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Need Lord Knight spell

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Level 13
Joined
Nov 20, 2006
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553
Any one have an idea ? to make the lord knight spell, by this folowing

Frenzy
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It triples your HP and replenishes them (to the now tripled maximum), doubles your Damage, increases your ASPD by 30, increases your movement speed, sets ALL DEF AND MDEF to 0 for the skill's duration. It also drains 5% of your current HP every 15 seconds. You cannot change equips, use any healing items or receive any heals while this skill is in effect. You do not regain HP and SP naturally for 5 minutes after the skill ends (you can be healed or use items though). The Skill cancels out if your HP drops to 100 or below.

i need someone help me :p
 
Level 10
Joined
Apr 9, 2004
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502
seems like a lot of effects to look at... ehhh, most of em can be done, but I'm not too sure about disabling any item uses, not sure if you can or not. It seems to have way too many effects to be a skill that oneone would viably use in any sort of situation.

Easiest way would be a self buff, and with that, setup all extras. For the most part, you can add the obvious bonuses via the dummy skill, and trigger the extra stuff.
 
Level 13
Joined
Nov 20, 2006
Messages
553
what about i use a standard skills like metamorfosis?
the metamorfosis unit have 0 def? remove all skill, hp and sp regeneration to 0. About can't use item, i'm cr8 dummy, order him to Doom the caster, but do'nt have damage. I don't know this work or not :p
 
Level 10
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Apr 9, 2004
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Ok so most of these things can be added on with a dummy spellbook ability. Basically, create all 1 leveled dummy abilities of each passive effect you want/can, then add them into the spell book and make sure to disable that spellbook ability for the player who controls your hero; he'll gain the bonuses, but the spellbook icon won't appear on him. To make him not heal-able by other spells, we can make him spell immune, or trigger units to stop if they target him with a friendly spell. Or, you could always take a short cut and add a unit classification to him, which cannot be targeted by friendly abilities. The damage and lack of natural healing would have to be triggered to adjust his health. As for the hp bonus, you can create a dummy unit ability which gives a bonus 1hp to a unit, and then find out an integer value for the heroes max hp, and make a loop that adds 3X that amount of those dummy health bonus abilities to your hero. That's the only way to actually triple the right amount of health.

that's about as much as i can reckon, and this would all be linked to a buff, not metamorphosis; that would actually complicate things if we use that ability.
 
Level 13
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Nov 20, 2006
Messages
553
when waiting help from Drain Pipe, i wanna ask again. How to make triggers when using Potion like this. The healing potion gain 200 HP and Maximum hp of the hero 10000.
when use healing potion = gain 200 hp+ 10% of Max HP of the user = 200 + 1000 = 1200 hp healed
 
Level 40
Joined
Dec 14, 2005
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10,532
Ooh, guess I read it wrong. It's hard to tell though, it could still be asking for a maximum HP increase bonus.

Even if it was supposed to gain 200+10% of MAX HP in life, your map didn't work for that either =/ (no 200 life, and it gave 10% current HP, not max HP...)

So my point about a lack of testing is still valid
 
Level 13
Joined
Nov 20, 2006
Messages
553
umm.. i did it before, but the effect give full restoration. But you can make it so easyly. Maybe i'm wrong in trigger. Thanks @Just Spectating , i'll give you credit in my map ^^

I wanna ask again ^^

About one of Sage Job in Ragnarok skills, he has skill the name is Land Protector
he create square magic area, an unit stand in this square, cannot receive spell target or land target, or the magic doesn't effect damage, just effect of the skill( this effect like immune magic damage) but, they still can cast magic to other unit outside the square, so this skill useful for avoid magic from wizard. Thanks for your help before.
 
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