The Impossibe Item!

Kahem

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ok heres my problem
In the map im helping create there is an item equiping system, hence the effects for each item equpied are unit abilitys, hidden in disabled spell books.

The 'impossible item' is an item that gives melee heros splash and ranged heros bounce.
the splash isnt the problem
i have everything working apart from the bounce!

i have tried:
1 Using upgrades to give the hero bounce, the problem is you cant decrease upgrades, so if you unequip the item you will still have bounce
2 I tried making a second upgrade with a - bounce to counter the upgrade, that didnt work also the loop hole is you can only use it 100 times, so if it did work you could equip and unequip 100 times then get the bounce without needing the item.
3 Setting all ranged heros attack 2 to bounce, and using an orb effect to set the heros attack to attack 2. but most of us know orb effects fuck with bounce.
4 so i decided to set all the ranged heros attack 1 to bounce, and give them all a dummy orb ability, and remove it when they equip the item. that only caused their normal attack to screw up, it had no missle art and somtimes dealt no damage

my other options are
1 Create a dummy chain lightning, that will cause the attacked unit to be attacked then zaped, also item bonuses wont be included.
2 Use illusions who are fully transperent, their shadows will be seen and id have to set game constants to have all illusions gain item effects.
3 create a second hero, of each ranged hero and replace it when the item is aquired. dont even get me started on all the issues with this idea, ill use it as my last resort
4 Another sujestion was using drunked haze, you can use it to disable types of attacks, but because the bounce attacks are ranged it wont work.

Put your noggons together people and see if we can come up with a solution?
 

TheCrystal

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Bouncing is done oddly with the editor, you need to use the 'other' attack or use the "Full AoE" splash effect to the Bounce range, since bounce checks that.. I don't remember exactly.
 

Kahem

New Member
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2
-.-
thats not my question
i know how to give a unit a bouncing attack.
you must set
Combat - Attack - Area effect (Full Damage): to a range, mine is 300
Combat - Attack - Area of Effect Targets:
Combat - Attack - Maximum Number of Targets: mines set to 3
Combat - Attack - Weapon Type: Missle (bounce)

i need to know how to set these via item...
 

afisakov

You can change this now in User CP.
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well, I can think of a rather indirect way to achieve this effect.

event
a unit damages a unit
conditions
damaging unit has item of type...
actions
calculate the damage done by the attack, I know there is a way to do this but forget how

then cast a chain lightning for 1 damage.
have a trigger detect the units hurt by it and the unit - damage unit by (your previous calculation of attack damage)

the downside is since you have to store the damage it is harder to make this mui, also all 3 targets will take the same damage, even if they have different armor values.

let me know what you think of the idea, and if I explained it well enough
 

Rainther

I guess I should write something of value here...
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Then you may aswell have a trigger check inc damage on first unit and bounce with an lower percent each time triggered with a dummy.
 

Kahem

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yea i understand what u mean
the problem with chain light is it will hit the attacked target
id make a dummy acid bomb, change it to look like the missle art of the 'damage source' and use a pick units in range matching conditions with a wait until unit has acid bomb buff checking every 0.10 seconds then deal damage.
but i was hoping a bounce would be easyer than that

currently i have gone with the illusion idea, heres what i have (its not working and im not sure why)

