A few things

Ub3r_

New Member
Reaction score
4
Ok so I thought I'd put everything in this one thread. I need help with these things:

1. Adding Knockback and Floating Text to this ability. The Floating text just shows the damage and looks exactly the same as critical strike font and colour. [COMPLETED!]

Code:
Right Jab
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Right Jab 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 1
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.00) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 2
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.20) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 3
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.60) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 4
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 2.90) damage of attack type Chaos and damage type Normal
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Right Jab  for (Casting unit)) Equal to 5
            Then - Actions
                Unit - Cause (Casting unit) to damage (Target unit of ability being cast), dealing ((Real((Agility of (Casting unit) (Include bonuses)))) x 3.30) damage of attack type Chaos and damage type Normal
            Else - Actions

Right Jab - Chance for opponent to miss. Knockbacks opponent. [Active Ability]

[Level 1] - 10% chance for opponent to miss. Knockbacks 100 distance. Deals 2.0 * agility in damage. 200 Mana. 30 Sec Cooldown.
[Level 2] - 15% chance for opponent to miss. Knockbacks 120 distance. Deals 2.2 * agility in damage. 190 Mana. 25 Sec Cooldown.
[Level 3] - 20% chance for opponent to miss. Knockbacks 140 distance. Deals 2.6 * agility in damage. 180 Mana. 20 Sec Cooldown.
[Level 4] - 25% chance for opponent to miss. Knockbacks 160 distance. Deals 2.9 * agility in damage. 170 Mana. 15 Sec Cooldown.
[Level 5] - 30% chance for opponent to miss. Knockbacks 180 distance. Deals 3.3 * agility in damage. 160 Mana. 10 Sec Cooldown.

2. Making this ability. If you want to do it for me, be my guess. But what I'm looking for is a push in the right direction.


Fists of Fury - Castigar becomes so angry that his damage is almost unmatched but in his rage he somehow manages to damage himself. [Ultimate]

[Level 1] - 120% Damage Increase. 5% Health Decrease Every Second. No Cooldown. Stays on as long as Castigar has 20% of his HP left. Can be deactivated.
[Level 2] - 180% Damage Increase. 8% Health Decrease Every Second. No Cooldown. Stays on as long as Castigar has 19% of his HP left. Can be deactivated.
[Level 3] - 240% Damage Increase. 11% Health Decrease Every Second. No Cooldown. Stays on as long as Castigar has 18% of his HP left. Can be deactivated.

3. Adding invulnerability to debuffs in this ability. It's based off roar and I've managed to do everything except the immunity.

Stand Fast - Increases nearby allies armor by 15 and makes them immune to all debuffs for 10 seconds. 100 Mana. 60 Sec Cooldown. [Default] [One Level]

4. Adding damage blocking to this ability. I've managed to do everything except the blocking, it's based off endurance aura but it's passive. [COMPLETED!]

Sleight of Hand - Faster Attack Speed, Increases Parry. [Passive Ability]

[Level 1] - 12% Attack Speed Increase. 5% Chance to block 100% of all damage.
[Level 2] - 24% Attack Speed Increase. 7% Chance to block 100% of all damage.
[Level 3] - 36% Attack Speed Increase. 9% Chance to block 100% of all damage.
[Level 4] - 48% Attack Speed Increase. 11% Chance to block 100% of all damage.
[Level 5] - 59% Attack Speed Increase. 13% Chance to block 100% of all damage.

Thanks for your time.
 

DiFm

New Member
Reaction score
35
Pushback
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pushback
Actions
Set Trigger_unit = (Triggering unit)
Set Blink_target = (Target unit of ability being cast)
Set Int_revive = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 200.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(200)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 400.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(400)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 600.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(600)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions

Pushback Copy
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 80
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 120
(Level of Pushback for Trigger_unit) Equal to 2
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 160
(Level of Pushback for Trigger_unit) Equal to 3
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
Trigger - Turn off (This trigger)
 

Ub3r_

New Member
Reaction score
4
Pushback
Events
Unit - A unit Starts the effect of an ability
Conditions
(Ability being cast) Equal to Pushback
Actions
Set Trigger_unit = (Triggering unit)
Set Blink_target = (Target unit of ability being cast)
Set Int_revive = 0
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 200.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(200)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 400.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(400)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Unit - Cause Trigger_unit to damage Blink_target, dealing 600.00 damage of attack type Spells and damage type Normal
Floating Text - Create floating text that reads (String(600)) above Blink_target with Z offset 0.00, using font size 10.00, color (100.00%, 0.00%, 0.00%), and 0.00% transparency
Wait 0.50 game-time seconds
Floating Text - Destroy (Last created floating text)
Trigger - Turn on Pushback Copy <gen>
Else - Actions

Pushback Copy
Events
Time - Every 0.03 seconds of game time
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 80
(Level of Pushback for Trigger_unit) Equal to 1
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 120
(Level of Pushback for Trigger_unit) Equal to 2
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
Int_revive Less than 160
(Level of Pushback for Trigger_unit) Equal to 3
Then - Actions
Set Int_revive = (Int_revive + 1)
Unit - Move Blink_target instantly to ((Position of Blink_target) offset by 5.00 towards (Angle from (Position of Trigger_unit) to (Position of Blink_target)) degrees)
Else - Actions
Trigger - Turn off (This trigger)

Erm...The first one is floating text and the second one is the knockback? I'm just a little confuzzled with your triggers. Also, could you post the demo map as I don't feel up to creating every single action and variable because I feel like shit atm...
 

