- Joined
- Feb 6, 2008
- Messages
- 166
Stuck on a problem again. I was about to release my altered melee map for testing, and I suddenly felt the custom heroes were bland. So I started remaking some skills.
One of the heroes, herein codenamed "Metalcraft", has a modified Engineering Upgrade. His ultimate is a "half" dummy skill. It is a skill that claims to provide true sight and increased attack speed. In actuality, it is a Hero Ability version of Magic Sentry. Behind the scenes, triggers add and remove modified copies of the Item Attack Speed Bonus skill. Why? For two reasons:
I read that Item Attack Speed Bonus cannot be leveled. * However, it seems to be that Engineering Upgrade boosts skills by replacing them with new skills, so this might not be a problem.
As it turns out, Engineering Upgrade works on the modified True Sight, but not on the Item Attack Speed Bonus.
The first question I should be asking is... Should I really be tampering with an Item Skill? Are there better options for me?
So. I've been working on a trigger to manually modify the attack speed skill. The following trigger works for adding the correct level of the hidden attack speed skill when you learn Engineering Upgrade (Demon Cogs) before True Sight (Vehemence):
Leveling Engineering Upgrade/Demon Cogs does NOT trigger learning another version of Vehemence. Therefore, no Remove Ability is needed in this trigger for removing the old version of the Item Skill. Another trigger would be needed to catch learning Engineering Upgrade (Demon Cogs) AFTER True Sight (Vehemence). The trigger would somehow check what version, not level, of Attack Speed Bonus the hero had. (note: Item Attack Speed Bonus supposedly can't be leveled.) Then the trigger would remove the old version and replace it with a newer version. When a Tome of Retraining is used, the trigger would catch this event and remove all versions of the Attack Speed bonus from the hero.
Overall, I find this method of adding the attack speed fix very crude, and would prefer not to use it.
I am stuck thinking of how to handle this.
PS. I really shouldn't be asking it in this thread, but since it is part of the same hero skill... I cannot seem to adjust Magic Sentry's "true sight" range. It is a passive skill, yet there is no Area of Effect (set to 0.00). There is a Cast Range, though changing that value has no effect on the actual "true sight" range.
One of the heroes, herein codenamed "Metalcraft", has a modified Engineering Upgrade. His ultimate is a "half" dummy skill. It is a skill that claims to provide true sight and increased attack speed. In actuality, it is a Hero Ability version of Magic Sentry. Behind the scenes, triggers add and remove modified copies of the Item Attack Speed Bonus skill. Why? For two reasons:
- This attack speed bonus can't interfere with any already existing auras.
- It must be passive.
I read that Item Attack Speed Bonus cannot be leveled. * However, it seems to be that Engineering Upgrade boosts skills by replacing them with new skills, so this might not be a problem.
As it turns out, Engineering Upgrade works on the modified True Sight, but not on the Item Attack Speed Bonus.
The first question I should be asking is... Should I really be tampering with an Item Skill? Are there better options for me?
So. I've been working on a trigger to manually modify the attack speed skill. The following trigger works for adding the correct level of the hidden attack speed skill when you learn Engineering Upgrade (Demon Cogs) before True Sight (Vehemence):
-
Vehemence Attack Speed Fix
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Events
- Unit - A unit Learns a skill
-
Conditions
- (Unit-type of (Learning Hero)) Equal to War Contraption
-
Actions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Learned Hero Skill) Equal to Vehemence
-
Then - Actions
- Game - Display to (All players) the text: Vehemence Learned
- Unit - Add Vehemence Attack Speed to (Triggering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Learned Hero Skill) Equal to Vehemence (Upgrade 1)
-
Then - Actions
- Game - Display to (All players) the text: Vehemence 1 Learned
- Unit - Add Vehemence Attack Speed (Upgrade 1) to (Triggering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Learned Hero Skill) Equal to Vehemence (Upgrade 2)
-
Then - Actions
- Game - Display to (All players) the text: Vehemence 2 Learned
- Unit - Add Vehemence Attack Speed (Upgrade 2) to (Triggering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
If - Conditions
- (Learned Hero Skill) Equal to Vehemence (Upgrade 3)
-
Then - Actions
- Game - Display to (All players) the text: Vehemence 3 Learned
- Unit - Add Vehemence Attack Speed (Upgrade 3) to (Triggering unit)
- Else - Actions
-
If - Conditions
-
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
-
Events
Overall, I find this method of adding the attack speed fix very crude, and would prefer not to use it.
I am stuck thinking of how to handle this.
PS. I really shouldn't be asking it in this thread, but since it is part of the same hero skill... I cannot seem to adjust Magic Sentry's "true sight" range. It is a passive skill, yet there is no Area of Effect (set to 0.00). There is a Cast Range, though changing that value has no effect on the actual "true sight" range.