Help me With engineer upgrade item

Love-Nature

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I want to make an item like Aghanim's Scepter from DotA, for who doesnt play DotA this item upgrades your ultimate by using the engineer upgrade ability into the item, i can do it with triggered abilities also but problem is that there are 20 heroes and i dont know how to do it. In DotA it replaces the item with another for the Hero so i will have to create a lot of items for each hero ability to improve.
How can i do it triggering?
I Want to know it before i waste another hour creating it and then i dont know to finish it and remove everything again -.-
 
thats not how you do it, when you pick it up it adds the upgrade ability to the unit, not the item, that way you just make a ton of abilities and 1 trigger
 
Mmm i think im getting what you said but im really confused today, i really need some better explain for this...
 
this is the action im talking about:
Trigger:
  • Unit - Add Upgrade Ability to triggering unit

that should work to add and remove the ability and it will upgrade them according to the ability, you can save the ability that you want to add based on the unit type in a variable
 
Yeah but i will need to copy the ultimate abilityes for the upgrade one and then create engineers upgrade abilityes and then trigger it to give to the hero type because engineer upgrade doesnt upgrade ultimates automatically.I DONT KNOW HOW TO MAKE IT.
 
there are very few things it can do, a damage increase/decrease mana increase/decrease, things like that, so what you do is you set the damage of the ability, set the tooltip to display the damage the way it does normally (with this stuff <%adfgfd>) then when the upgrade changes it, the tooltip will change as well.

i think, not very versed with it
 
Make 20 different EU abilities, and 20 different Aghanim's Scepters. When a unit acquires an Aghanim's Scepter (Base), check if it is of an upgradable unit-type. If so, replace the acquired item with the relevant Aghanim's Scepter (Hero).


I was planning on making a tut on Engineering Upgrade, but I realised I don't know enough about it yet thanks to Channel.
 
Not with Engineering Upgrade. Fact: When you upgrade a Channel ability into another normal ability like Storm Bolt, a lot of the effects are messed up.
 
My real problem is to give the unit the exactly engineer upgrade, i never said i need to change channel ability with another ... ability just upgrades and i can do it throught triggers too, but i still cant give the exactly upgrade ability to the unit,because there will be a lot of upgr abilityes i will have to make anyway.
 
You don't give an EU ability to the unit. You replace the item with one that has the needed EU ability on it beforehand.
 
You don't give an EU ability to the unit. You replace the item with one that has the needed EU ability on it beforehand.
Ye just as i said in my first post but how can i do it triggering?Please make me an example so i can understand it once and for all :s
 
Trigger:
  • Aghani
    • Events
      • Unit - A unit Acquires an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Aghanim&#039;s Scepter (Base)
    • Actions
      • Item - Remove (Item being manipulated)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Unit-type of (Triggering unit)) Equal to Shadow Demon
        • Then - Actions
          • Hero - Create Aghanim&#039;s Scepter (Shadow Demon) and give it to (Triggering unit)
        • Else - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Unit-type of (Triggering unit)) Equal to Frost Shaman
            • Then - Actions
              • Hero - Create Aghanim&#039;s Scepter (Frost Shaman) and give it to (Triggering unit)
        • Else - Actions

In this case, Aghanim's Scepter (Base) has no EU. Aghanim's Scepter (Shadow Demon) has an EU that affects the Shadow Demon only, and Aghanim's Scepter (Frost Shaman) has an EU that affects the Frost Shaman only. I presume you know how to manipulate your EUs in this case.
 
I don't know if your understanding what he means, i'l try explain as simply as possible.

20 Ult's = 21 Items :
1 base item as the purchasable/dummy item
And once that dummy item is purchased it is replaced by the Custom Item which changes the ult.

The trigger used above is a good example of this usage.

Just add multiple conditions, (IF/ELSE statements ) for the type of unit recieving the dummy item.

Trigger:
  • Trigger:
    • Actions
    • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
    • If - Conditions
    • (Unit-type of (Triggering unit)) Equal to Frost Shaman
    • Then - Actions
    • Hero - Create Aghanim&#039;s Scepter (Frost Shaman) and give it to (Triggering unit)


that must be repeated 20 times, changeing the "(Unit-type of (Triggering unit)) Equal to Frost Shaman" to the different types of units.


The individual 'custom'/non-base items will contain the Engineer Upgrade.
 
Finally an example trigger :D all i ever needed.Thank you all for help.

Solved

Another quick question, for triggered spells i just have to add more ability levels?

ie.

lvl 1 deal damage 100
lvl 2 deal damage 200
lvl 3 deal damage 300

ENGINEER UPGRADE

lvl 4 deal damage 150
lvl 5 deal damage 300
lvl 6 deal damage 500

Is it right?
________________________________________

Another example :

Trigger:
  • Steal Item
    • Events
      • Unit - A unit Begins casting an ability
    • Conditions
      • (Ability being cast) Equal to (==) Steal Item
    • Actions
      • Set CU_Attributes = (Casting unit)
      • Set TA_Attribute = (Target unit of ability being cast)
        • Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
          • If - Conditions
            • (Random integer number between 1 and 100) Less than or equal to (&lt;=) (40 + ((Level of Steal Item for CU_Attributes) x 10))
          • Then - Actions
            • Hero - Drop the item from slot (Random integer number between 1 and 6) of TA_Attribute
            • Hero - Give (Last dropped item) to CU_Attributes
            • Trigger - Run FloTex Caster &lt;gen&gt; (checking conditions)
            • Trigger - Run FloTex Target &lt;gen&gt; (checking conditions)
          • Else - Actions
            • Trigger - Run FloTex Caster F &lt;gen&gt; (checking conditions)
            • Trigger - Run FloTex Target F &lt;gen&gt; (checking conditions)


For upgrade it i just create another trigger and change the ability being cast?
 
1). If you trigger the learning of the ability, then yes, it works.
2). Yes. And of course, modify the effects to suit the upgrades.
 
1). Like this ?
Trigger:
  • Unit - Set level of Ability for (Last created unit) to 1/2/3/4/5 etc...



Time Out
Events
Unit - A unit Starts the effect of an ability
Conditions
Multiple ConditionsOr - Any (Conditions) are true
Conditions
(Ability being cast) Equal to (==) Time Out
(Ability being cast) Equal to (==) Time Out Upgr

Actions
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 1
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 1
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 2
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 2

Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 3
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 3

Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 4
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 4
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 5
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 5

-------- ---------------Aghanim's Upgrade--------------- --------

Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 6
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 6
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 7
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 7
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 8
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 8
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 9
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 9
Multiple FunctionsIf (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Level of Time Out for (Triggering unit)) Equal to (==) 10
Then - Actions
Unit - Set level of Time Out for (Last created unit) to 10

Replacing last created unit with Triggering Unit
 
Wouldn't this be much faster?
Trigger:
  • Unit - Set level of Time Out for (Last created unit) to (Level of (Time Out for (Triggering unit))


I believe you're getting it wrong. Engineering Upgrade is supposed to interchange two abilities, not increase levels.
 
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