Arena The Pandaren Clicker

Moradiae

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The Pandaren Clicker:D

General Background
What is this map?
• A hero arena where your hero is a pandaren
• Pandaren have no attacks, your only way to deal damage is by clicking the enemy pandaren
• There are 4 teams each with a maximum of 2 players

Winning Objective
• The first team to gain 40 gold wins
[Note] that it is the team gold, that is, the accumulated gold of the 2 players in a team

Misc.
• Hero revival time is initially set to a constant 7 seconds
• Pandaren's bounty is 4 gold
• Initial damage without any upgrades (and there's none as of yet) is 1
• Damage is displayed over the target in the color matching the player doing the damaging
• The map can be seen below:
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The Sight Blocker
• Sight blockers are the small transparent pink blocks shown in the map screenshot above
• You could say the sight blocker is one of the main features of this map
• Pandaren CAN walk through them, but CANNOT see through them

The Current VersionVersion 2.3 (incomplete)
The Pandaren Clicker
• Have 100 names
• Have the following initial stats:
Code:
HP = 28
Mspd = 270
Mana = 100
HP regen = 1
Mana regen = 1

Items
• Weak Healing Potion (3 charges) [3 gold] - Heal 14 HP
• Alkor's Ward (3 charges) [2 gold] - 350 sight for 4 seconds
Currently working on:
• Ghost-Ride (3 charges) [7 gold] - Invulnerability for 4 seconds
• Hades' Hand (1 charge) [20 gold] - 20 damage to all enemy in map area

Upgrades
Maximum level is 15 ups
General Ups
• Hp - 6 per level (90)
• Hp Regen - 0.08 per level (1.2)
• Mana - 7 per level (105)
• Mana Regen - 0.15 per level (2.25)
• Mspd - 12 per level (180)
• Sight - 50 per level (750)
• Evasion - 3.2% per level (48%)

Active Ups
• Blink - 500 +50 (1250) range / 30 -2 (9) cd / 50 -3 (8) mana cost
• Stomp - 250 +12 (418) aoe / 0.3 +0.3 (4.5) seconds stun / 17 cd / 35 mana cost
• Wind Walk - 3 +1 (17) seconds / 30 cd / 11 +1 (25) mana cost

Gameplay
1. Rushing out to find enemies
2. A clicking battle is commenced
3. Chase or run depending on the situation
4. Retreat or wait for revival depending on the battle's outcome
• It may looks plain at the moment, but the future updates look promising... :thup:

Mechanics
Agility
• Will, from now on, be used as a damage
• Gives 1 defense per agility point
• Click damage will be based on hero's agility
• Defense interface modified to display "damage"
• Hero attributes hidden
Why?
• Prepare for implementation of different heroes, each heroes' damage can be easily referred to in WE as the heroes' agility value
• Easy damage modification in-game (Items that will increase damage actually increases the hero's agility value, for example)​

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The Compilation of Ideas (Future Updates)
[Note] that some of the updates may not be implemented and the list are not necessarily all of the updates to be implemented

The Upgrades(updated)
Let's call them "ups" for now, it sounds wayy cooler and it's shorter to type too =P
There will be basically 4 types of ups:
• Clicks
• Generals
• Actives
• Auras (new)

Click Ups
Click Ups are all passive, once you research the ups for your Pandaren Clicker, your clicking will become much more devastating!!
Here's 9 click ups I've came up with so far:

Critical Click - give a % chance your clicking damage (initially 1) will times 3
Bashing Click - give a % chance your clicking damage may stun the target (stunned target will have their clicking damage mechanic temporarily turned off for the duration of the stun)
Frost Click - clicking slows target by n value per instance, instance stacks up with each instance lasting for x seconds
Flaming Click - clicking burns target by n value per second per instance, instance stacks up with each instance lasting for x seconds
Cleaving Click - enemy within AoE of radius r from target is also damaged when you click
Healing Click - clicking allies deals -1 damage (heal 1 hp)
Shadow Click - clicking reduce target's sight radius by n value per instance, instance stacks up with each instance lasting for x seconds
Silencing Click(new) - give a % chance your clicking damage may silence the target for x seconds
Life-Stealing Click(new) - give a % chance your clicking damage also heals your hp

General Ups
General Ups are all passive, once you research the ups for your Pandaren Clicker, it will become tougher, more agile, and more intelligent!!
Here's 7 general ups I've came up with so far:

