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Help with Spell effect: Knock

Discussion in 'Modding' started by Zylo, Jun 13, 2012.

  1. Zylo

    Zylo Member

    I have been trying to create a skill that knocks back an enemy a good distance, but knock only knocks someone back 3 spaces at most; and it can be resisted. I have tried a few things to get more oomph out of the spell but...

    - Using the amount="" does nothing,

    - Monsters seem to not be affected by more than one knock. ex: If I trigger an effect that calls another knock spell the monster still only gets knocked once.

    - Blinking, and teleport are to unpredictable and I can't get rid of the animation.

    Is there a spell in game that does what I want that I just don't know about, or perhaps one of the above methods does in fact work and I just mucked it up somehow?

    Any advice?
     
  2. ProtoMan

    ProtoMan Member

    Monster toss does it by using the effect tag twice.

    Code:
    <spell name="Monster Toss" type="target" attack="1" downtime="32" icon="skills/monster_toss32.png" >
      <effect type="damage" blasting="1" />
      <effect type="knock" />
      <effect type="knock" />
      </spell>
     
  3. mining

    mining Member

    Trigger another spell which does another knock.
     
  4. Zylo

    Zylo Member

    I have already tried this option. Monsters hit with the spell still only seem to move back a grand total of 3 spaces. But more often than not they don't move at all.(is there a way to make sure their affected they seem to resist the spell a lot.)

    Here is the current version im using. I'm now trying it as a template to see if that affects anything (it didn't). I have a copious about of knocks there, but monster still move away only as far as 3 spaces.

    Code:
    <spell name="Push" type="template" templateID="30" anchored="1" icon="sprites/shouter/pic2.png" downtime="1" wand="1">
        <effect type="knock"/>
        <effect type="knock"/>
            <effect type="knock"/>
            <effect type="knock"/>
            <effect type="knock"/>
            <effect type="knock"/>
            <effect type="knock"/>
            <effect type="knock"/>
    <anim sprite="sprites/sfx/combust_hit/combust_hit" frames="7" firstframe="2" framerate="35" sfx="flame" centerEffect="1"/>
          <description text="Push1"/>
    </spell>
     
  5. ProtoMan

    ProtoMan Member

    I'm not sure of any space that would use that amount of knockback. However, if you triggered another spell that used another knockback for its effect, that should work. (So basically what mining said.)
    Are you basically wanting a spell that knocks the monsters onto the nearest wall?
     
  6. Zylo

    Zylo Member

    I already tried the exact same thing but make all of those knockbacks its own separate spell that the first triggers. It still had no effect the monsters I tested it in etheir resisted or only moved 3 spaces away.

    My plan wasn't to make them hit the wall, I just wanted a knockback that moved people farther than 3 spaces. I know the number I have on there is ridiculous, but that's why I came to the forms. Nothing seems to be working.

    Is there a way to create my own "knockback" effect so I can have it set to knock them back the number I want? That may just be easier at this point.
     
  7. mining

    mining Member

    Delay the trigger by using amount="1"
     
  8. Zylo

    Zylo Member

    Thanks a lot, the delay seems to have fixed it!

    Now another question. Is there to make knock only work on enemies. Cause after testing this spell I have been able to move blood splatters, chests, traps, and enemies.
     
  9. Aegho

    Aegho Member

    Taxa=, but you need one for every enemytype, so it adds a lot of lines to your code. (You need to call on the effect 6 times, once for every taxa type. So one triggers it for taxa="Animal", one triggers it for taxa="Construct", etc), and I think it will still push stuff around if the enemy is standing on it.
     
  10. mining

    mining Member

    It always hits traps and stuff, someone made a trap shove ability that used taxa="[some reference to neverending story]"