Multiple projectiles per spell on a single target.

By on July 19, 2014 7:59:43 AM from Elemental Forums Elemental Forums

Replicators

Join Date 05/2006
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Hi,

 

Is there a way to shoot multiple projectiles at a target using One spell at a Single target, where each projectile travels a slightly different path so you can see them better?

 

Oh, and I have another question.

Code: xml
  1.          <GameModifier>
  2.             <ModType>Unit</ModType>
  3.             <Attribute>CurHealth</Attribute>
  4.             <IsForFormattedDescription>1</IsForFormattedDescription>
  5.             <Duration>-1</Duration>
  6.             <Effect>Bloody_OnHit</Effect>
  7.             <PerTurn>1</PerTurn>
  8.             <Calculate InternalName="Calc" ValueOwner="CastingUnit">
  9.                 <Expression><![CDATA[5 + [UnitStat_BonusBleed]]]></Expression>
  10.             </Calculate>
  11.             <Calculate InternalName="Value">
  12.                 <Expression><![CDATA[[Calc] * -1]]></Expression>
  13.             </Calculate>
  14.             <Calculate InternalName="ValueForFormattedDescription">
  15.                 <Expression><![CDATA[[Calc]]]></Expression>
  16.             </Calculate>
  17.         </GameModifier>
  18.   <GameModifier>
  19.             <ModType>Unit</ModType>
  20.             <Attribute>DefendableDamage</Attribute>
  21.             <AttackStat>UnitStat_Attack_Cold</AttackStat>
  22.             <Value>2</Value>
  23.         </GameModifier>
  24.   <GameModifier>
  25.             <ModType>Unit</ModType>
  26.             <Attribute>DefendableDamage</Attribute>
  27.             <AttackStat>UnitStat_Attack_Cold</AttackStat>
  28.             <Value>2</Value>
  29.         </GameModifier>
  30.   <GameModifier>
  31.             <ModType>Unit</ModType>
  32.             <Attribute>DefendableDamage</Attribute>
  33.             <AttackStat>UnitStat_Attack_Cold</AttackStat>
  34.             <Value>2</Value>
  35.         </GameModifier>
  36.   <GameModifier>
  37.             <ModType>Unit</ModType>
  38.             <Attribute>DefendableDamage</Attribute>
  39.             <AttackStat>UnitStat_Attack_Pierce</AttackStat>
  40.             <Value>2</Value>
  41.         </GameModifier>

 

In this code, if the first modifier is present, the remaining 4 modifiers do not appear to be executed.

 

If the first modifier is not present, then All the remaining 4 modifiers are executed.

 

How come?

 

Thanks.

 

For the projectiles, I tried duplicating the original particles and giving each projectile this code:

   <OffsetX>0.000000,0.000000,15.000000</OffsetX>
   <OffsetY>0.000000,0.000000,15.000000</OffsetY>
   <OffsetZ>0.000000,0.000000,15.000000</OffsetZ>

 

   <EmitterPosX>5.000000,0.000000,10.000000</EmitterPosX>
   <EmitterPosY>5.000000,0.000000,10.000000</EmitterPosY>
   <EmitterPosZ>5.000000,0.000000,10.000000</EmitterPosZ>

 

   <DirectionX>1.000000,0.000000,20.000000</DirectionX>
   <DirectionY>1.000000,0.000000,20.000000</DirectionY>
   <DirectionZ>1.000000,0.000000,20.000000</DirectionZ>

 

I added them to the sequenceframe:

 

  <SequenceFrame>Emitter1,0.000000</SequenceFrame>
  <SequenceFrame>Emitter2,0.100000</SequenceFrame>
  <SequenceFrame>Emitter4,0.000000</SequenceFrame>
  <SequenceFrame>Emitter0,0.200000</SequenceFrame>
  <SequenceFrame>Emitter11,0.000000</SequenceFrame>
  <SequenceFrame>Emitter21,0.100000</SequenceFrame>
  <SequenceFrame>Emitter41,0.000000</SequenceFrame>
  <SequenceFrame>Emitter01,0.200000</SequenceFrame>

 

1-4 are original, 11-41 are new.

 

Nothing shows up though.

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July 19, 2014 10:28:56 AM from Elemental Forums Elemental Forums

 

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July 19, 2014 10:59:08 AM from Elemental Forums Elemental Forums

Quoting Primal_Savage,


Oh, and I have another question



 

Switch the order: your 1st GameModifier should be your 5th GameModifier.

 

Is there a particular reasoning for this?

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July 19, 2014 11:11:59 AM from Elemental Forums Elemental Forums

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July 19, 2014 11:19:51 AM from Elemental Forums Elemental Forums

Quoting Primal_Savage,

It seems to switch the way values are accounted for so your next four GameModifiers end up being enemy "healing" spells so they do nothing since you can't heal enemies. You would probably be better off creating a new UnitStat_Attack_Replicators than using CurHealth. Might also want to look into MinValue/MaxValue

 

Alright, thanks!

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