+HP - Increase maximum HP of your Pandaren Clicker
+HP regen - Increase HP regeneration of your Pandaren Clicker
+Mana - Increase maximum Mana of your Pandaren Clicker
+Mana regen - Increase Mana regeneration of your Pandaren Clicker
+Sight - Increase sight radius of your Pandaren Clicker
+Mspd - Increase movement speed of your Pandaren Clicker
+Eva - Increase % chance of your Pandaren Clicker to evade a click from enemy

Active Ups
Active Ups are all skills your Pandaren Clicker may use once researched, these Actives will give your Pandaren Clicker a lot more flexibilities!!
Here's 8 active ups I've came up with so far:

Blink - instant movement ofc ;)
Stomp - AoE stun
Jump - Elevate for x seconds granting sight over sight blockers
WW - Wind walk, since "attacking" in this game means "clicking" which is implemented by player "selecting" the enemy, therefore, one can "attack" without breaking the invisibility of the WW
Mines - Plant a landmine that deals x damage within AoE of radius r
Swap - Switch location with target ally (also work with mines)
Isolate - Disable shared vision for the target (therefore disabling Swap (If ally is not within the sight radius) and shared clicking)
Shared clicking is simply where your teammate sees the enemy and since the vision is shared, you can also click the enemy as well as your local teammate when your enemy can only click your teammate alone
Break Point(new) - Link target unit to original target location when this ability is used. Give modifier to the damage target will received that is proportional to the length of the link. Link breaks after x seconds or length is greater than y.
These Active ups consumes mana of the Pandaren Clicker, and thus the use of +mana and +Mana regen from General Ups.

Aura Ups(new)
Aura Ups are all passive and stacks with each other. Your Pandaren Clicker will gain abilities to support your ally or harass your enemies!!!


[Note] that all of these ups are lacking a definite values associating with them because of balancing reasons, values will be initialized, reconsidered upon testings, and finalized when the time comes.

These values includes:
• The gold cost for each research levels of each ups
• The associating values for each ups (eg. dps on Flaming Click, % bonus on +Eva, and maximum range in Blink)
• The mana cost for all Active ups

Game Modes
Selected by Player 1 of the North Team (red),
Here's what I've came up with so far:

Input - Name / Description

-#g - gold number / where # = any positive integer between 40 and 100 (these 2 values are subject to change), set the amount of gold needed to win to #
-em - easy mode / add gold periodically
-na - no actives / remove tavern holding Active Ups
-ng - no generals / remove tavern holding General Ups
-nc - no clicks / remove tavern holding Click Ups
-um - Unlimited Mana / remove +mana and +mana regen ups, change Actives mana cost to 1 and set Pandaren Clicker's mana to 100% after using an ability
-#u - ups number / where # = any positive integer between 0 and 7, set the maximum ups research-able for each different ups types
For example, mode -0u would give practically the same result as mode -nangnc
And mode -3u would means a player can upgrade at most: 3 general ups, 3 click ups, and 3 active ups
Player Commands(updated)
The least important of the 4 main updates.
This one simply function the same way as DotA's -ms command
Here's the list of player commands I've came up with:

-pandaren
Will display
Code:
HP
HP regen
Mspd
Sight Radius
Mana
Mana regen
Evasion
So basically everything the General ups will improve
-actives or -au will displays table with the following column headers
||List of all the actives||total bonus researched||total gold spent||gold needed for next level of ups||total bonus after next research||
Was thinking if Game - Display function will be suitable for this because I am afraid that the table format will be messed up and become illegible
-generals or -gu and
-clicks or -cu will display
basically the same table but with their respective ups

-range XXXX(new)
Will display to player the range XXXX around the hero
Heroes(new)
Varieties of models (might include custom models)!!!
Hero taverns!!!
As heroes get implemented into the game, these features will be included:
• Introduction of Innate Abilities. Each hero will have 1 Innate abilities (IA) and each IA will come with at least 0 Inabilities
• Introduction of Specialties. Each hero will have at least 0 Specialties

The Innate Abilities
These may be categorized into any Ups (eg. may give special click, passive/active ability, or aura). IA are simply abilities that each hero will have.
Inabilities come in the form of the inability to research certain upgrades.

