Prometheus
Everything is mutable; nothing is sacred
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Multishot Tutorial
Barrage
Initially this passive unit ability would allow siege engines to attack up to 9 air targets.
It is used to make a multishot by changing its 'Stats - Targets Allowed' from 'Air, Enemy' to 'Enemy'.
You can also make at only attack ground enemies by changing the 'Stats - Targets Allowed' to 'Enemy, Ground'.
The below is taken from this thread, done by Chocobo.
Anything after a ~ was added by me.
The 'Normal Tanks' gets the Chaos ability to get into a Siege Engine (Barrage) (Under Human > Melee > Special).
It also changes the unit that is spawned in Factories (not same icon).
Values required:
Damage per Target: Damage bonus of the ability, added to normal damage of the unit, and must be at least 1
Maximum Number of Targets: Amount of targets ~ This is not plus your units # of attacks, it is how many attacks are done.
Maximum Total Damage: Damage Dealt < Total Damage = Damage dealt should be lower than the total damage, it limits the maximal damage dealt (look in barrage ability, 25.00 damage per target - 630.00 max damage) ~ Since Barrage's damage is added to your attack and if you have lets say 620 dmg and barrage has a +20 bonus, it will only add 10. I suggest you set this to 99999.
Area of Effect: Units are acquired if they are inside the area of effect. ~ Basically set this to your units range.
Cooldown: Cooldown of the ability ~ Make sure this = the 'Cooldown Time' of your unit.
Missile Art: Choose an art effect. Overrides the normal effect, and can be multiple. ~ By giving this field multiple arts, it will pick one at random each individual missile.
~Techtree - Requirements: Remove everything from this field unless you are activating this ability through an upgrade, in that case change 'Barrage' to your upgrade.
~Art - Missile Speed: Make sure this is the same as your units missile speed.
~Stats - Hero Ability: Check this to turn the spell into a hero ability.
~Note: I have found that unless your unit's 'Weapon Type' is set to Missile, it will not hit more then 1 target.
Moon Glaive - Can't Be Unlearned
Sometimes used as a replacement for Multishot, the ability itself does nothing.
For it to be used, a upgrade needs to be researched which gives all units with the spell a bounce attack that hits one extra unit nearby the first.
Things you can edit: (In the upgrade)
Data - Effect 1: Should be set to 'Attack Target Count Bonus'. This is what adds the bounce attack.
Data - Effect 1 - Attack Target Count Bonus - Base: This is the initial bonus attack, how many bounces it gets.
Data - Effect 1 - Attack Target Count Bonus - Increment: If the upgrade has multiple levels, this is how many more bounces the unit gets.
Stats - Levels: This is how many levels the upgrade has.
Stats - Time, Gold, Lumber Base: How long/How Much Gold/How Much Lumber the upgrade takes at level one.
Stats - Time, Gold, Lumber Increment: How Much Longer/How Much More Gold/How Much More Lumber the upgrade takes for each, next level.
Stats - Transfer with Unit Ownership: Basically if this unit is taken over by someone else, it will retain this upgrade. | This is a boolean, a true or false.
Storm Hammer - Can't Be Unlearned
Exactly like Moon Glaive except it gives splash instead of bounce.
Things you can edit: (In the upgrade)
Data - Effect 1: Should be set to 'Attack Spill Distance Bonus'. This gives the splash.
Data - Effect 1 - Attack Spill Distance Bonus - Base: How much splash is initially given.
Data - Effect 1 - Attack Spill Distance Bonus - Increment: How much more splash is given each level.
Stats - Levels: This is how many levels the upgrade has.
Stats - Time, Gold, Lumber Base: How long/How Much Gold/How Much Lumber the upgrade takes at level one.
Stats - Time, Gold, Lumber Increment: How Much Longer/How Much More Gold/How Much More Lumber the upgrade takes for each, next level.
Stats - Transfer with Unit Ownership: Basically if this unit is taken over by someone else, it will retain this upgrade.
Note: Giving the unit the upgrade directly does not work, at least that is what I gathered after doing some tests. This applies to Storm Hammer and Moon Glaive.
Credits
Chocobo
Dwenbasden
Original Multishot Tutorial by Ryoko