Hello WowAce

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//You know you love it
// No Project Column icons, no rounded corners

// fonts
!base_font_size = 12px
!base_line_height = 1.0

!normal_fonts = "Verdana","arial","sans-serif"
!title_fonts = !normal_fonts
!navigation_fonts = !normal_fonts

// colors

!body_background_start_color = #FFFFFF
!body_background_finish_color = add_luminosity(#FF82AB, 10%)

!normal_text_color = #000000
!header_background_color = !body_background_finish_color
!main_background_color = #FFFFFF
!footer_background_color = #000000

!standard_module_background_finish_color = #FFB5C5	
!standard_module_background_inner_finish_color = add_luminosity(#FFFFFF , 80%)

!heading_color = !normal_text_color

!link_color = #4B0082
!visited_link_color = increase_hue(!link_color, -30deg)
!active_link_color = set_hue(!link_color, 50deg)

!heading_link_color = !link_color
!heading_visited_link_color = !heading_link_color
!heading_active_link_color = !heading_link_color

!input_gradient_size = 500px
!input_background = add_luminosity(#FF82AB, 15%)
!input_focus_background = #FFFFFF

!avatar_border_color = #000000
!username_normal_color = #000000
!avatar_normal_background = #ffffff
!username_author_color = #007f00
!avatar_author_background = #007f00
!username_moderator_color = #00007f
!avatar_moderator_background = #00007f
!username_anonymous_color = #7f7f7f
!avatar_anonymous_background = #7f7f7f

!standard_gradient_color_difference_outset = 15%
!standard_gradient_color_difference_inset = -15%

!action_button_color = !normal_text_color
!action_button_background_finish_color = #6699cc
!action_button_hover_background_finish_color = !action_button_background_finish_color + #222

// tab

!tab_normal_color = #292421
!tab_normal_text_color = #FFFFFF
!tab_hover_color = #FFFFFF
!tab_hover_text_color = #000000

!tab_shine_color = #fff
!tab_shine_amount = 15%

!tab_disabled_shine_color = !tab_shine_color - #333
!tab_disabled_color = !tab_normal_color - #111
!tab_disabled_text_color = !tab_normal_text_color

!poll_bar_author_start_color = #ccf
!poll_bar_author_finish_color = add_luminosity(!poll_bar_author_start_color, -20%)
!poll_bar_user_start_color = #cfc
!poll_bar_user_finish_color = add_luminosity(!poll_bar_user_start_color, -20%)

!global_navigation_link_shine_amount = 20%
!global_navigation_link_shine_color = add_luminosity(!body_background_finish_color, !global_navigation_link_shine_amount)


!listing_selected_th_finish_color = #FF82AB
!listing_selected_th_start_color = add_luminosity(!listing_selected_th_finish_color, !tab_shine_amount)

!listing_hover_th_finish_color = #FFFFFF
!listing_hover_th_start_color = add_luminosity(!listing_hover_th_finish_color, !tab_shine_amount)

!listing_hover_tr_finish_color = #FFFFFF
!listing_hover_tr_start_color = add_luminosity(!listing_hover_tr_finish_color, !tab_shine_amount)

!ins_color = #070
!del_color = #700

// various other stuff

!body_background_gradient_size = 10px
!body_background_attachment = "scroll"

!standard_block_padding = 10px
!single_space_size = 5px

!page_width = 1000px

!site_logo_height = 40px
!site_logo_width = 200px

// if true, that means it's dark on light, otherwise light on dark.
!light_color_scheme = luminosity(!normal_text_color) < luminosity(!standard_module_background_finish_color)

!standard_gradient_size = 200px
!standard_gradient_direction = "down"
!header_background_start_color = !header_background_color
!header_background_gradient_size = !standard_gradient_size + !site_logo_height
!header_background_gradient_direction = !standard_gradient_direction

!footer_background_start_color = !footer_background_color
!footer_background_gradient_size = !standard_gradient_size
!footer_background_gradient_direction = opposite_direction(!standard_gradient_direction)

!main_background_start_color = add_luminosity(!main_background_color, !standard_gradient_color_difference_outset)
!main_background_gradient_size = !standard_gradient_size
!main_background_gradient_direction = !standard_gradient_direction

