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ZERO
02-05-2011, 05:46 PM
Nebula
Required Level: 160
Levels per ability: 6
Item Restrictions: NONE

Maser: 22% chance to do 130-240% more damage
ProtoStar: 30-58% chance to raise teammate
Messier: 13-37% chance to do more damage
Nebula : Disappear for 1-5sec
http://www.ibisgaming.com/wcs_stats/player.php?id=11878



1.0.0

Initial Release


1.0.1

Updated to prevent extra dmg from nades :wtg:


1.0.2

Updated to prevent ultimate use if within 30ft of an immunity.


1.0.3

Patched dmg glitch that allowed abilities to stack onto themselves.


1.0.4

Improved performance of hit based abilities
Improved filtering to prevent ability dmg stacking


1.0.5

Added team filter to respawn
Already used best weapon removal method


1.0.6

Restored case to current version now on RESTORED VERSION


1.0.7

Fixed so that dmg stack prevention works and the second dmg ability does not depend on the first not being triggered to have a chance to activate.

ZERO
02-05-2011, 06:14 PM
This race will also be a test program for some new methods of performing checks and other optimizations that will eventually be added to the other races for increased performance.

BladeTwinSwords
02-05-2011, 06:34 PM
ZERO, you are awesome.

ZERO
02-05-2011, 07:38 PM
all skills done, please test when you can.

Blackmage
02-05-2011, 11:42 PM
All works. And the Ultimate looks awesome, nice job on that :)

ZERO
02-06-2011, 01:01 AM
1.0.0

Initial Release

BladeTwinSwords
02-06-2011, 03:57 AM
Nebula needs a tonedown. The fact that you get critical damage/nades. You can revive like a Blood Mage and you can disappear makes this race rather insane. If Nebula would revive once, that would be much better.

ZERO
02-06-2011, 12:22 PM
The revive works the same as Eye Ra. It has a chance to activate the respawn at spawn. If it gets respawned it logically has a chance to activate it again. As for dmg from nades your not supposed to get that and I will be releasing a patch.

BladeTwinSwords
02-06-2011, 01:08 PM
The revive works the same as Eye Ra. It has a chance to activate the respawn at spawn. If it gets respawned it logically has a chance to activate it again. As for dmg from nades your not supposed to get that and I will be releasing a patch.

Actually, Nebula respawns where he died.

ZERO
02-06-2011, 02:27 PM
Yea so does Eye Ra... the skill activates on spawn. It tells you that it is activated. From there the first player on your team to die (that some other ability does not activate on first) will be respawned. From there it can not be activated again that round unless you are respawned and also get the ability at spawn again which only occurs by chance. This means that there is a chance that you could activate the ability more than once in a round however that will not occur very often unless your going out of your way to get killed first so that you can increase the probability of this event occurring.

ZERO
02-06-2011, 02:28 PM
1.0.1

Updated to prevent extra dmg from nades :wtg:

Masskid
02-06-2011, 03:26 PM
can we possibly limit it to 2 per team?

ZERO
02-10-2011, 03:03 PM
1.0.2

Updated to prevent ultimate use if within 30ft of an immunity.

brett friggin favre
02-20-2011, 01:49 AM
The Messier and Maser skills are able to proc off of each other. For example, I have 2 screenshots of multiple hits from Maser/Messier after being shot just one time. Also, not all hits from these skills appear in console. Multiple times I have taken 2500+ damage from a Nebula, but Maser/Messier never showed up in console. Anyway, this shouldn't be happening IMO.
http://img510.imageshack.us/img510/9378/nebula1.png
http://img716.imageshack.us/img716/167/nebula2v.png

In both of those images, I was shot 1 time.

ZERO
02-21-2011, 02:30 PM
I will try to code a patch to prevent this.

ZERO
02-21-2011, 02:50 PM
1.0.3

Patched dmg glitch that allowed abilities to stack onto themselves.



This solution will be applied to all races the next time there is a big update for the release of a new race. This better method allows for total filtering of what types of dmg to activate the given effect on so that the effect itself can be filtered to prevent stacking.

brett friggin favre
02-21-2011, 03:43 PM
Thanks, and good work. You can also see in the first screenshot that one of the Maser hits did 136 damage to me. I specifically remember that shot, and it was from dualies, and not in the head, and I was wearing kevlar. The Maser ability description says it has a chance to do 130-240% more damage, meaning maximum damage dealt from any shot would be 340% damage (taking into account the original 100%). So I'm wondering two things: if the max intended damage is indeed 340% or 240%, and also whether the damage is applied after the initial shot, meaning the shot itself does damage, AND maser hits, causing an extra 240% (or 340%), whereby the max damage could be as much as 440%. This applies to all classes with similar skills, I'm not trying to QQ about Nebulae, I just happen to have screenshots from Nebula hits. Also, if it helps as a gauge, the Messier skill, in both screenshots, did just 10 damage each time, and the Maser hits did as little as 24 damage and up to the previously mentioned 136 damage in the same shot.

