Archived copy of war3source.com, the War3Source forum (2009–2020), rebuilt from the Internet Archive by wc3mods.net. This page was captured on 2012-10-24 (original capture). Forum · All archived topics · Wiki · Bug tracker · Blog
Chat

War3:Source
October 24, 2012, 03:24:02 PM *
Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length
News: Download: http://war3source.com/index.php?board=9.0
What is War3Source?: http://war3source.com/index.php?topic=200.0
Sample Stats: http://war3source.com/war3stats
Steam Community Group: http://steamcommunity.com/groups/war3source
War3Source SVN Checkout: http://ownageclan.com/svn/war3source/
War3Source servers: http://www.game-monitor.com/search.php?vars=war3_version=
 
   Home   Help Search Login Register  
Pages: [1]
  Print  
Author Topic: Expanding the buffsystem?  (Read 559 times)
lucky
Newbie
*
Posts: 5


View Profile Email
« on: January 07, 2011, 06:41:06 PM »

I really like the buff system of the mod since it works so well however I have a few thoughts of maybe thing that could be added in the future if they sound like good additions?

- we have denyallbuffs already, but maybe also separate denies for the buffs? (mostly movement speed, gravity, attack speed and invisibility) that way you can destroy specific buffs or only destroy one buff at a time

- a new immunity but for wards. I know you can just say to ignore the ward effect if the victim has skill immunity but I don't want people with skill immunity to be able to walk through wards so that might be cool to have

- maybe make it possible that healtomaxhp doesn't work anymore if you are deniedofallbuffs? or a certain buff that denies healtomaxhp?

- add a longjump buff? That way you don't have to mess with the velocity every time you want to give a race longjump and don't have to set a jumpevent every time

I'm just giving ideas here, the buff system is awesome I just have the feeling it can have so much more though

Logged
Ownz
Developer
Administrator
Hero Member
*****
Posts: 2045



View Profile WWW Email
« Reply #1 on: January 07, 2011, 06:56:37 PM »

we have separate denies
maybe, whos gonna use the ward immunity thou?
heal is not a buff
so people are lazy and want to use a single long jump, but it breaks, i wont know how to fix it
Logged

DarkEnergy
qwerty
Jr. Member
**
Posts: 87


View Profile
« Reply #2 on: January 07, 2011, 11:38:59 PM »

about the war immunity, it woul be extremely useful for a potion of ward immunity. 

when you touch a ward after buying one, you get 5 or 10 seconds where you're immune to wards.
Logged
Ownz
Developer
Administrator
Hero Member
*****
Posts: 2045



View Profile WWW Email
« Reply #3 on: January 08, 2011, 01:19:44 PM »

touch a ward after buying one?
Logged

DarkEnergy
qwerty
Jr. Member
**
Posts: 87


View Profile
« Reply #4 on: January 08, 2011, 05:32:32 PM »

basically, you'd buy it, an it woul not go into effect until you touch a ward.  at that point, it would give you 5 or so seconds where wars do no damage to you. 

it was a bit more useful back in wcs because the wards there slowed you down as they damaged you (but, dealt damage slower as well)
Logged
zero
Full Member
***
Posts: 191



View Profile WWW Email
« Reply #5 on: January 08, 2011, 06:22:45 PM »

The wards here can do that too if you just add some code to slow players down. You can separate the damage to its own loop that runs at a different rate to adjust the rate damage is dealt.

It would be nice to have something that easily blocks wards for use as a shopmenu item. I was planning on making one by trying to detect what was causing the damage and then filtering it out although that would not help against the slowing effect or anything else the ward does when players enter it...
Logged

Ownz
Developer
Administrator
Hero Member
*****
Posts: 2045



View Profile WWW Email
« Reply #6 on: January 08, 2011, 06:23:21 PM »

zero would u like to try the svn system?
Logged

DarkEnergy
lucky
Newbie
*
Posts: 5


View Profile Email
« Reply #7 on: January 08, 2011, 06:41:44 PM »

I understand most of your points Ownz about two of them I would like to linger though and add some new things

first of all it would be interesting to be able to disable someones ability to heal health which could make for new race ideas

I think Ward immunity could really be a very good addition. That way you can keep skill immunity and ward immunity separate. I don't want races with skill immunity to walk through my wards but I do see future additions of making races that I want to be immune to wards and I'm sure others would be interested in this as well

we have slow immunity now but maybe an addition of things like stun immunity or bash immunity? for when you want specific races to be immune to those things without making other races immune to them too
Logged
zero
Full Member
***
Posts: 191



View Profile WWW Email
« Reply #8 on: January 09, 2011, 02:16:25 AM »

zero would u like to try the svn system?

What is that?


If support for this is added it would be great if it was done in a way that takes into account ward effects. If you look at the strider class for example (I know not official) it sets players on fire when they are in the ward. If it is set as a basic ward immunity buff this would be best as then you can check if a client is immune to wards and if so then they are not effected by anything the ward does regardless of what the programmer put in there.
Logged

Ownz
Developer
Administrator
Hero Member
*****
Posts: 2045



View Profile WWW Email
« Reply #9 on: January 09, 2011, 11:27:56 AM »

i want you guys to get involved in coding, that way features can be actually be implemented when i am too busy
Logged

DarkEnergy
Pages: [1]
  Print  
 
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.11 | SMF © 2006-2009, Simple Machines LLC Valid XHTML 1.0! Valid CSS!