!standard_module_background_start_color = add_luminosity(!standard_module_background_finish_color, !standard_gradient_color_difference_outset)
!standard_module_background_gradient_size = !standard_gradient_size
!standard_module_background_gradient_direction = !standard_gradient_direction

!standard_module_background_inner_start_color = add_luminosity(!standard_module_background_inner_finish_color, -!standard_gradient_color_difference_outset)
!standard_module_background_inner_gradient_size = !standard_gradient_size
!standard_module_background_inner_gradient_direction = !standard_gradient_direction


!standard_module_border_size = 1px

// headings
!heading_padding = !standard_block_padding
!h1_size = fontpc(24px)
!h2_size = fontpc(20px)
!h3_size = fontpc(17px)
!h4_size = fontpc(15px)
!h5_size = fontpc(14px)
!h6_size = fontpc(14px)

// elements
!paragraph_padding = !standard_block_padding 0 !standard_block_padding 0

!pre_margin = 10px

!halfway_color = merge_colors(!normal_text_color, !standard_module_background_start_color)

!date_info_color = !halfway_color
!date_info_size = fontpc(12px)

// horizontal rule
!hr_color = !normal_text_color
!hr_border = "outset" !hr_color
!hr_size = 1px
!hr_margin_size_side = 20px
!hr_margin_size_top = 10px
!hr_margin_size_bottom = 0px

// lists
!list_padding_left = !standard_block_padding + 30px
!list_padding_right = !standard_block_padding
!list_padding_top = !standard_block_padding
!list_padding_bottom = !standard_block_padding

// ul.navigation-horizontal
!list_navigation_horizontal_color = !halfway_color

// definition lists
!dl_padding = !standard_block_padding
!dd_left_padding = 40px

// tables
!caption_font_size = fontpc(16px)

!th_font_size = fontpc(14px)
!th_padding = 10px 0
!td_font_size = fontpc(13px)
!td_padding = 5px 5px

!thead_border_bottom = 2px "solid" !normal_text_color
!tfoot_border_top = !thead_border_bottom
!td_th_border_bottom = 1px "solid" !halfway_color

// forms
!form_field_margin_left = 40px

!legend_font_size = fontpc(20px)
!error_color = red
!description_font_size = fontpc(11px)

!input_color = !normal_text_color

!form_label_width = 150px

!textarea_height = 200px

!multifield_label_width = 220px

// users
!avatar_size = 48px
!profile_avatar_size = 300px
!avatar_border_size = 0px
!avatar_padding = 2px
!username_font_size = fontpc(18px)

!show_user_background = true

// comments
!comment_avatar_spacing = 5px

!rounded_corners = false

// icons

!inline_icon_size = !base_font_size
!tiny_icon_size = 16px
!small_icon_size = 22px
!medium_icon_size = 32px
!expanding_link_button_size = !tiny_icon_size
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.global-navigation
   :margin-top 10px
.global-navigation-links
   :font-weight bold
   :font-size 11px
.col-project a
   :font-size 12px
   :font-weight bold
.col-icon
   :display none
.col-project
   :font-size 100%
   :font-weight bold
.create-link-before-filter
   :padding-bottom 4px
   :font-weight bold
   :font-size 11px
.user-actions
   :color #000000


// Site menu and Front Page Tabs

.selected
   :font-size 12px
   :font-weight bold

.tabs
   :font-size 12px
   :font-weight bold

.box-header a
   :font-weight bold
   :color #FFFFFF

// Category list hacks

.col-category ul li a
   :background none !important
   :display inherit
   :border none !important
.category:after
   :content ", "
.category
   :background none !important
   :margin 0
   :display inline
   :height auto 
   :width auto !important
   :vertical-align auto 
   :display block 
   :overflow auto 
   :padding-top 0 !important
   :border none
.category li
   :display inline
   :list-style none
.category li:after
   :content ", "
.category li:last-child:after
   :content ""

/logo
.site-logo a
   :background url(http://static.wowace.com/content/attachments/0/858/HelloWowAce2.png) !important
   //:visibility hidden
  • HelloWowAce2.png

Facts

Created
Jun 21, 2009
Updated
Apr 01, 2011

Authors

Convallis felis ipsum feugiat condimentum malesuada mauris est, per nisl eget elementum potenti, dapibus gravida blandit euismod. Primis vivamus vulputate ridiculus vehicula, posuere per netus diam ullamcorper, nisi augue quisque quam parturient. Euismod integer malesuada commodo justo facilisi metus porta, pede fames nostra dis blandit, integer dis. Est non sit imperdiet rutrum orci fames ullamcorper, dictum habitant elit diam sit, hac diam sodales. Nec dis inceptos torquent, ullamcorper accumsan nisi tincidunt.