ZERO
02-21-2011, 05:51 PM
No the way it works is it detects a player getting damage and then if that dmg was not caused by a nade or from the ability itself it then applies additional dmg of either 10 or x% based on which ability was triggered.

The code is below: in the future all races will use this method as opposed to other options for enhanced filtering:


//need event for weapon string
public PlayerHurtEvent(Handle:event,const String:name[],bool:dontBroadcast)
{
decl String:weapon[64];
GetEventString(event,"weapon",weapon,63);

if(!StrEqual(weapon,"hegrenade",false)&&!StrEqual(weapon,"nebula_maser",false)&&!StrEqual(weapon,"nebula_messier",false))
{
new userid=GetEventInt(event,"userid");
new attacker_userid=GetEventInt(event,"attacker");

new victim=GetClientOfUserId(userid);
new attacker=GetClientOfUserId(attacker_userid);

new dmg=GetEventInt(event,"dmg_health");


if(victim>0&&attacker>0&&victim!=attacker)
{
new race_attacker=War3_GetRace(attacker);
if(race_attacker==thisRaceID)
{
new messier_level=skill_level_messier[attacker];
new maser_level=skill_level_maser[attacker];
//Maser
if(maser_level>0 && !Hexed(attacker,false) && !W3HasImmunity(victim,Immunity_Skills) && Math_GetRandomFloat( 0.0, 1.0 ) <= 0.22)
{
War3_DealDamage( victim, RoundToFloor( float(dmg) * maser_mult[maser_level] ), attacker, DMG_BULLET, "nebula_maser" );
new dmgdelt=War3_GetWar3DamageDealt();
W3PrintSkillDmgHintConsole( victim, attacker, dmgdelt, "Maser" );

PrintHintText(attacker,"Maser did %i damage", dmgdelt);

//Effects
new color[4];
color[0]=77;
color[1]=77;
color[2]=77;
color[3]=255;

TE_SetupBeamLaser(attacker, victim, Lgtning, HaloSprite, 0, 1, 1.0, 2.0, 2.0, 300, 200.0, color, 1);
TE_SendToAll();

TE_SetupBeamLaser(victim, attacker, Lgtning, HaloSprite, 0, 1, 1.0, 2.0, 2.0, 300, 200.0, color, 1);
TE_SendToAll();

}
//MESSIER
else if(messier_level>0 && !Hexed(attacker,false) && !W3HasImmunity(victim,Immunity_Skills) && Math_GetRandomFloat( 0.0, 1.0 ) <= messier_chance[messier_level])
{
War3_DealDamage( victim, 10, attacker, DMG_BULLET, "nebula_messier" );
new dmgdelt2=War3_GetWar3DamageDealt();
W3PrintSkillDmgHintConsole( victim, attacker, dmgdelt2, "Messier" );
PrintHintText(attacker,"Messier did %i damage", dmgdelt2);

//Effects
new color[4];
color[0]=123;
color[1]=123;
color[2]=123;
color[3]=255;

TE_SetupBeamLaser(attacker, victim, Lgtning, HaloSprite, 0, 1, 1.0, 2.0, 2.0, 20, 30.0, color, 1);
TE_SendToAll();

TE_SetupBeamLaser(victim, attacker, Lgtning, HaloSprite, 0, 1, 1.0, 2.0, 2.0, 20, 30.0, color, 1);
TE_SendToAll();
}
}
}
}
}

brett friggin favre
02-21-2011, 05:55 PM
Alright, thanks for looking into it. If you were here I'd give you a good hard buttslap. http://2.bp.blogspot.com/_kQvP_4N8rbw/TPb2CRkeP-I/AAAAAAAAA4M/3kryz1x9PpU/s1600/Favre_smacks_that_ass.jpg

ZERO
04-08-2011, 06:40 PM
1.0.4

Improved performance of hit based abilities
Improved filtering to prevent ability dmg stacking

maynard
07-09-2011, 05:28 PM
something wrong with nebula, when they use their ultimate it isn't showing the cloud animation around them anymore.

ZERO
07-09-2011, 06:10 PM
Did it continue to do this after a map change? It is possible for a glitch like this to occur due to the nature of the game engine. However, it should not be occurring all the time our after a restart. :smirk:

maynard
07-09-2011, 07:55 PM
yeah, looks like it was just a temp glitch.

Steamer
07-11-2011, 09:37 PM
Has this race always shot and naded through Invincibility ultimate?

It does with Shadow Hunters Voodoo.

Maybe it always has and i'm just imagining things...

maynard
07-11-2011, 09:49 PM
yes..

Steamer
07-12-2011, 04:32 PM
Was just asking because it has no info for it.

I take it the extra damage stack % is what pushes through race invincibility?

Also, does this go for every race with damage add %?

acolyte_to_jippity
07-12-2011, 04:36 PM
Was just asking because it has no info for it.