Here're IA I've came up with so far:
Immortal
Reincarnation with 0 cd
Inabilities: Hp Regen
Undead
Evasion that gives % chance to evade clicks. Percent chance is proportional to the amount of Hp lost
Inabilities: Hp Regen / Healing Click / Evasion
Sage
Cooldown of all actives will be reduced by a certain percentage
Inabilities: Mana
Night Vision
Sight increases during night-time
Inabilities: Shadow Click
True Sight
Sight over sight blockers
Inabilities: Shadow Click
Note that hero with this IA will probably have a very low sight radius

The Specialties
These Specialties come in the form of "Specialized" Ups.
For example, if a hero have Specialty: Evasion, instead of finding Evasion ups in the tavern, he will find "Specialized Evasion Ups" there.
Of course Specialized Ups are better than their normal counter-parts :D

Misc.
IA and Specialty will be condensed into 2 items in the 5th and 6th slot respectively.
IF IA is active, the ability will be usable by clicking the item
Why?
• Limits inventory slot for normal items to 4
• Keep spaces for normal hero 12-button interface for actives​


Speculations
Items might not be implemented FOR skills or passives as those are provided by ups. Possible items may include potions, wards, and gem of true sight, or any other forms of items that grant user special abilities
Interesting gameplay:
1. Clicker + Tanker - one player spending golds on General ups and making his Pandaren Clicker as hard to kill as possible (the tanker) while the other spends all his golds on Click ups (the clicker) and use the tanker's sight all the time to do shared vision clicking
2. Isolate - for the sore purpose of stopping Clicker + Tanker or any other combos of 2 players
3. Stomp - the AoE is irrelevant to what your Pandaren Clicker can see, stomping at the edge of the sight blocker will stun enemy on the other side (if there is one within range) without you needing to see the target and the target would, ofc, won't be seeing you
4. Healing + Cleaving clicking self to heal AND damaging all nearby enemy, another way to attack WW without having to see them
5. Jump + Blink + Stomp possible chase or battle initiation combo
6. Deducted mana if the mana of an enemy gets suddenly deducted by some amount, it would be safe to assume that he just planted a mine (if he doesn't cast any other Actives, ofc) (This observation won't be possible in -um mode)
7. Shadow + Sight enjoy the moment of clicking the enemy without them getting to see you (attacker vision is disabled for this map)
8. Double Stomp is possible with 2 players both having Stomp AND Swap
9. Flaming Click by using the sight blocker to your advantage, a Flaming clicker may exchange a 1 click battle, go out of sight, wait for dps instance to run out, then find the same enemy to exchange a 1 click battle again. In the end, you would deal more damage due to the burning
10. Mspd may seems trifling at first, but it is actually quite important when one thinks about oneself as being a 'target' that will get clicked. Your goal here is then to get clicked as little as possible: moving while being targeted could only means that the opponent now have to concentrate on BOTH clicking and following your Padaren with the mouse and therefore, it can be safe to assume that the rate you lose hp will then be reduce. The down side to this is that now YOU have to concentrate on moving constantly, clicking the opponent, and making sure that moving doesn't take your sight away from the opponent (if you are not running)​
• Victory condition and ups both requires you to have the same thing: gold.
1. Collect the gold and don't take any ups to ensure a fast victory?
2. Take ups asap in order to be better than other team so they will find it a lot harder to kill you while you gain the ability to kill them easily?​
The challenge is to find the right balance at the right time =P

ScreenshotsVersion 1.9
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Sorry, it seems I got a bit carried away and the thread become quite long, anyhow, it was fun with just planning these out and I hope you guys also like it :)
 

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Whoareyou.

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So, like click wars except getting points as gold? How much dmg does a normal click deal?
 

Moradiae

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hmm.., don't know any click-to-damage type games other than King of the Castle, but yah, the main damaging system might not be that fancy but I really like the ups I've came up with

Initial damage, btw, is 1, should've added this somewhere clear, sry :p
I'll go back and edit it so other people will know the first time going through the thread :)
 

Whoareyou.

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:D http://www.epicwar.com/maps/10543/ is Click Wars.
You summon creeps for income, the other team clicks the creeps dealing 1 dmg for basic if they upgrade damage the damage increases. So this is like that except no summoning, just killing the other team

Wheres this Alhors Shop or something it says in the Changelog? Add special runes like Locust Rune that makes ur hero unclickable for 10 seconds and you can click pandas if you can see them.
 

Moradiae

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Ahh thanks for the map :D

Locust rune idea is really cool, :)
for items in the Alkor's Hut, I was trying to make some weird items at first but failed times after times so i kept adding the shop and taking it out in the last few versions

now likely candidates for Alkor's Hut are:
• HP pot
• Mana pot
• Ward (reveal area)
• Gem (to see ww)
• Locust pot

maybe illusions? pot w/ 3 charges and using it will give you one illusions
illusions receive double damage from click
deal 0.5 damage (if that is possible):cool:
 

Whoareyou.