Polls preview

Would you be interested in an Official Slimefun Testing Server?

  •   58.6% - TIS IS WUT I BEEN WAITIN FOR! - 17
  •   13.8% - Will definitely join - 4
  •  3.5% - Maybe occasionally - 1
  •  10.3% - I may join - 3
  •   10.3% - Probably not - 3
  •  3.5% - Nope, definitely not interested. - 1

Would you be interested in an Official Slimefun Testing Server?

  1. Choice:

Next feature?

  •  50.0% - More Event Types - 2
  •  75.0% - More Powers - 3
  •  50.0% - Potion Hit Chance - 2
  •  25.0% - Repair Command - 1
  •  25.0% - Soulbound Items - 1
  •  0.0% - Randomly Created Items - 0
  •  25.0% - Durability Beyond Maxium - 1
  •  0.0% - Automatic Selling Calculation - 0

Next feature?

  1. Choices:

I should next add

  •  4.000 - ways to get free smileys - 4
  •  5.000 - more automatically generated smileys - 4
  •  5.000 - more custimazation - 4

I should next add

  1. ways to get free smileys:

  2. more automatically generated smileys:

  3. more custimazation:

Tables preview

Standard table, no row groups defined

Column 1 Column 2
Column 3 Column 4

Table with just a tbody

Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a thead and tbody

Header 1 Header 2 Header 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a thead, tfoot, and tbody

Header 1 Header 2 Header 3
Footer 1 Footer 2 Footer 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Table with a caption, thead, tfoot, and tbody

This is the caption for the table
Header 1 Header 2 Header 3
Footer 1 Footer 2 Footer 3
Column 1 Column 2 Column 3
Column 4 Column 5 Column 6

Test table with merged cells

A test table with merged cells
Average Red
eyes
heightweight
Males1.90.00340%
Females1.70.00243%

Empty cell

Column 1 Column 2
Column 4

Listing preview

AlphaBravoCharlieDelta
AlphaBravoCharlieDelta
0 Sep 03, 2015

Vivamus eu suspendisse penatibus facilisi ultrices ullamcorper aliquam, class varius vivamus integer ante iaculis egestas porttitor,. Maecenas ut ante cursus tempus dignissim placerat, praesent odio imperdiet nascetur porttitor semper, cras fames volutpat consectetuer, turpis per donec habitant. Accumsan mauris.

Felis nulla facilisi arcu.

1 Sep 03, 2015

Convallis ac euismod est sociosqu ante placerat, phasellus tempor euismod montes netus nostra, potenti non ac tempus mattis feugiat, blandit pellentesque. Ultricies non tincidunt parturient lacinia duis, imperdiet.

Ornare a ligula.

2 Sep 03, 2015

Lectus velit facilisi aliquam libero praesent convallis, sollicitudin quis phasellus tempor, vehicula venenatis accumsan curabitur sit, ad eu curabitur facilisi. Nam per ridiculus metus tempus dignissim, sociis.

Aenean iaculis lacus.

3 Sep 03, 2015

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Habitasse porta.

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At habitant duis.

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Class quam dignissim parturient.

7 Sep 03, 2015

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Euismod nullam iaculis convallis.

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Hendrerit et neque class.

9 Sep 03, 2015

Arcu ad sociosqu augue ridiculus, dictumst enim velit rhoncus, montes libero euismod massa euismod, metus leo semper augue, quam ipsum proin. Imperdiet per rhoncus aptent curae, viverra tincidunt enim lorem pede fringilla, aptent fermentum etiam dis eros, duis pulvinar laoreet. Eu.

Duis mattis rutrum dis ligula.

10 Sep 03, 2015

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Parturient mollis.

