- Joined
- Sep 14, 2012
- Messages
- 3,413
Lol see those men ^^'
http://www.hiveworkshop.com/forums/members/nhocklanhox6/
http://www.hiveworkshop.com/forums/members/nhocklanhox6/
Deep Wounds
DDS: No
Code Type: GUI
Spell Type: Unit
Target Type: Passive
Area of Effect: No
Number of Levels: 1
Range: None
Duration: Armor Reduction for 4 seconds
Mana Cost: None
Cooldown: None
In-game Description: Gives an x% chance on its attack to deal 2x of his attack damage and reducing the enemies' armor by 50% for 4 seconds.
How the spell works: It gives the attacker an x% chance (Make the chance be modifiable by me) on its attack to deal 2x of its attack damage and reducing the enemy unit's armor by 25% that lasts for 4 seconds.
function GetArmor takes unit u returns real
local real life = GetWidgetLife(u)
local real life2
local real x = GetUnitX(u)
local real y = GetUnitY(u)
local unit v = CreateUnit(Player(15), DUMMY_ID, x, y, 0)
local real test = 10
if life > 200 then
set test = 100
endif
call UnitDamageTarget(v, u, test, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null )
set life2 = life - GetWidgetLife(u)
call RemoveUnit(v)
set v = null
call SetWidgetLife(u, GetWidgetLife( u ) + life2)
if (life2 > test) then
return (-1*(test - life2 ) ) / ( life2 * ARMOR_CONSTANT)
else
return ( test - life2 ) / ( life2 * ARMOR_CONSTANT )
endif
endfunction
Hell_Master
Honestly, the main issue in the request is to trace the base armor, I'm currently hunting for an already existing spell that allows one to reduce armor by % if I wish to make it in GUI, I recall such libraries which can estimates unit's armor value, but can't be accurate tho.
EDIT : I remember now, Devotion Aura with little trick should do, I'll consider your request shortly!
EDIT2 : Oh yeah, it needs a Damage Detection System, did you have one used in your map? If not, I'll give you a list to choose.
Hey, anyways, for Bribe's Damage Engine, you can check abilities by add-ons to the system. Though it might be pretty hard to understand(because without the Damage Mod, you have to add it manually), as I stalled for like almost a year before using it to its best capabilities.spell respond to attack event, not unit starts the effect of an ability.
what is ARMOR_CONSTANT variable and what should we put it at first? :<@Daffa : why don't you ask me
The script is coming.
JASS:function GetArmor takes unit u returns real local real life = GetWidgetLife(u) local real life2 local real x = GetUnitX(u) local real y = GetUnitY(u) local unit v = CreateUnit(Player(15), DUMMY_ID, x, y, 0) local real test = 10 if life > 200 then set test = 100 endif call UnitDamageTarget(v, u, test, true, false, ATTACK_TYPE_CHAOS, DAMAGE_TYPE_NORMAL, null ) set life2 = life - GetWidgetLife(u) call RemoveUnit(v) set v = null call SetWidgetLife(u, GetWidgetLife( u ) + life2) if (life2 > test) then return (-1*(test - life2 ) ) / ( life2 * ARMOR_CONSTANT) else return ( test - life2 ) / ( life2 * ARMOR_CONSTANT ) endif endfunction
Just switch DUMMY_ID by the rawcode of a dummy unit with no model
@HellMaster : 25% or 50% XD ?
To reduce it create an ability based on armor bonus (item). PUt negative bonus. Then add the ability to the unit.
Armor_constant is based on 0.06 and can be changed on gameplay constant menu.
Ion Cannon
DDS: None
Code Type: GUI(Better)/JASS
Spell Type: Unit
Target Type: Target Point
Area of Effect: 1350
Number of Levels: 1
Range: Anywere but Disables when you go 500 range of the town hall
Duration: 2 sec. Before firing
Mana Cost: 100 mana
Cooldown: 300 sec.
In-game Description: Fires A Ion Cannon Stike On To Target location that deals 5000 Laser (Chaos) Damage
How the spell works: The Ion cannon effect will start having blue level-up slowing and deals 5000 damage to enemy units but,Dosent Target town Halls in a 500 Range
Unexpected Revenge Charge!
DDS: Maybe. (That depends if the unit dies)
Code Type: GUI
Spell Type: Hero
Target Type: Passive
Area of Effect: 750
Number of Levels: 2
Range: None
Duration: None
Mana Cost: None
Cooldown: 20/10
In-game Description: A Unexpected Charge Attacks For Revenge. Deals 20/35 Damage Every Time a unit dies.
How the spell works: The Unit has a 5%/15% Chance that a Frendly Dies will to Go to the enemy with max movement speed and attacks with 20/35 Damage also when a Frendly hero dies 50%/75% Chance to do this ablity unit who are far from the AOE Doesn't Affect That, buildings too.
The formula would be pretty hassling, I'll use BonusMod instead.Make three devotion auras with ten levels.
Skill 1:
0.01 -> 0.1(1 -> 10)% armor bonus
Skill 2:
0.1 -> 1.0(10 -> 100)% armor bonus
Skill 3:
1.0 -> 10.(100 -> 1000)% armor bonus
I don't think you would need further reductions, because -2000% armor would be weird. O.O
(But you can still add indefinitely)
Add different buffs per ability, so each would work even when they are together. Then add some formula function that calculates how much armor % you need to reduce, etc.
Dude your spells are not understandable ^^
I didn't understand one :/
Understand What the 1st spell or the 2nd spell?
Mana Curse
DDS: N/A
Code Type: Depends on you
Spell Type: Item<<<<<<
Target Type: Target Point
Area of Effect: 300
Number of Levels: N/A
Range: 500(Cast Range)
Duration: 10sec (Mana taken dur.)
Mana Cost: N/A
Cooldown: N/A
In-game Description: I'll take care of that
How the spell works: Cast a mana draining curse in an area, draining enemy units mana for 10 seconds, total mana taken equal to 25% of a units mana (if has one). Tell me if i forgot something
Another one,
Mana Curse
DDS: N/A
Code Type: Depends on you
Spell Type: Item<<<<<<
Target Type: Target Point
Area of Effect: 300
Number of Levels: N/A
Range: 500(Cast Range)
Duration: 10sec (Mana taken dur.)
Mana Cost: N/A
Cooldown: N/A
In-game Description: I'll take care of that
How the spell works: Cast a mana draining curse in an area, draining enemy units mana for 10 seconds, total mana taken equal to 25% of a units mana (if has one). Tell me if i forgot something
Lack mana count per sec and a little information !
Requested from Edge45 done !