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Old 03-08-2010, 12:20 PM   #41
3DM@rk
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Default Triggered Item Abilities


Items I've just updated to the latest version: Blade Mail, Bloodstone, Magic Stick/Magic Wand, Heart of Tarrasque, Ghost Scepter.
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Old 03-08-2010, 02:20 PM   #42
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Default Re: Triggered Item Abilities

yay thx now I finally fully understand the new TP scroll mechanics.
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Old 03-08-2010, 11:48 PM   #43
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Default Re: Triggered Item Abilities

Dose Heart of Tarrasque like Kelen's Dagger also check if the damage bigger than 2? Because i found Envenomed Weapon (2 damage/s ) from Gnoll Assassin/Doom wont disable Heart of Tarrasque or Kelen's Dagger either.
Well, only 2 or more units use Envenomed Weapon at the same time , the Buff can disable them.
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Old 03-08-2010, 11:49 PM   #44
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by kzm100138 View Post
Dose Heart of Tarrasque like Kelen's Dagger also check if the damage bigger than 2? Because i found Envenomed Weapon (2 damage/s ) from Gnoll Assassin/Doom wont disable Heart of Tarrasque or Kelen's Dagger either.
Well, only 2 or more units use Envenomed Weapon at the same time , the Buff can disable them.
Kelen's Dagger and Heart of Tarrasque are only disabled by player based damage.
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Old 03-09-2010, 12:04 AM   #45
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by SoletLuna View Post
Kelen's Dagger and Heart of Tarrasque are only disabled by player based damage.
of course

the case i mentioned is Envenomed Weapon from Doom (Devour)/ Gnoll Assassin(Holy Persuasion, Dominate, Enchant)
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Old 03-09-2010, 12:39 AM   #46
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Default Re: Triggered Item Abilities

Quote:
Originally Posted by kzm100138 View Post
Dose Heart of Tarrasque like Kelen's Dagger also check if the damage bigger than 2? Because i found Envenomed Weapon (2 damage/s ) from Gnoll Assassin/Doom wont disable Heart of Tarrasque or Kelen's Dagger either.
Well, only 2 or more units use Envenomed Weapon at the same time , the Buff can disable them.
Yes, I've clarified that part a little.

Quote:
Whenever a hero enters the game and it's not a dummy hero or an illusion, and "RegisterDamageAlready" is false for that hero, then set that variable for him to true and create a new periodic trigger (1) to be called when the hero is damaged.

(1) If the damage is bigger than 2, the damage source is not the hero himself and the damage source belongs to one of the 10 human players or the damage source is Roshan, then set "Global|LastPlayerDamage" for the hero to the current time.
The variable is used for both Dagger and HoT.
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Old 04-06-2010, 12:14 PM   #47
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Default Re: Triggered Item Abilities

/r/ etheral blad and soul ring
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Old 04-06-2010, 12:23 PM   #48
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Default Re: Triggered Item Abilities

Quote:
Etheral Blast [A1QD] based on channel

func1
if [A1QD] is used call func2

func2
create a [h0BS] dummy at the position at the location of source and move it with an effective movespeed of 1000 to the position of target.
the movement occurs every 0.03 seconds and if the projectile gets closer than 30 units to target call func3
save 2.5*sourceagi in real1

func3
set the spellbook [A1QC] containing the slow aura (30%) to unavailable and add it to the target.
call func4 every 0.1 seconds or when target died
call func5 for source and target
make source deal target real1 damage using attack type spells damage type magic

func4
if the trigger was called more than 30 times or target died remove the spellbook [A1QC] from the target and the related buff and destroy the trigger

func5
add an [Aetl] ability to the unit providing the etheral state and call func6 every 0.1 second or when the unit died

func6
if the trigger was called more than 30 times or the unit died or the unit is teleporting remove the [Aetl] ability from the unit and destroy the trigger
Quote:
Soul Ring [A1Q8] based on fan of knives

func1
when [A1Q8] goes into effect and the using units hp are more than 150 decrease the units hp by 150, else set it to 1
show the visual
increase the using units mana by 150
set real1=0
call func2 every 0.05 seconds or when source died

