Use when only out of combat?

eric92

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How do I make it so that if my hero is out of combat he can use an item to heal like a food item mabye, but only if the hero is out of combat.
 

drak_dragon

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im not certian if you can do anything like that specifically out of combat or error - but, you might be able to base your item off Clarity Potion, which cancels when entering combat?
 

FhelZone

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Isn't that the healing salve's mechanics? I think you should just base it off the Healing Salve skill...
 

eric92

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Ok thanks guys I never thought of that. Ill use the clarity potion. It wont be perfect but its gona have to do. The only problame is I think people might be cheap in pvp combat and do a stun attack, then use the item to pull off a cheap heal. But I guess it will be ok since you could just do the same thing right back to them by buying the right rune from a store if u dont got a stun spell.
 

Inflicted

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u could maybe do what they did in dota for "Kalen's Dagger of Escape" or watever the blink dagger is called. um its like a dummy item, that whenever the hero is attacked by a hero it becomes replaced with the dummy item that is unusable, and after 3 seconds it returns to its normal form that is castable again.

this wouldn't be to hard i think. but this might not be what you are trying to do.
 

Necrach

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Ok thanks guys I never thought of that. Ill use the clarity potion. It wont be perfect but its gona have to do. The only problame is I think people might be cheap in pvp combat and do a stun attack, then use the item to pull off a cheap heal. But I guess it will be ok since you could just do the same thing right back to them by buying the right rune from a store if u dont got a stun spell.

You could use the clarity potion style AND add triggers that disables the usage of the item for a while after the hero being damaged. This way, it has to be some time both before and after the hero uses the item that it is not being damaged!

But these have to be quite complicated triggers, then I think you should need dummy units for using the item. The bad thing is that there is no way to detect the usage of an item as an order in the trigger editor, correct me if I am wrong.

But you could do it like this! Adding Ancient classification to all units recieving damage, and making the healing item target Non-Ancients

Trigger:
  • Item1
    • Events
      • Unit - A unit Is attacked
    • Conditions
    • Actions
      • Set TempPoint = (Position of (Attacked unit))
      • Unit - Create 1 DUMMY for Neutral Hostile at TempPoint facing Default building facing degrees
      • Unit - Add DUMMY BUFF SPELL to (Last created unit)
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to CAST DUMMY BUFF SPELL


Trigger:
  • Item2
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • ((Casting unit) belongs to an enemy of (Owner of (Target unit of ability being cast))) Equal to True
    • Actions
      • Set TempPoint = (Position of (Target unit of ability being cast))
      • Unit - Create 1 DUMMY for Neutral Hostile at TempPoint facing Default building facing degrees
      • Unit - Add DUMMY BUFF SPELL to (Last created unit)
      • Unit - Add a 5.00 second Generic expiration timer to (Last created unit)
      • Unit - Order (Last created unit) to CAST DUMMY BUFF SPELL


Trigger:
  • Item3
    • Events
      • Time - Every 1.00 seconds of game time
    • Conditions
    • Actions
      • Set TempGroup = (Units in (Entire map) matching (((Matching unit) has buff DUMMY BUFF) Equal to True))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Add classification of An Ancient to (Picked unit)
      • Set TempGroup = (Units in (Entire map) matching (((Matching unit) has buff DUMMY BUFF) Equal to False))
      • Unit Group - Pick every unit in TempGroup and do (Actions)
        • Loop - Actions
          • Unit - Remove classification of An Ancient from (Picked unit)


using these triggers to make units Ancients when being attacked/targeted by an enemy spell

EDIT:
u could maybe do what they did in dota for "Kalen's Dagger of Escape" or watever the blink dagger is called. um its like a dummy item, that whenever the hero is attacked by a hero it becomes replaced with the dummy item that is unusable, and after 3 seconds it returns to its normal form that is castable again.

this wouldn't be to hard i think. but this might not be what you are trying to do.

Replacing the item could be a better way than changing classification to ancients. Depends on if there are healing items that you could use on allies as well on yourself.
 

Inflicted

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yeah that would also work.

then you will still be able to click on it, if u are going to use the method of changing to ancient, you might want to change the message it gives you when you try to cast it when your not able to.

from "Not targetable to Ancients" to "Cannot cast now", or "Must wait 3 seconds before cast", or something like that

also if the item healing ability is instant and not targetable then it will just waste or some other error would show, i am not sure.
 

Necrach

You can change this now in User CP.
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yeah that would also work.

then you will still be able to click on it, if u are going to use the method of changing to ancient, you might want to change the message it gives you when you try to cast it when your not able to.

from "Not targetable to Ancients" to "Cannot cast now", or "Must wait 3 seconds before cast", or something like that

also if the item healing ability is instant and not targetable then it will just waste or some other error would show, i am not sure.

Indeed. And why not "unit have to be out of combat"? :p This can be changed in Advanced > Gameplay Interface

But it seems from @erics post that its simpler than that, that it's an item usable only for healing the hero carrying it.
 

Inflicted

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ah i see. so he already got what he wants, and we just giving uneccesary suggestions? :/


Indeed. And why not "unit have to be out of combat"? This can be changed in Advanced > Gameplay Interface

and yeah that'l work too haha.
 

Bogrim

y hello thar
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I used my custom value to create a combat system. Whenever a unit performed a hostile action or was the target of one (attack, cast a spell, etc.) I added the unit to a "combat group" and set its custom value to the duration of the combat expiration timer. Then, I used a periodic time event to reduce the custom value and remove the unit from the group once it hit 0. You can then check if the unit is in or out of combat by checking whether its in the unit group or not.
 

Necrach

You can change this now in User CP.
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I used my custom value to create a combat system. Whenever a unit performed a hostile action or was the target of one (attack, cast a spell, etc.) I added the unit to a "combat group" and set its custom value to the duration of the combat expiration timer. Then, I used a periodic time event to reduce the custom value and remove the unit from the group once it hit 0. You can then check if the unit is in or out of combat by checking whether its in the unit group or not.

Off-topic: Man, using a periodic event for reducing costum value lets say each second is so simple and SMART! Why haven't I thought of this? +rep this helped me in a trigger I am making <3 :p

how stupid of me not thinking of this earlier :banghead:
 
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