I take it the extra damage stack % is what pushes through race invincibility?

Also, does this go for every race with damage add %?

so far, yes. on old server, it blocked everything. now though it onl,y blocks bullet dmg, NOT magic dmg.

Steamer
07-12-2011, 04:48 PM
Thank you, that explains my confusion.

ZERO
07-17-2011, 12:21 AM
I could possibly find a way to correct that if you all want me to. So that no dmg will get though when it is not supposed to.

Blackmage
10-17-2011, 02:45 AM
Ulti is glitched. Now, with level 1, you get 1 use of it per it's cooldown, 2, you get 2 uses, 3 you get 3 uses, 5 you get 4. This is instead of the normal 1 use. This is the number of clouds I get, not sure if the invisibilty time is different. Each cloud seems more dispersed than the last.

ZERO
10-18-2011, 02:37 PM
What do you mean uses per cooldown? Also as for the effects they are regulated by the game engine and may look different if there is a lot of other effects at the same time depending on any changes valve makes.

Blackmage
10-18-2011, 04:24 PM
I mean, similar to wards, when you press your ultimate button, a smoke cloud appears. If you press it again, another will appear, without removing the prior one. They all go away after a time, but you can have up to four at one time. If I don't hear otherwise, I'm going to do more testing once I have time.

ZERO
10-18-2011, 06:59 PM
Ah your saying that you can make multiple smoke clouds by spamming the button. This was not intended and will likely be patched in a future release. :wtg:

Blackmage
01-17-2012, 04:05 PM
If ProtoStar is triggered on a player who goes to spectate before being revived, he enters spectate glitch. Needs spectator spawn filtering.

ZERO
01-19-2012, 03:31 PM
1.0.5


Added team filter to respawn
Already used best weapon removal method

brett friggin favre
03-01-2012, 11:31 PM
i just revived myself 10 times in one round. 0 exaggeration. 10 times. counted. look into it?

Blackmage
03-02-2012, 07:12 PM
For this race, this means two things. First: You procc'd the ability 10 times. Second, no one died other than you, while you were alive. While it's not common, it's possible. I think my record was 6 or 7 kills on a self reviver :)

CYBER
04-07-2012, 10:39 AM
Im usually the guy thats always against change requests for races that are perfectly ok...
But zero, is there ANY chance to have the nebula cloud effect nerfed down? Im not talkig about the race effect and invisibilty time and shit, im talking about the actual graphical effect.

Albeit my current computer is old and crippled, but i am not the only one that has faced this issue, even on my actual gaming pc: the nebula eats the living crap out of your fps...

Drops it easily by 50-70 fps and laggs ur screen like a MOTHER causing u to wander like a pittyful duck in duck season... So far all deaths that myself, and a LOT, of other players have received feom nebula is not from the enemy's skill using the ultimate but because of the choke we all get when the cloud gets unleashed near us...

Also, im pretty sure this effect is not only causing fps loss to many gd players (that dont have capped fps) but is also exerting a lotty of pressure on the servers causing them to lag...
It might be a coincidence, but i personally start noticing server lag then crashes mostly after 2-3 games where there were 2+ nebulas running about...

Hope you consider it... Im pretty sure nebula can manage with its 100% invis with a smaller scenery effect?

ZERO
04-23-2012, 04:49 PM
1.0.6


Restored case to current version now on RESTORED VERSION

ZERO
06-22-2012, 01:02 PM
This race code IS NOT CORRECT, requires patching.

---------- Post added at 02:02 PM ---------- Previous post was at 01:59 PM ----------

There is a found glitch where the chance of the second ability requires the first to go off.

CYBER
06-22-2012, 02:26 PM
This race code IS NOT CORRECT, requires patching.---------- Post added at 02:02 PM ---------- Previous post was at 01:59 PM ----------There is a found glitch where the chance of the second ability requires the first to go off.So the fix should re-buff nebula's damage back to what it used to be before? NICE.

Masskid
06-22-2012, 03:22 PM
Question.... should you be able to proc the ultimate multiple times? for some reason i can get the smoke to appear 2/3/4 times O.o

HypeRNT
06-23-2012, 09:34 PM
yeah i got that aswell, i seem to be able to proc the smoke bomb like 2 times and i don't know if my invisibility is working the 2nd time on top of the first time already.

ZERO
06-25-2012, 01:46 PM
1.0.7


Fixed so that dmg stack prevention works and the second dmg ability does not depend on the first not being triggered to have a chance to activate.

brett friggin favre
01-05-2013, 09:18 PM
i'm seeing some problems with maser. was on the test server with cyber and it's doing very inconsistent damage. first screenshot shows two separate shots proccing maser, both were silenced usp shots to the foot. one maser did 19 damage, one did 45. if it's percentage based, the damage dealt by it on identical shots shouldn't be so dramatically different. the second screenshot shows where i killed him with the maser skill, and maser only did 20 damage. this was on an AWP headshot.