Difference between revisions of "Effects"
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− | ==[[Creating a Missile | + | ==[[Creating a Missile Ability|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. | ||
Revision as of 01:52, 22 November 2010
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
Create Persistent
Create Unit
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 Persistent
Issue Order
Iterate 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
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.
Since you cannot give absolute modification values through triggers (e.g. +50 HP), you need to do these kinds of tasks with this effect.
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.