DiFm

New Member
Reaction score
35
The First One gives the damage and and the floating text. then the second trigger starts.

wich makes the unit move every 0.03 seconds away from your unit until the skill has looped enough.

If you add the damage in second trigger the unit will take that damage ever 0.03 seconds.

OKey ill see what i can do , but you want it to deal damage 2xAgilty of hero?

But i dont understand what you mean By giving the unit a chance to miss when the unit gets the skill on him he will be pushed away, so what point in 10% to miss?
 

Ub3r_

New Member
Reaction score
4
The First One gives the damage and and the floating text. then the second trigger starts.

wich makes the unit move every 0.03 seconds away from your unit until the skill has looped enough.

If you add the damage in second trigger the unit will take that damage ever 0.03 seconds.

OKey ill see what i can do , but you want it to deal damage 2xAgilty of hero?

But i dont understand what you mean By giving the unit a chance to miss when the unit gets the skill on him he will be pushed away, so what point in 10% to miss?

Try to get the knock back and the floating text to mix in with the trigger I already have for the ability as I'd rather not remake it. The skill was orignally based on curse for the miss and the rest of the ability (Damage) was triggered.
 

DiFm

New Member
Reaction score
35
okey Well just so i know im not gona have to trigger the evasion. btw 100 pushback is really Low.

Well now its all done. The damage the floating text and the pushback is all triggered you just need to type in You skill at the condition on the first trigger.
 

Attachments

  • Trigger_map.w3x
    26.7 KB · Views: 157

Ub3r_

New Member
Reaction score
4
okey Well just so i know im not gona have to trigger the evasion. btw 100 pushback is really Low.

Well now its all done. The damage the floating text and the pushback is all triggered you just need to type in You skill at the condition on the first trigger.

It works great except that the knockback isn't instant. Meaning it waits like 1 second before it knocks the target unit back.

EDIT: Fixed it, thanks again DiFm.
 

Caedin88

New Member
Reaction score
1
Sleight of Hand - Faster Attack Speed, Increases Parry. [Passive Ability]

[Level 1] - 12% Attack Speed Increase. 5% Chance to block 100% of all damage.
[Level 2] - 24% Attack Speed Increase. 7% Chance to block 100% of all damage.
[Level 3] - 36% Attack Speed Increase. 9% Chance to block 100% of all damage.
[Level 4] - 48% Attack Speed Increase. 11% Chance to block 100% of all damage.
[Level 5] - 59% Attack Speed Increase. 13% Chance to block 100% of all damage.

Thanks for your time.

For this ability you can make a new ability based off of the unit ability Hardened Skin, which has the % chance to block 100% damage already built into it. For the attack speed make an ability based off of the item ability for Gloves of Haste give your custom ability 5 levels, make it a unit ability and change the values to .12, .24, .36, .48, .59.

Write a trigger that says

Code:
Repsawn Test
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Sleight of Hand
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand for (Learning Hero)) Equal to 1
            Then - Actions
                Unit - Add (YourCustomAbility) to (Learning Hero)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand for (Learning Hero)) Greater than or equal to 2
            Then - Actions
                Unit - Increase level of (YourCustomAbility) for (Hero manipulating item)
            Else - Actions
 

Ub3r_

New Member
Reaction score
4
For this ability you can make a new ability based off of the unit ability Hardened Skin, which has the % chance to block 100% damage already built into it. For the attack speed make an ability based off of the item ability for Gloves of Haste give your custom ability 5 levels, make it a unit ability and change the values to .12, .24, .36, .48, .59.

Write a trigger that says

Code:
Repsawn Test
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Sleight of Hand
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand for (Learning Hero)) Equal to 1
            Then - Actions
                Unit - Add (YourCustomAbility) to (Learning Hero)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand for (Learning Hero)) Greater than or equal to 2
            Then - Actions
                Unit - Increase level of (YourCustomAbility) for (Hero manipulating item)
            Else - Actions

Ok, I'll give it a shot, thanks.

EDIT: Err...I can't make Item Attack Speed (Gloves of Haste) a unit ability, only Hero and Item.

Like this?

Code:
Sleight of Hand
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Sleight of Hand 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand  for (Learning Hero)) Equal to 1
            Then - Actions
                Unit - Add Sleight of Hand (Gloves of Haste) to (Learning Hero)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand  for (Learning Hero)) Greater than or equal to 2
            Then - Actions
                Unit - Increase level of Sleight of Hand (Gloves of Haste) for (Hero manipulating item)
            Else - Actions
 

DiFm

New Member
Reaction score
35
It becomes a unit ability when both Hero ability and item ability is set to false
 

Caedin88

New Member
Reaction score
1
Ok, I'll give it a shot, thanks.

