Difference between revisions of "Effects"
(11 intermediate revisions by 3 users not shown) | |||
Line 1: | Line 1: | ||
+ | Effects are [[catalog]] objects, representing changes to the game world, executed by other [[catalog]] objects. Most effects are instant, they change the world and then vanish. Some (create persistent for example), persist for a while, allowing creation of delayed effects. | ||
+ | |||
+ | When an effect is executed, it inherits [[Effect target reference|target reference list]] from whatever source created it (for example, if an Effect - Instant [[ability]] executes an effect, the effect will have ''casting unit'' and ''target unit'' both set to the unit that used the ability). | ||
+ | |||
Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor. | Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor. | ||
− | == | + | ==Apply Behavior== |
This effect is used to put a Behavior object onto a Unit. | This effect is used to put a Behavior object onto a Unit. | ||
Line 10: | Line 14: | ||
==Create Healer== | ==Create Healer== | ||
+ | Creates a persistent effect, that periodically heals (actually it replenishes any [[vital]], not just health) a unit. Usually used for chanelled abilities, like repair, because it can work with ''repair time'' and ''repair cost'' attributes of the targeted unit. | ||
+ | For simple, one-shot heal, use ''Modify unit''. | ||
− | == | + | ==Create Persistent== |
− | + | Creates a persistent effect, that can execute further effects. It can be used for chanelled abilties, or to delay/offset other effects. | |
==Create Unit== | ==Create Unit== | ||
+ | Spawns a new unit of specified type. | ||
− | + | ==[[Damage]]== | |
− | ==Damage== | + | Damages a target unit. The effect also provides many options for the damage, such as attribute bonuses, armor reduction, AoE radius, damage type, death type, life/shield/energy leech, etc. |
− | |||
− | |||
==Destroy Healer== | ==Destroy Healer== | ||
− | + | Destroys a [[Effects#Create Healer|Healer]] effect nearby. | |
==Destroy Persistent== | ==Destroy Persistent== | ||
+ | Destroys a [[Effects#Create Persistent|persistent]] effect nearby. | ||
− | + | ==Issue Order== | |
− | == | + | Issues a specified order to a unit. Using this effect, units can execute [[abilities]] that are not present in it's command list. |
− | |||
==Iterate Transport== | ==Iterate Transport== | ||
+ | Execute an effect on each unit in the transport. | ||
− | + | ==Launch Missile== | |
− | == | ||
This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors. | This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors. | ||
Line 44: | Line 49: | ||
==Modify Player== | ==Modify Player== | ||
+ | Modifies a player's resources. | ||
− | + | ==Modify Unit== | |
− | == | ||
This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy. | This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy. | ||
− | |||
− | |||
An example of the Modify Unit effect would be for potions in an RPG. | An example of the Modify Unit effect would be for potions in an RPG. | ||
Line 57: | Line 60: | ||
==Remove Behavior== | ==Remove Behavior== | ||
+ | Removes behaviors from a target unit. Can be used to remove one or more instances of a specific behavior, or all behaviors belonging to a specific category or class. | ||
− | + | ==Search Area== | |
− | == | ||
Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters. | Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters. | ||
− | == | + | ==Set== |
A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched. | A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched. | ||
==Switch== | ==Switch== | ||
− | + | Applies effects on a conditional basis. Primarily used when needing to choose one effect from a larger set of effects based on the conditions present when the switch effect is run. | |
==Teleport== | ==Teleport== | ||
Line 84: | Line 87: | ||
[[Category:Reference]] | [[Category:Reference]] | ||
[[Category:Data Editor]] | [[Category:Data Editor]] | ||
+ | [[Category:Catalogs]] |
Latest revision as of 10:30, 9 May 2011
Effects are catalog objects, representing changes to the game world, executed by other catalog objects. Most effects are instant, they change the world and then vanish. Some (create persistent for example), persist for a while, allowing creation of delayed effects.
When an effect is executed, it inherits target reference list from whatever source created it (for example, if an Effect - Instant ability executes an effect, the effect will have casting unit and target unit both set to the unit that used the ability).
Below, you will find a complete list (undergoing editing) of all the Object Types that an Effect can be. These are listed alphabetically and as are found in the Data Editor. As this list becomes more populated, we will link valuable tutorials and examples to each of the Effects listed - allowing you to learn (by example) how they operate in game and in the editor.
Apply Behavior
This effect is used to put a Behavior object onto a Unit.
This tutorial here uses a Behavior and an ability similar to Stimpack to increase the Shield armor and attack-speeds of an Archon: Tutorial - Psionic Focus
Apply Force
Applies a force. Can be used to create pushing spells.
Create Healer
Creates a persistent effect, that periodically heals (actually it replenishes any vital, not just health) a unit. Usually used for chanelled abilities, like repair, because it can work with repair time and repair cost attributes of the targeted unit.
For simple, one-shot heal, use Modify unit.
Create Persistent
Creates a persistent effect, that can execute further effects. It can be used for chanelled abilties, or to delay/offset other effects.
Create Unit
Spawns a new unit of specified type.
Damage
Damages a target unit. The effect also provides many options for the damage, such as attribute bonuses, armor reduction, AoE radius, damage type, death type, life/shield/energy leech, etc.
Destroy Healer
Destroys a Healer effect nearby.
Destroy Persistent
Destroys a persistent effect nearby.
Issue Order
Issues a specified order to a unit. Using this effect, units can execute abilities that are not present in it's command list.
Iterate Transport
Execute an effect on each unit in the transport.
Launch Missile
This Effect creates a Missile that is launched according to it's linked Mover object. The Field which specifies the type of missile (actor of the projectile) is the ***Ammo Unit*** field. Here you can simply specify what missile you would like to use, from those already in the game. Creating your own missile requires knowledge about Actors.
One of the many effects required to create a Missile ability.
For further examples and comparative studies, have a look at the Longbolt Missile weapon (Missile Turret), the Punisher Grenade weapon (Marauder) or the Phase Cannon weapon (Photon Cannon).
Units which fire multiple missiles per shot - such as the Missile Turret - utilize Create Persistent effects to do so.
Modify Player
Modifies a player's resources.
Modify Unit
This effect allows you to modify a unit in anyway that you like. You can change it's Armor, it's Shield Armor, it's Life, it's Shields or its Energy.
An example of the Modify Unit effect would be for potions in an RPG.
Release Magazine
Remove Behavior
Removes behaviors from a target unit. Can be used to remove one or more instances of a specific behavior, or all behaviors belonging to a specific category or class.
Search Area
Search Area effects are used to apply effects to other units. The effect looks for specific units in an area and applies an effect to them. The area is defined by range and arc parameters.
Set
A Set is essentially a group of effects. When you trigger the Set, it triggers all Effects contained within the set, or randomly triggers a preset number of effects from the set. An example of this in action would be the Marauder - Punisher Grenade weapon. When the missile hits a target, it triggers a Set. This set applies both the damage the target will take and the Slow Buff (Apply Behavior) - provided that the Concussive Grenade upgrade is researched.
Switch
Applies effects on a conditional basis. Primarily used when needing to choose one effect from a larger set of effects based on the conditions present when the switch effect is run.
Teleport
Used for a teleport spell such as the Blink ability the Stalker has.