11 Sep 03, 2015

Mauris sodales euismod ornare at vitae, fermentum inceptos ligula sagittis, odio nec bibendum sit sapien potenti, class auctor ligula enim interdum eros, porta condimentum. Dolor mi hac cursus rhoncus conubia vehicula primis, eget leo purus aptent, blandit mi enim ligula sodales morbi. Quis ipsum id.

Magnis quis risus euismod aptent.

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Pretium vehicula parturient eu faucibus hac ad nostra, suscipit iaculis conubia posuere dapibus orci, non ac odio feugiat dictum mauris, sociosqu. Molestie ultrices adipiscing dapibus.

Pulvinar habitant.

13 Sep 03, 2015

Fusce dui nisl pretium nunc, per porta mauris nullam, neque ipsum aliquam integer tellus pulvinar, in primis maecenas sed, sollicitudin velit metus. Integer mattis sociosqu ridiculus nec quis, leo faucibus amet maecenas aenean facilisis maecenas, consectetuer.

Donec per sociosqu est.

14 Sep 03, 2015

Neque inceptos blandit consectetuer eu phasellus pulvinar rutrum consequat, vestibulum justo ante pellentesque quisque, class vel convallis potenti interdum, leo aenean. Laoreet pede massa varius fames ut, molestie hymenaeos magnis proin, eros nunc dis hymenaeos, rhoncus mus ad morbi eros. Ornare.

Tellus lacinia.

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Id mus sed.

16 Sep 03, 2015

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Dignissim consectetuer id.

17 Sep 03, 2015

Augue class tortor elementum lobortis congue, facilisi ullamcorper etiam ultrices convallis magna, eleifend platea pulvinar consequat, quam fames. Accumsan in metus.

Primis urna fusce.

18 Sep 03, 2015

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Tristique rutrum cras proin velit.

19 Sep 03, 2015

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Commodo gravida ligula nec.

Comment preview

You must login to post a comment. Don't have an account? Register to get one!

  • Avatar of Gilbyyyy Gilbyyyy Sep 03, 2015 at 17:09 UTC - 0 likes

    Okay, in a future update could you add a more detailed language file? or atleast allow for more customisation as it would really help to add to the rpg feel

  • Avatar of Nozomi111 Nozomi111 Sep 03, 2015 at 15:41 UTC - 0 likes

    @Supavitax: Go

    I did check in those three places, but i have no idea how to disable them, at least the damage. Would i just set all the numerical values to 0? I checked the config help and couldn't find any help there either. I found the crafting thing, though.

    http://i.imgur.com/Oa53XFr.png

  • Avatar of linghun91 linghun91 Sep 03, 2015 at 15:08 UTC - 0 likes

    @Supavitax: Go

    why ignore me

  • Avatar of krapcher krapcher Sep 03, 2015 at 14:58 UTC - 0 likes

    I cannot change the fall damage at server. People take 8 damage just for falling from 4 blocks high. Also zombies hit 5 damage. How can I change these?

    http://prntscr.com/8c5ppv

    Changing the fall here didn't change anything in game. And I know I'm asking a lot but a lot of stats are not good with percentage. For example health regen or life steal. They would be better with flat health regen or life steal for example Health Regen: +5 (+5 health per second) or Life Steal: +5 (+5 health per hit). It would be much easier to use them.

    Last edited Sep 03, 2015 by krapcher
  • Avatar of TheOneTwelfth TheOneTwelfth Sep 03, 2015 at 14:28 UTC - 0 likes

    <<reply 2642939>>

    It's version 3.37, latest, i believe. There may be a problem with the SkillAPI config, i'll try to regenerate it.

  • Avatar of RiverGone RiverGone Sep 03, 2015 at 14:08 UTC - 0 likes

    Hey there,

    It seems the "Weapon Speed: <Very Slow, Slow, Normal, Fast, Very Fast>" is not working correctly on my server,

    Anyone has this issue too ?

    Note for the author: Thanks for this plugin its great!

    Last edited Sep 03, 2015 by RiverGone

    Need info? PM

    - Huge Upcoming Mmorpg Server

    - Under Construction - Alpha Development

  • Avatar of Supavitax Supavitax Sep 03, 2015 at 13:55 UTC - 0 likes

    @TheOneTwelfth: Go

    What version of SkillAPI are you using? I've just done some quick tests with SkillAPI and it's working fine.

