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How do I make an item that is a reverse Dust of Appearance?

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Hello talented members of THW

How do I make an item that is a reverse Dust of Appearance?
Let's call it the Seal of True Sight
By that I mean when you use a charge of this "Seal of True Sight," your hero temporarily gains true sight in a radius around him (essentially like owning a gem of true sight) for 15 seconds.

This is part of my project to save wc3 melee, which you can read about at http://www.wcreplays.com/forums/showthread.php?t=146973 if you're curious. Thanks.
 

sentrywiz

S

sentrywiz

This is a solution I thought of. No doubt this can be made in other ways.
This way is MUI though (Multi Unit Instaceability) meaning it can be used for more than one unit.

Trigger to add the ability to the unit.
Edit the timer for the time the unit has the ability.
Also, if you don't want the ability to have an icon
you can make a True Sight ability and set it to Item type instead
of Hero or Unit.

  • test
    • Events
      • Unit - A unit Uses an item
    • Conditions
      • (Item-type of (Item being manipulated)) Equal to Dust of Appearance
    • Actions
      • Set testunit[(Player number of (Owner of (Triggering unit)))] = (Hero manipulating item)
      • Unit - Add True Sight (Neutral 1) to testunit[(Player number of (Owner of (Hero manipulating item)))]
      • Countdown Timer - Start Timer[(Player number of (Owner of (Hero manipulating item)))] as a One-shot timer that will expire in 15.00 seconds
When timer X ends, you loop through all existing timers and see which of
them has its time to 0. That timer is the one that ended and thus its
index unit will get true sight removed.

  • test2
    • Events
      • Time - Timer[1] expires
      • Time - Timer[2] expires
      • Time - Timer[3] expires
      • Time - Timer[4] expires
      • Time - Timer[5] expires
      • Time - Timer[6] expires
      • Time - Timer[7] expires
      • Time - Timer[8] expires
      • Time - Timer[9] expires
      • Time - Timer[10] expires
      • Time - Timer[11] expires
      • Time - Timer[12] expires
    • Conditions
    • Actions
      • For each (Integer A) from 1 to 12, do (Actions)
        • Loop - Actions
          • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
            • If - Conditions
              • (Remaining time for Timer[(Integer A)]) Equal to 0.00
            • Then - Actions
              • Unit - Remove True Sight (Neutral 1) from testunit[(Integer A)]
            • Else - Actions
 
Level 2
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Thanks for the response, I really appreciate it! I actually figured out a way using the Magic Sentry Ability - Add Magic Sentry to Hero when Berserk (item) is cast (involved one more ability as well). Wait X game seconds then remove.

Currently I've been stuck on making an Orb of Feedback though, as it seems orb effects refuse to stack. I can get the feedback working but I can't get melee heroes to get a ranged attack. I'm also working on making a Charge ability for knights - no collision is easy but I was thinking of adding some damage too for units the knight 'tramples over' while charging.

Does anyone know how shukuchi was done is dota?

Charge is bloody hard. If I use any ability base and trigger for no collision knights can run past doodads and terrain, but if I use windwalk as a base they become invisible...
 
Last edited:
Level 3
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Jan 24, 2015
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Charge is bloody hard. If I use any ability base and trigger for no collision knights can run past doodads and terrain, but if I use windwalk as a base they become invisible...

The way DOTA handles phasing is through Wind Walk with longer fade time than duration; this gives the speed boost and the through unit movement of Wind Walk without the invisibility. Keep in mind, though, that a unit phased like this cannot crit or bash, and I think the semi-transparent effect also occurs ( though I've never used this method myself ).

Currently I've been stuck on making an Orb of Feedback though, as it seems orb effects refuse to stack. I can get the feedback working but I can't get melee heroes to get a ranged attack.

I'm ... kind of surprised you've brought up DOTA but don't seem to know that orb effects don't stack, period. Heck, some work so oddly together that the transition to DOTA 2 actually made a ton of questionable heroes a lot more viable just by cleaning up the orb rules.
 

Chaosy

Tutorial Reviewer
Level 41
Joined
Jun 9, 2011
Messages
13,239
As stated there are more than one way to do this.

The obvious one would be to add the gem of truesight ability with triggers and remove it after X seconds.

There's also the spellbook exploit, I recall if you put a spellbook inside a spellbook and then removed the first one the abilities in the second one was still there. This could be beneficial in some cases.
 

sentrywiz

S

sentrywiz

Does anyone know how shukuchi was done is dota?

Check every X seconds in an area around the unit that has the Wind Walk buff.
If unit isn't in "X Group" then damage them and add them to the X Group.

Everytime the hero casts your ability, empty the X Group.
Also obviously check if unit is ally or enemy unless you want your ability to also damage allies.

Provided every player can only use the item once at a time, yes. Otherwise no.

Yeah. Though, that can be easily modified with resetting the timer so that the true sight remains for another +15 seconds.
 
Level 2
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Mar 13, 2015
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Going to make a new thread where I just ask in general for help on my project.
 
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