(>^^)> Ayumi's Question Thread <(^^<)

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Question 13: Spell without a buff
Hi guys, what spell that shows missle art, and does not give any buff?
I can't use Chain Lightning because it uses lightning instead of missle art
I can't use Storm Bolt, because it has stun buff/effect.
So do you guys which spell has the matching criteria?
If there isn't, then how do I block Hero from being affected by the buff?
What line of trigger codes should I use to remove it?
I can't use remove buff, because it will show once, around 0.01 seconds.
I can't set it to 0 because it makes it permanent.
I can't remove buff from Object Editor, because it auto put back in-game.

===============================================

note:
i want a target type spell (target unit)
instant spells like finger of death / chain lightning does not use missle art
 

Nigerianrulz

suga suga how'd you get so fly?
Reaction score
198
find a spell that doesnt give buff change its animation model to whatever gives a missle art
 
S

Sunny_D

Guest
hm... i think death coil from the undead death knight doesnt use a buff, uses missile art and you can target enemy units...
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
hi guys

question 16: how do i prevent unit taking item?
here is my problem. how do i prevent unit and hero which has
no inventory or have inventory from picking up item type
powerups? Could someone formulate a trigger for me?

i wanted to make a building to spawn powerups similar to
spawning creeps, and only that player can take the item,
no other player can take.

i tried setting the custom value of the item equal to the
player number, but it wont prevent other player from
taking the item.
 

AceHart

Your Friendly Neighborhood Admin
Reaction score
1,495
I would guess that by the time you get "a unit acquires an item" it's already too later...

But, as a workaround, you might want to consider normal items that must be picked up and that need an inventory slot.
If the unit is allowed to keep it, remove it by trigger, and add the actual powerup to the unit...
If it isn't allowed, just drop it.


Or, maybe, with a couple identical items, i.e. powerups too, but that reverse the effects.
If the "wrong" unit pick up a "strength +1" item, give it a "strength -1" item...
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
thanks AceHart <3

ps: lol i dont knowh how to drop out normal items T_T
something wrong with my triggers

note: i used unit order because i want both normal unit and hero to drop
Code:
B2 ItemGuard
    Events
        Unit - A unit Acquires an item
    Conditions
        ((Item-type of (Item being manipulated)) is Sellable) Equal to True
    Actions
        Set CT_ObtainItem = ((Custom value of (Item being manipulated)))
        If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            If - Conditions
                (Player number of (Owner of (Triggering unit))) Not equal to CT_ObtainItem
            Then - Actions
                Set CT_Point = (Position of (Triggering unit))
                Unit - Order (Triggering unit) to drop (Item being manipulated) at CT_DummyPoint
                Custom script:   call RemoveLocation(udg_CT_Point)
            Else - Actions
 

Evan1993

Ultra Cool Member
Reaction score
30
Just use this, it makes it so player 1 cant pick up power-ups. Just change it to the player(s) you want.

Code:
YourTrigger
    Events
        Unit - A unit Is issued an order targeting an object
    Conditions
        ((Item-type of (Target item of issued order)) is A powerup) Equal to True
        (Owner of (Ordered unit)) Equal to Player 1 (Red)
    Actions
        Unit - Pause (Ordered unit)
        Unit - Order (Ordered unit) to Stop
        Unit - Unpause (Ordered unit)
(You DO need to pause the unit for some reason :eek: )
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Thanks Andrewgosu for giving me this solution <3
note: The one in the red font

here is the solution that he has given to me
Code:
Then - Actions
    Set CT_Point = (Position of (Item being manipulated))
    Unit - Order (Triggering unit) to drop (Item being manipulated) at CT_Point
    [COLOR="Red"]Item - Move (Item being manipulated) to CT_Point[/COLOR]
    Custom script:   call RemoveLocation(udg_CT_Point)

Thanks Evan1993 for the code <3
 

Evan1993

Ultra Cool Member
Reaction score
30
Np. :)
Also I cant tell what you wanted now; did you want the unit to drop the item or just not pick it up?
 

rayquaza218

New Member
Reaction score
51
Lol kinda like a WoW system, another suggestion is for a lotting system, a bag is dropped by a unit and there stuff in it, which is owned by a player, so ohers can't access it. Theres a generic expiratin timer to it, so it disappears after a while. But i guess Andrew's idea is way better. ^^
 

elmstfreddie

The Finglonger
Reaction score
203
Q # 10: Not sure, but is there a spell you could base off of a percentage? So, remove 100% armour... I have some other ones, but they may seem stupid :p Anyways, you could give the targeted unit an ability, and set the ability level to the armour of the unit. Of course, the ability would be like devotion aura and it gives negative armour, level 1, 1. Level 2, 2. Etcetera. That would probaly be the best... (Use your spellbook thing, where you disable it with the aura inside, then when time runs out re-enable it and delete the ability and disable it again. ORRR Make a whole new type thing, where instead of the small buff icons below your unit's stats, you have a spellbook which shows you all the buffs.)

