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Old 09-18-2009, 11:18 AM   #21
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Default Triggered Item Abilities


Excellent guide
-small typo in "I didn't inculde items with no ..."
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Old 09-18-2009, 06:21 PM   #22
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Default Re: Triggered Item Abilities

Wow, great job. I learned alot from that. Thanks.
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Old 09-23-2009, 10:24 AM   #23
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Default Re: Triggered Item Abilities

Quote:
At the start of the game, a trigger is created to be called whenever a unit is attacked (this is the same trigger that provides Javelin's bonus damage and allows/prevents denying).
So if you have a Basher in your inventory and nuke somebody the Bash will still be given to you?
I'm just thinking about possible Splash coding, and how could it be done.
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Last edited by Cáno; 03-08-2010 at 08:01 AM.
Old 09-23-2009, 10:39 AM   #24
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by Cáno View Post
So if you have a Basher in your inventory and nuke somebody the Bash will still be given to you?
No, you have to start an attack in order to activate the EVENT_PLAYER_UNIT_ATTACKED. Nuking someone is not enough.
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Old 09-23-2009, 10:43 AM   #25
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Default Re: Triggered Item Abilities

What about cleaving? I would wanna know why wont it work with ranges.
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Old 09-23-2009, 10:51 AM   #26
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by Akiyo View Post
What about cleaving? I would wanna know why wont it work with ranges.
That doesn't belong here, since it's a hardcoded matter.
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Old 10-03-2009, 11:06 PM   #27
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by SoletLuna View Post
For Basher it won't work.
For Stout, PMS and quell?
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Old 10-03-2009, 11:10 PM   #28
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Default Re: Triggered Item Abilities

No to basher.
Yes to stout, pms and quell.
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Old 12-16-2009, 06:47 PM   #29
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by 3DM@rk View Post
Before 6.61, the blast animation was assembled from 48 dummy units with a forst arrow model, which could cause performance drop on weaker computers or when multiple blasts were cast at the same time.
"forst arrows"

Isn't it should be
WingedSerpentMissile.mdl
Dazzle's Attack Projectile?

And it also caused high end game scores because of excessive amount of "Units Created" maybe you want to mention. Probably you know it already.
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Last edited by Black Isle; 12-17-2009 at 09:46 PM.
Old 12-16-2009, 07:45 PM   #30
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by Phthalocyanine View Post
Isn't it should be
WingedSerpentMissile.mdl
Confirmed. 48 'h00B' units with 'Abilities\Weapons\WingedSerpentMissile\WingedSerp entMissile.mdl' model.

Quote:
Originally Posted by Phthalocyanine View Post
And it also caused high end game scores because of excessive amount of "Units Created" maybe you want to mention. Probably you know it already.
It's irrelevant.
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Last edited by Cáno; 12-16-2009 at 08:36 PM.
Old 02-28-2010, 06:38 PM   #31
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Default Re: Triggered Item Abilities

Is there any chance the teleport scrolls willbe updated to include extra cooldown from mutliple teleports to the same spot?
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Old 02-28-2010, 07:08 PM   #32
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Default Re: Triggered Item Abilities

I noticed some strange behavior of multiple magic sticks. When you have 2 of them, 1 gets a charge for a spell, determined by slot order. If this one is full, the other one does not get charges until you move it to a higher priority slot; then the 2nd stick begins to charge.
When you use the stick with highest priority (-> stick in highest priority slot), you use up all of its charges. When you use a lower priority stick, you use 1 charge of that stick and all charges of the highest priority stick (even if highest priority stick is empty, meaning you can only use single charges of lower priority sticks)
Tested in 6.66b
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Old 02-28-2010, 08:02 PM   #33
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Default Re: Triggered Item Abilities

Quote:
I noticed some strange behavior of multiple magic sticks. When you have 2 of them, 1 gets a charge for a spell, determined by slot order. If this one is full, the other one does not get charges until you move it to a higher priority slot; then the 2nd stick begins to charge.
That should be because the inventory slots are searched one by one (by a loop, obviously), from highest to lowest priority. The loop is, however, exited when a Magic Stick or a Magic Wand is found in the inventory. (the condition for exiting the loop is loc_integer01>5 and loc_integer01 is set to 5 if a Magic Stick / Wand is found and is set to loc_integer01+1 afterwards)
Quote:
When you use the stick with highest priority (-> stick in highest priority slot), you use up all of its charges. When you use a lower priority stick, you use 1 charge of that stick and all charges of the highest priority stick (even if highest priority stick is empty, meaning you can only use single charges of lower priority sticks)
For this, I cannot tell you the exact reason. The only thing I can tell you is that only the Magic Stick / Wand in the highest priority slot will heal you, because it would be registered first and the healing would be only performed if loc_boolean01==false. That boolean is initially set to 'false', but will be set to 'true' before the healing is performed.
Yes, this means that even if the Stick/Wand at the lower priority slot loses a charge, it won't heal you at all, only the one at the highest priority slot and its amount of charges will.
I might've messed up something badly, so feel free to point out any mistakes.
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Old 02-28-2010, 09:57 PM   #34
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Default Re: Triggered Item Abilities

Well it sounds logical and matches with my own assumptions. When a lower priority wand is used, it loses a charge due to warcraft hardcoded charged item propertys; they lose one charge whenever you use them. Healing mechanics just like you said.

Just wanted to point out this behavior, because going from the description in the first post, I thought multiple magic sticks will be charged for one spell and all charges in your inventory will be used if you use one stick.
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Last edited by Küken; 02-28-2010 at 10:00 PM.
Old 03-02-2010, 10:19 AM   #35
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Default Re: Triggered Item Abilities

I was wondering for the basher code, when is the boolean occured set to false. I know it has to happen otherwise a unit would bash every 2 seconds but no where in the trigger description is this important part outlined.

Also is there any way for me to see the code directly?
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Old 03-02-2010, 10:45 AM   #36
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Default Re: Triggered Item Abilities

The "occured" variable is a local boolean which is defined as false. It just changes when the bash triggers, otherwise it's false ever
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Old 03-02-2010, 11:05 AM   #37
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Default Re: Triggered Item Abilities

ok thanks, was wondering about that.
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Old 03-02-2010, 12:25 PM   #38
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by Phthalocyanine View Post

"forst arrows"

Isn't it should be
WingedSerpentMissile.mdl
Dazzle's Attack Projectile?

And it also caused high end game scores because of excessive amount of "Units Created" maybe you want to mention. Probably you know it already.
Blah, that was merely a description of how the missile looked like, not the name of the model. It was indeed WingedSerpentMissile.mdl, but I didn't think it was necessary to mention such info about the old coding. But I'm glad I could provide a nitpicking ground for you.

I haven't been to this thread for a while, now I'm in the process of updating it.
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Old 03-02-2010, 08:10 PM   #39
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Default Re: Triggered Item Abilities

yay updating!
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Old 03-08-2010, 07:50 AM   #40
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Default Re: Triggered Item Abilities

[A179] ( Used on Barathrum ) is also in the list of checked magic immunities, for the Ghost Scepter part.
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