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Illusions is a bad idea, because then the clicks would do 1 dmg + 0.5 + 0.5 + 0.5.

Make the floating text of dmg not work on houses, if you click them it just pops up a 1, which is annoying.

Upgrades should be at your house.

A deal 20 dmg to all thing in Alkors Shop.
 

Moradiae

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Not really sure if I understood what you were trying to say there xq

Oh yah, I should include here the next version I was working on (not finished yet)

v1.5

- changes some minor stuff
- added 3 General ups (Hp, mspd, and sight

tested and worked so far, but I got stuck when trying the fourth one: Eva ups

guess I really have to rewrite the damaging system and do a check for every click if target have ability_Eva which is given to the hero when upgrade Eva ups,

random integer from 1 to 100
IF integer is equal to or less than Level of (ability_Eva) on (target),
Then displayed floating text "missed"
Else deal 1 damage, display floating text "1"
now I've gotta convert this logic into GUI :p

fortunately, I make the %chance to evade equal to level of Eva ups

unfinished 1.5 included
 

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Whoareyou.

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Illusions is a bad idea, because then the clicks would do 1 dmg + 0.5 + 0.5 + 0.5.

Make the floating text of dmg not work on houses, if you click them it just pops up a 1, which is annoying.

Upgrades should be at your house.

A deal 20 dmg to all thing in Alkors Shop.

^

What I meant is when you said illusions dealing 0.5 dmg how would you do it. It would just add dmg to your clicks so you just mass illusions one time one click insta kill a panda.

If you click the houses a floating text of dmg appears like when you click pandas.

You mentioned upgrades, they should be purchaseable at your house.

And a Spell thing in Alkors Shop that makes every panda except your teams take 20 dmg.

Also you should add a permanent hp boost item.
 

Moradiae

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Evasion works!!!! :thup:
attachment.php

note: target have evasion lv 80 (80%) just to test
missed attack deals no damage to the target

now i'll implement it on all players and add the Eva ups to the Farmhouse and then get starting on items! :D


======Edited 1

Forgot to add the code, here it is:
Trigger:
  • player 1 north 1red w eva
    • Events
      • Player - Player 1 (Red) Selects a unit
    • Conditions
      • (unit[1] is alive) Equal to True
      • ((Owner of (Triggering unit)) is an enemy of Player 1 (Red)) Equal to True
    • Actions
      • Set target = (Triggering unit)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Level of Evasion Upgrade for target) Equal to 0
        • Then - Actions
          • Unit - Cause unit[1] to damage target, dealing 1.00 damage of attack type Normal and damage type Normal
          • Floating Text - Create floating text that reads |cffff00001|r above target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
          • Floating Text - Change (Last created floating text): Disable permanence
          • Floating Text - Set the velocity of (Last created floating text) to 70.00 towards 70.00 degrees
          • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
        • Else - Actions
          • Set eva_dice = (Random integer number between 1 and 100)
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • eva_dice Greater than (Level of Evasion Upgrade for target)
            • Then - Actions
              • Unit - Cause unit[1] to damage target, dealing 1.00 damage of attack type Normal and damage type Normal
              • Floating Text - Create floating text that reads |cffff00001|r above target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Set the velocity of (Last created floating text) to 70.00 towards 70.00 degrees
              • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds
            • Else - Actions
              • Floating Text - Create floating text that reads |cffff0000missed!|r above target with Z offset 0.00, using font size 10.00, color (100.00%, 100.00%, 100.00%), and 0.00% transparency
              • Floating Text - Change (Last created floating text): Disable permanence
              • Floating Text - Set the velocity of (Last created floating text) to 70.00 towards 70.00 degrees
              • Floating Text - Change the lifespan of (Last created floating text) to 5.00 seconds

I separate [No evasion --> direct attack] and [Have evasion --> rand()] simply because I don't want it to rand() everytime even if level of evasion = 0
Dunno if it would make any difference tho, but nvm, it works and that's cool :)

========Edited 2

the only problem I have with evasion is that the "missed!" kinda blocks most of the "1", maybe i'll set "missed!" angle slightly lower =\


==========Edited 3

new and improved eva!!!
attachment.php


making the whole floating text system move faster and also making "missed!" fired off at 45 degree angle instead of normal 70 degree


