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Blodstone

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Level 16
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For those who dont play dota. Simply put, a 5v5 hero fight game.

Bloodstone
An item. Gains 1 charge each time an enemy hero dies within 1675 range. Each charge bestows 1 mana regeneration per second, reduces gold lost from death by 25, and reduces respawn time by 4 seconds. When the bearer dies, restores 400 HP + 30 HP per charge to allied units within 1675 range, then loses a third of its charges. While dead, the bearer continues to receive experience at the death location and gives 1800 unit vision there.

I can't help you, but somebody else might with the description I provided.
 
Level 10
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Mar 17, 2012
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I'm interrested in Charge Gain, because I have no idea how to gather charges and lose them when hero dies. Health regens and etc. are not a preblem, and restore 400 +30*charges. And I don't need to gain exp while dead))

All I need is to know how to gather 1 charge each time an enemy hero dies within 1675 range and 2 charges when owner of Blodstone kills enemy hero by himself.

Can anyone help me with that?
 
Level 6
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I'm interrested in Charge Gain, because I have no idea how to gather charges and lose them when hero dies. Health regens and etc. are not a preblem, and restore 400 +30*charges. And I don't need to gain exp while dead))

All I need is to know how to gather 1 charge each time an enemy hero dies within 1675 range and 2 charges when owner of Blodstone kills enemy hero by himself.

Can anyone help me with that?

If you use vJass you can initiate a struct each time someone acquires this item. Thereby having an MUI solution to the charge count, and you can easily remove charges when the item carrier dies.

For the basic construction of the charge trigger; I would do it like this: Create a trigger which listens on the event "Unit - Dies" and check if the dying unit is a hero. If the dying unit is a hero, pick all units in 1675 range and check if a unit is carrying bloodstone. If that unit is carrying a bloodstone increment the charge by 1, if the killing unit is the unit carrying the bloodstone increment the charge again by 1.

Just a few questions that will help me trying to solve your problem:
How many bloodstones should a unit be able to carry and can the player have multiple bloodstones on different units?

Cheers
 
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Level 10
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Mar 17, 2012
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Since you did not mention it would not lose any charge if the unit dies, I remove that event.

Oh and, this system only work if that unit only has 1 Bloodstone at a time.

I have 2 Questions: if we replace Blodstone Early by Blodstone Kills - every stack will multiply artifact by 2, right? If Blodstone gives 500 HP and 2 hp regen - 2 stacks will give 1000 HP and 4 HP regen, right? But I need them to give still 500 HP and 4 HP regen, so only HP regen must grow... did you notice that?

and how to limit stacks up to 20 fo example?)
 
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