The idea, is to make him have a special ability attack that would make the horseman run into enemy units and with a quick spear blow hit not only 1 unit with slashing damage but all of those around and propell them(as if the horse hitting the units would throw them to the ground)
Zeph: you told me how to do this in theory but I can't get it done for real:
I could set up the attack so it is based on mana:
Main momentum attack - double dmg with full mana
Secondary attacks - use 1/4 or 1/3 of mana for each blow. This way you cant attack with the main one unless you stop fighting(which means retreating) then coming back in a few seconds later.
Give a very fast animation for the main one, like one frame and very fast tick between frames(0) this way the dmg dealt is at the exact same time it hits the unit. You can have "is propelled" and it would send the units flying away
And did the fast animation.
But still:
1)how to set up this spear attack so it propells the enemy units?
I couldn't see any flag that lists the attack as "is propelled" or similar.
2)then I would need to list all my units as "can be propelled?
3)How do you set up the double damage for mana?
4)How do you "range" the attack so it affects nearby units?
Just by increasing the attack radius or there's a better solution?
The amount a unit is propelled is based on the setting in the monster tag, and how much damage it recieves (so activating "can be propelled" means every attack would cause the propelled knock back effect)...
Well that is at least my take on it (haven't used it yet myself).
You may just be better having a secondary effect tied in with the spear attack that stuns the enemy for a short period (as they pick themselves up).
First, make sure any monster you want to be able to propel has "Can be Propelled" checked in the "Flags" section of its monster tag.
Second, set the amount of "Propelled System Shock" similar to the "Flinch System Shock". This number is used to define just how hard a unit has to be hit in order to be propelled across the map by the damage.
Next, set the amount for "Damage to Propulsion" in the monster tag to around 0.100(maybe a bit more for smaller monsters). This affects both the speed and duration of the propulsion a monster receives from damage. The highest number (1.0) means maximum propulsion, while low numbers mean the unit will barely stumble. I think it related to the "Damage to Velocity" amount set in the projectile tag.
Lastly, set the "Damage to Velocity" amount in the projectile tag to a number equal to .15-1.0(or more) divided by the damage amount of the projectile, depending on how far you want the unit to be propelled.
For setting up double damage for mana. You could just use a mana attack as the first attack the monster uses as primary and just double the amount in the projectile tag.
As for knocking back more than 1 unit with a charge. This could be tricky. If you set it as an Area of Effect attack it wouldn't look right cause units all around would get pushed. A melee attack would only work on 1 unit. So a projectile that promoted quickly into a projectile group of propulsion attacks that would knock units back might work.
Because I thought it was a cool idea for trow kicks doing damage to more than 1 unit, I tested the idea I had about knocking back only forward units. After a bit of adjusting it works good.
Make the attack projectile do a lot of propulsion and set lifespan to .033(the minimum). Have it promote to a projectile group on detonation. Copy this projectile, minus the prgp on detonation and give it less propulsion and less dmg. Use this as the projectile for the group and use 4-6 projs in the group. Have these die at 0.067. Set velocity of attack in the mons tag at 0.100. Give the projectiles AoE of 1.5 and rate of expansion at 1. Good Luck.