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Help with replacing a potion's effect

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Aug 19, 2008
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Hey dudes! :grin:
I'm making this passive skill. See, I want that the caster to have a 15% chance that a consumed potion will grant a better effect.
However, I don't know how to do this :bored: I tried
Make a new potion -> Drop normal potion -> Remove normal buff -> Add new potion -> Use new potion -> Drop new potion -> Add normal potion.
Well, the Drop normal potion, Remove normal buff and Add normal potion worked well, but not the rest.

Help meeeee!
Cookie to first dude with proper solution :thumbs_up:
 
I created a solution.

1. Create custom ability with specific buff
2. Create dummy unit
3. Create custom ability (Dummy Bonus Ability (Example: Inner Fire, Rejuvenation, Heal, Bloodlust...) )
4. Implement this trigger.

  • Potions
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • ((Hero manipulating item) has buff <YourBuff>) Equal to True
      • (Item-type of (Item being manipulated)) Equal to <Potion>
    • Actions
      • Set RandomInteger = (Random integer number between 1 and 2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RandomInteger Equal to 1
        • Then - Actions
          • Set TempPoint = (Position of (Hero manipulating item))
          • Unit - Create 1 Footman for (Owner of (Hero manipulating item)) at TempPoint facing Default building facing degrees
          • Set Dummy = (Last created unit)
          • Unit - Order Dummy to <AbilityOrderID> (Hero manipulating item)
          • Unit - Add a 1.00 second Generic expiration timer to Dummy
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Custom script: set udg_Dummy = null
        • Else - Actions
NOTE: Hero manipulating item works for non hero units.
 
I created a solution.

1. Create custom ability with specific buff
2. Create dummy unit
3. Create custom ability (Dummy Bonus Ability (Example: Inner Fire, Rejuvenation, Heal, Bloodlust...) )
4. Implement this trigger.

  • Potions
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • ((Hero manipulating item) has buff <YourBuff>) Equal to True
      • (Item-type of (Item being manipulated)) Equal to <Potion>
    • Actions
      • Set RandomInteger = (Random integer number between 1 and 2)
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • RandomInteger Equal to 1
        • Then - Actions
          • Set TempPoint = (Position of (Hero manipulating item))
          • Unit - Create 1 Footman for (Owner of (Hero manipulating item)) at TempPoint facing Default building facing degrees
          • Set Dummy = (Last created unit)
          • Unit - Order Dummy to <AbilityOrderID> (Hero manipulating item)
          • Unit - Add a 1.00 second Generic expiration timer to Dummy
          • Custom script: call RemoveLocation(udg_TempPoint)
          • Custom script: set udg_Dummy = null
        • Else - Actions
NOTE: Hero manipulating item works for non hero units.
Well, that would work for a very specific amount of potions.
Healing, per example, works fine, and so does this.
But what about Vampiric Potion? Or Anti-magic Potion? Or Healing Salves?
These are not solvable with a dummy using an aura due to the initial architecture of the map either :bored:
 
Well, that would work for a very specific amount of potions.
Healing, per example, works fine, and so does this.
But what about Vampiric Potion? Or Anti-magic Potion? Or Healing Salves?
These are not solvable with a dummy using an aura due to the initial architecture of the map either :bored:

You can use ANY bonus effects. For example:
  • Unit - Set mana of unit (To Value)
  • Unit - Make unit Invulnerable / Vulnerable
  • Unit - Set life of unit (To Value)
  • Unit - Add Ability to unit
 
You can use ANY bonus effects. For example:
  • Unit - Set mana of unit (To Value)
  • Unit - Make unit Invulnerable / Vulnerable
  • Unit - Set life of unit (To Value)
  • Unit - Add Ability to unit

Please explain that a little deeper, because I don't know what you mean here?
Eg: "Set mana of unit". What? I told you that was trigger-possible, what do you mean?
 
Please explain that a little deeper, because I don't know what you mean here?
Eg: "Set mana of unit". What? I told you that was trigger-possible, what do you mean?

You don't have to create dummy unit that casts some ability on unit.
You can add some ability (Example: Damage Bonus, Stat Bonus, Armor Bonus, Vampiric Aura (You can hide icon of any passive ability. See this tutorial) )
You can increase their life/mana or turn invulnerable.
 
You don't have to create dummy unit that casts some ability on unit.
You can add some ability (Example: Damage Bonus, Stat Bonus, Armor Bonus, Vampiric Aura (You can hide icon of any passive ability. See this tutorial) )
You can increase their life/mana or turn invulnerable.
I know, but I told you that much of that doesn't work. I need it fully MUI, and much of that you tell me about doesn't stack.
I'm not a newbie user anymore, I can handle that kind of stuff myself (with dummies and such), and for this case it just doesn't work.
 
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