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#1 | |
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#2 |
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The list grows limitless. You could really actually put everything.
Here are some randoms that COULD be but won't, too much problems: - Allowing players to join into a game even after it has started. (POSSIBLE with RtC) - Allowing triggers to detect Mouse's location (RtC) - Having Buff timers, like in Heroes of Newerth or something. It shows how many seconds. (Too much Object Editor hassle, and triggering hassle) |
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#3 | |
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Quote:
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#4 |
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Might be that the list is endless, but there are a bunch of things people just keep suggesting, and these should be noted here in my opinion.
Could even be a list for that suggestions thread. In that case, it is important that the information that this is merely a small part of all the uncodable things comes along in the main post. Manipulation of cooldowns, checking cooldowns. Detecting whether damage comes from spells or from attacks. Detecting critical strikes/bashes/evasion.
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#5 |
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I think then we should add
Spell reflection, as people often suggest this, but do not know that it is uncodeable in the sense that it is too much work to be implemented.
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#6 |
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thread pinned. do keep it as clean (on topic) as possible.
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#7 | |
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Thanks for pinning.
I was going to ask for it once it grew. Adding new stuff to the first page. Quote:
But for spells that at some point target the unit directly in would I suppose it youlld be just like the Linken's Sphere trigger. |
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| Last edited by cezar_sl; 09-29-2009 at 11:02 PM. | ||
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#8 |
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Wicked list. Great initiative, cezar.
Indeed, the list can actually grow limitless, but I think it could just be restricted to have all the things that are commonly suggested (or likely to be), along with other changes relevant to the game. I hope I could help, but my coding knowledge matches that of a kangaroo (a stupid one, that is). |
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#9 |
Member
Join Date: Jun 2009
Location: can u find me?
Posts: 158
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Detect attempt to sell item? but I'm not sure about this one.
And change "detecting whether damage comes from spells or from attacks" to detecting attack type. I also think detecting base armor and unreduced damage is not feasible.
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#10 |
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Join Date: Jun 2009
Location: leaks, use x and y
Posts: 178
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Manipulation of cooldowns, checking cooldowns.
No, Cooldown system. Detecting whether damage comes from spells or from attacks. No, Damage system. P/S : Don't try to post something that is codable.
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#11 |
Forum Staff
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Spell reflection itself isn't possible but the damage is possible isn't it?
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#12 |
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I did a system to check cooldowns.
The cooldown of the ability needed to be registred tho. (i.e.) When a player cast an ability call RegisterCooldown(unit, abilityId, time) and you could GetCooldownRemaining(unit, abilityId); returns real, etc.. Here's the link. I didn't update it tho. It's old and could be re-done. It's just to show you how I've did it. http://www.thehelper.net/forums/showthread.php?t=135431
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| Last edited by GetTriggerUnit-; 09-30-2009 at 09:29 PM. | |
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#13 | ||
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Join Date: Jun 2009
Location: can u find me?
Posts: 158
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Quote:
Quote:
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Think Silencer need change? Look at this.
Hand of Midas + Sacred Relic = Radiance!!!! Think Na's mana burn kills mages too fast? Bane is the weakest hero ever in Dota, click here to see why. |
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#14 | |
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Intuitive Damage Detection System - Wc3C.net
Quote:
AND incase someone says detecting armor types: http://www.wc3c.net/showthread.php?t=85631 |
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| Last edited by Siraraz; 09-30-2009 at 11:33 PM. | ||
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#15 |
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MHM, that couldn't work?
Code:
function C takes nothing returns boolean
if GetUnitCurrentOrder == 80000 then// Id of the order "attack" ( I don't know by heart what the "attack" id is )
call BJDebusMsg("DamageSource() was attacked")
else
call BJDebugMsg("Damage comes from another source than attack)
endif
return false
endfunction
function InitTrig_APL takes nothing returns nothing
local trigger t = CreateTrigger()
call TriggerRegisterAnyUnitDamaged(t)
call TriggerAddCondition(t, Condition(function C))
endfunction
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#16 |
Member
Join Date: Jun 2009
Location: can u find me?
Posts: 158
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@APL- the notes say that all spells have to be triggered for that system to work, its too much work to implement.
@GetTriggerUnit-No, enemies can be damaged by spells when you are attacking, all DoT skills can do that.
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Think Silencer need change? Look at this.
Hand of Midas + Sacred Relic = Radiance!!!! Think Na's mana burn kills mages too fast? Bane is the weakest hero ever in Dota, click here to see why. |
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#17 |
Member
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Well AFAIK, that's still the easiest way to do it.
You could have a global trigger that call it for every spell...
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#18 |
Member
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Offtopic but, WTF? function InitTrig_APL takes nothing returns nothing
Excuse me lol? It is meant to be: function InitTrig_APL takes cashAsAPayment returns GetTriggerUnit-'sHead |
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#19 |
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Code:
function InitTrig_APL takes unit APL, player APL returns APL
return APL
endfunction
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#20 |
Member
Join Date: Jun 2009
Location: Northern Shield
Posts: 3,115
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Tagging heroes? Kinda like tag-team combat in fighting games, where you leave play and bring in your reserve hero. I think that could fall into the category of "require too much extra coding". I remember seeing this suggestion back in the DA forums.
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