Q # 11: Well, there's probaly an easier way (like with all my answers you'll find), but this is what I got: Integer comparision: Check the heroes agility, divide that by 3 (if 3 agility points gives 1 armour) and add the unit's base armour (however this isn't an actual choice, so maybe set each hero type point value to it's base armour, OR give all heroes the same base armour)

Q # 12 er... 13 :p : Cluster Rockets! Set number of missiles to 1, give it a small AoE, and then have no targets allowed. Then, you can still cast it, but it can't "hit" anything.
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
Problem with changing unit color and removing them

Question 18: Why this trigger not working?
The trigger should have change the Footmen color after each spell cast
Also it will not remove the unit too.
But it only changes the unit color for the first time.

Code:
Activate Angel
    Events
        Unit - A unit Starts the effect of an ability
    Conditions
        (Ability being cast) Equal to Summon Guardian 
    Actions
        Trigger - Turn on Angel Customization <gen>

Code:
Angel Customization
    Events
        Time - Every 0.50 seconds of game time
    Conditions
    Actions
        Set Ayumi_LeakRegion = (Playable map area)
        Set Ayumi_LeakGroup = (Units in Ayumi_LeakRegion matching ((Level of Angel Aura  for (Matching unit)) Greater than 0))
        Unit Group - Pick every unit in Ayumi_LeakGroup and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Picked unit)) Not equal to 8
                    Then - Actions
                        Unit - Set the custom value of (Picked unit) to 8
                        Unit - Change color of (Picked unit) to Light Blue
                    Else - Actions
                        Unit - Add a 0.01 second Generic expiration timer to (Picked unit)
        Custom script:   call DestroyGroup(udg_Ayumi_LeakGroup)
        Custom script:   call RemoveRect(udg_Ayumi_LeakRegion)
        Trigger - Turn off (This trigger)
 

Attachments

  • Ayumi Map Template.w3x
    24.4 KB · Views: 226

elmstfreddie

The Finglonger
Reaction score
203
Haha, i've been so dumb. Here's my new coding for the trigger.
Code:
Angel Customization
    Events
        Time - Every [COLOR="Red"]0.05[/COLOR] seconds of game time
    Conditions
    Actions
        Set Ayumi_LeakRegion = (Playable map area)
        Set Ayumi_LeakGroup = [COLOR="Red"](Units of type Ayumi Guardian)[/COLOR]
        Unit Group - Pick every unit in Ayumi_LeakGroup and do (Actions)
            Loop - Actions
                If (All Conditions are True) then do (Then Actions) else do (Else Actions)
                    If - Conditions
                        (Custom value of (Picked unit)) Not equal to 8
                    Then - Actions
                        Unit - Set the custom value of (Picked unit) to 8
                        Unit - Change color of (Picked unit) to Light Blue
                    Else - Actions
                        Unit - Add a 0.01 second [COLOR="Red"]Summoned Unit expiration timer[/COLOR] to (Picked unit)
        Custom script: call DestroyGroup(udg_Ayumi_LeakGroup)
        Custom script: call RemoveRect(udg_Ayumi_LeakRegion)
        Trigger - Turn off (This trigger)

Things I changed are in red!

Made the .5 faster, .5 is too slow and if you keep casting you can see them be red then turn light blue.
Picking units in region of matching condition apparently should never be used, and now I see why.
Changed the expiration timer type because the generic will kill them. I think it looks nicer with the summoned unit timer :)
 

ayumilove

Youtube account suspended! youtube.com/ayumilove8
Reaction score
110
i use team color to check whether that trigger is working on the footmen

actually i wanted to make those footmen to dissiplate once the ranger
calls forth the angel for the second time and so.

each time she cast the Summon, then remove the old guys and replace with
the new
 
General chit-chat
Help Users
  • No one is chatting at the moment.

      The Helper Discord

      Members online

      No members online now.

      Affiliates

      Hive Workshop NUON Dome World Editor Tutorials

      Network Sponsors

      Apex Steel Pipe - Buys and sells Steel Pipe.
      Top