Items to be created:
Weak Healing Potions (2 charges) cost 3g --- restore 14 hp per use
Alkor's Ward (1 charges) cost 8g --- summon a ward that reveals fog for 180 sec.
Ghost-Ride (3 charges) cost 7g --- add locust to self for 4 seconds (gotta have some special eff. here imo)
Hades' Hand (1 charges) cost 20g --- deal 20 dmg to all enemy pandaren

AND, i just thought of an idea:
Alkor's Totem --- similar to wards but instead of giving sights, totem gives bonus to nearby ally, (totem could have like 100 sights or sth)
so this could be like a whole set of items, maybe a totem shop :D

do note that the values for item (the cost, the effects, etc. etc.) including the ups already implemented are very random and is subject to change if I had the chance to try the map out in full


added v1.5 with updated eva, but no items yet
 

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Whoareyou.

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Totem would probably be Auras.
Speed
Regen
^ Aka Unholy Aura

Anyways since you have wards also make some invisible thing, so Alkors Ward could have another effect.

Make regions that Wards can't be placed in. Like North, East, South, and West because you could camp a ward there and mass click and they revive, boom half hp gone fast.
 

Moradiae

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Lol, nice catch there :eek:

hmmm.,, so:

Event - unit enters region
Condi - unit = ALkor's ward
Action - destroy entering unit
- display to owner of entering unit: you can't place wards in team bases!
- create 1 alkor's ward and give it to unit(X),

now I got
Weak Healing Pot,
Alkor's Ward (gotta make the trigger to remove at base region)
and currently working on Ghost-ride's trigger :D


oh n btw, thanks again for the Click War map, I took a look at the triggers and the mechanic n I would have to say it's pretty damn neat :), will become a really educational guideline when I come to do my Click ups I hope


======Edited 1

For some reason, I can't seem to be able to locate "Locust" in my map (used ctrl+F) AND in Click War map (I was thinking of copy the locust in from another map coz maybe I deleted it in my map so now I don't know what the problem is, I'll jump to limiting alkor's ward for now =\


======Edited 2

Latest version: 1.9 (untested)
Significant changes since 1.5:
• Fixed various mistakes in triggers
• All upgrades are moved ups to top left corner labeled "General Ups" since Pandaren Farmhouse only support the first player of each team and also doesn't allow for future "Click Ups" and "Active Ups" which can now be placed at the other corners. Each players now have their own General Ups building there.
• Only 2 (functioning) items for now:
Items are something quite new to me and I am currently getting used to editing them and giving them abilities, only that most of the times they don't work like I wanted them to, so only these 2 here are ready XD
Weak Healing Potion - no significant changes
Alkor's Ward - 3 charges, cost 2 golds, last 4 seconds​
So now the wards are something spam-able, if you like, and cannot be abused by placing at one of the enemy bases (Pandaren farmhouse) since they simply last so short

Problems:
• I don't see any "missed" coming up at all in all of my tests with random people even though, for some of them, I know they've already invested some gold into upgrading evasion (my friends whom I asked them to, for example). I, for one, did some upgrades and didn't see any misses when enemy clicks me
The problem inside this problem is that I think it is the upgrade itself, not the trigger doing the evasion mechanics (here) because on that very same post, I did a test where an enemy Pandaren is created, last created unit is given the ability "Eva Up" (the same ability that the upgrade should give), and then set the level of "Eva Up" on last created unit to 28 (maxed) and clicking him shows that the trigger works​

Plan for v2.0:
This version should be something really cool so I think I should take my time turning the v1.9 I have now into this
Evasion should work properly
• Ghost-Ride and Hades' Hand should work properly and so will be included at Alkor's Hut
• The rest of the "General Ups" are not hard now (the hardest in general ups would be evasion) so implementing the rest would be relatively easy to do
• The above change implies that "Active Ups" will also be included since General Ups have Mana and Mana regen ups
• I am thinking of only adding 3 Active Ups for now: Blink, Stomp, WW
Possible updates from v2.1 to v2.9 would be to balance out all 7 general ups, the 3 active ups here, and up-coming items​
• As WW will be implemented, Alkor's Ward should also give sight to invisible unit
From the testings I have done so far, I think having Gem of Truesight wouldn't work as heroes die too fast and Gem would then be something not worth buying unless it's really cheap but then, everyone would have 1 and WW will look really bad​


=======Edited 3

Evasion fixed for v1.9
Somehow, the upgrade doesn't add 1 to the Eva_Ups ability level properly (probably because I need to add the ability to the hero first), so in the trigger, I just changed the condition from checking

Trigger:
  • If - Conditions
    • (Level of Evasion1 for target) Equal to 0

Note that this "Evasion1" is the name of the ability you should get after upgrading Eva Ups

to

Trigger:
  • If - Conditions
    • (Current research level of Eva Ups (General) Level 1 for (Owner of target)) Equal to 0


The same goes to the check if random integer from 1 to 100 is greater than the value.