Events
Unit - Unit Takes Damage (ive used a damage detection trigger)
Conditions
(Current order of (Damage source)) Equal to (Order(attack))
(Current order of (Damage source)) Equal to (Order(hold position))
(Current order of (Damage source)) Equal to (Order(smart))
(Current order of (Damage source)) Equal to (Order(<empty string>))
Actions
Trigger - Turn off (This trigger)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
((Damage source) has buff Illusion Bounce) Equal to True
Then - Actions
Unit - Remove (Damage source) from the game
Else - Actions
Set IllusionTarget = (Damage source)
Set BounceTarget = (Triggering unit)
Set TempPoint = (Position of BounceTarget)
Set BounceGroup = (Units within 450.00 of TempPoint matching (((Matching unit) belongs to an ally of (Owner of (Damage source))) Equal to False))
Unit Group - Remove BounceTarget from BounceGroup
Custom script: call RemoveLocation(udg_TempPoint)
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Number of units in BounceGroup) Greater than 0
Then - Actions
Set TempPoint = (Position of (Damage source))
Unit - Create 1 Dummy for (Owner of (Damage source)) at TempPoint facing Default building facing degrees
Custom script: call RemoveLocation(udg_TempPoint)
Set IllusionCaster = (Last created unit)
Unit - Hide (Last created unit)
Unit - Add a 1.00 second Generic expiration timer to (Last created unit)
Unit - Add z Illusion Bounce to (Last created unit)
Custom script: call IssueTargetOrderById(udg_IllusionCaster, 852274, udg_IllusionTarget)
Else - Actions
Trigger - Turn on (This trigger)


Events
Unit - A unit Spawns a summoned unit
Conditions
((Summoned unit) has buff Illusion Bounce) Equal to True
Actions
Custom script: call UnitAddAbilityBJ( 'Aloc', GetSummonedUnit() )
Animation - Change (Summoned unit)'s vertex coloring to (100.00%, 100.00%, 100.00%) with 100.00% transparency
Set TempPoint = (Position of BounceTarget)
Unit - Move (Summoned unit) instantly to TempPoint
Custom script: call RemoveLocation(udg_TempPoint)
Unit - Order (Summoned unit) to Attack Once (Random unit from BounceGroup)


can anyone make this work possibly?
 

afisakov

You can change this now in User CP.
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Conditions
(Current order of (Damage source)) Equal to (Order(attack))
(Current order of (Damage source)) Equal to (Order(hold position))
(Current order of (Damage source)) Equal to (Order(smart))
(Current order of (Damage source)) Equal to (Order(<empty string>))

when you list conditions it only activates if all of them are true, and since I highly doubtr a unit can be under 4 orders at once this will NEVER be shown true and the trigger will not run. add an "or" multiple conditions.
aside from that I can't really seem to follow the trigger logic that easily so I will leave it to someone else to figure out.
 

Weep

Godspeed to the sound of the pounding
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400
i need to know how to set these via item...

One solution, though a fair amount of work: make two versions of your ranged heroes, one with no bounce and the other with bounce. Make a set of custom Chaos abilities that swap the unit-type to the other kind. Make a trigger so that when a unit gets the item, it adds the correct Chaos ability to change it to the unit-type with bounce, and when the unit loses the item, it adds the other Chaos ability to convert it back.
 

eXirrah

New Member
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51
Have you tried using chain lightning.
Put the spell in spellbook and when the unit takes the item you give it
proper chain lightning spell. Then when the unit attacks you make it
cast the spell at the attacking unit.

I'm not sure if you can change the art of chain lightning to look like bouce

The other way I can think of is using the Bear Form ability.
Every ranged hero in your map will have his own Bear Form which will
switch the hero to a hero with same starts and stuff and the only difference
in attack type.
I'm sure that can work cause I've created a trigger that can change attack
range and then switch it back by using similar trigger to what I explained.


EDIT: Didn't see Weeps post. Sorry
 

Kahem

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when you list conditions it only activates if all of them are true, and since I highly doubtr a unit can be under 4 orders at once this will NEVER be shown true and the trigger will not run. add an "or" multiple conditions.
aside from that I can't really seem to follow the trigger logic that easily so I will leave it to someone else to figure out.

Conditions
Or - Any (Conditions) are true
Conditions
(Current order of (Damage source)) Equal to (Order(attack))
(Current order of (Damage source)) Equal to (Order(hold position))
(Current order of (Damage source)) Equal to (Order(smart))
(Current order of (Damage source)) Equal to (Order(<empty string>))

would that work? i find conditions confusing as to if their 'or' or 'and'
 

Kahem

New Member
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lol nvm about that trigger, what happens looks cool (and messy) but its a fail

i might try the metamophisis type move
 
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