Question for advanced users

tommerbob

Minecraft. :D
You can use Acid bomb for any negative buff placer. You can change any and all of the data for that spell. Change all of the values to 0, except Damage Interval, which you should set to anything above 1 second (if you set it to zero it will cause a crash). Voila, you have a perfect dummy buff placer, and no orb effect needed.
 

Yoww89

New Member
tommerbob I appreciate your effort trying to help me but it would be infinitely better if you actually READ MY REPLIES BEFORE POSTING YOURS

I'm done with quoting and you simply ignoring it. :)
 

tommerbob

Minecraft. :D
Anyway, making the buff placer trought a dummy unit's attack has proven to be quite bad. Since there's a notable delay between the trigger order action and the actual damage event as I proved here: http://www.thehelper.net/forums/showthread.php/171051-Delay-for-Attack-Attack-Orders
You'll have to use a different method than ordering a dummy unit to attack the target to place a buff. Several of us have already given you several different options.

BUT it has cons too:
Finding the best spell to fit the buff placer I want. (They always have some undesired effects as I described on post 3);
I just showed you an example of a buff placer that has no undesired side effects. All it does is place a buff, which by definition is what a buff placer is.

The fact that the buff placer from the dummy won't stack with the base ability I used.
Stackable buffs can be coded, its easier if you use Jass, but its also possible in GUI. I wrote a spell that has a stacking armor debuff; I can show you an example of it if you want.

The -amor issue, where the first attack will place the buff but won't take the -armor in count for the damage calculation.
This is a limitation of the wc3 engine. You can't get around it. Damage events always occur before buffs are placed.

There, I read your post. Now whats the problem?
 

Yoww89

New Member
The problem is that it was already discussed on post #7, AccName quotted it on post #8, Slapshot pointed it again on post #9 and I quoted one more time on post #16.
Then you reply like there was no mention ever to Acid Bomb and you just had this great idea. Looks like someone weren't reading the replies, don't you agree?


Anyway, if you mean like 2 spells based off the same base spell and having their respectives debuffs applied to the same unit at the same time I would love to see that.
 

KaerfNomekop

Swim, fishies. Swim through the veil of steel.
If you give all units a dummy ability that increases/decreases armor with each level, you can manually change the level of this ability to reflect the reductions of the unit. The only problem is that no buffs get displayed.
 
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