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Hard to kill heroes

Discussion in 'Idea Factory' started by Reon, Oct 13, 2019.

  1. cleavinghammer

    cleavinghammer

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    Avatar is definitely the more frustrating one to deal with due to spell immunity.
     
  2. Reon

    Reon

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    I have experimented with this and avatar isnt the right spell, is there a way to give the hero additional armor (like + 10) and spell immunity without the whole avatar effect? I relly dont like how it increases the hero in size btw

    I just want the hero gaining sprll immunity and armor bonus after he only hsd like 20% or so of his health left
     
  3. Warseeker

    Warseeker

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    Metamorphosis. You can add the armor bonus and the spell immunity as an item ability and hide them if you don't want them to appear on the hero's command card (Just set their button position to 0,-11)
     
  4. Reon

    Reon

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    im not understanding this. metamorphosis transforms your unit into a demon hunter. how is this supposed to give you spell immunity or armor???
     
  5. Daffa

    Daffa

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    You can edit the spell details to fit your needs. Metamorphosis changes the unit type, so you need to adjust the unit type of both from and to forms.
     
  6. cleavinghammer

    cleavinghammer

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    There's probably a size increase factor in the Avatar spell (the Garithos version, since it doesn't change the model), see if messing with that helps.
     
  7. Lord Esdin

    Lord Esdin

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    Ok use metamorphosis, the unit your original unit will change to should be identical to it, with the exception of having spell immunity and an armor bonus (item armor bonus +10) the icons of which should both be located at 0, -11 so that they don't show up on the gui
     
  8. Reon

    Reon

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    interesting, illl experiment with some of that
    Also i want the ability triggered only when the units heatlh is below 20-25%, but I want the abilities removed once the hero's health is above those or reaches 50%
     
  9. Lord Esdin

    Lord Esdin

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    Here is how you do it with triggered

    replace the first attribute bonus with spell immunity and the second with the armor bonus

    • Activate
      • Events
        • Unit - Archmage 0000 <gen> Is attacked
      • Conditions
        • (Life of (Attacked unit)) Less than (0.25 x (Max life of (Attacked unit)))
      • Actions
        • Unit - Add Attribute Bonus to (Attacked unit)
        • Unit - Add Attribute Bonus to (Attacked unit)
        • Trigger - Turn on inActivate <gen>
        • Trigger - Turn off (This trigger)
    • *************************************************
    • inActivate
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
        • (Life of (Attacked unit)) Greater than (0.25 x (Max life of (Attacked unit)))
      • Actions
        • Unit - Remove Attribute Bonus from (Attacked unit)
        • Unit - Remove Attribute Bonus from (Attacked unit)
        • Trigger - Turn on Activate <gen>
        • Trigger - Turn off (This trigger)


    Note: inactivate or trigger 2 is initially off
     
    Last edited: Dec 7, 2019
  10. Lord Esdin

    Lord Esdin

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    I scewed up, first you wanna set hero unit to a variable, then replace the attacked unit with the variable...this will simplify things

    here s what I mean


    • Set Variable
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Set Hero = Archmage 0000 <gen>
    • *************************************
    • Activate
      • Events
        • Unit - Archmage 0000 <gen> Is attacked
      • Conditions
        • (Life of Hero) Less than (0.25 x (Max life of Hero))
      • Actions
        • Unit - Add Attribute Bonus to Hero
        • Unit - Add Attribute Bonus to Hero
        • Trigger - Turn on inActivate <gen>
        • Trigger - Turn off (This trigger)
    • *************************************
    • inActivate
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
        • (Life of Hero) Greater than (0.25 x (Max life of Hero))
      • Actions
        • Unit - Remove Attribute Bonus from Hero
        • Unit - Remove Attribute Bonus from Hero
        • Trigger - Turn on Activate <gen>
        • Trigger - Turn off (This trigger)



    Also another piece of advice; you may want to give the hero Immolation once his hp is down
     
    Last edited: Dec 9, 2019
  11. Reon

    Reon

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    immolition?
     
  12. Lord Esdin

    Lord Esdin

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    yeah, add on permanent immolition to the hero via the above mentioned triggers
     
  13. Lord Esdin

    Lord Esdin

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    this could be more effective than simply increasing armor

    • ONE
      • Events
        • Map initialization
      • Conditions
      • Actions
        • Set HeroUnit = Paladin 0000 <gen>
    • ***********************************************
    • TWO
      • Events
        • Unit - Paladin 0000 <gen> Is attacked
      • Conditions
        • (Life of HeroUnit) Less than (0.45 x (Life of HeroUnit))
      • Actions
        • Unit - Add Hardened Skin to HeroUnit
    • ***********************************************
    • THREE
      • Events
        • Time - Every 1.00 seconds of game time
      • Conditions
        • (Life of HeroUnit) Greater than or equal to (0.45 x (Life of HeroUnit))
      • Actions
        • Unit - Remove Hardened Skin from HeroUnit
     
  14. Spear

    Spear

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    i don't know if this was mentioned before but you could give the hero extra hp regeneration once his hp goes down. that way he will be really hard to take down
     
  15. Oliver

    Oliver

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    You could make the boss summon healer units nearby. Spawn they are summoned they have their heal cooldown reset so you have say 30 seconds to kill them before they rapidly heal the boss.

    You could make the boss cast some buffed version of inner fire (Armour) on itself so you must dispel the inner fire to make it killable.

    You could have some "special scripted spell" whereby the boss ensnares all enemy heroes, runs to set position then casts rain of fire on the heroes - not hard to kill but frustrating and forces the heroes to position in certain ways.

    You could have the boss "broadcast" what it's going to do next, giving the heroes a small time duration to counter the coming spell. Eg a shield over his head means he's gonna cast a defensive spell, stun him to stop it. A lightning bolt over his head means hes gonna cast a powerful stomp, get out of his aoe fast.
     
  16. Spear

    Spear

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    Boss summoning healers is a pretty good idea imo
     
  17. Reon

    Reon

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    @Lord Esdin can you explain the whole balancing thing again. I'm a bit confused.
     
  18. Lord Esdin

    Lord Esdin

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    I was saying that when making custom units and heroes balancing is often the most difficult part, you really gotta make sure all the units are on par with their counterparts, regarding the difficulty thing, I was saying that if you're working on a campaign, something that I once did, then you gotta find good ways to increase the difficulty rather than just giving the enemy units more hp or armor, that works but its not the best way to do it.
     
  19. Reon

    Reon

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    What in your opinion are the better ways to change the story difficulty then
     
  20. Lord Esdin

    Lord Esdin

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    Effectiveness wise: one of the better things was to make the AI more aggressive as the difficulty increased

    Another was simply handicapping the player, let me explain with an example from an actual mission I was working on

    This was a major battle between 2 human armies

    On hard the player would get reinforcements that consisted of a couple of units every 5 minutes
    On medium the player would get the same reinforcements plus a few extra units every 3 minutes
    On easy the player would get much more reinforcements than on normal every 2 minutes

    On hard the player would get 20 gold every half minute from a structure
    On normal the player would get 30 gold every half minute from the same structure
    On easy the player would get 50 gold every half minute from the same structure

    You could also vary how much units and gold the player starts off with, but unless its a mission where you dont have access to buildings to train units it wont matter much in the long run