50 KI and use it as bonus damage to your target while setting your KI to 50.

50 KI or less, while your Fortitude armor is not active will cause your ultimate solar flare to
be free of charge and will only do 50 damage + fire damage chance.

Maximum KI gains no matter what skill level you have as long as you have at least 1 level in
Trillin.

Fortitude armor drains KI while active.

You can not gain KI while the fortitude armor is active.

Fortitude armor starts at 40% damage reduction and drains down to 0% damage reduction as KI goes from 100 to 0.   Once KI reaches 0, fortitude disables itself.



// Sounds
new String:fdisable_sound[] = "war3source/fdisable.wav";
new String:fenable_sound[] = "war3source/fenable.wav";
new String:sfsound[]="war3source/solarflare.wav";



Title: Re: [TF2][Race] Trillin
Post by: Revan on February 26, 2012, 03:01:07 AM
Sounds nice :D
great to See more upcoming devs
but please remove the smx binary, it's not allowed to attach it.

sad that is tf2 only, I would put it on my Server ;)


Title: Re: [TF2][Race] Trillin
Post by: -El Diablo on February 26, 2012, 05:07:19 AM
Okay, Revan,  I removed the smx attachment file.


Title: Re: [TF2][Race] Trillin
Post by: Glider⠠⠵ on February 26, 2012, 11:53:00 AM
Sounds nice :D
great to See more upcoming devs
but please remove the smx binary, it's not allowed to attach it.

sad that is tf2 only, I would put it on my Server ;)

You're allowed to provide a compiled version of your plugin as long as you upload the source along with it. It's only that when somebody distributes plain smx files without source that they are breaking the Sourcemod license.


Title: Re: [TF2][Race] Trillin
Post by: Ownz on February 26, 2012, 01:20:48 PM
just that w3s has interface changes that breaks precompiled smx


Title: Re: [TF2][Race] Trillin
Post by: Glider⠠⠵ on February 26, 2012, 04:59:55 PM
Why not make a web compiler like the sourcemod forums? Dunno how hard it is to do in PHP.


Title: Re: [TF2][Race] Trillin
Post by: -El Diablo on February 26, 2012, 06:02:49 PM
Sounds nice :D
great to See more upcoming devs
but please remove the smx binary, it's not allowed to attach it.

sad that is tf2 only, I would put it on my Server ;)

You're allowed to provide a compiled version of your plugin as long as you upload the source along with it. It's only that when somebody distributes plain smx files without source that they are breaking the Sourcemod license.

Thanks.  I'll know that for the next race I make :)   Although I think I added the smx to the zip file... I done forgot :P

I just started working on a new race today, and should be done in a couple of weeks.  The new race I'm working on right now is a for a friend whom doesn't really care to much about special effects, more than function.   --CGA-- will begin testing my next new race starting next week hopefully and should be fully tested within a couple of weeks after.

I really want to put out as many new races as possible.  I am devoting all my time to learning more about creating races.   The more I make, the better I will get.

Every race I make, I strive to make no copycats.   I ask other players, have you ever seen any other race do something like this?  If they say yes, I change the code.   I'm not perfect, so It's possible that a skill or two may be overlooked at maybe someone has already done it.   There is a ton of races out there that I don't know about that could have already done exactly what I'm doing... and I hope that I don't stumble on one of those.



Title: Re: [TF2][Race] Trillin
Post by: Necavi on February 26, 2012, 06:04:39 PM
Why not make a web compiler like the sourcemod forums? Dunno how hard it is to do in PHP.

Really quite easy, I made one in fuckin' sourcemod :P


Title: Re: [TF2][Race] Trillin
Post by: Glider⠠⠵ on February 27, 2012, 06:19:41 AM
Why not make a web compiler like the sourcemod forums? Dunno how hard it is to do in PHP.

Really quite easy, I made one in fuckin' sourcemod :P

Calling a compile native isn't so close to actually copying the files together on the backend, invoking a process and returning the .smx result now is it? ;)


Title: Re: [TF2][Race] Trillin
Post by: Necavi on February 27, 2012, 08:07:24 AM
Mine had to copy, create and save includes/sourcepawn files to a specific directory, invoke spcomp on the specified file, sending it to a specific folder then loading it. There is no compile native in sourcepawn.


Title: Re: [TF2][Race] Trillin
Post by: Glider⠠⠵ on February 27, 2012, 09:21:14 AM
Alrighty then, sorry for my uneducated post  :D


Title: Re: [TF2][Race] Trillin
Post by: -El Diablo on February 28, 2012, 07:13:42 AM
If anyone has any bugs, improvements, etc.  or any comments please post here or on our forums at http://cgaclan.com/forums

You can also find sneak previews of information about upcoming new races I'm working on at our --CGA-- Clan forums.  Look under "War3Soruce" section once your registered with our forum.  I keep a week by week log, sometimes day by day log of improvements, fixes, etc. to the current race I'm working on.  You will be able to see what I fix, modify, etc as I work on each new race.

I continue to come here (war3source.com), up to once a week, to find out if this race will get approved or if not approved what I can do to make it approved.  You can play Trillin on our --CGA-- Clan servers only if your total levels are 70+.  It is open to all with total levels 70+.


Title: Re: [TF2][Race] Trillin
Post by: -El Diablo on March 16, 2012, 05:51:31 AM
I'm sorry that I've not posted any updates to the Trillin Race since I've updated it on the www.cgaclan.com servers.

I've made some updates to this plugin since my last post and I'll be uploading those updates soon.

I've added a new skill "Fortitude" which gives both magical and physical damage reduction based on how much KI you have.  You can't gain KI while using it and it will diminish over time while using Fortitude.



Title: Re: [TF2][Race] Trillin
Post by: -El Diablo on March 16, 2012, 06:12:23 PM
<<UPDATE>>

Trillin now has 2 new sounds:  Fortitude enabled and Fortitude disabled.  -- A Female voice lets you know when fortitude is enable or not, so you can keep your eyes on your target and not your screen.

The Ultimate Solar Flare will wipe KI completely only while your fortitude armor is active.

If your KI is 50 or greater while your fortitude armor is not active, then your ultimate will
take anything over 50 KI and use it as bonus damage to your target while setting your KI to 50.

50 KI or less, while your Fortitude armor is not active will cause your ultimate solar flare to
be free of charge and will only do 50 damage + fire damage chance.

Maximum KI gains no matter what skill level you have as long as you have at least 1 level in
Trillin.

Fortitude armor drains KI while active.

You can not gain KI while the fortitude armor is active.

Fortitude armor starts at 40% damage reduction and drains down to 0% damage reduction as KI goes from 100 to 0.   Once KI reaches 0, fortitude disables itself.