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Old 02-08-2010, 04:35 PM   #1
Dejaime
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Default [Gameplay] Eul's Quick Cast (With TestMap!)


Eul's Scepter of Divinity is here

Eul's Scepter's targeting system is simple:
Can target ground enemies or self.

Simple change:
Can target ground enemies, self or items.

If we target an item (double click or target other items), it applies the effect on self.

Not much cons/pros applies here, minor change.

In the test map v1 you can see:
  • You can target yourself by double clicking the item.
  • You can still target yourself by clicking the item and then clicking on your model/face.
  • You can still target enemies/neutrals.
  • The ally is targetable as well, but in DotA it wouldn't. I made it like that just to show it's possible.

New map version is out!

Now it has a skill simulator. So, there's an unit in the map that will try to kill you, but you can save yourself with Eul's.

The map will simulate this way:
  • The unit turns red. This is the time you see Crix casting his ulti, SF casting his ulti, Slayers stun starting to activate, Enchantress last hit impetus following you... So, you have to act fast.
  • The unit is invulnerable and deals global damage, so only Eul's can save you.
  • Do not to cheat (like waiting it to turn red with the active ability already chosen, so all you need to do is choose the target), or the simulation won't work.
Attached Files
File Type: w3x Eul's Test Map dejaime.w3x (9.4 KB, 327 views)
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Last edited by Dejaime; 07-30-2010 at 02:50 PM.
Old 02-08-2010, 04:58 PM   #2
HellCraft
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Default Re: [Gameplay] Eul's Quick Cast

And how would you code it?
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Old 02-08-2010, 05:08 PM   #3
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Default Re: [Gameplay] Eul's Quick Cast

T-up on that, I think it's codeable, items' active abilities can target items (e.g Scroll, Dagger)
 
Old 02-08-2010, 05:12 PM   #4
Dejaime
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by HellCraft View Post
And how would you code it?
It is codeable, believe me (:

There're already items like that (force staff, blink dagger, tp)
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Old 02-08-2010, 05:37 PM   #5
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by dejaime View Post
It is codeable, believe me (:

There're already items like that (force staff, blink dagger, tp)
That double-click-go-to-base-blink-dagger is actually an in-build warcraft feature.
Basically it works like this:
You double click on an item and it will cast the item on the location you acquired it(which is the base in most cases, hence double clicking on blink dagger leads to a blink towards the base).
IceFrog didn't do anything to make that feature, it's in-built.
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Old 02-08-2010, 05:39 PM   #6
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Default Re: [Gameplay] Eul's Quick Cast

Appreciated!
 
Old 02-08-2010, 05:42 PM   #7
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Default Re: [Gameplay] Eul's Quick Cast

T-Up if its codeable, its allways nice to be able to do a fast euls for avoiding those really quick spells
 
Old 02-08-2010, 05:55 PM   #8
Dejaime
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by HellCraft View Post
That double-click-go-to-base-blink-dagger is actually an in-build warcraft feature.
Basically it works like this:
You double click on an item and it will cast the item on the location you acquired it(which is the base in most cases, hence double clicking on blink dagger leads to a blink towards the base).
IceFrog didn't do anything to make that feature, it's in-built.
Actually, force staff targets your hero if double clicked... Otherwise it wouldn't work...

The same with TPs, I often buy TPs on side shops ant they still target the fountain.

Dagger, the same. I often buy them at sideshops. They still target the fountain.

Make the following test:
Start a new game and pick up a hero (don't move)
Buy a TP (don't move)
Use the TP.

You'll see that it won't target your initial position nor the position you were when bought the TP. It'll target somewhere else.
Quote:
Originally Posted by sebeke View Post
T-Up if its codeable, its allways nice to be able to do a fast euls for avoiding those really quick spells
Exactly! Avoiding some charged skills, projectiles and etc.
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Last edited by Dejaime; 04-10-2010 at 03:35 AM.
Old 02-08-2010, 06:03 PM   #9
HellCraft
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by dejaime View Post
Actually, force staff targets your hero if double clicked... Otherwise it wouldn't work...

The same with TPs, I often buy TPs on side shops ant they still target the fountain.

Dagger, the same. I often buy them at sideshops. They still target the fountain.

Make the following test:
Start a new game and pick up a hero (don't move)
Buy a TP (don't move)
Use the TP.

You'll see that it won't target your initial position nor the position you were when bought the TP. It'll target somewhere else.Exactly! Avoiding some charged skills, projectiles and etc.
Just did. Put -test and -wtf, bought a blink dagger and a force staff, dropped them and picked them up somewhere other than the base, went to some other place and then double clicked on them. It blinks, pushes you towards to location where I picked it up and not necessarily to the base. Try it yourself. It's actually where you acquired the item and not exactly at the base, and it's hardcoded.

