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Old 08-02-2012, 02:17 AM   #1
Wrooks
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Default Is this codable?


Is health resistance codable in dota link to my item with its explanationhttp://www.playdota.com/forums/showt...70#post3909370
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Old 08-02-2012, 06:33 AM   #2
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Default Re: Is this codable?

not possible in dota
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Old 08-02-2012, 11:05 AM   #3
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Default Re: Is this codable?

instead of heal, make it negative damage

I think?
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Old 08-02-2012, 04:44 PM   #4
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Default Re: Is this codable?

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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Old 08-04-2012, 06:34 PM   #5
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Default Re: Is this codable?

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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Old 08-04-2012, 07:30 PM   #6
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Default Re: Is this codable?

Quote:
Originally Posted by Wrooks View Post
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.
Yes, coding is the only issue. Basically anything could be done with an arbitrary amount of work. The point is that we don't expect that to happen in certain cases.

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Originally Posted by Wrooks View Post
Would it be possible to detect if someone was healed and if they were healed in the past few seconds to heal them again?
Kinda, just like this is checked for in Ice Blast. However, it has the potential to fail if the unit takes damage while being healed. Do you need a more in depth explanation or do you get what i mean?

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I have another question... Is it possible for the spirits that swirl around Krob to deal % of her damage?
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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Old 08-04-2012, 09:16 PM   #7
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Default Re: Is this codable?

Quote:
Originally Posted by MauranKilom View Post
Yes, coding is the only issue. Basically anything could be done with an arbitrary amount of work. The point is that we don't expect that to happen in certain cases.
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Originally Posted by MauranKilom View Post
Kinda, just like this is checked for in Ice Blast. However, it has the potential to fail if the unit takes damage while being healed. Do you need a more in depth explanation or do you get what i mean?
I see I was going to replace the health resistance with this but since it has bugs I might just not have an extra ability.

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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.
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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Old 08-06-2012, 10:10 PM   #8
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Default Re: Is this codable?

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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Old 08-07-2012, 06:43 AM   #9
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Default Re: Is this codable?

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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Old 08-08-2012, 03:12 PM   #10
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Default Re: Is this codable?

Quote:
Originally Posted by MauranKilom View Post
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...
No its more like Krobelus skill where the unit is uncontrallable and it floats around the stunned unit attacking the stunned units enemies.

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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Old 08-08-2012, 05:17 PM   #11
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Default Re: Is this codable?

Quote:
Originally Posted by Wrooks View Post
No its more like Krobelus skill where the unit is uncontrallable and it floats around the stunned unit attacking the stunned units enemies.
Please describe what part of Reflection does not fit your intended idea. You can have the (reflection-like) illu walk around randomly, attack any target and still be uncontrollable by the player. Making it hover above the target isn't exactly hard, too.
You already saw Reflection in action, did you?

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Originally Posted by Wrooks View Post
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.
You can only get the received damage after armor/damage block etc.
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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Old 08-08-2012, 10:19 PM   #12
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Default Re: Is this codable?

Quote:
Originally Posted by MauranKilom View Post
Please describe what part of Reflection does not fit your intended idea. You can have the (reflection-like) illu walk around randomly, attack any target and still be uncontrollable by the player. Making it hover above the target isn't exactly hard, too.
You already saw Reflection in action, did you?

I See what you mean. Its been awhile since I've seen reflection actually a year but I remember the basic idea terror presses active and an illusion appears next to his enemies and attack from close up. Before disappearing.


You can only get the received damage after armor/damage block etc.
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.
I've been editing it in gui but im starting to think that maybe its a spell that needs to be done in Jass.. Why when you convert it to Jass does it put the conditions in a separate function?
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.
Old 08-09-2012, 08:28 AM   #13
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Default Re: Is this codable?

Quote:
Originally Posted by Wrooks View Post
I've been editing it in gui but im starting to think that maybe its a spell that needs to be done in Jass..
I haven't thought thoroughly about that, but it's probably the case, yes.
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Originally Posted by Wrooks View Post
Why when you convert it to Jass does it put the conditions in a separate function?
Because that's what it always does? GUI "code" is just transformed into JASS code for the map. The way the editor does this is not really efficient, but you shouldn't use GUI anyways if you try to be efficient.

Quote:
Originally Posted by Wrooks View Post
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.
Yes, there is this ability. I refrained from mentioning it because i believe it's not possible to cast it on the target between noticing the damage event and the target actually receiving the damage.
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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Old 08-10-2012, 12:08 AM   #14
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Default Re: Is this codable?

Quote:
Originally Posted by MauranKilom View Post
I haven't thought thoroughly about that, but it's probably the case, yes.

Because that's what it always does? GUI "code" is just transformed into JASS code for the map. The way the editor does this is not really efficient, but you shouldn't use GUI anyways if you try to be efficient.
I'm new to coding thats why I used gui but I'm up for Jass if its more efficient...
Quote:
Originally Posted by MauranKilom View Post
Yes, there is this ability. I refrained from mentioning it because i believe it's not possible to cast it on the target between noticing the damage event and the target actually receiving the damage.
But go ahead and try it.

Also, if you want i can make the triggered ability you want when i'm at home again.
If you dont mind making it then thank you. I guess I should look at how some other people coded before I can go ahead and code myself.
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Old 08-10-2012, 10:20 PM   #15
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Default Re: Is this codable?

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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File Type: w3x CustomSpiritLink.w3x (20.8 KB, 17 views)
File Type: w3x PrettyCustomSpiritLink.w3x (22.9 KB, 11 views)
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Last edited by MauranKilom; 08-12-2012 at 12:27 PM. Reason: Grammar is for noobs at 2:00 AM...
Old 08-13-2012, 04:43 PM   #16
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Default Re: Is this codable?

how is this by the way it was suppose to work on every unit in aoe but if you have to trade map performance
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Old 08-13-2012, 05:26 PM   #17
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Default Re: Is this codable?

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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Old 08-14-2012, 03:23 AM   #18
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Default Re: Is this codable?

wont it not consider the main unit if I turn on the effect to not target self ?
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Old 08-14-2012, 01:11 PM   #19
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Default Re: Is this codable?

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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Old 08-17-2012, 12:45 AM   #20
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Default Re: Is this codable?

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wont it not consider the main unit if I turn on the effect to not target self ?
is the new spot ok?
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