Range Based Dynamic Evasion

cryowraith

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I was trying to make an Evasion system that makes people miss (or a chance to miss) when they are attacking too far.

I used triggers to check unit being attacked and creates a dummy unit to cast 0.5 second Curse on the attacking unit. If I put less than 0.5 the buff disappears before the attack was made. If it goes higher it could cause the next attack to miss as well.

It worked fine when the unit is attacking at normal speed, but when it's speed is greatly buffed (300% or so), the Curse comes in too late for the first attack to miss, but instead the 2nd attack misses. When I test I used 100% miss to see if it really works so I know which attack will get the effect.

Let me describe more about the map. It is a gun vs zombie map, with machine guns, shotguns and sniper rifles as main weapons.

Shotguns should not miss at close range, and would probably 1 hit ko zombies at close range but misses at maximum range, which is why healing after damage taken is not an option.

Machine guns shoot too fast for the 1st hit to miss, but the buff lasts too long for the next hit to miss. Buff duration can be adjusted depending on the attack speed so that the 2nd hit does not miss, but I still need a way for the 1st hit to miss. Is there any other way like using critical strike or bash to imitate evasion/miss?
 

dudeim

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You could try to give the attacked unit a 100% evasion skill just before he is attacked and then remove it.

Also you could try to just heal the amount of damage the unit takes and make something with floating text or so the "miss" text.
 

Viikuna

No Marlo no game.
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There is system called UnitProperties (link), which has a module for dynamic evasion. That stuff requires you to know units attackspeed to make it work, so you can only use unit properties to modify units attackspeed.

( No item or buff or aura must change attackspeed directly. You need to trigger those and use functions provided by unit properties to change attackspeed )


Other option would be to trigger ranged attacks with some projectile system, but thats not too easy job either. ( Its possible and cool, just not so easy )
 

cryowraith

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You could try to give the attacked unit a 100% evasion skill just before he is attacked and then remove it.
This wouldnt work because there could me multiple units attacking a same target.

Also you could try to just heal the amount of damage the unit takes and make something with floating text or so the "miss" text.
I would probably try this, but this also triggers spell damage. Not really what I want.

There is system called UnitProperties (link), which has a module for dynamic evasion. That stuff requires you to know units attackspeed to make it work, so you can only use unit properties to modify units attackspeed.

( No item or buff or aura must change attackspeed directly. You need to trigger those and use functions provided by unit properties to change attackspeed )
I only intend to use pure JASS since this is only a mini game i'm trying to make, which I dont really intend to learn vJass.

Other option would be to trigger ranged attacks with some projectile system, but thats not too easy job either. ( Its possible and cool, just not so easy )

Too much work for too little effect. And I'm lazy.
 

Viikuna

No Marlo no game.
Reaction score
265
Okay.

It seems to me that a modified UnitProperties evasion module would be the best way for you to do this.

If you need help with that stuff, post to Jass forums and Ill help you.

If decide to go with some other way, thats cool too.


I myself dont have any other ideas right now, though.
 

cryowraith

New Member
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7
I solved it (I think).

I used Critical Strike with a -0.01 damage multiplier. Unit is dealing 0 damage but still aggro the target, just what I want.

I haven't tested it to be sure whether it really works when being insert during the "Unit is attacked". I'll test it later. Weee~
 
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