EDIT: You were right with the TP thing though, but I don't think that IceFrog purposely made TPs target the base when they are double clicked.
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Last edited by HellCraft; 02-08-2010 at 06:08 PM.
Old 02-08-2010, 06:23 PM   #10
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Default Re: [Gameplay] Eul's Quick Cast

it would be very easy to replace the cyclone it has now with a dummy casted one. then you could do all kinds of fancy stuff.
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Old 02-08-2010, 06:32 PM   #11
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by doomsheep View Post
it would be very easy to replace the cyclone it has now with a dummy casted one. then you could do all kinds of fancy stuff.
The problem is how do you detect the double click.
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Old 02-08-2010, 10:13 PM   #12
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Default Re: [Gameplay] Eul's Quick Cast

The same way force staff does. When you use force staff by double clicking, you don't necessarily go back to where you pick it up. You just get forced in the direction you're facing, just like normal. I have a replay if I really must be bothered to upload it. I'd rather you just do the following:

1. Singleplayer. But a forcestaff.
2. Double click it.

Ta da! Your hero goes in the direction he's facing! Doesn't prove it? Move somewhere. No matter where you do it, you will always be forced as normal.

Anyway, on topic, great suggestion. Easy, good, useful.
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Old 02-08-2010, 10:20 PM   #13
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Default Re: [Gameplay] Eul's Quick Cast

^this.
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you are grossly lacking the technical skill required to play this hero and instead of recognizing this and improving you are bitching for the game to change.
 
Old 02-08-2010, 10:25 PM   #14
Dejaime
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by HellCraft View Post
Just did. Put -test and -wtf, bought a blink dagger and a force staff, dropped them and picked them up somewhere other than the base, went to some other place and then double clicked on them. It blinks, pushes you towards to location where I picked it up and not necessarily to the base.
You're right, blink dagger does target the pickup location...

But force staff just pushes you to the direction your hero is facing (normal effect applied), despite of the pickup location, and the TP targets the base...

But this would work just as Force Staff, self target upon double clicking.
Quote:
Originally Posted by HellCraft View Post
The problem is how do you detect the double click.
Simple, this spell would be able to target items. If the item is your eul's, then it's effect is applied on the hero.

Thanks all for the support
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Old 02-09-2010, 08:32 AM   #15
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by dejaime View Post
You're right, blink dagger does target the pickup location...

But force staff just pushes you to the direction your hero is facing (normal effect applied), despite of the pickup location, and the TP targets the base...

But this would work just as Force Staff, self target upon double clicking.Simple, this spell would be able to target items. If the item is your eul's, then it's effect is applied on the hero.

Thanks all for the support
You can't make spells target items.
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Old 02-09-2010, 04:42 PM   #16
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Default Re: [Gameplay] Eul's Quick Cast

Quote:
Originally Posted by HellCraft View Post
You can't make spells target items.
All Right. You won.

I've made a test map just for you!

Have fun!
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Old 02-09-2010, 04:49 PM   #17
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Default Re: [Gameplay] Eul's Quick Cast (With TestMap!)

Why is the map protected? I wanna see the code. And try adding other units on the map, because I think it's targeting self because you are the only unit there.
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Old 02-09-2010, 05:01 PM   #18
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Default Re: [Gameplay] Eul's Quick Cast (With TestMap!)

It uses a dummy. The dummy appears when the ability is cast.

Then it's ordered to cast the ability on an unit:
- If the target is an item, it casts upon the item owner.
- If not, it casts upon the original target.

Try it yourself.

I know it is codeable and this doesn't matter to the thread. The thread is about the suggestion's concept and effects upon gameplay. If you feel like it, create a new thread in mechanics and ask everything there.
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Fix - Storm Spirit's Ulti
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Last edited by Dejaime; 02-09-2010 at 05:08 PM. Reason: typo
Old 02-09-2010, 05:17 PM   #19
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Default Re: [Gameplay] Eul's Quick Cast (With TestMap!)

Quote:
Originally Posted by dejaime View Post
It uses a dummy. The dummy appears when the ability is cast.

Then it's ordered to cast the ability on an unit:
- If the target is an item, it casts upon the item owner.
- If not, it casts upon the original target.

Try it yourself.

I know it is codeable and this doesn't matter to the thread. The thread is about the suggestion's concept and effects upon gameplay. If you feel like it, create a new thread in mechanics and ask everything there.
How did you make the if(target==Item) thing?
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Old 02-09-2010, 06:34 PM   #20
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Default Re: [Gameplay] Eul's Quick Cast (With TestMap!)

Added new units (an ally, an enemy and a neutral passive chicken), re-download the map.

As I can see, you don't have much knowledge upon coding...
The trigger is simple:
I create a new unit when the spell is cast.
Then I see what's the target.
- If it's a ground unit, cast it on the original target.
- If not, cast it upon the caster.

But please, go to mechanics, here's not the place.

If you create a topic on mechanics asking about this, send me a PM and I'll gladly post the trigger. But not here. This is definitely not the right place for this discussion.
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Fix - Storm Spirit's Ulti
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Last edited by Dejaime; 02-10-2010 at 03:12 AM.
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