EDIT: Err...I can't make Item Attack Speed (Gloves of Haste) a unit ability, only Hero and Item.

Like this?

Code:
Sleight of Hand
    Events
        Unit - A unit Learns a skill
    Conditions
        (Learned Hero Skill) Equal to Sleight of Hand 
    Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand  for (Learning Hero)) Equal to 1
            Then - Actions
                Unit - Add Sleight of Hand (Gloves of Haste) to (Learning Hero)
            Else - Actions
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Level of Sleight of Hand  for (Learning Hero)) Greater than or equal to 2
            Then - Actions
                Unit - Increase level of Sleight of Hand (Gloves of Haste) for [B](Learning Hero)[/B]
            Else - Actions

Change the bolded and it should be fine, and yeah check false for hero and item ability and it becomes a unit ability.
 
General chit-chat
Help Users
  • No one is chatting at the moment.
  • Ghan Ghan:
    Still lurking
    +3
  • The Helper The Helper:
    I am great and it is fantastic to see you my friend!
    +1
  • The Helper The Helper:
    If you are new to the site please check out the Recipe and Food Forum https://www.thehelper.net/forums/recipes-and-food.220/
  • Monovertex Monovertex:
    How come you're so into recipes lately? Never saw this much interest in this topic in the old days of TH.net
  • Monovertex Monovertex:
    Hmm, how do I change my signature?
  • tom_mai78101 tom_mai78101:
    Signatures can be edit in your account profile. As for the old stuffs, I'm thinking it's because Blizzard is now under Microsoft, and because of Microsoft Xbox going the way it is, it's dreadful.
  • The Helper The Helper:
    I am not big on the recipes I am just promoting them - I use the site as a practice place promoting stuff
    +2
  • Monovertex Monovertex:
    @tom_mai78101 I must be blind. If I go on my profile I don't see any area to edit the signature; If I go to account details (settings) I don't see any signature area either.
  • The Helper The Helper:
    You can get there if you click the bell icon (alerts) and choose preferences from the bottom, signature will be in the menu on the left there https://www.thehelper.net/account/preferences
  • The Helper The Helper:
    I think I need to split the Sci/Tech news forum into 2 one for Science and one for Tech but I am hating all the moving of posts I would have to do
  • The Helper The Helper:
    What is up Old Mountain Shadow?
  • The Helper The Helper:
    Happy Thursday!
    +1
  • Varine Varine:
    Crazy how much 3d printing has come in the last few years. Sad that it's not as easily modifiable though
  • Varine Varine:
    I bought an Ender 3 during the pandemic and tinkered with it all the time. Just bought a Sovol, not as easy. I'm trying to make it use a different nozzle because I have a fuck ton of Volcanos, and they use what is basically a modified volcano that is just a smidge longer, and almost every part on this thing needs to be redone to make it work
  • Varine Varine:
    Luckily I have a 3d printer for that, I guess. But it's ridiculous. The regular volcanos are 21mm, these Sovol versions are about 23.5mm
  • Varine Varine:
    So, 2.5mm longer. But the thing that measures the bed is about 1.5mm above the nozzle, so if I swap it with a volcano then I'm 1mm behind it. So cool, new bracket to swap that, but THEN the fan shroud to direct air at the part is ALSO going to be .5mm to low, and so I need to redo that, but by doing that it is a little bit off where it should be blowing and it's throwing it at the heating block instead of the part, and fuck man
  • Varine Varine:
    I didn't realize they designed this entire thing to NOT be modded. I would have just got a fucking Bambu if I knew that, the whole point was I could fuck with this. And no one else makes shit for Sovol so I have to go through them, and they have... interesting pricing models. So I have a new extruder altogether that I'm taking apart and going to just design a whole new one to use my nozzles. Dumb design.
  • Varine Varine:
    Can't just buy a new heatblock, you need to get a whole hotend - so block, heater cartridge, thermistor, heatbreak, and nozzle. And they put this fucking paste in there so I can't take the thermistor or cartridge out with any ease, that's 30 dollars. Or you can get the whole extrudor with the direct driver AND that heatblock for like 50, but you still can't get any of it to come apart
  • Varine Varine:
    Partsbuilt has individual parts I found but they're expensive. I think I can get bits swapped around and make this work with generic shit though
  • Ghan Ghan:
    Heard Houston got hit pretty bad by storms last night. Hope all is well with TH.
  • The Helper The Helper:
    Power back on finally - all is good here no damage
    +2
  • V-SNES V-SNES:
    Happy Friday!
    +1
  • The Helper The Helper:
    New recipe is another summer dessert Berry and Peach Cheesecake - https://www.thehelper.net/threads/recipe-berry-and-peach-cheesecake.194169/

      The Helper Discord

      Members online

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top