Screenshots added to the first post :)

Pandaren Clicker v1.9 attached
 

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Moradiae

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:mad:, and I even tried to stop myself from telling that here

anyway, the same goes for all other 'clicking' maps then :p

Maybe implement some form of protection? if player do a consecutive click where the interval is less than 0.05 of a second (20 clicks in 1 second), then impose a penalty to the player? Will that be a safe interval to count on? =\
 

Andrewgosu

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But where is the Brewmaster? :(

Maybe you should incorporate different heroes: low HP/high clicking dmg, medium HP/medium clicking dmg, etc.

Or even respawn as random.
 

Moradiae

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Another viable possibility :thup:

Different heroes could also allow for variations in the upgrades available, maybe some heroes can only research a few upgrades but is initially strong?! 0.o

One problem I see with different heroes is that they would, probably, have different models. So would that create any significant difference in terms of a target when get clicked? My first thought would be no as long as I set the model size approximately the same and set the same value for the selection ring (I don't think that's what you call it right? (the size of the green circle (or red, if enemy) when you select a unit))

===== Edited 1

wow, @Andrewgosu, just visited your resources page from your signature, will certainly have a look through some of them when I am free, kinda working right now :)

===== Edited 2

just noticed some issues with Stomp + Jump

1. What would happen when the panda jump and use stomp while jumping?
2. What would happen if enemy use stomp and you would get hit if you hadn't jumped, but you are jumping?
3. Can pandaren move while jumping?

For number 1., i am thinking of disabling all other actives while jumping, but that also depends on how i trigger the jump
For number 2., I am thinking of using the set flying height to maneuver jumps, so jumping unit would be flying? and stomp only hits land unit so another use for jump = avoid stomp?
For number 3., I am thinking of either the unit suddenly stops whatever it is doing, and the jump is maneuvered, and the unit can't do anything else during the process, which would be relatively easy to trigger compared to having a unit retains its command while activating the jump ability (if unit is walking to position X, while the unit is walking, jumping doesn't stop the command, but the unit actually continues walking (but also increasing in flying height) towards point x) Also another thing to consider is issueing commands WHILE jumping

This is tough =3=
 

Whoareyou.

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Invulnerable for 5 seconds after you respawn so Pandas can't camp near you and mass click. [But you could click them ofc]
 

Moradiae

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haha, would be funny if it actually happens, but yah, it's definitely one of a few tricks you could pull off ;), that's one nice find there:D

Also needs to prevent blinking outside the playing area, else one of the teammate could just blink outside and stay there for the rest of the game and only do shared vision clicking so he can't be killed unless someone else also blink outside to follow and the whole thing could become quite chaotic :eek:
 

Moradiae

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path blockers block blinking units too?

unless you are refering to putting path blockers AND sight blockers within the arena in which I would give a :thup: for the idea :p

====== Edtion 1

Was looking through this Evil tricks to put in a map thread (it's 2 years old tho) and found this post

From point 1 in that same post:
Wouldn't it be sooo cool if I redesign the map to be circular and then have the sight blockers move in circle? :D

====== Edition 2

Just recalled what my friend told me when I tested the map with him yesterday, he said: where are the runes?
Lol and now what? ---> from Edition 1, the idea is "moving" sight blockers (and/or path blockers), which certainly doesn't mean, and limited to, moving them about a point (centre of the circle) with angular speed x or whatever, BUT ALSO moving them instantly!
What becomes possible from this idea that the main feature of the arena moves instantly is that it allows for an event that triggers it other than time ----> when hero pick up runes!
Now calling it runes and having them spawn randomly periodically between 2 regions wouldn't do much justice to the idea unless I credited Icefrog for it, and that is only if I am even allowed to do so, but it wouldn't hurt to build on that idea right? ----> ofc there's already a main difference in that this 'rune' here is something a hero can pick up that will triggers something else to happen, NOT something that gives bonus to the hero,
And in this case, what changes is the position of sight and path blockers when a 'rune' is picked up by a hero
 

Whoareyou.

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Lol. Just make a trigger

Trigger:
  • Events
    • A unit enters region Outside<gen>
    • Conditions
    • Actions
    • Move unit instantly to center of map
 
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