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#2 |
Member
Join Date: Aug 2009
Location: Russia
Posts: 4,220
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not possible in dota
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Im sorry for my awful english.
DotA test mode will solve most of questions. Invoker Wars: Revenge - join to betatests! |
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#3 |
Member
Join Date: Jun 2010
Location: In your face
Posts: 599
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instead of heal, make it negative damage
I think?
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#4 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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This would require the recoding of many hardcoded healing abilities. Just to name a few: Unholy aura, salve, tango. Triggered items (like mekansm) could theoretically check for the item and change their effects.
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DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
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#5 |
Member
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So the only issue is coding? Health Resistance doesnt have to be singled out to only one venue since it has a positive and negative factor it can be applied on many heroes/items. In different ways. Yet dota doesn't have a damage detecting system so I guess it wont be considered.
Would it be possible to detect if someone was healed and if they were healed in the past few seconds to heal them again? I have another question... Is it possible for the spirits that swirl around Krob to deal % of her damage? |
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| Last edited by Wrooks; 08-04-2012 at 06:53 PM. | |
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#6 | ||
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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Quote:
Quote:
It's not accurately possible to detect a unit's damage. It would however be possible to deal additional damage when a ghost unit deals damage to some other unit.
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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#7 | ||
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Quote:
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Well I had a disable idea where when the person is stunned a single spirit hovers above them (Like Krobelus; only their own model) anyway I'm trying to figure out how much damage the spirit should deal to allied units since the enemy is suppose to be disabled. I was hoping 10 - 20% of the victim's damage. |
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#8 |
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I figured out...just make another unit with with the same model and lowered damage. The only problem I think I see is making it see the model see through but I guess you can make it permanently ethereal with no lowered movespeed or attackspeed.
so the only problem i see with this besides coding is that you would have to code recreate all 110 heroes and with lowered damage. |
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#9 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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But you did think about using an illusion, did you? I mean, your suggestion is already pretty much like Terrorblade's Reflection on a single target...
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DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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#10 | |
Member
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Quote:
I have another question also....I've been trying to create a skill for an item for the past 5 hours and I'm a newbie creator. I really dont know where the time went. Just vanished. Anyway... The skill is suppose to So its not working and I've tried two possible ways... Basically its an item that calculates how many people are near the person with the item. THen when one of these units get attack it lowers the damage of the attacked unit by evenly distributing 24% of the damaged units received damage(Might bump that up because 300 damage only takes away 72 damage but then again I guess that is enough. Basically if Invoker is attacked and receives 300 damage the actual damage he takes not counting armor bonuses should deal around 228 damage. Then the other 7 units owned by himself and nearby allies should recieve 10.28 damage each which is basically is a psuedo damage remover. |
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#11 | ||
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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Quote:
You already saw Reflection in action, did you? Quote:
Then just heal the target unit for x24% of that received damage and deal x/numberOfUnitsInAoE pure/universal damageor use HP removal to all other units. Also, it might be helpful to close any paranthesis you open. In your code as well as your post.
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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#12 | |
Member
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Quote:
edit: taking like 10 hours doing this not counting the 6 hours I was with my friend and Hive tells me that there is an ability called spirit link which does almost the same thing It just needs to be made passive. |
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| Last edited by Wrooks; 08-08-2012 at 10:40 PM. | ||
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#13 | |||
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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Quote:
Quote:
Quote:
But go ahead and try it. Also, if you want i can make the triggered ability you want when i'm at home again.
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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#14 | ||
Member
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Quote:
Quote:
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#15 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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Ok, so this is the result for now.
The hardest part about this is probably to register the damage events on all relevant units. (In GUI) this is/can be done by registering a damage event for every unit in the map to a single trigger and have that trigger do the work or call another trigger. The rest is kinda easy i'd say. Currently the effect is applied to every unit on the map. I'm sure you can figure out how to adapt that to your needs, i wrote lots of comments on that. Note that the damage will be high if illusions are the main target (you only get the final damage), so you're better off checking for that. Edit: I felt like it and added a nice graphical effect to it... But be aware that the creation of that many dummy units is a real performance killer, so you might want to use it sparingly (that is, effect on 1 unit only and not for each and everyone in the aoe).
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I might edit my p0sts frequently and rapidly after posting.
DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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| Last edited by MauranKilom; 08-12-2012 at 12:27 PM. Reason: Grammar is for noobs at 2:00 AM... | |
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#17 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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I hinted you 3 places to place your condition and you chose another one that is malfunctioning... Try again please. The general idea with the aura buff was great though. Hint: At the moment, the main target will be considered for the splitting effect, too.
Also, the performance issue thing was just about the graphics effect (done by the dummy units). Creating two for every secondary target makes it really performance heavy on aoe spells. But there are other ways to do this (like lightning effects). I was just in the mood to do it that way.
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DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
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#18 |
Member
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wont it not consider the main unit if I turn on the effect to not target self ?
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| Last edited by Wrooks; 08-14-2012 at 04:04 AM. | |
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#19 |
Member
Join Date: Jan 2010
Location: Germany
Posts: 5,045
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When two units both have the item (and are in range of each other) the main target will also have the buff. So it won't get excluded as secondary target.
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DotA code of the week:
Jass:
function Func0243 takes nothing returns nothing
call Func0242()
endfunction
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#20 |
Member
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is the new spot ok?
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