Slowing splash tower

C

Calidus

Guest
I'm facing some problems with making one of my towers having both splash and slow (poison, or do you have any better idea?). If i add a splash attack to the tower the slowing effect doesn't work at all.

And second, is it possible to make a tower damage exactly 0 damage? I tried removing dice and sides and then it couldn't attack instead.
 

darkRae

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1)
Do you know the unit Frost Wyrm?
It slows in an AoE and deals splash damage.
Check what ability it has.

2)
No.
The lowest attack damage is 1-1.

EDIT:
Or you can try giving it Item Damage Bonus that gives -1 bonus damage, and make the tower has 1-1 damage.
In the end it is: 1-1 -1
Which equals to zero.

EDIT:
For number 2, see Post #7 and #9.
 
C

Calidus

Guest
I'm checking everywhere on the attacks of the Frost Wyrm. Freezing breath, Frost breath and the Slowed buff. Not one of them has some indicated movement factor loss, so I wouldn't know how to increase it for each upgrade of the tower.

Another way I think could work is to increase the attack speed a bit. The problem with that is that it doesn't switch targets. I do believe that i could make a trigger for it, including adding back that one lost hp.
To solve the switching, I'll just make the attacked unit invulnerable for 0.1 secs.

Only got a problem with ADDING instead of setting the hp. Is there any function for that?
After this it will be solved.
 

Iwan_Krissov

New Member
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18
I'm checking everywhere on the attacks of the Frost Wyrm. Freezing breath, Frost breath and the Slowed buff. Not one of them has some indicated movement factor loss, so I wouldn't know how to increase it for each upgrade of the tower.

All frost and ice attacks and abilities do the same amount of movement reduction, to set under gameplay constants, the default value is 50%
You may change it for all your frost abilities but not for each one to a different value...
 

darkRae

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> so I wouldn't know how to increase it for each upgrade of the tower.

For different amounts of movement loss, you can't use Frost Attacks then.
You must use some-sort of Slow Poison, which is not Splash-able.
 

DrinkSlurm

Eat Bachelor Chow!
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How to create an attack with zero damage
It is possible to give a unit an attack with zero damage by setting "Damage Base" to some negative number (hold SHIFT while double-clicking).


For AoE slowing with different amounts of slow, you can use Acid Bomb. Make a trigger that forces the tower to cast Acid Bomb everytime it attacks.

Another way I think could work is to increase the attack speed a bit. The problem with that is that it doesn't switch targets. I do believe that i could make a trigger for it, including adding back that one lost hp.
To solve the switching, I'll just make the attacked unit invulnerable for 0.1 secs.

Here's a sample of a random retargeting system. (I made a custom ability based off of Defend. All it does is set set the custom value of the tower to either 0 or 1 when defend is turned off or on.)

Code:
Random Targets
    Events
        Unit - A unit Is issued an order with no target
    Conditions
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Issued order) Equal to (Order(defend))
            Then - Actions
                Unit - Set the custom value of (Ordered unit) to 1
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Issued order) Equal to (Order(undefend))
            Then - Actions
                Unit - Set the custom value of (Ordered unit) to 0
            Else - Actions

Code:
Random Retargeting
    Events
        Unit - A unit Is attacked
    Conditions
        (Unit-type of (Attacking unit)) Equal to [COLOR="green"]<your tower>[/COLOR]
        (Custom value of (Attacking unit)) Equal to 1
    Actions
        Set tempPoint1 = (Position of (Attacking unit))
        Set tempGroup1 = (Units within [COLOR="Green"]<450.00>[/COLOR] of tempPoint1 matching (((Owner of (Matching unit)) Equal to [COLOR="green"]<Player 10 (Light Blue))>[/COLOR] and (((Matching unit) has buff [COLOR="green"]<your buff>[/COLOR] ) Equal to False)))
        Unit - Order (Attacking unit) to Attack (Random unit from tempGroup1)
        Custom script:   call RemoveLocation (udg_tempPoint1)
        Custom script:   call DestroyGroup (udg_tempGroup1)
 

darkRae

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^Are you sure that's going to work?
The event is fired before the projectile is fired, so if it is re-ordered to Attack everytime it Attacks, it may not attack at all.
 

Chocobo

White-Flower
Reaction score
409
2)
No.
The lowest attack damage is 1-1.

EDIT:
Or you can try giving it Item Damage Bonus that gives -1 bonus damage, and make the tower has 1-1 damage.
In the end it is: 1-1 -1
Which equals to zero.

Wrong.

Base damage : -1
Damage per dice : 1
Sides per dice : 1
= 0-0 damage

Can be even lower than 0 damage.
 

darkRae

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I've never tried something like that before, so I didn't know.
 

DrinkSlurm

Eat Bachelor Chow!
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^Are you sure that's going to work?
The event is fired before the projectile is fired, so if it is re-ordered to Attack everytime it Attacks, it may not attack at all.

I'm absolutely 100% positive that it works. I am using it in my TD for one of my poison towers and it works exactly as intended.

It actually make 0-1 damage...

I am absolutely 100% positive that this works too as I have tested this type of stuff extensively. As Chocobo said
Base damage : -1
Damage per dice : 1
Sides per dice : 1
= 0-0 damage

I did this in my submission to the recent Official Tower Contest 3:
 
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