    Last edited Sep 03, 2015 by Supavitax
  • Avatar of TheOneTwelfth TheOneTwelfth Sep 03, 2015 at 13:41 UTC - 0 likes

    I understand, but, is there at least temporal solution? The bug makes it almost impossible to play because every time the player joins the server freezes for 10-20 seconds

    Last edited Sep 03, 2015 by TheOneTwelfth
  • Avatar of Supavitax Supavitax Sep 03, 2015 at 11:27 UTC - 0 likes

    @krapcher: Go

    Crafting/repair recipes will be something in the future. Definitely will be something I add eventually.

  • Avatar of krapcher krapcher Sep 03, 2015 at 10:58 UTC - 0 likes

    @Supavitax: Go

    I did now still no change. Btw first time I hit mob it deals the same damage on the lore 2nd time and rest damage includes its base damage. I understand it can take time to test and you have priorities I'll wait then.

    Also about changing the material to repair item? I want to repair gold sword with wood let's say.

Forum thread preview

  • 7 comments
    #7 Sep 03, 2015 at 15:25 UTC - 0 likes
    Quote from Photoloss: Go

    The question was, does applying more than one damage effect via Persistent/Set generate more than one extra kill? This probably won't affect the possible solutions, but there's a difference between the damage response sneaking in and registering the unit twice and every effect generating its own "kill" within that window.

    I tested a set with multiple damage effects but it won't add extra kills. So I guess only the damage response adds an extra kill.

    Quote from Photoloss: Go

    Also try applying an effect that prevents kill credit in either attack chain and check the number of kills, that could help identify which effect is processed first.

    I'm not sure what you mean. How do I do that?

    edit: I've found another way doing that because of your set idea. I created a set for the units that could have this behavior. I put in both damage effects and an apply behavior to add the cooldown of the extra damage effect. Then I've added validators to check if this effect is on cooldown/has the dummy cooldown behavior and if the unit has the behavior to use this effect.

    Last edited Sep 03, 2015 by Tulctulc
    #6 Sep 03, 2015 at 15:11 UTC - 0 likes

    The question was, does applying more than one damage effect via Persistent/Set generate more than one extra kill? This probably won't affect the possible solutions, but there's a difference between the damage response sneaking in and registering the unit twice and every effect generating its own "kill" within that window.

    Also try applying an effect that prevents kill credit in either attack chain and check the number of kills, that could help identify which effect is processed first.

    #5 Sep 03, 2015 at 14:54 UTC - 0 likes

    Instantly applying the damage via persistent still generate additional kills. Adding a delay does help. This isn't the best solution because you can see the delay but I couldn't find a better solution. Thanks for your help. And if anyone knows a better way without a delay replies are still welcome.

    #4 Sep 03, 2015 at 14:43 UTC - 0 likes

    If you add a Persistent effect to the damage response and use it to instantly apply multiple damage effects, can you generate additional kills?

    A 0.0625 delay via the Persistent should fix the issue, but might cause issues in a highly competitive setting (wait 1 game tick for the unit to be declared dead before triggering the additional damage)

    #3 Sep 03, 2015 at 14:13 UTC - 0 likes

    @Photoloss: Go

    I tested both effects but it didn't change anything.

    #2 Sep 03, 2015 at 13:45 UTC - 0 likes

    Try the "Target not Dead" validator on the effect(s) produced by the damage response?

    #1 Sep 03, 2015 at 13:08 UTC - 0 likes

    I have a behavior that uses the Damage Response field. It applies a damage effect when the unit attacks. Everything works as intended unless the damage effect of the damage response kills the enemy unit. In this case the unit seems to die twice. It grants double experience, increases the unit's kill count by 2 and causes unit dies triggers to run twice.

    I guess it's because you apply two damage effects at the same time (the normal weapon damage + the damage response effect). Any ideas how to solve this problem? Maybe a validator or a kill/death field I didn't see?

    It's very easy to reproduce this issue: Create a Buff behavior, set Damage Response chance to 1, location to Attacker and Handled to Kill (Generic Kill Command) and add this behavior to any unit.

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