func2
if it was called because source died destroy the trigger
else if the trigger was called more than 200 times (=10 secs) destroy the trigger and set source's mana to mana-(150-real1-(amount of mana which was initially gained above the limit of max mana))
else if the difference between the mana values from the previous iteration and this one is >0 increase real1 by this value and if there was mana wasted as soulring was used by healing over max mana{
if the wasted amount is less than the afore mentioned difference, increase source's mana by the wasted amount and set the var containing this value to 0
else if the wasted amount is more than max mana-actual mana reduce the var by the difference of this value and set source's mana to actual value+this difference effectively filling it up fully
else reduce the wasted amount by the difference of mana values from previous and actual iteration and increase source's mana by the same value}
2c
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Old 04-19-2010, 03:03 AM   #49
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Default Re: Triggered Item Abilities

Is there no Urn of Shadows
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Old 04-19-2010, 09:04 AM   #50
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Default Re: Triggered Item Abilities

There is.
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Old 05-12-2010, 09:02 PM   #51
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Default Re: Triggered Item Abilities

Terrific guide, thanks for sharing.
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Old 06-09-2010, 09:30 AM   #52
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Default Re: Triggered Item Abilities

I want BoT
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Old 12-26-2011, 02:00 PM   #53
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Default Re: Triggered Item Abilities

I need help why Basher works the way it does.

Theoretically,
Jass:
if GetRandomInt(0,100)<loc_integer01 then
  set loc_boolean04=true
endif
could happen every time, and nothing could stop
Jass:
if loc_boolean04 then
  call UnitAddAbility(loc_unit01,'A174')
  call SaveBoolean(hashtable001,(loc_integer03),(99),(true))
endif
no matter what happened before with the other bools.
But why can't we observe this? What stops the bash ability between the start of the attack and the attack hitting?
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Old 12-27-2011, 03:26 AM   #54
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Default Re: Triggered Item Abilities

I think there is some sort of bug with adding a bash ability between the start and end of an attack, because that's the only explanation I can think of for why it seems to be preparing the NEXT attack with these triggers.

That is, you start an attack, it checks the random int, and if it procs then it gives the ability, but that ability doesn't have a chance to work until the next attack. On the next attack, it will remove the ability if it is on cooldown, then checks another random int for the next attack. And so on.

If this is correct, then in order for a unit to bash, it needs to have the bash ability both at the beginning of the attack (i.e. before EVENT_UNIT_ATTACKED) and at the end of the attack (i.e. when it reaches the attack point).

I haven't tested this myself yet, but I can't see how else that trigger would work.
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Old 12-27-2011, 10:12 PM   #55
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Default Re: Triggered Item Abilities

now I have a greater understanding on how some of these items and how they may work
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Old 12-28-2011, 04:51 AM   #56
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Default Re: Triggered Item Abilities

It appears IceFrog simply made the bash ability permanent to fix this bug (it still gets removed next attack if it's on cooldown or doesn't proc), so now transforming won't remove it. Makes sense.
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Old 03-09-2012, 09:44 AM   #57
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Default Re: Triggered Item Abilities

will this be updated? need a little bit of information regarding Soul Ring
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Old 03-10-2012, 12:21 PM   #58
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Default Re: Triggered Item Abilities

Cranium Basher Have a Trigger??
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Old 03-10-2012, 01:39 PM   #59
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Default Re: Triggered Item Abilities

Yes. A really complicated one actually. The cooldown makes a hardcoded solution impossible.
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Fix OD combo! IMPLEMENTED!
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Old 04-06-2012, 09:09 PM   #60
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Default Re: Triggered Item Abilities

just mentioning there are no trigger for new Sange, Heaven's Halberd and Abyssal Blade yet
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Old 08-11-2013, 05:48 AM   #61
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Default Re: Triggered Item Abilities

Request: Linken's Sphere trigger?

---------- Post added at 06:49 PM ---------- Previous post was at 01:48 PM ----------

linken's sphere trigger??
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